
True RTS gameplay reinforced with roguelite build crafting. Control units with bullet-time precision. Call down bases and raise armies. Drafted from a different arsenal every run. Weave builds that break the game. Or the game breaks you.
Modeled estimate, not a reported figure. How we estimate →
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About

Rogue Command is a single-player RTS that plays like the classics that defined the genre.
Control your units, build your base, harvest resources, explore the map, defend positions and come up with a plan of attack. But now with every run the rules of the battlefield change and each battle is an opportunity to discover new ways to play.
And when the action gets overwhelming, you can slow down time to 10% at any moment, allowing you to give orders with bullet-time precision.
After each battle you choose new tools for the fights ahead. Reinforcing existing strengths or pushing your build into new directions:
Blueprints add a new building to your Engineer's construction database: Unit factories, defensive turrets, healing spires or super weapons, the nuts and bolts of your army.
Upgrades modify your blueprints. Make units stronger. Or add new traits to make them part of an emerging synergy. Like adding burn damage to their attacks or letting them burst into skittering exploding spawnlings when they die.
Hacks are powerful tech-relics that modify the rules of the game. Adding a new facet to a status effect, making burning enemies flee or adding a healing effect to teleports.
Win or lose, each run you unlock new building blocks for your arsenal. Adding entries to the mysterious database of the gleefully malfunctioning Engineers across the galaxy. With hundreds of units, hacks and upgrades waiting to be built and tested in battle.
Earn archive tokens to unlock permanent improvements in the vast skill tree of the Battle Archive. Push hard into a specific trait or spread your points wide to accumulate many smaller bonuses. Or unlock ways to control the randomness. Experiment and find what suits your playstyle best.
Before each run you choose your:
Engineer: Your presence on the map. Can call down buildings and control armies. Lose your Engineer, lose the run.
Economy: Refinery and Harvester models determine the shape of your economy.
Specialist: The foundation of your build and formidable presence in combat. Each modifies the rules of the battlefield. With unique Specialist Hacks pushing their traits into odds-bending extremes.
Castle provides incredible defense and global artillery strikes.
Incinerator covers the battlefield in smart fire, burning enemies and aiding allies.
Recycler summons hordes of Robo Zombos from the remnants of your fallen units making death a resource.
Support Tank applies lifesaving buffs to your squads.
Swarm Walker infects your enemies with Spider Spawn Eggs.
Mantis feeds on its allies to gain unfathomable strength.
Rush Beacons quickly establish map presence and mobility.
Phase Walker teleports itself and its squad granting buffs and causing havoc.
The planet-devouring PCX (Planetary Core Extraction Corporation) - has spread across the galaxy. Only the occasional Engineer with a crystalline consciousness infection standing in their way.
Dozens of enemy variants fielding armies with more than 150 units and buildings of their own will keep you sweating over every decision and force you to adapt. No battlefield will be the same. And conditions can suddenly shift:
Sunstorms disable all shields on friend or foe. Thunderstorms extinguish fires. Sandstorms diminish the range of attacks. A blessing or a curse? Depends on your build and your enemy.
A first win is only the start: 15 Ascensions with unique bosses provide escalating challenges for dozens or even hundreds of hours. Your command of the battlefield grows. Your Battle Archive fills out. You discover new combinations to obliterate enemies that crushed you before. Until you are ready to face the final challenge.
And if that is not enough, you can fight your way through infinitely scaling Heat Levels until you break the game or the game breaks you.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Japanese, Korean, Portuguese - Brazil, Simplified Chinese, Russian, Spanish - Latin America, Traditional Chinese*languages with full audio support
Engagement
Hours played at review time, across 50 reviews with recorded playtime.
Reviews
Themes across 50 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Rogue Command dimostra che il genere degli strategici in tempo reale ha ancora molto da dire. Gli sviluppatori hanno unito le solide basi degli RTS classici con elementi roguelike e deckbuilding, creando un'esperienza fresca, dinamica e sorprendentemente coinvolgente. Ogni partita inizia con la classica raccolta di risorse e costruzione della base, ma è la progressione tra una missione e l'altra a fare la differenza. Nuove tecnologie, edifici e potenziamenti permettono di creare build sempre diverse, spingendo il giocatore a sperimentare e ad adattare continuamente la propria strategia. Tra le caratteristiche più riuscite spicca il sistema di rallentamento del tempo, che rende la gestione delle battaglie più accessibile senza sacrificare la profondità tattica. Le mappe procedurali e le numerose combinazioni di unità aumentano ulteriormente la rigiocabilità, rendendo ogni run diversa dalla precedente. Non mancano però alcuni limiti: il bilanciamento di determinate unità può essere migliorato e l'intelligenza artificiale mostra occasionalmente qualche incertezza nella gestione delle truppe. Si tratta comunque di difetti che incidono poco su un'esperienza complessivamente molto solida. Rogue Command è una piacevole sorpresa, capace di innovare senza tradire lo spirito degli RTS classici. Un titolo consigliato sia agli appassionati del genere sia a chi cerca uno strategico originale, ricco di contenuti e con un'elevata rigiocabilità. Se volete divertirvi con noi ci trovate sul nostro canale discord : https://discord.gg/Qw7eRbW4w6
incredible experience! As a long time rts player it felt natural. I tend to shy away from any rogue components, but I remain impressed with the range and dynamism of the game. Polished and still fresh 300 hours in.
TLDR: If you love RTS and Roguelite, it's a must buy. Definitely worth for its bucks. Tad bit longer review: What an absolute gem. You start with RNG, get a crappy starter unit and a dream to finish your run. Every node gives something to help. Either army-wide buffs, or unit type enhancements and more you go more type and higher tier of units you get your deck. It is simple, easy to dive in and fun to experiment. Revolve around expensive units that crushing everything, or take a defensive stance and melt them with turrets, or heck go to a massive swarm, cheap, discardable but unstoppable torrent, or even dot builds are possible, burn them, alight their base and units and cause a massive firestorm that destroy everything. You also have talents to enhance your gameplay and ascension to welcome more challenge. More run you done, more units, abilities and talent points you will get.
Yes folks, in roguelikes it's 100% possible to get a bad run and be rolled off the hop. Bad units, bad tech, whatever. All part of the beauty when you get good rolls and have runs when you feel super OP! This game is pretty great! The only complaint I have is that occasionally a map might have a really thick layer of fog making it really challenging to see anything underneath. If thats intentional or a settings thing, totally on me. But that would be my complaint. I've had plenty of matches where I was sure defeat was inevitable but managed to turn it around, where there's a will theres a way! Unlock more stuff, get more options on your runs!
This is the best RTS I've ever played. The feeling of "breaking the game" is incredible and validates why this RTS benefits so much from the roguelike mechanics. Infecting the enemy backlines with0 spider eggs and seeing them burst and swarm like a wave over the battlefield is pure dopamine. The difficulty never feels cheap, even up to ascension 15, if you can focus your strategy you can win. I love the amount of unlocks and progression as well. Just great all around game. A sequel with the same gameplay but a full story would be great! Something as simple as audio logs and occasional motion comics would go a long way. Simply put, this game is as close to objectively perfect for what it wants to achieve as any game I've ever played. 5/5
I have played most RTS games that I could find ever since I started way back with the original Command and Conquer and have lamented what has become of the genre over the past 10-15 years and I had a blast with this game and a lot of fun in ways that surprised me. In particular, there are a few game design decisions that are specific to the genre that I want to praise. So basic setup: you first pick your engineer, your builder who is also you, like the ACU you play as in Supreme Commander. Fairly squisy, but very important. They you pick your crystal harvester, how you harvest the money in the game. Last, you pick a special, universally strong unit paired with a powerful buff. Such as the spider bot which creates an occasional spawned unit automatically and without cost, which also has a debuff they can cast which causes the killed enemy unit to explode into multiple spider spawns, and is paired with a big buff to spawned units. The engineer calls in buildings during the game which only produce a specific unit. The buildings come with a unit that spawns at the building, unless you pick the combat engineer, which caused newly created units to spawn at his location, which gives you a mobile spawn points so your units are created instantly on your front line. Now, really smart design decisions: First, as a single player game only, it doesn't have to worry about maintaining a competitive balance, it only has to worry about being fun. I disliked the direction RTS games took with alongside Starcraft 2 where the choices for the design decisions they took was towards faster APM, and more micro, and balancing around how the pros play the game. Which means that there get to be fun, occasional OP combos that only you, the player, get to have without worrying about it getting nerfed into the ground because it broke the pro meta and just joyfully blow everything up. I also hate a lot of micro. This game makes micro easy with really well thought out hotkeys. As you get new units, the buildings for them fill in on the keyboard starting at the 'Q' key and moving right, 'W' 'E' 'R' ect. And when you select your units, if they have an ability, of which most do, about 70-75%, they fill in in the same order, with Q being the earliest units ability and moving to the right on the keyboard, giving you both many options via abilities and an easy way to pick which ones you want, when you want. The Tab key selects all your unit production buildings, which means that you can be out fighting or exploring, hit a quick button and see which of your units you can build more of at the moment. With a few taps of keys, you queue up more and as many of the units as you can, either to replace losses, or because you've been letting your resources build up as you explore, and then you hit 1 and are back to controlling your army. The whole thing will take less then 5 seconds. The space bar slows down the game, a la Warhammer Total War, to the perfect speed to be slow enough that even the craziest battles don't become overwhelming, but fast enough that I don't have to turn it off after I make my choices for things to start happening. The way you start your choices at the beginning makes each variation feel just different enough that they feel like different factions. There is enough depth to each of the different builds and some easy access to rerolls, that the skills aren't diluted enough so you can get most of the units and abilities you want for your build on that run. There is an upgrade you can get a handful of hours in that seriously reduces the HP of all the units of the first two levels. It's genius. It basically jumpstarts getting your build up and running and sets you up for the meat of the game. It gives you a lot of choice and flexibility in difficulty, which is much appreciated. I ended up having so much fun with this game. Easily worth full price and steal in any deal.
Surprisingly good game. Lots of units. Lots of replayability.
great game! hope for more content, larger maps and expanded gameplay! 2-4 player co-op would be an interesting twist!
Starcraft roguelite. I'm in love with it, I need more!
I want to give it a "meh" instead of negative.. I won my first run, on the hardest difficulty, not very roguelite.. Seems like it is too random what upgrades you get, and even though I won on the first run, I didn't even get great synergies / strong power-ups… Some maps are insanely narrow (less branching pathways, or the paths only being short and ending in dead ends), which are really easy to beat the enemy on. Others are branching nightmares, which the AI can and will exploit I like the slowdown mechanics, especially since you will be fighting on 2-4 fronts I like the rewards between mission not just being “1 and done” but multiple smaller upgrades I like the sounds and general feel of the game. But at the time of writing, it feels very simplistic and not very challenging. Almost like a demo.. Game got potential, but feels flat as it is
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Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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