
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 →
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): 1.29/day in the week to Sep 1 → 1.29/day in the week after.
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.
Engagement
Reviews
Themes across 154 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
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.
ai just cheats too much
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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): 2.83/day in the week to Jul 21 → 3.4/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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, Japanese, Korean, Portuguese - Brazil, Simplified Chinese, Russian, Spanish - Latin America, Traditional Chinese*languages with full audio support
Hours played at review time, across 155 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This game is amazing, are you sad bc SC2 is AI slop trash now? did you think zerospace early access would be better then stormgate? play this game it is not multi player but it is good ♥♥♥♥
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.
Rogue Command is a very approachable roguelite RTS, to the point that it may even be a good introduction to the genre. It's so approachable for a few reasons. You have infinite slow-mo, practically a pause, guaranteeing you'll never get overwhelmed. The game starts you off with only a few units, allowing you to build up complexity at your own pace. Any information you need is clearly displayed with tooltips and hoverable keywords. For more experienced players, the idea of creating your own faction from a selection of units and giving them unique upgrades is very interesting. There are many ways to play, with unique engineers, harvesters, and specialist units to choose from. The visuals are simple and clear, with enough detail to be appealing. The audio is fun and matches the mood enough that I never found myself wanting to mute it for my own music. Overall, a project for the dev to be proud of. There are only two problems, which I noticed during my 36 hours playtesting the game, and continue to see in the official release. 1. Performance. Obviously the game was not built with performance as the primary concern; most games aren't. But it can show quite readily as levels load in slowly, or the game can start to slow down as battles get more intense. 2. Centralizing strategies + some units are just better than others. Most of your resources are harvested, while the enemy's resources are all infinitely generated. This inherently puts you on a clock. You will never win a war of attrition. That means turtling is difficult, and requires specific builds. Booming can be effective, but the best play will always be to rush. Some units are just better for rushing. They need to be cheap, easy to mass, high damage, and able to cross the map quickly. The best unit for this is the MP Chargebot. You can forego building a refinery and simply build 80 MP Chargebots, which are practically guaranteed to flatten the enemy base before even 1 minute has passed. Meta progression allows you to bypass their few shortcomings, and also start with them every run. Once you figure these kinds of strategies out, the game does become a bit more boring. You basically have to intentionally not choose overpowered units like the MP Chargebot to maintain difficulty.
9/10 Almost 70 hours played and 100% achievements. Rogue Command is an incredibly, incredibly fun RTS. It combines two of my favorite genres, RTS and roguelite, in a way that feels fresh. There’s a lot of complexity hidden behind simple design, especially in how Engineers, Specialists, and Harvesters shape your strategy. The themed roguelite upgrades are probably my favorite part. They naturally push you toward specific builds, and watching those upgrades come together into a coherent strategy is incredibly satisfying. On higher difficulties, though, viable builds become more limited. Sound effects are top quality and make combat feel great. I think other RTS developers can take notes from Rogue Command as it is today. It shows how much depth you can get from simple systems. My main criticism is missing quality-of-life options, especially auto-cast/auto-use for some abilities. 9/10. Great game.
Great roguelite RTS. Fast-pased, diverse, and challenging.
Removes a lot of the annoying parts of a standard RTS, like the excessive micro and the need for speed, focusing more on the strategic aspect. That alone deserves a Recommend. Soundtrack is really good too.
It's really, really good. Actually maybe the most satisfying RTS available as of right now, it also has quite a lot of content already. The game is already a solid 7/10, could be way better with a clearer UI, less "basic" menus and slightly more details on the world terrain and its obstacles.
This game is such a fresh take on the RTS strategy. So many directions you can explore to expand on features, and the base already has high replay value. This could be so interesting multiplayer too. make it a loading feature and each player gets points to build a deck, and then can play against one another with said deck being locked. Or each player builds a deck of X cards, and then they become the pool that everyone builds a deck from. Or, just have a few different set of game rules. so many options! Like a distilled version of Supreme Commander with all the fun rogue-lite features added. If you do this, make an API for giving it commands - Would be interesting to wire up agents and let them battle it out.
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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