
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 1214 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I like DRG, I like roguelites. But I do not like Rogue Core. This game feels like it has an identity crisis. Does it want to be an action focused roguelite or an exploration game? As it stands right now, the exploration bits make the game feel like a slog. What am I working towards? Is the meta progression just unlocking +1% faster mining and various other percentage increases at a glacial pace? Because that’s not compelling. I grabbed a crappy gun during my solo run that was like the Line Gun in Dead Space. Great for crowd control. Terrible for bosses. Spent the whole fight dumping ammo on the boss, then running around the room to grab ammo. Rinse repeat for what felt like 15 minutes. Not very fun or satisfying. 🤷
classes dont feel unique boss battles have annoying aspects that are just plain un-fun its not DRG, sure, but it sure isnt a good rogue-like either. tbh it feels like GSG is just releasing haphazard poorly thought-out games while riding on the reputation of the original DRG. dont bother getting this game, theres better ones in the genre.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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 2,402 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
Unfinished game, enemies uncompatible with the game design, not worth the purchase for now at least
Alright. Lets be honest here. I love the gameplay and feel of DRG, and DRG: Rouge Core. However a rougelites needs more than just the feel of shooting guns and movement so you keep playing the game. Rougelites NEED variety, which this game lacks at the time of my review. 8/23/2026 I would also argue that the play time is padded by how long / how much effort it takes to grind out currency to get meta progression. YES it is EA, no I do not forgive them for this as a good portion of this game is re-used tech on an engine they are used to. But I will say this game will get much better over time It is just a matter of how long. It is an incredibly generic rougelite, with DRG gameplay / feel. It is fun but absolutely not worth the current asking price. If it ever goes on sale for 20 dollars or under I recommend it. But otherwise wait for that.
This is one of the few occasions where i fell like writing a review is neccesary. I spent 4 hours in this game so far with 4 attempts to complete a mission, not once it was possible to finish a mission which is a significant time commitment of 45+ minutes (too long !). It was mainly due to the end-boss being too strong or technical issues which i will go into detail about. First try we (4 players) made it to the end boss but my game crashed at the exact moment the boss was defeated (I was Host ! Imagine my feelings and the others feelings about that !). Another time a player got randomly teleported to the elevator at the end of a level , started the countdown, died there and we did die too trying to rescue him. Either he hacked his way there or the game bugged him there .... . Next occasion (on a solo mission because no other players were looking for a game) i got locked in a upgrade selection screen that locked somehow after item selection, no progression possible ..... i had to kill the game process. There were no players on the two starter missions at the time of writing so i would have to complete the first levels against a boss that was designed for 4 players .... The game drives players away if no progress is visible to them. I simply cannot like that, even if the general roguelike idea is compelling. Make the entry level easier so more people can progress beyond the first missions. If people get frustraded within the first hour or 2 hours , something is clearly wrong with your game design. Fix technical issues like the screen locking and random crashes (exception handling ?) or technical debt will make you bankrupt. Make missions shorter (like single floor missions in original drg which take 15-20min) or reduce the numer of floors. Make the bosses easier. It feels like this was not playtested whatsoever before early access release. Your game should at least be stable enough to complete a mission, which it is not. I would say charging 25+ € at this stage is not reasonable if you dont improve on these points. I will come back at a later time and review again if an update is released.
Gameplay is fun but way to repetitive. After 10 games I've experienced the entire game and can't muster more then one game before logging off.
Just no. I got a friend into this and we both noped out without saying much. Gave it an honest shot. It's just not fun sadly.
As of now, it just doesn't have enough meat on its bones to justify the price tag. It just feels like DRG, but you get a drip-feed of barely significant upgrades. I know this because I picked whatever and wasn't punished. Also a multiplayer roguelite is also basically an oxymoron.
假屌怪血又厚,数量多,伤害高,跑得快,打远程,就是一坨大芬,请问假屌怪是你们鬼船的跌吗,还是你们屁股里塞的震动棒,怎么会有一个肉鸽游戏能设计出这么煞笔的怪的
What the hell were these developers doing for the past 2.4 years? They ignored all the closed testers feedback and only started to make adjustments only after the game released into EA. Unless they strategically have developed ahead and plan to dripfeed the content for years to come (which is still ♥♥♥♥♥♥) there's no excuse for this game being so barebones. Even as a roguelike, which it absolutely fails being at, it's nothing but an absolute disappointment.
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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