
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 51 reviews with recorded playtime.
Reviews
Themes across 51 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
Starts out easy, becomes more challenging and diverse the longer you play and the higher you climb.
It's a fun rts to work on your skills with different types of units and micro/macro in general. The levels start of extremely easy even on the highest difficulty and then ramp up as you win more matches. The difficulty spike for the different boss levels can be a bit jarring until you've unlocked enough units for strong compositions, though. Still, you unlock units based on the experience you earn each run, not if you defeat the boss.
I started to develop a similar game 1 year ago. I now just can cancel the project and enjoy playing this game. Good job.
I love RTS games and this one was pretty fun because it has the roguelike features which is a nice bonus to the game.
I like how much different strategies/builds the game lets you do. My favorite was teleporting bomb units into bases.
先好评一下,玩起来还算很有趣的,但是希望好好做一下汉化,机翻汉化时常令我莫名其妙,尤其是有些BUFF能不能相互叠加也希望说明一下
goated game, feels like a fast chill version of starcraft 2 but only mechs. love the ROBO zombies, Swarm creeper walker and castle specialist so far, mantis feels cool but unfortunately seems weak but havent tried as much as the others, so grain of salt, cool concept as it eats allied mechs and gains stronger just feels a bit slow for the fast paced game play. maybe im just bad who knows :D
Rogue Command is a roguelike RTS featuring deckbuilding elements. The story revolves around depleted resources; your goal is to safeguard everything from a faction that has just arrived under the pretense of a rescue mission. [b]The Short Answer: Is It Worth Buying?[/b] If you enjoy pure RTS combat mechanics without being bogged down by a heavy story, then absolutely yes. [b]Playtime[/b] 6/10 I have played for about 20 hours. I estimate it will take around 50–70 hours to complete all the levels. [b]Story[/b] 1/10 Resources have run dry, and you must save everything from the newly arrived "rescuers." [b]Music[/b] 3/10 There are only a couple of tracks, but they are quiet and unobtrusive, which is a good thing. [b]Graphics[/b] 2/10 Low-poly style. [b]Mechanics[/b] 8/10 This is where the game gets interesting, as it is essentially a roguelike RTS with a deckbuilder inside. At the start of a run, you select your builder (Engineer), resource extractor, and specialist, and from there, you are at the mercy of RNG. The game can hand you anything from basic infantry to mechs or tanks. Progression requires moving through levels to defeat a boss base, which slowly upgrades alongside you. The longer you drag out a level, the harder the boss is to kill. Your entire run depends on the cards you pull and the upgrades you choose for them, which come as either global buffs or unit-specific upgrades. Combat can feel quite repetitive once you establish a reliable meta, but there are cool tactical moments involving turrets or prisons. For instance, you can amass a swarm of spiderlings (similar to Banelings) and completely annihilate everything, or set up siege trucks backed by infantry to flatten bases without moving an inch. Enemies scale dynamically as the game progresses, expanding their tactical options to defeat you. The base-building mechanic is highly restrictive: you can only build structures immediately adjacent to your builder. When using a combat-oriented builder, this limitation becomes incredibly annoying. Furthermore, the archival meta-progression system is highly debatable; spending a huge amount of hard-earned points just to get a +1% damage increase feels extremely unrewarding and poorly balanced. On the flip side, enemy attack patterns are nicely varied—they will strike multiple locations at once, target your economy, or build up massive armies. [b]Personal Take[/b] The mid-game feels a bit repetitive, which is right where I ended up stopping. I assume the later stages get tougher and rely much more on micro-managing vehicle and unit synergies. That said, the build variety is genuinely massive. I would absolutely love a game mode where you could draft your own custom deck of characters and fight with them, earning new unit blueprints by defeating bosses or completing quests. The environment feels relatively dead; there are a few local animals, but they exist strictly for window dressing. The map generation is done very well, often leaving plenty of high-ground paths and flanking routes to exploit. However, the starting base spawns are occasionally flawed, sometimes plopping you right next to enemy outposts. Ultimately, I'm waiting for new upgrades and better accessibility options tailored to casual players. [b]Overall Score:[/b] 75/100
최근에 해본 RTS 인디게임중 최고입니다. 날빌이있긴했어도 날빌로 이기는게 목적이아니라 나오는 카드 사기치는재미기때문에 그냥 사기빌드만고정해서 하면 재미없을수도있어요. 근데 그건다른 로그라이크겜들도 다그래요. 그래서 다양한 빌드 돌려서 트라이해봤습니다. 전체힐타워 + 힐하면 거미스폰되는것 + 스폰시 잠시무적 이런거 집고 클리어하면꽤재밌어요.
Вначале кажется что есть разнообразие билдов в построении своей игры, и какой то прогресс присущий рогаликам. Даже затягивает. Но спустя время понимаешь, что повышение сложности при прохождении сводится просто к добавлению характеристик у юнитов компа. Комп не начинает играть лучше, у него не появляется новых стратегий, нету новых более сложных заданий, ничего не меняется кроме апа характеристик юнитов у врагов. Из за этого возникает абсурдная ситуация когда твой прокаченный билд, где все подобрано друг под друга, просто не работает т.к. характеристики твоих юнитов все равно хуже чем у соперника. И единственный способ побеждать на высоких уровнях сложности, это пользоваться тем что компьютер безбожно тупой и имеет буквально 1 тактику раша по прямой. Это не интересно. А и про разнообразие билдов у игрока, в итоге их нету, есть очевидно хорошие варианты и их глобально где то 2шт. Все остальное сильно хуже и нету ситуаций где их можно использовать.
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
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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