
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.
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Prices
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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.
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Reviews
Themes across 1265 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Полный калл л
Что можно сказать про игру, если вы играли в DRG обычный,да даже в Survivors поймете,что Вас где-то кто-то н*****л В текущей игре контента 1\10,вариации прохождений 3\10,тимплей 0\10 Игра сейчас заточена на быстрое прохождение локаций - это понятно И что мы делаем?Разделяемся на поиск лута НО ТУТ БЛИН ЧТО НУЖНО ВСЕГДА БЫТЬ РЯДОМ ИБО ДИСТАНЦИОННО НЕЛЬЗЯ НЕКОТОРЫЕ ВИДЫ АПРГЕЙДА ЮЗАТЬ,что ппц как калит 4-5 мобов одинаковых Его стоит смотреть как на Фан мод,но не как на полноценную игру Если пойдут комменты по поводу,а если это для тех кто не играл в DRG Все выше описал - в обычном DRG ты можешь хоть в соло чистить все будучи в пати ,тут нет - что ставит жуткое ограничение - советую пока взять на free tp где-то
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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.
Too few observations to say whether a discount moves this store's chart at all: across the last 30 days Steam · Top Sellers · Poland has just 18 day-to-day chart moves that followed a price cut, against 2,498 that did not. We are publishing the count instead of a direction — 20 is the fewest we will draw a conclusion from, and price collection outside the United States began on 6 August 2026.
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
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 1.3K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Honestly, this game rocks. There's some work to do in early access still, but man this game plays so smooth. I appreciate the 5 classes offered, and look forward to more being added in the future. The gunplay feels pretty good, and although I could do with some more enemy variety, the basic units are fun to fight and feel threatening. Worth the purchase, even this early imo, but your results may vary.
I've had trouble deciding what way to swing this as this is a game that I think simultaneously deserves a lot of praise but also a lot of criticism. To start off, I do think that while the game is worth the time to investigate, [b] I do not yet think that it is worth its price point. [/b] If you want bang for your buck, it's best to wait and give it more time in the oven, or get it on sale when you can. The gameplay loop is enjoyable. Go through cave, shoot corespawn, mine expenite, find and activate the things in the level, and initiate the lift holdout. Do this 3-6 more times and then kill the boss. The gunplay is also enjoyable, many of the guns feel good to use (I'm looking at you hammercaster) while some feel okay, but none of them feel particularly unenjoyable. The perks don't feel as situational and unimpactful as before but I still think they need to be spiced up. I earned that upgrade, so I expect to feel it. The timer is good. I think it adds urgency and forces you to make decisions about what to get and leave. The negotiation system is fine for the most part, I haven't really had any trouble with it, even with the randoms, so I feel like the doomsaying with that system is often quite overblown. All this stuff is fine for the most part and the gameplay loop feels very promising! But there are a few problems that I feel are dragging back the game quite significantly. The biggest of these issues is the lack of content and mission variety. I get that this game is still in early access, but just because it is doesn't mean it shouldn't be criticised for it. It is still a serious problem after all! Cave gen often feels way too samey... which I get why it is, with the timer, but it really does make every run feel repetitive. Mission variety is even worse... the expenite event pool is small so you quickly get used to it, the lift sequence is largely the same each and every time (though it is short), and there are only three bosses. Since every mission you go on lays itself out exactly the same, (onto the next level, find the bio booster, workshop, expenite event, lift) it tends to get too repetitive quickly. And with so little else in the caves, the upgrade system and risk vectors are the only real variety you get mission wise. It's just too little. Another issue is meta progression. Or the lack of it. Disregarding deck swapping, all that you can find here is the perk tree. No crafting materials. No rewards for completing a mission except progress towards (a limited selection of) cosmetics, some XP, and chips to spend at the perk tree. This perk tree whispers of its DRG ancestor except worse. There are a few picks that are really a no brainer while most of them offer a marginal boost at best. However, unlike DRG's perk system which has active perks, Rogue Core's is just... mainly stat upgrades or somewhat uninspired passive boosts. This is the only thing keeping you going for another mission meta wise. And once you have filled out the whole tree, all you are left with is the missions themselves to keep you entertained. Missions that, as I said before, can't really hold up that mantle right now. (On the plus side, the Rogue Core flavoured promotion system is so much cooler. And you can "ascend" (promote) in multiplayer too. Good work on that!) I feel like there could be so much more potential for the meta progression of this game, like messing around with multiple options for the abilities of each class, or an expanded and more interesting set of perks, but as it stands it can't outlast the content variety so once you complete the perk tree, you're only really playing for the gameplay loop. The game lost that "one more mission" feeling that you get in DRG, (which is no doubt part of the reason that game is so good and replayable) and since each Rogue Core mission is a commitment, it is no wonder so much of the initial playerbase has fallen off. (40 minute missions aren't a bad thing on their own but if you don't have the replayability to support it, it simply becomes another thing that goes against the game.) (As a quick addendum, another gripe that I have with the game personally is that the "grunts" of Rogue Core, the corespawn creepers, just move too fast. It feels like you are forced to face them when they spawn and I think it stops you from being able to make more time-saving risks like ignoring a wave to deal with it later in favour of rushing ahead to try and get more done before the timer runs out. It just makes it feel like your timer is smaller than it shows itself to be because the waves effectively turn into a time sink. But that is just my personal opinion!) In short, I still think the game shows lots of promise. The core gameplay loop is fun, even though the game does not sport enough to be long-term replayable right now. With more time, I hope to see it become just as fun and replayable as DRG for long term play! It is not worth the current price point but I think it is worth keeping an eye on both development wise and waiting for a sale. [b] Despite its absolutely glaring flaws, I want to give this game a tentative thumbs up [/b] because I am optimistic that GSG can still turn it into something as good as DRG. And one day, I do hope that I can recommend this game less hesistantly.
ROCK. AND. STOOOONE !
Can't wait for more to come out! so far this is a great game and i'd love to see more of it
怪的種類少的可憐,手上拿的武器跟燒火棍似的,補給還不能叫,甚至不補血,一局時間沒有好武器就是坐牢一小時,分工不明確,感覺像是跟三個npc玩,不知道他們在幹什麼 不建議購買,垃圾鬼船快更新老岩深第7賽季
测试版本 无聊和难度导致人数少了怎么办? 普通人:做更多内容和难点优化 异动:平衡游戏,这个太强了消弱一下(砍废),这个玩法/模式玩家太爽了消弱一下(砍废) 异动:我这么好的优化,人数肯定暴增吧
This thing single handedly cured my isolation. Rock and stone.
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Active players
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