
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 1203 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I want to like this game. It's just not that fun. I'll come back in a year or so and see what's happened, if it's still around.
Half baked. Terribly weak implementation of rougelite features. Many other reviews say this but the final builds in this game are less exciting and less interesting than the builds you can start with in the original DRG. That's wild considering this is supposed to be a rougelite...
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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 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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
бегаю почти всегда только на вылазки 6 уровней потому что меньше потому что мало карт апгрейдов не интересно не весело если не повышать количество опыта получаемого за моркит не повышая излишне сложность то я бы срадостью сбегал бы и 8 и 10 этажей подряд но испытания аналог дипдайвов на данный момент неиграбельны время урезано на столько ужасно что ничего не успеваешь не говоря о постоянных толпах врагов если проводить аналогию с дрг - в ней есть смысл собиратся в строй когда появляются волны в остальное время позволительно расходится за сбором минерала , но в дрг коре времени нет + волны идут по кд в голову приходит только 1 мысль как смотивировать больше находится в плотном строю команду это если минерал будет концентрироваться в самих врагах а не разбросано по закуткам стен при постоянном недоборе минерала игра становится на истощение команды очень хочется удалить негативный отзыв но надо ах да стан при падении это ужачсно буквально с самого мизерного расстояния микроинсульт сводит так же было бы славно ничего не нерфить , а только забафать то что проседает и является на столько отстойным что просто неиграбельно , как пример тот же бульдог казалось бы урон средний даже не сильно стыдно но я им мажу стреляя вплотную и просто загибаюсь на первом этаже
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.
Should've just been a new season
I Played Deep Rock Galactic for over 700h and i still love it. This game is Annoying after 5h. Would not Recomend.
If DRG OG was a 5/5, which by all my standards it was. This is at best a 3/5. I get the idea they were going for, the growing popular ‘rogue lite’ and ‘hardcore’. But unfortunately, it just doesn’t translate as well. The things that make this title unique, are also the things that may it annoying and frustrating (Monsters, Map Design, Match Length). This feels like it should have been a "Mode" add on for the original, like Deep Dives, instead of a standalone title. The monsters are more annoying than unique. The characters seem to be lopsided in terms of effectiveness, and everyone tends to blur as the match progresses due to random perks etc. The "Omega" is a lifeless robot leader with no humor or soul. It just feels flat, and replay ability in a title like this should be the main selling point but I find myself bored already, rise and repeat cycle just doesn’t have the same comradery as the prior version. Player base is pretty low as well, maybe 4-5 servers running "D4" whenever I look. I cant image future releases or content will fix the fundamental flaws. It doesn’t take but ~20 hours or so to max out skill tree’s and unlock what’s available (Skins in this one are a joke). Maybe another 10-15 to experiment with the different characters more but the stuff in the ship/lobby are lame, beers don’t provide perks. Done with this one, and hopefully for DRG #2 they expand the universe and mesh these titles.
They've made changes since launch to alleviate the issues with the draft/negotiations system & lack of instancing, but after playing both in public matches and over comms, [b]it just simply is a dealbreaker[/b] - it needs to go now. It is fundamentally & objectively bad, sucking fun out of the game and fostering conflict between players instead of encouraging social interactions. Multiplayer rogue-lites have had this figured out for almost a decade now, instancing is [b]not[/b] optional and the choice to abstain from it is a major pain point that will never not drag this game down so long as it is present. There are also major issues with pacing & navigability. Between the mission timer, the amount of objectives in missions, the length, layouts, & mission complexity, it's all too easy to get lost and lose track of space, time, and where your squad is. It is significantly less linear compared to even the more open missions in DRG and includes lots of backtracking that makes things very confusing. It is extremely difficult to tell where you are since the terrain generation has a strong lack of landmarks compared to DRG. The pacing issues are made even worse by the constant stop & start nature of the upgrade system. It just simply [u]is not[/u] fun to be constantly stopped in the middle of the action to decide on which upgrade to pick. This wouldn't be a huge issue if it did not take long but it is egregious how long it takes for everyone to pick something one at a time. I understand the purpose of the timer is to encourage players to continue moving, and is in fact, actually there to improve upon the issue that DRG had with missions dragging out & taking too long, but this does not actually work when the amount of things to mine, objectives to complete, & enemies to fight does not change between assault paces. If you leave no stone unturned, every mission regardless of circumstance will always take just as long, the only thing the timer actually does is just allow you to choose if you'd want the worms to show up in the middle of the mission to be annoying and ruin your fun, or if you'd rather they show up too late to make a meaningful difference. In other words, the timer doesn't really make things quicker when you still have the same amount of ♥♥♥♥♥♥♥♥♥ to deal with. The upgrades suck. They all just suck. This is such a common phenomenon in rogue lites that friends of mine have christened this illness as [i]"+5 percent Schmingus"[/i] in reference to upgrades that are all unexplained, negligible in amount, and completely & utterly unhelpful in effect. This game has a terminal case of +5 Percent Schmingus. Ammo & health economy are both as frustrating as ever. I don't feel the need to comment on it too much because I am often reminded when playing this game [i]"Yep, this sure Deep Rock."[/i] Hope you enjoy constantly being out of health & ammo, completely helpless constantly all of the time. I must admit that there are a few things that this game does do better than DRG, which are enemy variety and performance. The Corespawn are not only a more interesting antagonist compared to the Glyphids from a thematic & aesthetic standpoint, I also just find them more fun to fight than the bugs, damage sponge-ey-ness aside. The game also runs very smoothly and at a high framerate compared to DRG, has a stronger art direction and just generally looks very pretty. Bring back the grappling hook.
"Whenever an electrocuted enemy within 15m dies, you trigger an explosion of +30 electrocution damage in a 7m radius around you" "Melee hits deal an extra 0.5% damage as electrocution while Suit power charge is below 100%" Pick one, you have 0 seconds to decide. Someone at GSG really likes these nerdy conditional stat buffs, but if you've played DRG:Survivor with its quirky "BLT Sandwich" upgrades, those in DRG:RC come across as spectacularly unfun. I do get there's a demographic that enjoys it. All power to you. However, I'm very afraid this level of die-hard nerdiness, in a multiplayer game, with what may easily be one of the highest production values in the history of roguelikes, won't be a successful combination for the studio. The overall hostile atmosphere of the game, from the bar to Omega, is the cherry on top of it all. I haven't uninstalled yet because I'm hoping for eventual improvements to the atmosphere and a more forgiving gameplay loop. If all else fails, my hope is that RC lays the foundation for an actual successor to OG DRG.
The game is a dissapointment to me, the performance is bad the game itself is ok i like the Roguelite stuff but overall i say the game is an overprice copy of Deep Rock with a sprinkle of new weapons characters and abilities its not what i expected for sure for now refunding. You did not brew well Ghost ship.
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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