
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
When Rogue Core is firing on all cylinders it's a very pleasant experience but it's a coin flip on if it's actually going to function, some rounds you just get awful gear from start to finish and it's a genuinely unfun slog because your starting weapon is bad, the bio booster upgrades you're offered are both dead weight talents that exist only to clog up the pool, and you can't get any expenite upgrades that do anything. Finally you get to the end of a run and have to deal with the atrocious bosses which randomly become invulnerable and spend 30 seconds doing some attack while you just sit there with nothing to do and if you're caught out of position they just instantly down you because a single projectile does the entirety of your base armor and health bar. Maybe in another 6-9 months they'll redesign these mechanics and rebalance the weapons enough that with enough skill you can make do with subpar upgrades and equipment but right now you're going to have a better time leaving and finding a new lobby if your starting weapons and first floor upgrades are bad.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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 2,419 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
Needs a lot of work and way better progression
丑话摆在前面:在你把那该死的共享升级池改成任何人都能选得开心之前,这个差评不会取消。 ---------- 关卡难打?可以,我靠苦练身法技术和积累经验来弥补。 构筑太少?可以,我愿意给时间让你把卡池给完善好。 队友太菜?没问题,我非常乐意去带他们通关。 BUG太多?也行,我会有耐心地等你慢慢修好。 但你要是让我的队友把我的build成长线给拆的稀巴烂的同时,队友还拿着我想要的东西搁着臭屁我,那我真的要把你鬼船你的马给杀了。 你这口口声声说要强调合作氛围,我请问了,在语言不通的情况下如何靠人性来达成局内共识?又如何在队友选了你最想要的东西之后大家都能开心? 大多数人都懂得礼让,但就是会有那么几个人会坏你心情,当这种事发生的时候,一天的好心情都没了。 给你个建议,你滚去和箭头肥鲨它们一桌吃饭吧,我觉得你们仨臭味相投。 [spoiler] 呸!要不是看在你家的深岩银河能让我玩上两千小时还乐此不疲,我都懒得骂你这么多字,醒醒吧! 想想深岩银河为什么会成功![/spoiler]
Наиграв 16 часов я понял то что я не могу вернуть за данную игру деньги это расстроило больше всего
После всего проведённого времени в этой игре я скажу что это не так уж и плохо.Но контента маловато.После 100 часов геймплея лично мне практически нечего в ней делать.Возлагаю большие надежды на её будущее.Скала и камень!
Игра ♥♥♥♥♥♥♥♥, да сыроватая немного, но это дело времени. Главным отличием от прошлых шахт является не только геймплей, но и сложность. Сложность здесь гораздо выше и требует скорости игры, где не ты определяешь сколько тебе находиться на локации, а сама игра. Многие игроки ДРГ разнылись из-за слишком сильной сложности, таймера в катке, а также неудобного геймплея из-за ранее названных двух пунктов. Но настоящим матерым и проверенным временем шахтерам на это ♥♥♥♥♥, мы делаем то что от нас требуется, Скала и Камень братья!
Most of the reviews are turbo cringe so before buying : Yes the game is hard but good news you can select the difficulty No Rogue Core is not DRG 2 Yes it's a rogue lite so mucho gambling here The only real downside of the game right now is the annoying cleaning robot Rock and Stone
Not enough people to even find a server.
1.支线任务设计的极其不合理,在一款和时间抢发育的游戏,鬼船设计了大量浪费时间的支线任务,导致这些支线任务在高压局里成了纯纯团灭发动器,点名锤子和保险箱,同为占点的炼化器反而是好支线的代表,因为它能把你守潮的垃圾时间变成你的发育时间。 2.共享技能池过于逆天,游戏制作者所说的为了团队而设计的共享池,仅限于开黑+有游戏理解的模式下才能良好运作,这套模式在野队的表现简直是灾难,队友互抢是常态,直接把深岩的核心理念给否定了,从玩家互助变成了玩家互害。 3.怪物设计不合理,不管是咆哮猴还是高人,都不是应该在第一层出现的东西,反而后几层出的装甲猴和肌肉猴才是应该在一层出现,从而让难度循序渐进。 4.武器设计过于单一,我不否认每把武器都有单通N4鲁莽的能力(因为我试过了),但是每把武器基本都刚需核心词条,比如跳弹和连锁命中,这就导致其余词条都是垃圾,甚至其中还有意义不明的词条,比如减少散布。 5.局内成长资源过于紧张,不管是什么角色都要面临一个问题,那就是工作台的强化位是给技能还是枪械,切割者的问题还小一点,基本都是无脑锻刀就能玩。但是其他职业就很难抉择了,大多数情况下,都是枪械词条太垃圾了,为了防止占用枪械少的可怜的强化位,不得不选技能。这个问题在回溯身上最为突出,你必须在两坨大的,或者两个神级词条里做选择。
The premise of the game is great; things have gone very wrong deep underground, and it's up to you to go fix it! Well, what can you do when the game itself doesn't let you? There's no Hazard levels like in DRG; the deck is stacked against you from the outset. There's RNG involved; good luck getting something remotely favorable. And even the softer enemies feel like a chore to deal with, not something you can actually have fun taking out. If you like getting punished, this is the game for you. Very disappointed this is the direction GSG took to expand the Deep Rock Galactic IP. A not-insignificant portion of the fanbase didn't want this offshoot of the game to essentially be a casino masquerading as an FPS. There's just no fun in making it to the end only being unable to make a dent in the final boss. The lore is fascinating; the rest of the game, not so much. I'm hopeful GSG does the right thing and makes the game, simply put, easier. But as we see far too often with developers all across the industry, it doesn't take much to toss the community aside and laugh all the way to the bank.
Selling now
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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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