
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
[h1]750 hour DRG player here, hi hello.[/h1] [b]I bought this 5 minutes after it went live. I was so hyped! Ghostship take my money![/b] But if you are looking to play this solo... Don't. The game is kinda... Confused? right now? Its not really sure what it is or what half of the implmented things are supposed to do or go together. They are actively updating the game with things like timers and changes to perk selections and enemy interactions. Y'know. [b]THINGS THAT SHOULD HAVE BEEN IRONED OUT IN PLAY TESTING?[/B] These other negative reviews aren't just salty players or haters, a majority are people who geniunly care about this game but are just as disapointed as I am. [i][u]Thats not saying we've given up on it either[/u][/i] [I]Hey i'm not a game developer. I don't want to dog on Ghostship. I cannot rate the original DRG enough, go play that! Now![/I] [b]I know the thing going round is "this isnt DRG, dont treat it like DRG thats why youre not enjoying it"[/b] But if it looks like DRG, plays like DRG, has the same weapons as DRG, the same biomes/map generation as DRG, the same voicelines as DRG, has references and direct parrallels in the space station to DRG and is litterally CALLED [b]DRG[/b]: ROUGE CORE Its hard not to... no? I mean come on they decided to carry over the bloody zipline launcher even though is has 0 PURPOSE in this "fast-paced, against the clock, grab what you can and get out" rougelike. Why even pick it? - So many perks and weapons feel irrelevant. Mmmm yes please i WOULD like to do 1 poison damage to enemies within 2 metres on the second tuesday of every month (So long as they were already on fire) So many elemental based perks that are supposed to synergise with... Something? Even if these perks WERE easier to utilise... The enemies are either too weak or too tough where its either an instant kill or a bullet sponge anyways rendering these silly elemental perks pointless. Dont get me wrong, some perks [i](im looking at you 25% power attack regen on melee hit, smack, smack, smack, smack, POW)[/i] are very cool! But the pool is so muddied with these nothing burgers you can end up with 1 rank in 15+ perks during a run. One very confused dwarf. - Some of the new guns are so ass too, being left with the sloppy 4th choices of a bunch of pistols at the start gate that feel like farting on the enemy would be more effective is NOT fun. Who thought it was a good idea to mix primary weapons from DRG into the same pool as the secondaries from DRG? Yeah let my teammate have the fully automatic assault rifle with pinpoint accuracy while i take a zogging M1911. The workbenches give you a random option to switch it out, but theres no guarrantee its a better choice, + you sacrifice a pretty vital weapon/ability upgrade to compensate for this dookie start system. - Its fun the first few runs. But there's no meta proggresion to keep you hooked. EXPENITE is the only resource and that's bound to the mission the same way NITRA was, no cool minerals, no weapon upgrades, no Overclocks... You go in, you get your ass beat immeidetly or you breeze through it... then you leave. They kept the grind-y prestige system to lock a bunch of content behind so you are forced to play the game to unlock certain things... but not... the fun... stuff? - People squabble over weapons and picks, you can favourite choices but that's not a guarantee the new player without a mic wont steal a perk or weapon you ACTUALLY wanted. And then leave right after. On floor 3/5. With no way to replace that missing slot (Imagine someone dipped mid DRG deep dive, but apply that to potentially every mission. its fustrating) - And tbf the missions can be LOOOOONG 40+ minutes is a guarrante, even on lower difficulties, unless you have a well co-ordinated team that is moving like an oiled machine. All it takes is one dude to get lost in a pointless structure, or spend too much time obbsesing over that last shred of expenite on the cieling, or refusing to start the objective by standing in the 4/4 player required activation circles or just going down for revive on the other side of the map for Karl knows what reason to completley ♥♥♥♥ a run for everyone. [b][u]DRG: Rogue Core has its good parts no doubt, its got sturdy bones. [/u][/b] It has things i love like: - The new M.U.L.E which can fly and is more responsive) - It still looks and runs FANTASTICALLY even on lower end PCs - The universe, the lore and the DRG theme is always banger - Dwarves with guns in space fighting wierd alien creatures while trying to mine loot - When the perks line up it can be fun to go full ham into one thing and feels truly powerful (like full melee) - Female dwarves exist now and they're not forced or out of place. ♥♥♥♥ yeah - Everything is still free, no pay to win, no DLC locked weapons. The Ghostship staple. we love that. - Its a wholly unique (albiet confused) multiplayer roguelike. As wonky as it is, its still one of a kind. But even now, a good chunk of those positives apply to the ORIGINAL DRG. [i]Get it on sale guys (or get it in general) and let it ferment in your library. This will slap hard eventually... But the road is long and Ghostship are not exactly the fastest when it come to updates, even minor patches.[/i] [B]Rock and Stone Mine- I mean Reclaimers[/b]
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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 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, 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
They took a lot of the cool and fun mechanics from the first one... then threw them away. All the classes feel the same and the random shared loot really sucks.
Ghost Ship Games have FORGOTTEN about Quality Assurance.
Я смотрю половина негативных отзывов это люди которые не закончили среднее образование,и не могут понять что дип рог галактик рог кор это не дип рок галактик 2.Для вас написано рог кор,не понятно не?Разработчики писали что это отдельная игра во вселенной дрг со своим геймплеем. А то что вы намечтали что рог кор это дрг 2.Ваши проблемы. А по сути что.Это игра вов селенной дрг,со своими приколами и особеностями.Игре нужно обрости мясцом так сказать.Мне лично не нравится что оружия нужно делить на всех а не выбирать. Лучше пусть у каждого будет своя выборка. А так неплохая игра во вселенной дрг,как выйдет с раннего доступа будет заебись.
Rogue Core has really good bones for a game but there's issues that need to be fixed for it to be a more enjoyable experience. Firstly, I do not get the obsession with games that had a shield system replacing it with an armor system in the following installment. The armor is brittle and weak and it feels like I'm just constantly at no armor or half armor as most attacks take a decent chunk of it out. Just go back to the shield system, it was way more enjoyable. Ammo economy is another big issue with this game. You don't get a lot of ammo overall, even less if you dare to take a second weapon with you, and ammo resupplies are few and far between, usually only one at the start and one at the end. This is not inherently an issue, but enemies take a lot of damage before they die, especially the bigger threats. Again, by itself not an issue, but they compound into being I'm constantly at low or no ammo. Drops being shared across all players is quite frankly, stupid. IT serves no point to allow all 4 players to pull from the same pool. What if two people want the same perk? Someone is getting it and someone isn't, and it serves no purpose but to add hostility into this team based game. DRG is a game that actively encouraged teamwork and companionship with your fellow Dwarf, whereas this game feels like it just is deliberately doing the opposite. Additionally removing the pass for perks to choose bonus health feels like such a random change that was not needed. Runs also go on for a really long time, even the shorter runs can take a while. This is not a super issue, but I would like if there were options for runs to be under 20-ish minutes. It just sucks needing to dedicate like 40 minutes to a run, get bad rng and deal with frustrating balance and not get a win. I understand it's an early access game and things are subject to change, but it feels like a lot of the lessons learned from DRG were just thrown out and we're starting fresh.
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.
Drg has been one of my favorite games since its beta and I knew this would be different since its a roguelike which is great I love roguelikes. But man does this drop the ball for all the time it was in development, just for it to ignore any lessons learned during drg's lifetime. To get to the point none of the build choices really matter cause how danm bullet spongy the bosses are. It honestly feels terrible to fight them since no matter how strong you are you deal basically piss all damage. Compounded by the dumbass choice to make resupply pods give no health makes the final stage awful and how to fix this. THEY BUFF THE BOSSES HEALTH. As if they didn't have enough already. This should have been a sidemode in drg nothing more
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.
Just get DRG instead!
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.
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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