
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 155 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Rogue Command is a roguelike RTS featuring deckbuilding elements. The story revolves around depleted resources; your goal is to safeguard everything from a faction that has just arrived under the pretense of a rescue mission. [b]The Short Answer: Is It Worth Buying?[/b] If you enjoy pure RTS combat mechanics without being bogged down by a heavy story, then absolutely yes. [b]Playtime[/b] 6/10 I have played for about 20 hours. I estimate it will take around 50–70 hours to complete all the levels. [b]Story[/b] 1/10 Resources have run dry, and you must save everything from the newly arrived "rescuers." [b]Music[/b] 3/10 There are only a couple of tracks, but they are quiet and unobtrusive, which is a good thing. [b]Graphics[/b] 2/10 Low-poly style. [b]Mechanics[/b] 8/10 This is where the game gets interesting, as it is essentially a roguelike RTS with a deckbuilder inside. At the start of a run, you select your builder (Engineer), resource extractor, and specialist, and from there, you are at the mercy of RNG. The game can hand you anything from basic infantry to mechs or tanks. Progression requires moving through levels to defeat a boss base, which slowly upgrades alongside you. The longer you drag out a level, the harder the boss is to kill. Your entire run depends on the cards you pull and the upgrades you choose for them, which come as either global buffs or unit-specific upgrades. Combat can feel quite repetitive once you establish a reliable meta, but there are cool tactical moments involving turrets or prisons. For instance, you can amass a swarm of spiderlings (similar to Banelings) and completely annihilate everything, or set up siege trucks backed by infantry to flatten bases without moving an inch. Enemies scale dynamically as the game progresses, expanding their tactical options to defeat you. The base-building mechanic is highly restrictive: you can only build structures immediately adjacent to your builder. When using a combat-oriented builder, this limitation becomes incredibly annoying. Furthermore, the archival meta-progression system is highly debatable; spending a huge amount of hard-earned points just to get a +1% damage increase feels extremely unrewarding and poorly balanced. On the flip side, enemy attack patterns are nicely varied—they will strike multiple locations at once, target your economy, or build up massive armies. [b]Personal Take[/b] The mid-game feels a bit repetitive, which is right where I ended up stopping. I assume the later stages get tougher and rely much more on micro-managing vehicle and unit synergies. That said, the build variety is genuinely massive. I would absolutely love a game mode where you could draft your own custom deck of characters and fight with them, earning new unit blueprints by defeating bosses or completing quests. The environment feels relatively dead; there are a few local animals, but they exist strictly for window dressing. The map generation is done very well, often leaving plenty of high-ground paths and flanking routes to exploit. However, the starting base spawns are occasionally flawed, sometimes plopping you right next to enemy outposts. Ultimately, I'm waiting for new upgrades and better accessibility options tailored to casual players. [b]Overall Score:[/b] 75/100
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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 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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 156 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
최근에 해본 RTS 인디게임중 최고입니다. 날빌이있긴했어도 날빌로 이기는게 목적이아니라 나오는 카드 사기치는재미기때문에 그냥 사기빌드만고정해서 하면 재미없을수도있어요. 근데 그건다른 로그라이크겜들도 다그래요. 그래서 다양한 빌드 돌려서 트라이해봤습니다. 전체힐타워 + 힐하면 거미스폰되는것 + 스폰시 잠시무적 이런거 집고 클리어하면꽤재밌어요.
It's one of those rogue-lites that make you feel powerful but don't let you break the game too much. You get a good variety of specialist units to determine your overarching playstyle (massing Spawns, vastly improving Flaming damage, super-turtling via Castle and more) and an ample selection of per-unit upgrades and global Hacks to compliment that. Units and buildings alike can form strong combos for delpoyment/empowerment of your combat force. Some neat interactions like Strengthened units providing more damage upon Devouring via Mantis Mech are nice to figure out and play around with. Some of the map biomes and map generation quirks are fun to use/abuse. However I feel like limiting the players to just 2 upgrades per unit is rather suffocating. Some of the upgrades that increment damage/HP feel like a time waste, since you aren't leaving combat with the units you've upgraded so much. Having crucial units/upgrades/hacks that vastly improve certain Specialists locked behind an unknown to the new player amount of levels also seems like a poor decision. This might also just be a me thing, but after unlocking Mantis Mechs I've never looked at any other Specialists, since it felt like the most progression-focused Specialist, which was what I'd been looking for in a rogue-lite RTS. Can't say that I didn't enjoy the 66 hours of gameplay that I've managed to put into it, but I can't say that they were the best RTS experience, either. Could be more interesting for someone else, though!
Absolutely fun! I am not a huge fan of RTS games because of the micromanagment required. While this game does require quite a bit of it, it's significantly easier and more straight forward because every unit only has one ability, some of which have multiple effects. You can create some pretty neat "deathballs" in this game. I had a run where I would mass "marines" and support them with various other units. It was fun to see massive tanks struggle to take down puny marines. The AI is also deceptively intelligent. It will scout you and attack your weak points. It loves to attack you while you're out doing stuff, so it's important to manage your army wisely. Most of my runs end up ending in base races because the AI is incredibly good at splitting it's army, so it's hard to wipe them out then go for their base. It makes it so much more fun. If you're a fan of RTS games I cannot recommend this game enough. The graphics may be simple, but there is still a lot of appeal to the eye. The way you modify units between missions with the roguelike rewards is what makes this game so enjoyable. I've had runs where I created suicide bombers that would poop spiders on death, just to revive those corpses into zombies, creating an infinite loop of destruction. I've also done builds where I mass healers and have heavy mechs with scaling modifiers. Keep them alive the entire match and they turn into monsters. I've even had runs where I just play tower defense the entire game until I make an army of high cost units. There are so many different ways to play this game it makes every single run more exciting than the last. The best part is, all units are pretty viable from my experience. I haven't had to spam any unit so far to win. A lot of fun!
The first 5-6 ascension is quite satisfying and about make the price worth it imho. After that there is a massive grind wall as the enemy units WILL counter practically everything you can throw at it, and you need meta game progression to have a fighting chance and to get those points you have to grind. The game at its core is SUPER ballanced. Everything works, but only if you know what you have and how to use it, which is wonderfull and if you think something is op, it really isn't, you just havent been in the higher diff, where you realise its execatelly where it should be. There is really one single issue i could point out is that if you get a "tag", like one of your unity has "bounty", then that unlocks ALL bounty releated passive upgrades (passive upgrades that enables combos and op builds). So it kinda forces you to go a solo unit spam build, and even then you might not be able to complete a single build for that single unit, cuz there is your building, your harvesters that you always have, and they WILL dilute your pool and you forced to pick ♥♥♥♥ things and pray you get something that is a core element of your build. I don't belive you have a chance building a divers army, especially that some units rely on a critical quantity to work (swarmers). Also even if you have some tank and dps and heal setup, you simply don't have the eco to make all of them. Stil unit diversity is massive, with the passsives the mods and all that jaz, and most of them are actual really different stuff, lots of quality content.
不错
Great idea, the build crafting is fun. However, every mission is "find and destroy building", and the AI is poor. Some mission variety and more capable AI would bring this up to recommend. Solid foundation, but fights are a bit too boring and repetitive.
Its fun.
Incredible find this, if you enjoy roguelites and RTS games this is a win any day. It offers a lot of different fun combinations to play with and a roguelite system that will eventually break things completely. You want to: Swarm the enemies with bot armies that run at the speed of light? Check. Build heavy tank and mech armies for overwhelming firepower? Check Cheese everything with full on sniper army? Check. Run a spider army into the enemys base and watch them all explode into multiple smaller bots, that also in turn spawn more spiders? Check. An engineer that shoots lasers across the whole map by first killing trees? Check. If you don't find any fun with this game, the problem isn't the game.
Это не стратегия, а игра с элементами стратегии, где режимы свойственные для стратегии? Где кампания, где схватка, где мультиплеер? В таком виде это игра на 2 часа и все, надоедает.
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Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
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