
DEEP ROCK GALACTIC: SURVIVOR is a single player survivor-like auto-shooter. Take on hordes of lethal aliens, mine riches, and unlock powerful upgrades to survive, as you wield the full arsenal of Deep Rock Galactic. It's one dwarf against all of Planet Hoxxes!
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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): 6.57/day in the week to Aug 26 → 9.57/day in the week after.
About

DEEP ROCK GALACTIC: SURVIVOR is a single player survivor-like auto-shooter. Take on hordes of lethal aliens, mine riches, and unlock powerful upgrades to survive, as you wield the full arsenal of Deep Rock Galactic. It's one dwarf against all of Planet Hoxxes!
Kill bugs, upgrade your gear, and delve ever deeper into the lethal caves of Hoxxes. Collect and assemble a devastating array of guns, unleash hell upon wave after wave of alien monsters in fast and frenetic combat, and tunnel your way to collect precious riches from deep within the cave walls. With the auto-shooter gameplay, you don’t worry about aiming and firing – just run and mine for your life, as you automatically blast away.
Each mission is entirely unique with its own procedural cave generation and enemy waves, just as you've come to know from Deep Rock Galactic.
Dig deep, Miner! Once the Drop Pod releases you into the oppressive darkness, you’re on your own. Complete the mission objectives set forth by the Company, and make it back to the Drop Pod in time to try your luck at even more deadly and lucrative encounters. Progress deeper and deeper into the planet while you grow ever stronger, survive all the way to the very end of your assignment, and finally get extracted alongside your hefty sack of loot.
Now you can explore the Deep Rock Galactic universe in a whole new single-player-focused experience! Play each mission from a top-down perspective, navigating the caves of Hoxxes as you've never seen them before, soaking it up through nonstop auto-shooter action. Greybeard Deep Rock veterans will recognize much from Deep Rock Galactic, and if you are a recently joined Greenbeard: Welcome all the same! We are thrilled to have you on board. You will like it here. Management requires it.
ROCK AND STONE!
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; Xbox publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $12.99 | 46.3Kreviews | 86% | — | $15.7M |
| $12.99 | 2.5Kratings | 78% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
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 1098 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
$10 dlc for a $13 game are we deadass
I've put quite a bit of time into the game and have been there since launch and I must say I do not recommend this game for someone looking for a good, addictive survivor-like game. The game has gotten a bit "better" over a few updates, but still suffers from issues that make your runs feel grindy and pointless. The game starts off relatively easy in the beginning, but as you increase in difficulty, the challenge ramps up a ton and there ends up being a massive difficulty spike between difficulties. This game does have meta upgrades, but they are a grind to upgrade. Takes about a full run, of maybe like 20-30 minutes, to get one upgrade that gives you maybe a 1% increase in a stat. Thanks for the miniscule bonus. Armor you find throughout your runs feels the same too. A whopping 5% bonus to something, maybe a 10% bonus could be nice, sure. Upgrading armor might give you a 0.7% increase on those stats, nice. Most of my stats are maxed out, I have a full gear set that is upgraded and is a "decent" level I think, being around 50. I struggled with Hazard 3 but slowly I got through it to unlock the gate for Hazard 4. Pretty difficult, but it felt fair. Now that I'm on Haz4, the difficulty just took a complete nosedive in challenge. This doesn't help that the RNG of upgrades can be insane at times, where you won't get anything good constantly, even with a maxed out luck upgrade. I barely hurt elites with upgrades, let alone the larger normal bugs. Wave after wave spawns much more aggressively so you are constantly corned and pinned against rocks, which slow you down significantly to mine through. When you find minerals, they just take an ungodly amount of time to mine through to collect, even though my mining speed upgrade is maxed out and I have armor that increases mining speed. Once you get to the end, finishing off the bullet sponge of a boss that has a ridiculous amount of health and deals lethal damage to you with any attack, you have only 30 seconds to get back to the pod to continue, giving you not much time to go around and collect anything you missed; so you are in a time crunch to make it back or risk losing the entire run. Honestly, it feels like my time playing this game and grinding it out feels wasted. I don't feel stronger, I don't feel powerful, I don't feel like the grind I put into the game was worth the time, but it is what it is. Devs need to either significantly boost the bonuses of the permanent upgrades to actually make them feel impactful to your character, or nerf the high difficulties to lessen the blow of the difficulty spike that you will experience. Give us small permanent upgrades for our characters when they have their permanent level ups; like give us a flat bonus to all stats, more health with each level, etc. Just something that feels impactful. You do have the four classes that DRG has. In the regular game, each class has their own benefits and personality when playing them. DRGS, picking a class feels irrevelant. You can have a total of four weapons, which can be mixed and matched from other classes, making choosing a class just feel like... why? Not only this, but each of the four classes have three different sub classes starting with a different weapon, with not so impactful upgrades making them feel different. I googled guides for how to survive on these higher difficulties just to see what I was doing wrong. "You must use this build, you must play this class, you must play with these weapons only." Yeah no thanks. I don't have fun forcing myself to play a playstyle I don't want to play, only to slog through a nearly impossible difficulty. I'd recommend other roguelite games that you can feel the difference with time being put in. Vampire Survivors (the OG), Halls of Torment, I could even recommend some that aren't survivor likes that do meta upgrades very well. You know what, if you want a super fun, addictive game with tons of replay value, just pick up Deep Rock Galactic, the main game. Long story short, if this game is on sale and you want to scratch that survivor like itch, pick it up; especially if you are a massive DRG fan like me. Just know, the fun and balance is temporary and wears off the further you get in the game. Permanent upgrades, armor, run upgrades, etc; begin to feel more and more weak the further you go. It makes you feel like all the grind you did for upgrades is pointless.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $15.7M | 38K | 90% | $19.99 | |
| $15.7M | 13.3K | 98% | $29.99 | |
| $15.7M | 28.8K | 92% | $39.99 | |
| $15.7M | 13.6K | 68% | $39.99 | |
| $15.8M | 22.3K | 94% | $12.49 | |
| $15.7M | 15.9K | 77% | $39.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $43.9K | 186 | 89% | $7.99 | |
| $10.2K | 29 | 76% | $10.99 | |
| $304.2K | 1.8K | 97% | $5.99 | |
| $5.2K | 59 | 90% | $4.99 | |
| $4.2K | 32 | 84% | $4.99 | |
| $4.1K | 72 | 94% | $2.49 |
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, German, Spanish - Spain, Simplified Chinese, Italian, Korean, Portuguese - Brazil, Traditional Chinese, Ukrainian, Hungarian, Russian +5 more
Hours played at review time, across 1.1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
怎么一年不玩以后我连风险等级1都打的苟延残喘?????
Видел много отрицательных обзоров, мол, в игре затянутая прокачка, метапригрессия добавляет +0.1 к статам и тд. У меня вопрос: а вы куда торопитесь? Это автобатлер, очнитесь, игра создана для того, чтобы залипать в неё во время просмотра видео на Ютубе. Зачем вы делаете вид, что в ней должны быть какие-то глубокие механики и тд и тп? В общем, я от себя игру могу рекомендовать, так как в ней есть чем заняться непосредственно в миссиях. Не смотря на то, что по смыслу это сурвайвл-лайк, упор идёт на сборку ресурсов и маневрирование между ордами мобов, а так же на выполнение промежуточных заданий. Этим мне игра и понравилась, что ты не тупо стоишь на месте, как в условных вампирах или мегабонге, пытаясь просто набить как можно больше цифр, а именно, что, выполняешь задания и проходишь этапы. Играю на стимдэке, прямо с удовольствием, единственное, сразу запускайте с уткой. На дэке с параметром х2, учитывая то, что игра визуально имеет очень много эффектов и мелких деталей, эффекты от лосслеса вообще не видно. В общем, рекомендую попробовать самостоятельно, не еб**ь себе голову обзорами всяких душних с Ютуба, а получать удовольствие от игры.
沙雕吧,难度异常夸张。
p2w
[b]Optisch und technisch top – spielerisch aber eine künstlich gestreckte Grind-Schleife![/b] Deep Rock Galactic: Survivor ist per se absolut kein schlechtes Spiel. Wer das Universum mag, wird in den ersten Stunden sicher seinen Spaß haben. Das Grundgerüst stimmt absolut, aber leider geht dem Spiel nach relativ kurzer Zeit enorm die Luft aus, weil es sich in einer extrem eintönigen Grind-Schleife verfängt. [b]Das Positive (Optik & Technik):[/b] Grafik & Effekte: Optisch ist das Spiel wirklich sehr schön gemacht. Die Gestaltung der Umgebungen und die Waffeneffekte sehen super aus und machen einiges her. [b]Performance:[/b] Technisch läuft alles absolut rund und einwandfrei. Es gibt absolut keine Ruckler, keine Abstürze und keine spürbaren Bugs, selbst wenn der Bildschirm voller Gegner ist. [b]Das Negative (Gameplay, Balance & Abwechslung):[/b] Kleine Karten & stumpfes Kreisgelaufe: Ein Level besteht meistens aus 5 Runden mit einem Endboss in der letzten Runde. Das große Problem sind die ziemlich kleinen Karten: Man läuft eigentlich ununterbrochen nur auf engstem Raum im Kreis, um die riesigen Gegnerhorden irgendwie zu bändigen. Vom Kartenrand muss man sich strikt fernhalten, da einem dort sofort jede Ausweichmöglichkeit genommen wird. Bewegung kommt im Grunde nur ins Spiel, wenn man kurz hin und her läuft, um Rohstoffe einzusammeln – das war’s dann aber auch schon. [b]Extremer Grind & künstliche Spielzeitstreckung:[/b] Man wird innerhalb des Spiels sogar aktiv per Nachricht gewarnt, dass Scheitern und "Nicht-Weiterkommen" ganz normal zum Spielverlauf gehören. Ganz ehrlich? Wenn man solche Nachrichten bekommt, vergeht einem sofort die Lust auf den Grind. Es macht einfach keinen Spaß, ein Level gefühlt 25-mal spielen zu müssen, nur um genug Upgrades zu sammeln, damit man das Level am Ende mit Mühe und Not gerade so abschließen kann. Man drängt sich unweigerlich der Eindruck auf, dass diese extreme Grind-Lastigkeit nur eingebaut wurde, um die Spielzeit künstlich in die Länge zu ziehen und die Spieler länger zu beschäftigen. Die Balance ist dabei eine Spur zu extrem: Schon in den ersten Leveln kommt man nur voran, wenn man mit Glück genau die passenden Upgrades findet – ansonsten hat man gegen die Massen null Chance. [b]Frustrierende Endbosse:[/b] Die Bosse in der letzten Runde sind eine Spur zu stark und fühlen sich oft unfair an. Insbesondere bei den Sprungangriffen gibt es praktisch keine verlässliche Taktik, um Schaden zu vermeiden. Das Treffer-Feedback ist hier extrem merkwürdig und inkonsistent: Manchmal landet der Boss direkt auf dem eigenen Kopf und man bekommt überhaupt keinen Schaden – ein anderes Mal springt er ans ganz andere Ende des Bildschirms und plötzlich ist die halbe Lebensleiste weg. [b]Fehlende Abwechslung (Welten, Monster & Leveldesign):[/b] Leider sehen fast alle Level komplett gleich aus, das Spiel bietet visuell kaum Abwechslung bei den Welten. Genau dasselbe Problem gibt es auch bei den Monstern: Es gibt kaum Gegner-Abwechslung und es fühlt sich im Grunde immer nach genau den gleichen Feinden an. Die einzige "Veränderung" im Leveldesign besteht darin, dass die Bewegungsfreiheit immer weiter eingeschränkt wird. Entweder durch Hindernisse, die beim Berühren Leben kosten, Hindernisse, die beim Abbauen viel Zeit kosten, oder durch komplett unpassierbare Flächen. Durch das ständige Wiederholen der immer gleichen Muster und Gegner wird das Ganze sehr schnell langweilig. [b]Waffen-Balance:[/b] Auch beim Arsenal gibt es kaum Vielfalt – die Waffen fühlen sich mehr oder weniger alle gleich an. Wirklich zu gebrauchen sind eigentlich nur die Waffen mit automatischem Zielsystem. Alles, was stumpf geradeaus schießt, ist durch das ständige Ausweichen praktisch unbrauchbar. Dadurch neigt man dazu, immer wieder genau denselben Build zu spielen und dasselbe zu tun. [b]Mein Fazit:[/b] Ein grafisch und technisch wirkliches tolles Spiel, das sich selbst durch zu kleine Karten, fehlende Abwechslung bei Monstern wie Welten, eine schlechte Waffen-Balance und einen viel zu extremen, demotivierenden Grind im Weg steht. Es wirkt leider so, als müsste mangelnder Inhalt durch brutalen Grind künstlich in die Länge gezogen werden. Wer keine Lust hat, stundenlang vor den immer gleichen Gegnern in kleinen Kreisen zu laufen und auf Upgrade-Glück zu hoffen, wird hier extrem schnell gelangweilt sein. Schade, hier wäre deutlich mehr Potenzial dagewesen!
They make weekly stages stupidly hard, for what? Its to farm gear, why you make it so hard? Make challenges stages for that, not a fcking weekly farming stage
A very boring and monotonous game.
⭐⭐⭐⭐★★★☆☆☆ (7/10) A fresh take on the survivor-like genre that mixes auto-shooting with mining and exploration. The gameplay loop is addictive, progression feels rewarding, and experimenting with different builds keeps each run fun. However, the gameplay can start to feel repetitive the longer you play, especially in the late game. Pros: ⛏️ Fun mining mechanics that add strategy. 🔫 Great weapon and build variety. 🎮 Addictive gameplay with solid progression. Cons: 🔄 Gets repetitive and boring during longer play sessions. 🎲 RNG can make some runs frustrating.
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