
DEEP ROCK GALACTIC: ROGUE CORE is a 1-4 player co-op FPS action roguelite featuring sci-fi dwarves, alien horrors and procedurally-generated caves. Join the elite dwarven Reclaimers and fight through perilous mining facilities infested with deadly Corespawn. For Rock and Stone!
Modeled estimate, not a reported figure. How we estimate →
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About
DEEP ROCK GALACTIC: ROGUE CORE is a spinoff of Deep Rock Galactic with a roguelite twist. The roguelite element means you start each mission with only the most basic equipment, and cooperatively build up powers, weapons and abilities as you go. Each run requires you to think on your feet and work with your team to put together the most powerful builds you can.

All deep mining operations on Hoxxes have suddenly gone dark. An enormous transient disturbance has cut off all contact with our dig sites. Ever since The Grayout, nothing gets in or out.
The Deep Rock Galactic Corporation needs our mining facilities secured and operational immediately. Conventional measures don’t seem to be working.
That’s why we’re sending in the Reclaimers.

The Reclaimers are Deep Rock Galactic’s elite security force. Planetary mining is a dangerous business, after all. The pickaxe is a noble tool, but there are times when it must become a weapon.
Throughout the years, the Company has called on the Reclaimers when a situation requires a little applied force. When negotiations aren’t an option. When all else fails.
Join the Reclaimers and experience a new arsenal of advanced weaponry, cutting-edge equipment and experimental biomedical enhancements available only to the Company’s finest.
Find out why the Reclaimers get sent in when nobody else can do the job.

We’re sending you down to the lowest depths the Company has ever reached. These subterranean landscapes are largely uncharted territory. We’re counting on you to gather critical intel on these extreme environments close to the planet's core.
The Grayout Barrier disables most of our technology on contact, so you’ll be heading in with only your pickaxe. You’ll have to scrounge any weapons and equipment you can find within the mining facility, and craft enhancements by harvesting the wunder-mineral Expenite.

You’ll need to rely on your wits and weaponry. Collect guns, gear and personal upgrades along the way, and wield your game-changing Reclaimer Gauntlers in the heat of battle. Build your arsenal on the fly, experiment with lethal new combinations and get stronger as you go.
Down here, swift decisions and unflinching force are your keys to survival. Fight through the mines and pacify any resistance you may encounter. Time is of the essence – the longer you stick around, the higher the pressure.
You’ll be deployed in teams of four operatives, and close cooperation is essential. Work together, or die alone.

The inhospitable depths of Hoxxes are home to a horrific new class of creature: the Corespawn. We don’t know much about them, but one thing is certain: these creatures are more aggressive, resilient and intelligent than anything we’ve encountered before.
Management considers the Corespawn to be a critical threat to our continued operations. Confront and dispatch them with extreme prejudice.
Coming back alive is only the beginning. Build, upgrade, and master your craft to make your Reclaimer a legend of the deep.
Extensive class customization, character progression, endless build combinations and infinite depths of procedurally-generated caves make for limitless mayhem.
No two missions are alike – Dive, dig, and dive again.

Think you’ve got what it takes to brave the depths? Wishlist Rogue Core and contact a local Reclaimers recruiting station today.

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
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
Hours played at review time, across 126 reviews with recorded playtime.
Reviews
Themes across 126 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
What the hell were these developers doing for the past 2.4 years? They ignored all the closed testers feedback and only started to make adjustments only after the game released into EA. Unless they strategically have developed ahead and plan to dripfeed the content for years to come (which is still ♥♥♥♥♥♥) there's no excuse for this game being so barebones. Even as a roguelike, which it absolutely fails being at, it's nothing but an absolute disappointment.
I cannot in good conscience recommend this to anyone, and I gave it an honest effort, ascended each of the characters and completed all the missions for max clearance level. The game just isn't as good as other GSG titles or other roguelike/roguelites. The balancing is atrocious and when I beat hard encounters I wasn't satisfied, I was frustrated that I was even put through that unfair fight. I must admit I did enjoy the jumble mode, but you have to get to clearance level 8 just to unlock it. A game's enjoyment shouldn't be so conditional, where one specific game mode is good.
Отредактированный перезалив отзыва друга чей отзыв забанили, а база должна быть услышана + мои мюсли в конце: Как же мне нравится какие у нас все нынче стали невероятно умными, каждый блeaть и [[шахтёр]] и [[инженер]] и вообще eбaтb какой молодец и эксперт, не то что [[яйцеголовые]] из [[НИО]] которые совершенно не разбираются в том как делать [[пушки]] и в какой момент выпускать их в [[пещеры]], и вообще oхyeли они в край совершенно другую [[пушку]] продавать как другую [[пушку]] а не как DLC, взяли значит подчистую слизали стиль и часть ассетов со своей другой [[пушки]] и скрамливают людям, прям вот за руку хватают и кричат "КУПИ ЗА ФУЛЛ ПРАЙС!!". Уж не знаю, что так повлияло на [[дворфов]] что они теперь что угодно воспринимают в штыки, разнылись абсолютно по каждому поводу, то им таймер не нравится, то оружия слишком слабые играть тяжело, то оружия слишком сильные играть легко, самые идиотские тейки на подобии добавления женских персонажей или "скучного" Омегу. Не нравится? Так не играйте блeaть, че вы голову людям eбeтe своим бесполезным мнением с аргументами на уровне "я хотел так, а они сделали не так как я хотел, они обязаны сделать как я хочу!!", еще сyкa хватает совести пiздeть о том что игра видите ли сырая. В раннем доступе. Сырая. Откуда только такое количество [[остроухих чаехлёбов]] повылезало в коммьюнити дрг, разрабы везде разафишировали что выпустили игру в ранний доступ чтобы непосредственно коммьюнити помогло довести игру до такого состояния в котором её хотят видеть, уже сейчас достаточно активно выходят апдейты с новыми пушками, багфиксами, ребалансами и прочими ништяками, переработали систему прокачки(в том числе инициацию самой прокачки через рэпд), переработали сложности, и это за месяц существования игры в открытой альфе. Обращаясь к каждому нытику-листолюбу кто ноет на тему высокой сложности, сырого состояния игры в раннем доступе, таймера, "почему не DLC", скучного омеги а так же женщин - [[отправляйся обратно на второй хазард, безбородый гоблин, и не забудь свою безалкогольную сосочку]]. Вам в [[Hoxxes IV]] ♥♥♥♥♥♥ как не рады. ------------------------------------------------------ Мне кажется люди стали забывать что означает большая синяя табличка со словами РАННИЙ ДОСТУП. Игра вылупилась из закрытой АЛЬФЫ буквально месяц назад после как минимум двух лет активной разработки. Стоит ли напоминать как выглядела дрг на момент выхода в ранний доступ? К тому же здесь мы имеем дело с крайне экспериментальными механиками, поэтому без раннего доступа невозможно было обойтись если разрабы хотят чтобы игроков всё устраивало. Именно поэтому игра и не DLC для дрг, потому что РОГ КОР ЭТО НЕ ДРГ ДВА. Это принципиально другая игра, другой опыт, на другом движке, не знаю кто там людям наобещал горы золотые да контента море что у людей такие ебанутейшие ожидания насчет игры, но разрабы сейчас только и успевают исправлять недочеты и баги, коих более чем достаточно. Я не говорю что игра идеальная и мы не должны высказываться негативно об игре, наоборот, чем больше конструктивной критики будут получать разрабы, тем быстрее им удастся огранить этот алмаз. Я повторюсь, КОНСТРУКТИВНОЙ КРИТИКИ, не тупого безмозглого нытья по типу "уэээ скучнаа/сложнаа/легкооо" или "уэээ жэээнщиныы", а реальные проблемы которые портят игровой опыт. Например на данный момент из всех колод био-бустеров сильно выделяются резня и смешанные тактики из за своей нереальной имбовости, их бы не мешало понерфить, а остальные баффнуть или совсем переработать. Также в самих забегах апгрейды дающие отхил в любой форме почти полностью тривиализуют любой челлендж, ибо взяв пару тройку таких апгрейдов ты начинаешь хилиться быстрее чем поучать урон и т. д. Алсо дворфы тут не твёркают на танцполе и у женщин(покачто) отсутствуют реплики отрыжек и пердежа от пива, 0/10, неиграбельно
In direct comparison to DRG this feels... awful. gunplay remains amazing, but the lack of "class" customization to actually change up how each Hero feels is... not good. The "Hero" system in game was a horrid misplay likely latching onto the sucess of the 2 popular ones. every game but those 2 that try to add this system fails massively. i assume it eventually will get better but ive been burned by promises before. hold out on this one.
This is just not it. Really, what I'm seeing in this title is a disconnect between the development team's vision, and what the actual audience wants. And I'm not going to lie, I saw it coming, and still bought in under the hope a few updates would make it better, and with 1.1 things did get a bit better, if not to the point of being almost enjoyable, and now with 1.2, it's another fumble. Let me explain this a little. Let's take the whole, possibly overdone subject of "timing". This was probably one of the most universally hated aspects of the game. It made the design philosophy this disoriented mess, and further deviated from what the consumer audience of the first game expected. Deep Rock is about exploring caves. How about punishing the player for that? See a ledge slightly too high? Nah, the event isn't worth it. Run by, ignore the in-game mechanics, repeat. Are we designed around rewarding or punishing speedplay? And the solution: allow players to choose slow, normal, or fast pacing. This was... acceptable, by its lonesome. But with everything else, it shows a certain stubbornness I've seen since Deep Rock's later seasons. Pacing was absolutely despised for the aforementioned reasons and more. So they just allow you to tweak it, to the point where "slow" basically removes it from relevancy, and there's no real time crunch. Yet it still exists. The bad thing is still there, normal mode is just the same thing, and fast is worse (perhaps just for the challenge it could be fun). What did they do with the Stingtail? They released a horribly unfun, buggy as utter hell, stat-bloated abomination. Do we remove it? Rework it? No, we tune the numbers down until it's essentially a non-factor. My brain processes this like having a sick engine that overheats in an automobile, and the mechanic just caps the engine at twenty miles an hour and calls it good. At this point, Ghost Ship just says that this is the car they want, it will have jank and broken parts, and if they run at 15% and you can tolerate it, then it's acceptable. And that seems to be their design philosophy now. It's why Deep Rock has felt like, despite each season being smaller, the actual content and quality is just worse. It is. This is an unsustainable methodology. And now with 1.2 we see this "players are more powerful! But we want bosses to not die so fast! Bosses are supposed to be walking/flying slabs of meat with six digit health!" And then my friends with this game say it's not a good change, I go in, and yeah. Your boss fights aren't good enough to warrant ten minutes. It's a slog, and feels completely disconnected from the fact that everything else melts and blows up. People didn't seem to want this, but the devs did, and their solution is once more to crank numbers. Look, I'm not taking the position that you can never tweak something. But if it's your response to every problem to either crank the dial or make a new dial to crank, and you do little else about the problem, you're not going to solve the problem. And new guns, unrelated biome work, all of that- it doesn't solve it, either. I don't need to rehash what everyone else has said. I'm just deciding where I stand on this, finally. I don't like this game, my friends that got it don't like it, and that's counting the one who wouldn't shut up about this game's release since it got announced. It's missing what made the OG Deep Rock good, doesn't improve much of anything, makes everything from movement to gunplay just worse, and the devs have a vision and will stubbornly stick to it, it seems. If your studio's first game was lightning in a bottle, consider this one a fart in a jar.
почему я должен быть женщиной если хочу играть за определённый класс?
all in all, it COULD become a great game, but for now, many things to work on as mentioned in several comments. Guns, perks, etc all don't feel great, I don't feel stronger at the last stage as when I start. Some weapons are really bad, all the runs feel the same regardless of the map. Having a countdown makes sense but having non damagable worms are nonsense, also having a spawn of enemies while the boss battle starts is bs. I understand its a beta but still, expected more considering how much the developers have learned from DRG. I'll keep an eye the next few months but seeing the latest update they made, focusing on the wrong things..
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.
Слишком дорогое дополнение для deep rock galactic
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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Audience
Audience
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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