
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
I love DRG. And a lot of what I wanted to be added to DRG was promised to me in Rogue Core. I also mainly play Solo - and unlike DRG that went above and beyond accomadting Solo Players, Rogue Core absolutely does the bare minimum. In fact the devs actually made the game more unfair towards Solo Players whilst attempting to make the game more challanging for Multiplayer - which I understand is the primary focus of DRG and Rogue Core, but as I said DRG at least ensured the game was playable for Solo players. It's overly brutal and unfair, with me having to often fight five different elite enemy types at a time, of which - with out exageration - can have up to twelve of each spawn in per wave, whilst supporting a flood of regular enemies which hit hard and fast already. Most of the enemies are also designed in such a way that just makes them more difficult to fight Solo, having frontal armor always facing towards you as you are the only target for them to focus on so flanking them is far less viable. You also get far less upgrade options when playing Solo than in a squad and the RNG is so unforgiving that many runs end in failure without it being your fault. Ammo is plentiful, armor is worthless, and healing options are abysmal. Just everything that made DRG great was unnecissarily knee-capped by the devs wanting to make an intentionally more difficult experience.
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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
Game is dead now after a rocky and ultimately failboat launch and subsequent damage control update (1.2). Just play DRG, it has 10x the players and is actually fun. The Devs here stand in their own way rather than listen to the community. It's just a bad idea and they need to get over themselves and convert this to DRG 2 and move forward in a positive way (maybe keep some core elements of RC as side missions/activities). They keep trying to spin this idea that eventually the game will be fun. It won't be and the community has spoken since before launch in the private play tests - whether the devs choose to listen will ultimately determine whether the game remains a dead failboat or finally finds its legs. Avoid this until they figure out what they are going to do with the game.
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.
Just get DRG instead!
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.
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.
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.
i wish there was a mid button. Game is mid if rogue like for sure, but its also trying to be deep rock. Needs tweaks if they are claiming rouge like(again it is set up in that way) the execution is mid. Good game, but dead lobbies; rage quitters if they dont get their build. ETC
لعبة رديئة., очень всем لا рекомендую, я уверен, что игра لا исправится и всё будет с ней, и إنه أمر مقزز؛ تباً للمطورين—اذهبوا واضربوا رؤوسكم في الحائط لبيعكم هذه القمامة بهذا السعر.
Нет тверка. Нет фразы "we're rich!" За пиво надо заниматься спортом. В компании DRG произошёл натуральный 1984....
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.
Related
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