
DEEP ROCK GALACTIC: ROGUE CORE is a 1-4 player co-op shooter with sci-fi dwarves, procedurally-generated caves and random roguelike upgrades. Explore maze-like mines and blast through hordes of alien abominations — no two runs are the same. Move quickly, work together and shoot first to survive.
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): 12.86/day in the week to Sep 8 → 11/day in the week after.
About
Our deep-level mining operations have gone dark. Deep Rock Galactic needs them back online at any cost. We’re sending in a crack squad of Reclaimers to breach and secure the mines, and kill whatever’s down there.
Your survival is not necessary for the success of this mission.
Step into the boots of the Reclaimers, Deep Rock Galactic’s elite corporate security force. In fast-paced 1-4 player co-op gameplay, you’ll fight through alien-infested mines as five playable classes:
GUARDIAN: The walking shield. An expert in area denial and close protection. Damages enemies with concussive blasts, and restores the team’s armor.
FALCONER: The aerial attacker. Deploys an airborne assault drone to electrify enemies. In an emergency, can even revive teammates from afar.
RETCON: The hologram berserker. Can warp back to a previous point in spacetime, restoring health and ammo to recover from dangerous situations. Lethal in all time zones.
SPOTTER: The marksman. Highlights and weakens targets with toxin darts, spots enemies through walls, and can deploy ammo crates for use in extended firefights.
SLICER: The melee expert. Carries an energy blade capable of dismembering all but the toughest opponents. Mobile, agile, aggressive.
No two runs are the same. The roguelike format means you’ll scavenge your weapons and equipment from within the mines, and collect resources to upgrade your gear and abilities. Choose from a deep pool of upgrades for your weapons and abilities, discovering lethal synergies and snowballing in power as you fight your way down to the Rift Gate.
Linger too long, and the Reaperworms will hear you. Explore each level of the mine for upgrades, equipment and resources — but remember that each stop costs precious time. Stick with your team, move quickly, and push forward at all costs.
Nobody said this would be easy. But death is only a setback. Dive, dig, die, and dive again.
Procedurally-generated caves mean every single mission gives a unique challenge of traversal and exploration. Featuring 100% destructible terrain, you can dig, carve and explode the caves around you to level the playing field. Fight your way deeper through natural caverns and enormous industrial structures.
These mines are infested with Corespawn: the most aggressive, resilient and intelligent alien life we’ve ever encountered on Hoxxes IV. 20+ different enemy types and 3 different bosses are lying in wait. Use whatever means necessary to eliminate them.
Between missions, you’ll find yourself aboard the RV-09 Ramrod. Here, you and your squad can access rich metaprogression and extensive character customization to bring into your next deployment. Lift weights, braid your beard, hit the dance floor, and have a beer with your team.
Think you’ve got what it takes to brave the depths? Wishlist Rogue Core and contact a local Reclaimers recruiting station today.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 1214 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Just no. I got a friend into this and we both noped out without saying much. Gave it an honest shot. It's just not fun sadly.
This is one of the few occasions where i fell like writing a review is neccesary. I spent 4 hours in this game so far with 4 attempts to complete a mission, not once it was possible to finish a mission which is a significant time commitment of 45+ minutes (too long !). It was mainly due to the end-boss being too strong or technical issues which i will go into detail about. First try we (4 players) made it to the end boss but my game crashed at the exact moment the boss was defeated (I was Host ! Imagine my feelings and the others feelings about that !). Another time a player got randomly teleported to the elevator at the end of a level , started the countdown, died there and we did die too trying to rescue him. Either he hacked his way there or the game bugged him there .... . Next occasion (on a solo mission because no other players were looking for a game) i got locked in a upgrade selection screen that locked somehow after item selection, no progression possible ..... i had to kill the game process. There were no players on the two starter missions at the time of writing so i would have to complete the first levels against a boss that was designed for 4 players .... The game drives players away if no progress is visible to them. I simply cannot like that, even if the general roguelike idea is compelling. Make the entry level easier so more people can progress beyond the first missions. If people get frustraded within the first hour or 2 hours , something is clearly wrong with your game design. Fix technical issues like the screen locking and random crashes (exception handling ?) or technical debt will make you bankrupt. Make missions shorter (like single floor missions in original drg which take 15-20min) or reduce the numer of floors. Make the bosses easier. It feels like this was not playtested whatsoever before early access release. Your game should at least be stable enough to complete a mission, which it is not. I would say charging 25+ € at this stage is not reasonable if you dont improve on these points. I will come back at a later time and review again if an update is released.
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Reviews, worldwide (the counter carries no country): 10.43/day in the week to Jul 26 → 24.86/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, Italian, German, Spanish - Spain, Hungarian, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese +2 more
Hours played at review time, across 1.2K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
As of now, it just doesn't have enough meat on its bones to justify the price tag. It just feels like DRG, but you get a drip-feed of barely significant upgrades. I know this because I picked whatever and wasn't punished. Also a multiplayer roguelite is also basically an oxymoron.
Bom, sobre o jogo: Comparando com Deep Rock Galactic, existem alguns problemas que tornam as partidas estressantes de forma desnecessária. Um exemplo é a interação entre os Nucleogênicos e as plataformas, que ainda não foi corrigida e pode fazer você perder uma partida por absolutamente nada. A velocidade dos personagens também poderia ser um pouco maior. Mesmo que a velocidade dos inimigos fosse aumentada para manter o equilíbrio, isso daria aos jogadores uma opção real de fuga se aproveitando do mapa e mecanicas. Outro ponto é a quebra de imersão na história. Não somos mineradores; somos Recuperadores, enviados para investigar e resolver o problema do Núcleo. Por isso, a enorme quantidade de mineração acaba tornando a experiência repetitiva e cansativa com o tempo. Na minha opinião, os upgrades poderiam ser obtidos principalmente ao derrotar os Nucleogênicos, enquanto os minérios serviriam apenas para melhorias secundárias ou para a troca de upgrades. Também sinto falta de um modo infinito, onde fosse possível aproveitar as builds por mais tempo sem a pressão de um encerramento rápido. Esse seria, de longe, o modo que eu mais gostaria de ver adicionado ao jogo. Por fim, acho que o jogo precisa de um final de missão mais marcante. Seria muito mais imersivo chamar uma nave para resgatar os anões ou até mesmo um enorme feixe perfurando o teto da caverna para abrir o caminho de volta. Hoje, sinto falta daquela sensação presente em Deep Rock Galactic de que, mesmo após concluir todos os objetivos, ainda precisamos escapar vivos e garantir que nenhum anão seja deixado para trás. São mais de 300 horas dedicadas a explorar tudo o que o jogo pode oferecer, testar seus limites e conhecer o trabalho que a equipe colocou neste projeto. Entendo que o jogo está em Acesso Antecipado e todas as implicações que isso envolve. Deixo este comentário na esperança de que, no futuro, eu possa editá-lo e substituí-lo por uma mensagem muito mais simples: Rock and Stone!
Эта игра - огромный кусок говна. Понятия не имею, что разработчики делали 3 года. Учитывая, что игра тупо пустая и наполовину сделана из ассетов первого DRG, я буквально увидел абсолютно весь контент за 20 часов. Пик онлайна щас это 800 человек, днём меньше 400, найти людей поиграть - просто анрил, можно по 15 минут стоять в лобби, так и не дождавшись ни единого человека. Просто напоминаю, ради этого кала разрабы бросили оригинальный DRG. После выхода первого патча разрабы на месяц ушли в летний отпуск... Вся игра является прогревом фанатов на бабки, не более.
Just get DRG instead!
Im sad to say that unfortunately not worth the money right now, and im not entirely convinced it'l ever be particularly good as the fundamental gameplay floor isnt very compelling. This is sad for me because as a big deep rock fan even though i knew this would be a quite different style of game, i was hoping that itd be a blast, especially for Ghostship games own sake as they clearly are very passionate about this project. That said i will quickly say what i think is praiseworthy: the game looks lovely, and is only 5 gbs worth of space, and seems well optimised. They also maintained the deep rock art style very well. I don't want to be that guy who's going to complain that this is why we were starved of deep rock galactic content, as i honestly hoped the game would be good especially because Ghost ship seems to be very invested and i know how disheartening it must be to see negative reactions to your hard work, but i must be honest. Character budling is very minimal, build choice is significantly weaker than deep rock galactic, this is partly due to you acquiring most of the things that make your dwarf feel unique randomly during missions, and as such, most of the equipment isn't even class exclusive anymore, this is an example of what i mean when i say im not sure how much it can be improved: This system of effectively building your build through random drops through the missions is baked into the games core loop and balance. The game also lacks the soul the original had, they said they wanted a darker tone for this game, but taking this game in a darker direction was a silly choice, deep rock is fundamentally a highly satirical world, it doesn't suit a more serious direction, its hard for me to treat it as a serious game when i know that, in cannon, there are probably other dwarves just 3 km or so above my head doing absurd things like laser pinging a mushroom over and over again and saying the word "mushroom" on end for minutes and annoying management. I can't take that seriously as a "gritty" universe. This is a problem all over the game: Everything is far more bland, even the new Molly equivalent just has no charm, it looks like a generic sci fi drone, none of the funny waddling charm of molly, the dwarves lines about it aren't as charming either, and mission control has been replaced with a generic sci fi ai, that isn't relatable, and barely ever funny...... its like the souls been sucked out of the game. They gated the beer and bar behind doing QuickTime event minigames to earn calorie points before you can have a drink..... which is baffling to me, deep rocks community is wholesome because the game subtly encourages it in many ways, one of which was the quick access to the bar before and after the mission where players could just quickly grab a drink for 30 sec before a game, gating that behind a QuickTime event minigame EVERY TIME is going to result in almost no one doing it. In fact this game has several quirks that i think will greatly reduce the community's bond: No one really playing a set clear role like in the previous game will make each member of the team blend in more and not have a "purpose" that stands out, which makes it feel much less cooperative. The multi staged missions that cause you to fail the whole stack and have to redo it like the old deep dives will make everyone less tolerant of newer or worse players. There's nothing inherently wrong with that type of setup but given this is deep rock and its largely about encouraging a close bond in the community i think this will step on the toes of that heavily. The ai enemies aren't as well developed as the glyphid encounters either, that ones honestly hard to pin down my exact thoughts, it just didn't seem to stand out as much as the glyphid swarms. The whole dynamic of it seemed more basic. I could go on, but that the gist. Ill reupdate if i ever rebuy in the future and it's good, which i will only do if community sentiment heavily turns in it's favour after future updates.
Roguelikes, at their core, are made by gamers who just want to have their own dopamine boost. For those who want as much silly dopamine rushes as possible, even if perhaps at the cost of allowing the game to rng-fight you away from it. That's why whenever you *do* get an insane build in a roguelike it feels so vindicating - you *won* against the game. You managed to break it's rules, it feels like. So it's baffling why this game almost goes out of it's way to *not* give you this feeling. If you've played base DRG game, you will very quickly recognize the game gives you a gun, and 5 rng upgrades for it (that aren't typically *that* interesting even compared to the base game). Sounds *kinda* like a roguelike setup, but...... Isn't that just... Base game? You also just get your gun right away there to, and even get to *choose* it, and the much more interesting gun-specific upgrades there too? So is this not literally just... The base game, but with a needless rng element slapped on top of it? And in this game, it doesn't even let you go *PAST* that power level??? I understand the expenite upgrades are also supposed to serve as a backup power to add to it, but with how minimally the power increases from them, how far between they will be (a "high amount" of these upgrades in an entire mission would be 20ish), and how harsh the journey getting there will be, it feels less like you're actually gaining any progress and more like the game is making you "stronger" by just starting you with absolutely no power at all so you feel special when you get *anything*. Another example of this is the trait upgrades, being your out-of-run progression system - these are similarly extremely minimal. It takes a long, LONG time to get all of them, takes money to even have the slots for them, and even when you do have a perfect build for them, you just kinda feel like you're as strong as any good overclock in the base game would be. I genuinely just don't know who this game is for, honestly. It absolutely cannot be for DRG fans of the base game, because you are just *better* there, even without """""infinite""""" upgrades via expenite. It's significantly harder, you have way less stuff to collect and not necessarily any varying objectives makes all maps and biomes still feel same-y, and even when you start to feel like you're doing something epic with a build you finally landed, the run will likely be over within the next 5-10 minutes. Genuinely, just go play the base game. And don't play this one.
They alienated the only good parts of DRG 1, no way to get heals or ammo in when you need it because no nitra or ability to call down ammo/heals, no ability to have even one reliable standard weapon, a run can be a waste with the first weapon choices are pistols with 8 bullets in them. Kept giving it a shot and after 4 sessions the nostalgia of DRG has fully worn off.
The way Corespawn are right now is really bad. The Glyphids in the first game were significantly better. Less weirdness with the angle they attack you from, no jumping, and the ranged enemies weren't the second biggest bullet sponges in the game by a large margin. Deeply unsatisfying to fight them right now.
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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