
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
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)
Слишком дорогое дополнение для deep rock galactic
Unless you're playing as Slicer, the game has precisely one build called AOE spam + stun spam. The enemies are way too fast & twitchy to hit as hard as they do when you have armour made of paper. Why does a basic fodder corespawn enemy take 3/4 of my armor per hit? With how they move, it's impossible to not take random chip damage from them constantly unless you're spamming stun like I mentioned. This game has one of the worst ways of implementing difficulty I've ever seen. They literally nerfed the hell out of the movement and cripple you for trying to move well. Half the time when you jump, the game sucks you back into the floor and pulls you back 10m which is really jarring. Sometimes you jump from a high ledge and pull off a ledge cancel to avoid fall damage, but then the game randomly teleports you onto the floor and you take the full fall damage? Mantling also sucks in general. Sometimes you mantle a ledge and make it to the upper terrain, only for the game to teleport you back below the ledge! Enemies are constantly teleporting around, even when stunned they're randomly move a few meters back or to the side. What the hell is the point of this? Adding randomness to the fundamental movement of the characters and enemies is not difficult, it's just frustrating! It's even worse when you have high movement speed like the combat cocktail which just turns the game into a mess where you're teleporting all over the place.
[h2]A Great Spin-Off with Tons of Replay Value[/h2] I don’t really understand the negative reviews saying the game is too difficult. [i]Rogue Core[/i] is not just more [i]Deep Rock Galactic[/i]. It has a different focus and is meant to be more challenging. After playing it for a while, the original almost feels like the vanilla version. The enemies are far more dangerous and genuinely creepy. Every run feels different thanks to the many combinations of perks, characters, weapons and equipment. I also like the stronger focus on survival. You have to decide whether you still have time to collect resources or start a minigame without risking the whole mission. These minigames give you useful upgrades for your current build instead of meaningless grind points, so they actually feel worth doing. There are still crashes, server problems and other stability issues, but the game isn’t finished yet and already has huge potential. I personally enjoy it even more than the original. [b]Highly recommended for anyone looking for a tougher Deep Rock experience with roguelike elements.[/b] [h3]Rock and Stone![/h3]
WTF are we Doing!!
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.
Придумано круто, жалко, что говнище
Я долго откладывал покупку этой игры из-за негативных обзоров на неё, но после того, как мне её подарил брат, я решил наконец прикоснуться к этому чуду в перьях. Вкратце, мне понравилось. За 20 часов ни разу у меня не возникло чувство выгорания или абсолютного разочарования в игре. Да, в ней сломано почти всё тяжёлое вооружение (анимации и просадки). Да, в игре есть сомнительные решения по типу стана после падения с высоты и питья пива после ♥♥♥♥♥♥ миниигр в качалке. Но мне понравились новые боссы, абилки, механика брони (50 на 50), оружие кайфарики, новые мобы в целом не такие интересные как жуки, но чувствуются свежо и необычно. Скины пока что в игре это либо реюз, либо посредственные причёски, которые делают из твоей ретконши фиону из шрека или из стража того алкаша из диско элизиума. В целом, очень много реюза в игре, начиная от звуков, заканчивая механиками. И это подводит к самой для меня большой проблеме. Unreal Engine 5. Ни одного краша за 20 часов, ни одной просадки ниже 30 фпс, держится 60 в пустой пещере, 40-50 во время файтов (что неплохо для моей сборки). Но проблема кроется в ОЧЕНЬ кривом переносе игры на этот движок. Тяжёлые предметы по типу головы Доретты не катятся по земле как должны, плазменная граната отвратительно цепляется за землю и стопорится. Огонь в этой игре это ♥♥♥♥♥♥ фарс. И выглядит плохо, и играется соответствующе. Отдельным разочарованием стал плазменный резак, который разрабы перенесли как источник инста урона, а не урон/сек как это было в ориге. То есть вне зависимости от размера хитбокса врага наносится один урон. Подытоживая тему с UE5, хочу сказать, что это была ошибка, потому что перенос был абсолютно отвратительным и топорным. Несмотря на вышеперечисленные минусы, я продолжу с удовольствием играть в этот проект и ждать его развития. И желаю этой игре всего наилучшего. К сожалению, разрабы просчитались с интересами своей кор аудитории, ввиду чего онлайн 600 тел. Но мне очень понравилось.
又难又累又不爽。精英矮人装备全靠下设施搜打撤是何意味,排队升级看自己想要的构筑被牛走是何意味,就不能让玩家自己带把武器局内构筑吗?
--“如果你的死能为鬼船带来哪怕半点对自己傲慢的反思,那你的诞生就不是完全没有意义的.”
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Trends
Steam followers (game-group members) tracked daily from when we started recording.
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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