
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 →
Media

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 137 reviews with recorded playtime.
Reviews
Themes across 137 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
在drg,队友大都是弥补短板的伙伴,在rc,队友大都是竞争者。 一个共用卡池,就埋下了无数不满的种子——抢牌、抢关键牌、抢伤害牌仅仅因为其他几张都是防御/近战牌。目前平衡性也极差,轰然退场居然是绿色品质,减4点伤害竟是强化剂,队友运气好先抓牌=你运气不好。当运气与队友同时发力,这把大概率与你无关了。 卡池在更新后有许多弊端,比如在选重武器界面,明明可以选一个,把后面的武器翻出来,但因为自己不需要就选加弹药量,曾几何时我也以为这是个团队游戏,也曾用钻头为拿照明弹的队友引路。路人的意识都是参差不齐,不像drg各个职业都有主要职责,即使不说,标记一下侦查就会去挖硝,工程就会打板,在rc,大家都忙着探索做事件,清理自身周围的怪,经常遇到有人落单被包围,直到倒地队友才发现,其实我能理解,毕竟每层都限时,要提高效率,但很多人意识不到——自己拿了好牌足以压制怪潮,不会去思考队友的能力是否能自保/队友是否有工具爬上高墙,这就是鬼船想要的团队配合吗。 当你知道怎么抓能提高体验,每把都会变得极度的公式化,最后不是成型就是在成型的路上,明明是个肉鸽,但道路在开局就确定了。若是队友跟你流派相近,他还会成为你路上的阻力。 玩了这么久,我觉得鬼船应该赔我钱。
一坨答辩
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!
Bom, sobre o jogo: Comparando com Deep Rock Galactic, existem alguns problemas que tornam as partidas estressantes de forma desnecessária. Um exemplo é a interação entre os Nucleogênicos e as plataformas, que ainda não foi corrigida e pode fazer você perder uma partida por absolutamente nada. A velocidade dos personagens também poderia ser um pouco maior. Mesmo que a velocidade dos inimigos fosse aumentada para manter o equilíbrio, isso daria aos jogadores uma opção real de fuga se aproveitando do mapa e mecanicas. Outro ponto é a quebra de imersão na história. Não somos mineradores; somos Recuperadores, enviados para investigar e resolver o problema do Núcleo. Por isso, a enorme quantidade de mineração acaba tornando a experiência repetitiva e cansativa com o tempo. Na minha opinião, os upgrades poderiam ser obtidos principalmente ao derrotar os Nucleogênicos, enquanto os minérios serviriam apenas para melhorias secundárias ou para a troca de upgrades. Também sinto falta de um modo infinito, onde fosse possível aproveitar as builds por mais tempo sem a pressão de um encerramento rápido. Esse seria, de longe, o modo que eu mais gostaria de ver adicionado ao jogo. Por fim, acho que o jogo precisa de um final de missão mais marcante. Seria muito mais imersivo chamar uma nave para resgatar os anões ou até mesmo um enorme feixe perfurando o teto da caverna para abrir o caminho de volta. Hoje, sinto falta daquela sensação presente em Deep Rock Galactic de que, mesmo após concluir todos os objetivos, ainda precisamos escapar vivos e garantir que nenhum anão seja deixado para trás. São mais de 300 horas dedicadas a explorar tudo o que o jogo pode oferecer, testar seus limites e conhecer o trabalho que a equipe colocou neste projeto. Entendo que o jogo está em Acesso Antecipado e todas as implicações que isso envolve. Deixo este comentário na esperança de que, no futuro, eu possa editá-lo e substituí-lo por uma mensagem muito mais simples: Rock and Stone!
Наиграв 16 часов я понял то что я не могу вернуть за данную игру деньги это расстроило больше всего
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
Can't reccomend in its current state. Both boring and confusing.
I've fallen in love with this game and despite its flaws (many due to its early stage in development such as its limited number of upgrades and builds), one thing it does not lack in the slightest is its incredible potential and I can't wait to see how it is improved further over time
No idea why the reviews are so bad, the game is awesome. More Borderlands than DRG but with the same fluidity, gunplay and atmosphere.
Honestly its surprising how bad this game is. Most disappointing game on 2026 by far
Related
Related
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.
Related
| Super Robot Wars 30 | $10.5M | 6.5K | 86% | $59.99 |
| Rise of Nations: Extended Edition | $10.5M | 15.8K | 95% | $19.99 |
| Injustice: Gods Among Us Ultimate Edition | $10.6M | 20.1K | 86% | $19.99 |
| Loop Hero | $10.5M | 36.4K | 93% | $14.99 |
| Day of Infamy | $10.5M | 22.1K | 82% | $14.99 |
| The Elder Scrolls III: Morrowind® Game of the Year Edition | $10.5M | 28.3K | 95% | $14.99 |