
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 1224 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I'd rather play Deep Rock
This game is really good, and it's sad to see how most people can't see that after it's rocky start. Ghostship games has fixed most of the main Issues I've seen people having at launch, they just don't seem to give it a second chance. Yes it requires you to work with others to get upgrades, but it isn't too much of a hassle any more. From my experience almost all of my lobbies have had people being cooperative with the upgrade system. While there have been standout lobbies, they are few and far between. Even if you hate playing with people, there is a singleplayer mode which still allows progression and is balanced for solo runs. People should honestly come back and give this game a second chance!
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $10.7M | 17.6K | 75% | $24.99 | |
| $10.7M | 10.7K | 79% | $29.99 | |
| $10.7M | 68.4K | 92% | $9.99 | |
| $10.7M | 7.2K | 70% | $59.99 | |
| $10.7M | 19.7K | 85% | $19.99 | |
| $10.6M | 20.1K | 86% | $19.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 0 | — | — | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| $40.9M | 380.1K | 97% | $8.99 | |
| $6.5K | 24 | 62% | $9.99 |
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
深岩银河是我第一款付费steam游戏,也是我的pve启蒙,但是这个新作太失望了,单人这个难度我以为在打gtfo,枪手和工程的大枪要单独解锁是何意味,死骷髅兵攻击这么欧美纯恶心人来的,鬼船你快倒闭吧
Yeah I don't recommend this game at it's current state. The gist of it being already laid out by other reviewers. [list] [*]The meta-progression is super boring and doesn't feel good to grind for. The bio booster decks is not a fun mechanic to play around since the build choice and only being given two options in a run gets repetitive quick. The enhancements feels awful to spend on, especially since every character have the same ones but you need to grind for each of them separately. [*]The weapon upgrades are lackluster and you get so few of them and the you never feel like you scale unless you get exceptionally lucky. [*]Some character upgrades in runs are fun, but many of them are so underbaked or niche it would never be good to pick them. [*]Extra objectives only being cameras and terminals is dumb and it doesn't give you anything except credit boosts. [*]Both weapon and character cosmetics being either non-existent or dull. [*]Rarely get a feeling of clutching a victory, dopamine from a busted run and more often feeling powerless because you got shafted by lame upgrades. The foundation is there (largely because it's has the original DRG as it's base, but I digress) but multiple core systems needs to be overhauled, redesigned or improved for it to have any legs worth standing in the long term. Even reading to Update 2, I didn't feel any excitement going back in (with the exception being that they finally removed the movement speed penalty from heavy attack kills, why it even had one to begin with for that long is insanity to me)
En soit, jeu très prometteur mais qui mérite encore du travail. Je sais, early acces, tout ça, tout ça.... En + - 5 classes qui non rien à voir avec les anciennes, ça fait plaisir. - toujours des cartes procédurales bien faites dans l'ensemble. - des structures vraiment intéressante dans les cartes, très appréciables. - une bonne diversité d'ennemi actuellement. - une bonne diversité d'armes aussi. - un drone qui vole, ça c'est bien. - un aspect en jeu clairement plus sombre et effrayant pour ma part, surtout avec la tête des monstres. - les amélioration en jeu sont plutôt nombreuse et varié, ça va. en - - bon, comme beaucoup, la difficulté est clairement à revoir, monstre sac à PV, qui font bien mal, en grand nombre. - les classes sont certes intéressantes, mais certaine capacité de classe non pas grand chose à voir entre elle (un rembobinage intéressant en capacité temporel et à coté pour le même personnage, un berserk de cumul de dégat pour taper plus fort... je comprend pas bien le rapport), peu de cohérence dans les capacités d'une classe. - un arbre de compétence trop simplet, un peu comme le premier jeu. Je trouve qu'il aurait mieux valu un arbre de compétence personnel pour chaque classe, aec des passifs plus prononcés, pas juste des boosts de critique, ou de vie etc.. - un HUB excessivement grand pour rien, mais ça encore, ce n'est clairement pas une priorité. Et ce n'est pas terminé, ça ce voie. - des armes qui non pas énormément de punch, mais la encore, manque d'équilibrage à mon avis. - un des boss, j'ai plus le nom, sincèrement, il n'est pas si mal, des bon pattern, un design bien moche comme il faut, c'est bien. mais pitié, l'entre phase est horrible. balancer une bouboule dans un trou alors que le boss te repousse toi ET la boule ! bien sûr avec une carte en cône pour bien tomber tout en bas, je suis pas venu ici pour faire du golf à main, please. Non, vraiment terrible. 3 FOIS EN PLUS, BRUH. - pas de capsule de fin de game, pas très utile mais dommage quand même. - peu de cosmétique, mais la encore, pas prioritaire, donc bon. - manque un peu d'outil en jeu, comme le grappin ou autre nouveauté qui serait appréciable. - certaines amélioration en jeu sont presque indispensable pour tenir le coup, équilibrage rebonjour. - les ateliers sont intéressant mais j'aurais séparer le faites d'améliorer ces armes et le faites d'améliorer ces compétences. La, ça fait que l'on doit faire des choix trop restreins. ( tu n'améliore jamais l'arme parce que la capacité du perso est trop importante) - une seule ressource à miner pour s'améliorer, donc pas de collecte pour nous or mission. - je n'ai pas vu d'intérêt dans les boissons. Pas de buff. Je pense avoir pensé à tout mes ressentis, je rééditerai si jamais. Bien sûr, tout ceci est totalement subjectif par rapport à mon expérience. Je précise que je joue uniquement en solo, et que j'ai dû moder mon jeu pour le rendre plus agréable, surtout parce que j'aime jouer, mais que je ne suis pas forcement très bon x). Bref Merci de m'avoir lu est bon jeu à vous.
Not fun in long run.
傻逼鬼船你家超时刷十几只蠕虫?真几把傻逼,不玩游戏一拍脑门改的什么垃圾。狗屎中的狗屎
Shameless cash-grab insult to the original DRG. Spent more than two years in the oven only to come out still raw and undermixed with some sprinkles on top.
More damage taken + Less lives + Bad weponds does not Equal More Fun In the state gameplay is right now I cant Reccomend From a 200h DRG player
В это банально не весело играть. Механика таймера раздражает — да, патч немного сгладил этот момент, но проблема осталась. Нового оружия мало: если вы играли в обычную Deep Rock Galactic, то большинство пушек будут вам знакомы. Система перков и прокачка откровенно слабые. Большинство перков получились скучными и явно нуждаются в переработке. В прокачке оружия не хватает уникальных решений. Есть, конечно, интересные варианты вроде Жуковых с оверклоком на взрыв при перезарядке, но это единичные случаи. Отдельно расстраивает слабая синергия между персонажами. Вообще непонятно, в чем смысл кооператива в этой игре: есть буквально пара(ДВА) перков, которые работают, когда союзник находится рядом, и на этом всё. В обычной DRG-шке у тебя хорошая синергия между классами и противники подталкивают быть в месте (Скаут не в учёт) Пока игра сырая ждём следующий пачт который будет в августе (ПЖ Добавьте хоть какой-то контент в обычную DRG)
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