
True RTS gameplay reinforced with roguelite build crafting. Control units with bullet-time precision. Call down bases and raise armies. Drafted from a different arsenal every run. Weave builds that break the game. Or the game breaks you.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 1.29/day in the week to Sep 1 → 1.29/day in the week after.
About

Rogue Command is a single-player RTS that plays like the classics that defined the genre.
Control your units, build your base, harvest resources, explore the map, defend positions and come up with a plan of attack. But now with every run the rules of the battlefield change and each battle is an opportunity to discover new ways to play.
And when the action gets overwhelming, you can slow down time to 10% at any moment, allowing you to give orders with bullet-time precision.
After each battle you choose new tools for the fights ahead. Reinforcing existing strengths or pushing your build into new directions:
Blueprints add a new building to your Engineer's construction database: Unit factories, defensive turrets, healing spires or super weapons, the nuts and bolts of your army.
Upgrades modify your blueprints. Make units stronger. Or add new traits to make them part of an emerging synergy. Like adding burn damage to their attacks or letting them burst into skittering exploding spawnlings when they die.
Hacks are powerful tech-relics that modify the rules of the game. Adding a new facet to a status effect, making burning enemies flee or adding a healing effect to teleports.
Win or lose, each run you unlock new building blocks for your arsenal. Adding entries to the mysterious database of the gleefully malfunctioning Engineers across the galaxy. With hundreds of units, hacks and upgrades waiting to be built and tested in battle.
Earn archive tokens to unlock permanent improvements in the vast skill tree of the Battle Archive. Push hard into a specific trait or spread your points wide to accumulate many smaller bonuses. Or unlock ways to control the randomness. Experiment and find what suits your playstyle best.
Before each run you choose your:
Engineer: Your presence on the map. Can call down buildings and control armies. Lose your Engineer, lose the run.
Economy: Refinery and Harvester models determine the shape of your economy.
Specialist: The foundation of your build and formidable presence in combat. Each modifies the rules of the battlefield. With unique Specialist Hacks pushing their traits into odds-bending extremes.
Castle provides incredible defense and global artillery strikes.
Incinerator covers the battlefield in smart fire, burning enemies and aiding allies.
Recycler summons hordes of Robo Zombos from the remnants of your fallen units making death a resource.
Support Tank applies lifesaving buffs to your squads.
Swarm Walker infects your enemies with Spider Spawn Eggs.
Mantis feeds on its allies to gain unfathomable strength.
Rush Beacons quickly establish map presence and mobility.
Phase Walker teleports itself and its squad granting buffs and causing havoc.
The planet-devouring PCX (Planetary Core Extraction Corporation) - has spread across the galaxy. Only the occasional Engineer with a crystalline consciousness infection standing in their way.
Dozens of enemy variants fielding armies with more than 150 units and buildings of their own will keep you sweating over every decision and force you to adapt. No battlefield will be the same. And conditions can suddenly shift:
Sunstorms disable all shields on friend or foe. Thunderstorms extinguish fires. Sandstorms diminish the range of attacks. A blessing or a curse? Depends on your build and your enemy.
A first win is only the start: 15 Ascensions with unique bosses provide escalating challenges for dozens or even hundreds of hours. Your command of the battlefield grows. Your Battle Archive fills out. You discover new combinations to obliterate enemies that crushed you before. Until you are ready to face the final challenge.
And if that is not enough, you can fight your way through infinitely scaling Heat Levels until you break the game or the game breaks you.
Engagement
Reviews
Themes across 154 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I have like 6 k hours on SC2 and like 500 on SC BW as well as played a lot of AOE and C&C. I am the one you should listen to, I PROMISE. First off: Don't listen to most of the negative reviews, game is in a FANTASTIC state for EA. It is already worth the price. 2: This game is a near-perfect distillation of the RTS genre. People complaining here do not seem to understand this is the absolute first of its kind (a rogue lite RTS). They smashed it out of the God dang park with this one. 3: All of the hotkeys are perfect. You just press tab and now you get a neat menu of ALL of your production buildings. After you press tab, you can right click to set a rally point, for ALL of your combat units. Press F2, you select ALL combat units, press F3, you select ALL harvesters. This leads to INCREDIBLY fluid gameplay with near MAX control, right at the start of a game. 4: The amount of units and upgrades and other things really is STAGGERING. So far, all of the units I have found same for like 2, have a place in your army. You do not get offered upgrades that don't fit into your build. Most of the time you will be offered something that makes you go "SICK I could use that." 5: Games are quick, fun and full of variety. Ignore the nit picking neck beards. 6: Buy this game. Support the RTS genre, especially this one.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Reviews, worldwide (the counter carries no country): 2.83/day in the week to Jul 21 → 3.4/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Japanese, Korean, Portuguese - Brazil, Simplified Chinese, Russian, Spanish - Latin America, Traditional Chinese*languages with full audio support
Hours played at review time, across 155 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Solid game, I had fun crafting team comp synergies with the blueprint system. Starts off too easy and ramps up too slowly for my liking, but when you get to ascension 10 and beyond, it starts require strategy and careful scouting. Fun little "1 more run" game.
This game ticks all the right boxes for me: procedural generation done right, interesting and diverse deckbuilding, solid classic RTS gameplay, slow but meaningful meta progression, and bullet time. Worth every penny. In an age of live service slop, early access disasters, and predatory p2p games these devs have dared to do the unthinkable: make an outstanding and complete video game. Thank you
Rogue Command dimostra che il genere degli strategici in tempo reale ha ancora molto da dire. Gli sviluppatori hanno unito le solide basi degli RTS classici con elementi roguelike e deckbuilding, creando un'esperienza fresca, dinamica e sorprendentemente coinvolgente. Ogni partita inizia con la classica raccolta di risorse e costruzione della base, ma è la progressione tra una missione e l'altra a fare la differenza. Nuove tecnologie, edifici e potenziamenti permettono di creare build sempre diverse, spingendo il giocatore a sperimentare e ad adattare continuamente la propria strategia. Tra le caratteristiche più riuscite spicca il sistema di rallentamento del tempo, che rende la gestione delle battaglie più accessibile senza sacrificare la profondità tattica. Le mappe procedurali e le numerose combinazioni di unità aumentano ulteriormente la rigiocabilità, rendendo ogni run diversa dalla precedente. Non mancano però alcuni limiti: il bilanciamento di determinate unità può essere migliorato e l'intelligenza artificiale mostra occasionalmente qualche incertezza nella gestione delle truppe. Si tratta comunque di difetti che incidono poco su un'esperienza complessivamente molto solida. Rogue Command è una piacevole sorpresa, capace di innovare senza tradire lo spirito degli RTS classici. Un titolo consigliato sia agli appassionati del genere sia a chi cerca uno strategico originale, ricco di contenuti e con un'elevata rigiocabilità. Se volete divertirvi con noi ci trovate sul nostro canale discord : https://discord.gg/Qw7eRbW4w6
I have played most RTS games that I could find ever since I started way back with the original Command and Conquer and have lamented what has become of the genre over the past 10-15 years and I had a blast with this game and a lot of fun in ways that surprised me. In particular, there are a few game design decisions that are specific to the genre that I want to praise. So basic setup: you first pick your engineer, your builder who is also you, like the ACU you play as in Supreme Commander. Fairly squisy, but very important. They you pick your crystal harvester, how you harvest the money in the game. Last, you pick a special, universally strong unit paired with a powerful buff. Such as the spider bot which creates an occasional spawned unit automatically and without cost, which also has a debuff they can cast which causes the killed enemy unit to explode into multiple spider spawns, and is paired with a big buff to spawned units. The engineer calls in buildings during the game which only produce a specific unit. The buildings come with a unit that spawns at the building, unless you pick the combat engineer, which caused newly created units to spawn at his location, which gives you a mobile spawn points so your units are created instantly on your front line. Now, really smart design decisions: First, as a single player game only, it doesn't have to worry about maintaining a competitive balance, it only has to worry about being fun. I disliked the direction RTS games took with alongside Starcraft 2 where the choices for the design decisions they took was towards faster APM, and more micro, and balancing around how the pros play the game. Which means that there get to be fun, occasional OP combos that only you, the player, get to have without worrying about it getting nerfed into the ground because it broke the pro meta and just joyfully blow everything up. I also hate a lot of micro. This game makes micro easy with really well thought out hotkeys. As you get new units, the buildings for them fill in on the keyboard starting at the 'Q' key and moving right, 'W' 'E' 'R' ect. And when you select your units, if they have an ability, of which most do, about 70-75%, they fill in in the same order, with Q being the earliest units ability and moving to the right on the keyboard, giving you both many options via abilities and an easy way to pick which ones you want, when you want. The Tab key selects all your unit production buildings, which means that you can be out fighting or exploring, hit a quick button and see which of your units you can build more of at the moment. With a few taps of keys, you queue up more and as many of the units as you can, either to replace losses, or because you've been letting your resources build up as you explore, and then you hit 1 and are back to controlling your army. The whole thing will take less then 5 seconds. The space bar slows down the game, a la Warhammer Total War, to the perfect speed to be slow enough that even the craziest battles don't become overwhelming, but fast enough that I don't have to turn it off after I make my choices for things to start happening. The way you start your choices at the beginning makes each variation feel just different enough that they feel like different factions. There is enough depth to each of the different builds and some easy access to rerolls, that the skills aren't diluted enough so you can get most of the units and abilities you want for your build on that run. There is an upgrade you can get a handful of hours in that seriously reduces the HP of all the units of the first two levels. It's genius. It basically jumpstarts getting your build up and running and sets you up for the meat of the game. It gives you a lot of choice and flexibility in difficulty, which is much appreciated. I ended up having so much fun with this game. Easily worth full price and steal in any deal.
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I want to like this game, i really do. i feel like it should have a lot of replay value. and I do enjoy the roguelike aspect, but i've advanced to the point where my unlocks render any playthrough unplayable even at lower challenge ratings. My options are flooded with garbage, and upgrades and hacks rarely align with bots i get. I'd have to invest all of my hundreds of battle points into rerolls just to be viable. Steam truly does need a "on the fence" post.
This might be my favorite strategy game of all time. I've been playing RTS games since Command and Conquer back in the 90s, and no other RTS has grabbed me like this one. The combination of roguelike and RTS is elegantly done, and if anyone is complaining about the balance or the pacing, they just haven't got their strategy dialed in. These are the things that keep me coming back to this game; 1. Every run is unique. As with any roguelike, the potential combinations and builds define the gameplay loop. In this RTS, the build is made up of your units, defense towers, support towers (like teleporters, superweapons, map spying) and the modifiers you can slot into them (two slots for each unit or building). Of course there are also "drops" which behave like spells or potions in other roguelikes, with some staying with you for the entire run (one time use per map) and some consumable. 2. The diversity of units is huge, nevermind customizing them. The diversity of map styles and biomes is also huge. The diversity of the enemy types, again also huge. Each map will present you with a specific type of enemy army (maybe its melee focused, maybe its fire focused, maybe its tank and artillery, etc) and the later difficulties hit you with some truly awesome battles to contend with. 3. The atmosphere is great. Not trying to be super realistic, but not ultra cartoony. It sits right in the middle with a low-poly but high polish presentation that should run on a potato but look great even on your 4k monitor. 4. The meta progression is deep, and you can re-spec your meta-tree any time for free, no penalties. You can lean into any aspect of the game to build your edge. 5. The difficulty ramp is challenging but not impossible. When I lose, I know it is because I made a strategic mistake or my build just wasn't up to snuff. As with any good roguelike, they know you can snowball into being ridiculously powerful, and the late difficulties will require you to do that to win. 6. The flexibility. Like to play the turtle? You can focus on defenses and support towers, and once you unlock the right things, you can beat the enemy without sending a single unit to their base. Want to steamroll? The 100 unit cap seems small, but when you are fielding an army of super-powered units, it is overwhelming. If you collect the right drops during the reward phase after each map, you can sometimes find and eliminate the winning target in literal seconds. 7. The pace. The first couple maps are pretty easy, likely you will spend way more time on them than you need to at first. After unlocking enough stuff, I started to just deploy a ton of basic unit factories (which each come with one unit) and rush the target, not even bothering to build a refinery for an economy. This fast paced first two or three maps lets you get your build started quickly and prepared for more intense battles further on. 8. The win conditions. It's always going to be a certain target (or later, targets). Sometimes its a small building that you can sneak up on and take out right from under their noses and win with scalpel precision. Sometimes it's a large target that can't be destroyed until you eliminate certain units and structures around it. Sometimes it is an actual mobile unit. 9. I actually feel like this strategy game requires actual strategy. So many RTS games are just a race to be the first one with enough economy and units to steamroll the other. In Rogue Command, every step of the process is another choice to make, every move on the map and structure built is carefully calculated. You have plenty of modern creature comforts for easily commanding your army and economy quickly and efficiently. Most of the controls I knew intuitively from past experience. 10. All said, the TL:DR is that this game is extremely replayable, highly strategy dependent, wonderfully diverse and deep, and just plain ****ing fun. I've never played another RTS like it. There are so many other details I could mention, but I think in the end you just have to try it. Bonus 11. The ability to slow down time. That's right, at any moment you can slow the game down to .10 speed. This means that the computer can't out-pace your thinking. You can execute a flurry of commands in less than a second of real-time. Often I will finish matches having only elapsed maybe 3-5 minutes of real-time, while actually spending most of my time in slow motion. Getting attacked suddenly? Take your time coordinating a response. Want to develop as fast as possible during the opening? Issue your build commands and drop an entire base on the map before the first building hits the ground. It's a good game. Maybe the best RTS I've ever played.
What a great game. I hope there is some more DLC in the works. Maybe bumping us up to ascension 25.
This game is amazing, are you sad bc SC2 is AI slop trash now? did you think zerospace early access would be better then stormgate? play this game it is not multi player but it is good ♥♥♥♥
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Where this game's players are, estimated from review languages.
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