
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
This game is objectively inferior to its predecessor, with far less emphasis on co-operative gameplay. The Corespawn enemies are often frustrating to fight and are more computationally expensive than their Glyphid counterparts, meaning you will dramatically lose performance as the game progresses. The development team has failed to show any serious effort in bettering this game because they actively resist making compromises in their creative vision. They squandered all of their time with their Alpha access builds, refusing to listen to valid criticisms, then went on vacation immediately after releasing this game as an Early Access title. They are extremely slow in their efforts to make critical and necessary changes, instead allowing the playerbase to plummet and continue to drop (as of the time of this review, only up to ~500 daily Steam users are logged.) The development team has constantly made unwanted and unasked for changes such as arbitrary invincibility phases upon dealing too much damage to a boss. It takes months to finally concede and remove actively harmful features such as the aforementioned invincibility phases or the requirement for all players to stand near ELLIS to pick an upgrade (which substantially sabotaged the flow of gameplay). Some unpopular features, such as the Reaperworms (essentially invincible Leeches from DRG) are yet to be reworked or removed. Terrain generation is objectively worse in every possible facet, compared to DRG. This was yet another primary appeal to DRG, which featured likely tens of thousands, if not hundreds of thousands, of possible procedurally generated caves, often featuring non-linear expanses that varied in depth and complexity. Rogue Core does not have this selling point. It essentially takes only one method of cave generation (that of Mining Expedition), and repeats it ad-nauseum with a few Expenite events (which are basically just Core Infuser events from DRG) littered about. There are few mining structures from the DRG company sprinkled throughout, but these are hardly enough to compensate for the extremely thin variety in cave generations. Finally, this game lacks any meaningful sense of progression beyond the rather small amount of achievements to collect. While the lack of cosmetics relative to DRG could be justified (and arguably excused), many of the cosmetics carried over from the preceding game are locked behind cosmetic crates (basically the Cargo Crates and Lost Gear minus the tasks of recovering batteries or recovering the gear). These crates require an extreme investment of time, as they only have a chance to spawn. Not much more can be said of this beyond hope that the developers will move these cosmetics into a more respectful progression system, as they had done with DRG's (formerly) retired seasons. In short, this game needs a lot of work to be worth the price tag it is now. This is work that the developers have consistently failed to show they are willing to do, and thus, at the current rate, it will take several years (if not a decade or two) to present a polished product that is just as extraordinary as their lightning-in-a-bottle game Deep Rock Galactic. Therefore, this game is deserving of a negative review until the developers demonstrate their intent to refine this game into what it should be: a worthy counterpart to Deep Rock Galactic.
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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
It's obviously not DRG 2.0 (it was never meant to be). It's obviously not an expansion. It's a reduction/shrinkage. This leaves us with a Spinoff I guess. Something is indeed "off" with this Spin. BORING GAMEPLAY LOOP It's baseline DRG with a Twist. The whole game is just long Deep Dives consisting of [strike] Morkite [/strike] Expenite Mining Missions with some annoying bosses as a reward at the end. The game is extremely formulaic and the joy of cave exploration is gone. Every cavern feels the same and every mission feels the same. Drop down, rush to find the Bio-booster and the Workbench, mine a bit of Expenite, fight one or two core-spawn hordes, hit the elevator button... and repeat three to seven times. If you are lucky there might be some Bonus Events spawned or if you are extraordinarily lucky there might be DRG Drones and Geodes. That's it. The Devs will probably add more variety but the core loop of "Expenite Mining Missions only" needs to be expanded. UNINSPIRED ENEMIES The Glyphids in the main game were fun looking bugs. Fun to fight, fun to shoot, fun to gib. Slamming with a drop pod into this alien ecosystem to burn, loot and pillage the nature (living and unliving) was fun. Core-spawn on the other hand? Abstract demons/mutants who look like they crawled out of Metro 2033. Spawning from portals in the cave walls for whatever reason?! What is this - Faerun/Golarion meets DRG? Lore-wise we are deeper, sure. Rogue Core magic shennanigans probably ruined the local wildlife (except the Leeches of course, how fun)... as a result the caves feel even emptier. UNINSPIRED ROGUE-LITE ELEMENTS Artifact-tier upgrades feel good, but the rest is uninspired, boring percentual increases (20 % more damage, +12 armor, +20 HP) or "Do X elemental damage on Winter Solstice" Upgrades that make enemies drop Red Sugar on XYZ condition are mandatory for bullet-spongy, lengthy, annoying boss-fights (multiple boss invincibility phases). WEAPONS To end on a positive note - The weapons feel fun most of the time. Both the old and the new weapons. I just wish the new weapons were added to the main game. Some weapon upgrades are straight up unusable though. Few examples: Double barrel shotgun with a salvo - avoid this like Smallpox - uncontrollable recoil and a waste of ammo Hurricane with a salvo - avoid this like the Bubonic plague - words cannot describe how bad it is Plasma rifle with auto-aim - avoid this like the Plague of Justinian - it never shoots where you want it to PERSONAL NOTE I enjoy playing this with friends. In the same sense watching the paint dry would be more fun with friends. I would never play this on my own.
what a downgrade
Complaints : - Said to be "roguelike but DRG", but is just a randomizer game with DRG formula. - Upgrades are more like "deckbuilder" than actual upgrades for your class. - No starting loadout. (you dont get to enjoy your favorite starting gun everytime) - Class lock - Game either becomes too easy or too hard (Does not factor your builds RNG). - Game FELT like an extension for DRG despite being a standalone (Wish we get these new stuffs in base DRG) Overall, the game is early access and i do not discourage you from buying it, if you like DRG, you would like this too. It just does the "roguelike" so poorly i felt like im playing another DRG game but with randomizer formula to the mix (not roguelike).
i open the server browser and i can't join a single game except for one hosted by a guy on the other side of the world. half an hour later i find a server in my region and i join late, spawning with no weapons. refunded.
It's mid AF. No host transfer system on a p2p game in the big 26 is crazy.
In it's current state, I can't recommend it. The timer at times is fine at other times it is frustrating, like when one teammate decides to do the event, but the rest of us are trying to get to the elevator. The timer on the boss level is absolutely maddening. I'm not a fan of the powers, I see some people use them constantly and some use them never. It makes it clear that they weren't thought out and they don't make much difference in the game. I have time in it and it really hasn't drawn me in, even as an early adopter of DRG, this is one of the games I wish I passed on. I suggest Wild Wild West. I can't tell you how many times I have been burned by someone grabbing a card I absolutely need to tank my build. Also frustrating when you have 1 good weapon and the rest suck, but one person hearted the good weapon. So you select a crappy weapon and then another good weapon shows up and watching the player that hearted the good weapon get to pick the one you wanted, but wanted to be a good team player. The more I think about it, the more I want to tell the devs "F You!" You pretty much have single handedly ruined a lot of the good will that DRG gave you.
The game feels so unfinished rn, mayby in a year or two this might be playable but right now Deep Rock Galactic mogs this so bad. Don't recommend playing this game at the moment
This game is OK, but it still feels like a cut-down version of DRG. For now, at least, I can't find any aspect of the game that is better realised here than in DRG.
Generally I enjoy this game but it is missing something for me. I would say it's a 3/5 but unfortunately Steam reviews are binary so this got a negative vote. For me the biggest issues with this game stem from it being in the DRG universe. A lot of people talk about how they wish this had just been a DLC for DRG but I don't agree. I wish this had actually gone in the opposite direction and just stopped trying to be similar to DRG. This is supposed to be a combat focused game but, frankly, the combat in DRG is weak. It's at best mid level combat for an FPS. To point out another indie game, Far Far West has much more enjoyable combat and I don't think it's close. For DRG this is fine because mining is just as important as combat and people find it very rewarding. Here though where combat is the main focus, it's held back by wanting to be like DRG. The combat gets better the more you get used to classes. That being said, everyone is so insanely slow and it constantly feels like you're walking through mud. One class has a movement ability but aside from that they just feel like they're handicapped. Again to reference Far Far West, the movement there is smoother and you have a lot of options. I don't want this to be a comparison of the two games, I'm just trying to convey that other indie studios have produced similar games at similar times that feel better to play. I honestly think the timer is great but again feel like this is the same issue as before where they are stuck between a rock and a hard place. Plenty of DRG fans hate the timer (just look at the reviews) and in my experience it's because they want to explore the whole cave and take things slower. This game isn't DRG though and doesn't want you doing that without a very high risk. Since it has DRG in the name though it's fair to expect that people would think this would play similar to DRG. Again, it's trying to be it's own thing and very different while also being hamstrung by being in the DRG universe. I honestly think that there is no way to satisfy the design philosophy of this game while also trying to follow the standards of the DRG universe. They are entirely at odds with one another and you can tell while playing the game. As many have stated, the builds aren't really that exciting. I've played about 25 matches and have had a single build that was more than "Oh, that's nifty". The permenant upgrades you equip stack so you can build much better there than I originally thought. In game though I'm never getting upgrades that are jaw dropping. Lastly, I would like to reiterate that I think the classes are fun and the abilities are generally quite useful. I've played a few matches as each class and they all have something to add to the experience. I hope they add more down the road because other games in the genre generally have many playable characters. What we have is fine for early access but I hope by the time full release comes around it'll be more than what we have. I think there is plenty to like about this game but I also just think it's combat falls flat for a combat first game and would recommend many games ahead of this while also still having the PvE experience.
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
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