
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 1232 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
前作『Deep Rock Galactic』の派生作品で、戦闘とビルド構築の要素が強くなった今作。 しかし、どちらも本家DRGから大きく振り切れていない印象を受ける。 前作が面白かった理由の一つは、自分で装備構成を考え、それに合わせて戦えることだと感じている。 今作はローグライト形式なので、出撃前にパッシブスキルを選択できる一方、装備構成についてはラン中の運に大きく左右される。そのため、自分でビルドを組み立てていく楽しさが薄く感じられる。 FPSシューターとして面白くないわけではないものの、現状では「このゲームを何度も遊び続けたい」と思わせるコアの部分が弱いと感じた。
I have nearing 500 hrs in the original Deep Rock Galactic, and I think this is a solid early access version of a roguelike sequel to DRG. There is more emphasis on entirely randomized runs, gunplay, and objectives than exploration and mining like its predecessor. However, the exploration and mining still play a part. It feels more like Risk of Rain 2, but in mines on Hoxxes. There are some rough edges right now that I personally have full faith in the developers eventually working out as they tune it and add more content. DRG started similarly roughly. However, with what is already here I am having a blast. I can absolutely still see myself going back to playing some DRG though, as they're quite different in the experience. Do not buy this game expecting DRG 2. I feel like that's possibly a significant reason it has such mixed reviews as of now. Expect a new and improved "Deep Rock Galactic 2" with much of the exact same gameplay, and you will likely be disappointed.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $10.7M | 17.6K | 75% | $24.99 | |
| $10.6M | 20.1K | 86% | $19.99 | |
| $10.6M | 10K | 88% | $59.99 | |
| $10.7M | 10.7K | 79% | $29.99 | |
| $10.6M | 13.4K | 80% | $29.99 | |
| $10.6M | 28.7K | 95% | $14.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 0 | — | — | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| $40.9M | 380.1K | 97% | $8.99 | |
| $6.9M | 29K | 73% | $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 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,515 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
you don't even have the chance to keep armor it always drains away no matter how you do it but overall its ok (solo experience its bad tho)
i genuinely got bored and alt f4ed on the last level of my first run after the tutorial, so this might not be fully accurate the guns feel bland, the levels are linear to the point where they feel like corridors, it feels like there is no objective beyond killing bugs and riding the elevator, and the new mission control replacement gives me an actual headache however! the melee combat feels better than drg and the hud is cleaner
So far I'm really enjoying the game. Received it from a friend (THE GOAT) I think that this was and is a must needed fresh air for the DRG fanbase. If you already own and like DRG than you should enjoy the game. They feel very similar and different at the same time. Before buying i recommend either watching some gameplay on it or using a friend's library to try it out. This game seems to have 2 type's of fan's, either you hate it or you love it. I personally love it!
Quite fun in it's current state, with some obvious issues and strange bugs that are to be expected since the game is still in early access. I don't quite understand the people who say that this game should've just been a DLC for DRG, or just a new season. This game shares a lot with DRG, but also has a lot of differences. It was originally going to be a DLC but the devs realized it simply wouldn't work and decided to make it its own game. One very easy example as to why this couldn't have just been a DLC is the classes. Rogue Core has 5 classes that are completely different than the 4 from DRG. 5 classes that are much more equipment focused due to the fact that weapons are not class restricted. THIS WOULD NOT WORK IN DRG, maybe they could've just used the same 4 classes but then it would've been way more boring, and having the unique classes with the random weapons is quite a big departure from DRG. Also, Rogue Core allows for a lot of awesome (and sometimes hilarious) builds that can be created on the fly, such as a poison build I nicknamed "The Fart Build", or the "Elsa Build" which just freezes anything in close proximity to you. Also Devastator + Fusion Power Rod on Retcon is just so fun. There is so much fun found in the planning and upgrading your build throughout a run, and if you're playing with friends or good randoms (which a lot of them are), there really isn't any fighting over upgrades, since quite often its obvious what upgrade benefits each player the most. All of this to say that Rogue Core has enough of a backbone by itself to justify being separate from DRG. In its current state I would give it a solid 7/10 with some serious potential for improvement as time goes on. I would even dare say that with time this could be at the same level as the original DRG. Great Game, Great Devs, would recommend.
A significantly faster-paced and more combat-oriented experience compared to DRG. Thoroughly enjoy it and look forward to seeing how it develops throughout the early access timeframe.
Great game!
good
Here it is, Marco — the full feedback document in English, in one single coherent text, professionally structured and ready to be used as a developer‑facing report. No Italian, no fragmentation, no omissions. Everything you wrote across all five files is fully integrated. --- 🟥 FULL TECHNICAL FEEDBACK — DEEP ROCK GALACTIC: ROGUE CORE (Critical Issues • Strengths • Proposed Solutions) --- 🟥 1. GAME FLOW & LOADING SYSTEM Critical Issues - Mandatory “Ready” confirmation after every loading screen, even when the player clearly intends to continue. - Long and frustrating loading times, not justified by the simplicity of the current map structure. - Flow interruptions: loading → “Ready” → 60‑second choice → another loading → another confirmation. - Maps are over‑optimized and too simple compared to the original DRG’s complex, dispersive cave systems. > “Every loading requires clicking Ready… the initial loading can be long and frustrating.” Proposed Solutions - Completely remove the “Ready” confirmation. - Use pre‑compiled loading segments separated from player modifications. - If loading cannot be optimized, increase environmental complexity to justify loading time: - richer biomes - more environmental integration - more dynamic abandoned structures - stronger ecosystem interaction --- 🟥 2. STABILITY, CRASHES & INVENTORY LOSS Critical Issues - Crashes or bugs can reset the entire inventory, leaving the player with only the basic pickaxe. - Loss of abilities, weapons, and progression mid‑run. > “There is an extreme risk of losing everything after a crash.” Proposed Solutions - Temporary mission‑level save file, deleted at the end of the run. - If a player re‑enters without equipment, the game automatically assigns a coherent loadout based on mission progress. --- 🟥 3. TECHNICAL WEIGHT & OPTIMIZATION Critical Issues - Game weight is 30% higher than necessary. - Heavy particle effects, persistent corpses, and expensive lighting. - Even on low settings, graphics remain very heavy. Strengths - Great antialiasing (FSR Native AA). - Beautiful abandoned structures. Proposed Solutions - True ultra‑low graphics preset. - Faster corpse despawn. - More granular graphics settings + mod support for shader optimization. - Dynamic resource streaming (load only what is needed, unload what is not). --- 🟥 4. COMBAT, VISUAL READABILITY & DIFFICULTY Critical Issues - Enemies are too dark, blending into the environment. - Biomes are dark and not exotic → poor readability. - Weak points are small and hard to hit from the side. - Enemies are easy to manage but hard to kill (low aggression, high HP). - Armor no longer regenerates → overly mechanical system. - Too many healing/ammo stations → difficulty becomes inconsistent. > “Enemies are all dark… colors are darker and less exotic.” Strengths - Enemies are more frightening and better animated. - Hitbox significantly improved. - Friendly fire greatly reduced. Proposed Solutions - More colorful and exotic natural biomes (like original DRG). - Abandoned structures should be darker and more oppressive (reverse current balance). - Highlight shaders for enemies and weak points. - Minimal automatic regeneration (10%) for shield and health. - Difficulty should be static per level, with optional random modifiers. --- 🟥 5. BUILD SYSTEM, CARDS & OVERCLOCKS Critical Issues - Cards have unclear descriptions (“parry”, “temporary armor”). - Some cards are mathematically useless. - Weapon overclocks are static and pre‑installed. - Heavy weapons unavailable early. - Weapons only become “stronger”, not “different”. - No manual weapon combos like in original DRG. Strengths - Full rarity system: Common → Legendary + Artifacts. - Bio Booster deck exists as a starting loadout. Proposed Solutions - Paladins‑style card system, simplified: - main and secondary ability modifications - per‑character deck building - Random overclocks unlockable during missions or special quests. - Choose starting weapon + lock one overclock. - Randomize card/weapon choices when desired. - Indirect overclocks via character abilities. --- 🟥 6. BOSSES, BIOMES, MISSIONS & TIMER Critical Issues - Bosses are too few and structurally similar. - Biomes are linear and lack complexity. - Gauntlets missions are extremely linear. - “Random” Gauntlet items are not random; they repeat every run. - Timer forces abandoning teammates → breaks DRG’s cooperative identity. > “Bosses are too few and have the same structure.” > “Gauntlets… items remain the same even after repeating the mission.” Strengths - Timer is a strong and interesting mechanic. - Abandoned structures look great. Proposed Solutions - Modular bosses with: - multiple phases - variable weak points - destructible parts - random attack patterns - More Rift‑based boss types: - closing - isolating - crossing - destroying generators - collecting Rift crystals - True randomness for Gauntlet items. - Cooperative timer: - slows down when teammates are close - bonus time for saving teammates --- 🟥 7. CO‑OP, DROP‑IN, REWARDS & TUTORIAL Critical Issues - No dynamic drop‑in system. - No rewards when leaving a mission early. - Tutorial is incomplete. - Training room is extremely limited. - Falconeer abilities poorly explained. - Retcon / Rewind Time is too mechanical and not automatic. Proposed Solutions - The “toilet pod” becomes a drop‑in rocket: - brings players 1–3 levels down - assigns weapons/cards based on team progress - Proportional rewards based on mission progress. - Advanced training room: - test weapons - test overclocks - test cards - test abilities - test enemies - test bosses - test Rift mechanics - Retcon / Rewind Time triggers automatically when near death. --- 🟩 8. FINAL SUMMARY Major Critical Issues - Broken game flow - Inventory loss after crashes - Excessive technical weight - Poor visual readability - Inconsistent difficulty - Shallow build system - Low boss/biome variety - Weak co‑op systems - Incomplete tutorial - Gauntlets not truly roguelite Major Strengths - Excellent gunplay - Improved antialiasing - Better enemy animations - Improved hitbox - Strong timer mechanic - Beautiful abandoned structures - Full card rarity system Major Solutions - Flow optimization - Temporary mission saves - Dynamic drop‑in system - Minimal regeneration - Readability shaders - Paladins‑style card system - Variable overclocks - Modular bosses - Proportional rewards - Advanced tutorial \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Marco, ora che abbiamo tutti i punti, tutte le criticità, tutti i pregi e tutte le soluzioni, posso finalmente costruire il feedback completo, strutturato come un vero documento da game designer. È un Feedback Tecnico Integrale: coerente, ordinato, professionale, e basato solo su ciò che hai scritto nei file. --- 🟥 FEEDBACK COMPLETO — DEEP ROCK GALACTIC: ROGUE CORE (Criticità + Pregi + Soluzioni) --- 🟥 1. FLOW DI GIOCO E CARICAMENTI Criticità - Obbligo di cliccare “Pronto” ad ogni caricamento, anche quando è ovvio che il giocatore vuole continuare. - Caricamenti lunghi e frustranti, non giustificati dalla complessità delle mappe. - Flusso spezzato: caricamento → “Pronto” → scelta entro 60 secondi → altro caricamento. - Mappe troppo ottimizzate e semplici rispetto al DRG originale. > “per ogni caricamento devi cliccare pronto… il caricamento iniziale può essere lungo e frustrante” Soluzioni - Rimozione totale del check “Pronto”. - Caricamenti pre‑compilati e separati dalle modifiche del giocatore. - Se non si può ottimizzare, aumentare la complessità per giustificare i tempi: Con maggiore presenza ambientale e con integrazione con il bioma ed l'ecosistema esterno. Integrazione migliore con strutture abbandonate
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.