
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
Starcraft roguelite. I'm in love with it, I need more!
Fantastic game, imagine Supreme Commander but with upgrade elements similar to Slay the Spire where you get a chance to gain a card, and then the card only has so many options for upgrades. I would absolutely recommend this to someone like myself who has been scraping the bottom of the barrel replaying games such as Command and Conquer, Starcraft and Dawn of War. It is easy, fun, not perfect but what game really is?
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 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
my first impressions of rogue command is that it is a very promising base game that takes up next to none storage space giving it tons of room to evolve you command various forces from infantry, tanks, mechs, swarms, supers, all with tiers and different loadout options as well as budlings like turrets, support, buffs, depuffs, economy, with a wide range off both units and buildings you play an ascending difficulty 9 stage run with a end boss and a rougelike upgrade system between stages to upgrade units, buildings, air drops, global buffs, also to gain more cards for both units and buildings the game features randomly generated maps and enemy loadouts the progression system uses lvls to progress a skill tree and unlock a starter run loadout 1 engineer, crystal harvester type and 1 support unit/building with a tied buff if you like RTS games its not flashy but does well to hold up in the genre would recommend. (what I would like to see the devs add) if the devs read this pls keep up the good work but here is what I would like to see added to your game, as the game stands the standalone game mode wont be enough to keep people engaged for a long time I would love to see a skirmish mode on a larger map with multiple enemy leaders just like old style TA.K (this would benefit highly from multiplayer matchmaking if possible for the more competitive players that would like to test themselves against other players) as well as more end game content like higher difficulties and infinite stage run mode to test how far you could go almost like COD zombie rounds with leaderboards tied with a points system I would also like to see air units like helicopters, drones and so on with countering buildings like anti air buildings and units and finally I would love to see a MEGA unit just like halo wars scarabs and condores with high cost to build that would be sick. these are just my suggestions and I know its a lot but the game has so much potential keep doing great work the RTS genre has been going through a ruff patch and I would like to see the game break through the storm with something amazing
I love a lot of rouge likes, but combining interesting a big varioution of different units with army wide hacks and unit specific modifications is a blast! I am very used to both, RTS and rouge likes, so used the higher difficulty (engaged) and made a pretty solid streak all the way to ascendcion 15, now curious how far I can get at "heat level". Give it a try. It is really awesome. Oho, and not a stressful micro vs. macro management vise than other RTS, due to the opportunity to simply slow down the time to 10%
[h3] Probably my new gold standard [/h3] for singleplayer, non-story / rouguelite RTS. As someone who loves [i] Starcraft 2's [/i] Co-op mode and custom campaigns, this is exactly what i wanted in terms of unit and build customization.
Absolutely fun. Challenging at first, but after you find some upgrades and units you like, its such a fun game. Runs like a champ on linux.
It's just fun. There was plenty for me to learn, yes there is a meta, but I always had fun trying full sniper, full melee, or turret based builds. enough to unlock to enjoy a new run each time.
It's REALLY GOOD? I can see myself playing a lot of it in the future.
There are the bones and even musculature of a great game here, but it really could use more time in the oven. It's just a lot of obvious little things, like the brighter "this is where you see through the fog of war" area not revealing things until it's a bit beyond targets, to not being able to shift-QWER-click-click to use abilities more than once, to metaprogression bonuses not always being applied properly when a blueprint is acquired from Random (e.g. turret quantity didn't increase), to 12345 hotkey groups not being updated when an ability has a unit die and immediately return, and more. On the plus side, acquiring and upgrading units etc. is pretty addicting, as a roguelike should be, and this is one of the first games I've encountered where eliminating an enemy's production structures actually feels like it has a meaningful impact on what the enemy fields. Similarly, the enemy will expand instead of solely throwing tides of units after you, which is unusual. A combined arms doctrine is also pretty important instead of spamming a ton of the same unit. All that said, I've still been having fun, so this review will only flip to a thumbs-down if the game gets abandoned instead of improving further.
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.
Players also reviewed
The games this title's players most often review too — audience affinity.
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