
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.
Most likely between $6.4M and $18.1M. How we estimate →
Checked against 8 developer-reported games
Cheapest copy: ≈ $11.41 on Steam · Ukraine (−62%). Compare 15 prices in 15 markets →
Reviews
Themes across 1269 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
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.
Fantastic game. Don't go in expecting it to be DRG. It isn't. This is a solid squad shooter with enjoyable rouglite mechanics to add the replayability factor. It has all the weapons from DRG in it but with a choice based upgrade system that keeps each run different. At the moment content is slightly on the lighter side and the game can be "competed" in around 50 hours if you take it casually but I still find myself doing daily runs because the gameplay loop is so satisfying.
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
Can't and won't recommend this to anyone who's familiar with DRG. Now it's a steaming pile of garbage with alot of issues starting from core game design and finishing with small moments such as you can't see Bosco while holding out pointer as he is carrying workbench toolbox. Hopefully GSG will learn something from this launch small edit: Would've refunded if had read all the reviews sooner and watched videos on youtube
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
This is one of those cases where I wish Steam had a "Neutral" review option. I can't really form a strong opinion on the game yet, but as it stands, I think there's currently more bad than good. **Let's start with the good:** * It's nice to be able to use any weapon on any class. * The enemy designs are visually good. **The bad:** * Somehow, they managed to mess up the movement. It feels a lot more clumsy and sluggish compared to the original DRG, and I really don't like it. There are noticeable pauses and slowdowns when performing certain actions, which makes the movement feel less responsive overall. * Corespawn are a terrible enemy type. They were annoying in the base game, and they're even more annoying here. They're fast, small, and much harder to keep track of compared to the good old Glyphids. I really wish they had kept the Glyphids as the main enemies. I'm still waiting for fully grown Dreadnoughts. * The fact that you can only have one character from each class also sucks. I understand that this was probably done for lore and gameplay reasons, so that every team has more variety, but I personally find it frustrating that multiple people can't play the same character. * The abilities don't feel very good, and most of them don't feel particularly necessary. The only abilities I find myself using regularly are Slicer's dash and sword, and Spotter's darts and scanner. * I don't really like the bosses either. In the end, their gimmick feels pretty much the same: destroy the shield, throw the stone into the Rift Gate, and repeat it three times. The game definitely has potential, but I think they need to address these core issues before I can recommend it.
I really want this game to succeed so badly because the potential here is massive. The core gameplay loop feels great, and separating the classes from the weapon pool is a brilliant design choice. It makes adding new weapons and characters in the future much easier without ruining the balance, which could give Rogue Core amazing longevity. However, in its current Early Access state, the multiplayer systems severely hold the experience back and actively discourage playing with friends. The biggest issue right now is the strict class limit in multiplayer combined with the weapon RNG and the competition for upgrades. Recently, my friend and I started playing together. We both wanted to main and promote the Falconer first. Because of the class limit, one of us always had to pick a backup class we didn’t want to invest merits into to unlock upgrade slots right now. This resulted in one player making progress while the other felt like they were wasting their time playing a weak character "just so the team works." Later, when we switched, the exact same issue happened in reverse. On top of that, if your teammates grab all the automatic weapons from the pool, and you have bad luck, the RNG forces you into short-range shotguns or weapons that don’t fit your squishy class or preferred playstyle at all. Instead of creating fun co-op synergy, the game creates frustration and friction. The ultimate consequence? My friend and I stopped playing together and both went to play the Falconer in solo mode. When a co-op spin-off forces friends into solo play just to enjoy their favorite class and weapon build, the multiplayer design has failed. Ghost Ship Games, please lift the strict class limit, just like in the original DRG. If people want to play with multiple Guardians, Falconers or whatever, pretty please please let them. D: And if the concern is that players will then compete even more for the same upgrades because multiple people play the same class, well, this also happens with upgrades that are great across all classes, and of course those exist. A great solution for that would be a customizable Upgrade Deck. Before a run, players could build a personal deck tailored to their class and preferences (like bringing favorite general upgrades, e.g., magic missiles). In a match, instead of only showing shared rare/epic upgrades that everyone fights over, the game could also roll 2 individual, common options straight from the player's personal deck individually. This way, even if your teammates grab the legendary loot everyone wants, you still get a guaranteed useful upgrade for your specific build, and nobody leaves empty-handed. I will gladly flip this to a positive review the moment the multiplayer friction is resolved and player freedom is granted, but for now I can only treat this as a solo game and for a solo game with the same missions every time you play (deep dive from the original game but without the variety in tasks - instead you head to an elevater in each stage before a time limit runs out and fight a boss at the end) it's kinda meh.
Game Review: Deep Rock Galactic: Rogue Core Title: Rogue Core misses the mark — Forced difficulty, bad mechanical shifts, and uninspired design choices Rating: 2 / 5 Deep Rock Galactic: Rogue Core tries to translate the beloved core gameplay of the original game into a high-stakes, roguelite experience. While the underlying gunplay remains crisp, several design decisions severely hamper the overall experience—leading to unnecessary frustration and questionable artistic direction. Mechanical Frustrations: A Step Backwards from DRG The transition to a roguelite format brings a sharp increase in difficulty that feels punitive rather than rewarding. The change in resource management and survival mechanics strips away much of what made the original DRG flow so well. No Mobile Resupply Pods: In standard DRG, gathering Nitra and calling down a Resupply Pod anywhere on the map was a core tactical mechanic. In Rogue Core, removing on-demand resupply pods severely restricts player mobility and forces unnatural backtracking to static drop locations. Flawed Health vs. Armor Dynamics: The ammo supply boxes fail to restore health, offering only armor regeneration. In high-density enemy waves, armor alone is insufficient to keep a run alive, making attrition feel unfair rather than skill-based. The Loss of the Shield System: Replacing the fast-recharging, intuitive shield system from the original game with a rigid armor setup removes the dynamic combat rhythm players came to expect. Without a reliable shield to mitigate chip damage, long engagements become tedious. Visuals and Character Design The visual design choices are equally polarizing. The character models—particularly the newly introduced female dwarf design—feel aesthetically unappealing and out of place compared to the rugged, distinct style established in previous titles. Instead of fitting naturally into the world's established dwarf culture, the design feels uninspired and overly bland, missing the charm and identity that fans were expecting. Final Verdict Rogue Core attempts to challenge seasoned miners, but it does so by stripping away refined mechanics rather than building engaging new ones. Coupled with lackluster visual direction, the title currently struggles to live up to the legacy of its predecessor. Unless the developers address the survival loop and mechanical balance, it remains a tough sell for longtime DRG enthusiasts.
I didn't enjoy my time. First game is about the same and better.