
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
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Reviews
Themes across 1243 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This game might not be for DRG fans, but is definitely for roguelike fans. I am both myself and I really enjoy the path they took with this one, especially melee combat, that is so much more fleshed out. You will fail a lot of missions, sure, but you still get the proportional rewards, therefore it doesn't affect you as much as it did in DRG. Also alternate site: jumble is my favourite type of mission, where every upgrade is randomized and runs can therefore turn into a very enjoyable experience (e. g. 40 sentry turrets at last boss).
Игра в целом классная Не понимаю людей которые что то ждут от раннего доступа
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This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
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 22 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,513 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
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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
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Hours played at review time, across 1.2K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Wer das normale Deep Rock Galactic liebt, aber auch süchtig nach DRG: Survivor ist, wird hier potentiell sein neues Zuhause finden. Für mich ist Rogue Core das absolut perfekte Bindeglied zwischen den beiden Spielen. Es nimmt das Beste aus beiden Welten und mixt es zu etwas völlig Eigenem. Bei der Erfolgsbilanz, die Ghost Ship Games mittlerweile vorweisen kann, habe ich absolut keine Zweifel daran, dass auch dieses Spiel mindestens denselben Suchtfaktor aufweisen wird, wie die anderen beiden Games. Die Entwickler wissen einfach ganz genau, was Spaß macht und ich freue mich auf das, was mit diesem Spiel noch geschehen wird ;)
Игруха поооооооооолная х**********************************ня
Definitely DRG-flavored and has some way to go, but it has good bones especially after updates to timer and upgrade share. It's an early access game, cut the devs some slack and give a thumb up/rock and stone for their hard work!
At the time of this review I've put 162 hours into this game and I'm still loving it. I'm mostly playing games with a couple of friends with the occasional solo run. This isn't DRG 2 but I don't think that's a bad thing. Less mining and more shooting is fine with me especially when the shooting is so joyfully visceral. Enemies explode, freeze, burn, dissolve and spark and it all happens in varied procedural levels and biomes that keep each run fresh. The updates so far have been solid, with gameplay changes making sense, bugs fixed and replayability increased. Ghost Ship Games have shown with the original DRG that they are dedicated to developing a game to its full potential and I have no doubts DRG:RC will follow the same path. Karl would be proud. Rock and stone!
The game is good for a while, but it is still a rouge like at the end of the day. There aren't that many mission types to play through so it gets old fairly fast. I think the big downside of this game is that there is very little tangible progression. You can customize the look of your dwarf and you get stat boost upgrades but that is about as much as you can do. The only other progression there is are the arbitrary stat boosts you can unlock and equip. Weapons are randomized every run and shared between all players, so if you see a weapon you like and someone else takes it, youre just out of luck. Perks are also randomized and shared between everyone and isn't as egregious as the weapons and equipment. Overall, the game is fun for a bit, but lacks what made the original DRG so fun to play. This is a $20 game sold for $30 (which isn't bad at all). It just feels like the things they did in here could have been sold as DLC for the original game if you just took out the roguelike aspects.
Great rougelite, worthwhile purchase! great fun with friends or solo, another amazing Deep Rock Game. must get
Я ожидал чего-то большего, но я разочаровался в данном продукте. Нет ничего своего
Bisher kann ich es noch nicht empfehlen. Ich weiß, es ist noch nicht fertig, aber leider hatte ich bisher kaum Spaß mit dem Spiel. Es wird schnell repetitiv, das heißt, nach 3 Stunden hat man eigentlich schon alles gesehen. Klar kommen da noch tiefere Ebenen, aber das ist eben einfach immer das gleiche. Dem Kabel folgen, alle Viecher wegballern, bis zum Boss runter, der dann bei anderer Ebene mal ausnahmsweise ein anderer ist und das war’s. Keine verschiedenen Biome, keine verschiedenen Missionen, höchstens mal ein paar abweichende Nebenquests, die man aber auch nur im Grunde einmal machen will, weil die nicht wirklich spannend sind. Bei Deep Rock hat es mir Spaß gemacht als Zwerg zu arbeiten. Der Humor der Truppe war toll. Es wirkte einfach authentisch und unterhaltsam. Hier ist es eben ein Kommandotrupp mit einem völlig anderen Mindset, was natürlich okay ist. Es passt schon so, aber es fühlt sich eben komplett anders an, nicht so sympathisch. Umso unverständlicher ist für mich, dass die Krieger versagen, wo die vier Arbeiter mal eben Horden von Feinden problemlos wegklatschen konnten. Die Klassen bei Deep Rock waren aufeinander abgestimmt. Zusammen waren sie ein Team. Hier wirken viele Fähigkeiten unausgereift und nicht passend für die Belastungen, die das Team aushalten muss und besonders verheerend ist es dann, wenn eben 2 oder sogar 3 Teammitglieder fehlen, dann ist man ständig nur auf der Jagd nach rotem Zucker und Rüstung. Rogue Core ist einfach um ein vielfaches schwerer als Deep Rock. Im Vergleich hat es die Schwierigkeit, die bei Deep Rock eine Mission mit Stufe 5 hat. Das heißt, allein, oder zu zweit wird man in fast allen Mission spätestens beim Endboss sterben. Man bekommt zwar trotzdem Punkte, aber wer zum Teufel spielt ein Spiel wegen irgendwelcher Punkte? Es kommt auf das Erlebnis an und das ist einfach nicht gut genug, um das Interesse am Spiel aufrechtzuerhalten. Ich hatte immer das Gefühl versagt zu haben, die Aufgabe nicht abgeschlossen zu haben, was vermutlich für ein Rogue Spiel gewollt ist, aber man muss sich dann schon fragen wozu man das spielt, wenn es nichts neues zu entdecken gibt, wenn’s nicht in irgendeiner Form irgendeinen Erfolg gibt, außer dass man sich vielleicht mal einen neuen Bart aussuchen kann. Klar freut man sich dann, wenn man nach dem x.ten Mal vielleicht den so und so vielten Boss geschafft hat, aber dann? Dann würde man es ja einfach noch mal spielen und es wäre das komplett gleiche. Das ist einfach zu wenig. Bei Deep Rock hatte ich eher das Gefühl als Zwerg arbeiten zu gehen und da freute ich mich dann wenn eine Mission erfolgreich abgeschlossen war. Tagwerk getan. Das ganze drumherum, perks, freischaltbare Gegenstände etc, war einfach nur netter Bonus. Besonders hatte mir da gefallen, dass Hoxxes einer der glaubwürdigsten Planeten der Videospielgeschichte war mit eigenem relativ authentischem Ökosystem. Davon sieht man hier bisher fast nichts. Das nimmt extrem viel von der Atmosphäre. Ich hoffe einfach darauf, dass dieses Spiel wenn es fertig ist mehr bietet, vor allem einen Grund warum ich es spielen soll. Bis dahin bleib ich bei Deep Rock, weil das trotz hunderter Spielstunden immer noch deutlich mehr bieten kann.
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.
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