
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
The visual design is a bit generic, but at least it's easy on the eyes. Lots of different units, abilities and synergies to toy around with. The slow time function is the next best thing to tactical pause, and is a welcome addition for people who aren't hardcore RTS APM freaks or tweaking on adderall. It does seem to save per round, so you can back out and continue later. Overall, a pretty good RTS with roguelite replayability.
遊戲是好玩的,但是越到後面,垃圾卡牌技能與單位越來越多,想要組件自己喜歡的流派越是困難,讓整場遊戲體驗斷涯式下滑,建議作者可以修改成牌庫,像是卡牌遊戲一樣,透過組建自己的陣容,讓隨機與流派可以更好的成型。 不然就很可惜那些很有創意的卡牌,只能淪為垃圾一樣。
그래픽 자체는 상당히 허접한데 게임플레이 자체는 고전RTS를 좋아하는 사람이라면 정말 즐겁게 플레이 할수 있는 구성임 로그라이크에 컴까기가 결합되었다고 보면 됨
不值这个价,内容重复无趣,过了防退款时间之后你很快就会发现这个游戏既不肉鸽也不RTS,无论你喜欢的是肉鸽还是RTS都建议快点跑
飞升全部打完了,后面的关卡设计感觉还不错,单位很多选择不少,解锁的东西有一大堆,价格反正也不贵可以试试,但是后期的数值就很崩了,困难难度一碰就死一直在用狙击手拉扯,飞升7开始压力就爆高了,只能换简单打。
A charming and interesting foray into pick-3 progression systems married to RTS. It honestly works really well. The UI can feel a bit choppy but I've never ran into any real issues that lessened my enjoyment. The unit selections, customizations and strategies are really entertaining and I've barely scratched the surface of it all. My only regret is not being able to fit more upgrades on individual units, but they might get too strong that way. Exactly the sort of game I was looking for! I highly recommend it for any RTS enjoyers who don't really crave the PvP element.
Então, platinei o jogo. Não sou de platinar nada, mas o jogo é bom. Pena que não tem muitos engenheiros diferentes, só 3, e robôs de mineração, que são 4, mas bem desequilibrados. O primeiro é o mais OP, o resto é uma merda. O engenheiro de longo alcance é o mais apelão, e o jogo poderia ter uma variedade maior, mas o pouco que tem já é excelente. Espero que tenha alguma DLC ou algo do tipo para aumentar o arsenal, que é mediano. Poderia ser maior para aumentar a possibilidade de táticas diferentes. Meu veredito é 9/10; o jogo é muito bom. veredito é 9/10 o jogo é muito bom. '' tatica infalivel e fazer torres de skill global kkkkk ''
Absolutely fun! I am not a huge fan of RTS games because of the micromanagment required. While this game does require quite a bit of it, it's significantly easier and more straight forward because every unit only has one ability, some of which have multiple effects. You can create some pretty neat "deathballs" in this game. I had a run where I would mass "marines" and support them with various other units. It was fun to see massive tanks struggle to take down puny marines. The AI is also deceptively intelligent. It will scout you and attack your weak points. It loves to attack you while you're out doing stuff, so it's important to manage your army wisely. Most of my runs end up ending in base races because the AI is incredibly good at splitting it's army, so it's hard to wipe them out then go for their base. It makes it so much more fun. If you're a fan of RTS games I cannot recommend this game enough. The graphics may be simple, but there is still a lot of appeal to the eye. The way you modify units between missions with the roguelike rewards is what makes this game so enjoyable. I've had runs where I created suicide bombers that would poop spiders on death, just to revive those corpses into zombies, creating an infinite loop of destruction. I've also done builds where I mass healers and have heavy mechs with scaling modifiers. Keep them alive the entire match and they turn into monsters. I've even had runs where I just play tower defense the entire game until I make an army of high cost units. There are so many different ways to play this game it makes every single run more exciting than the last. The best part is, all units are pretty viable from my experience. I haven't had to spam any unit so far to win. A lot of fun!
A very fun rts/rouguelike hybrid, with a satisfying depth per run. It does start off fairly limited, but the further you level up the more units you have available. It also becomes a lot easier to build towards your preferred playstyle with the starter options which can dramatically change what you're able to do per run. There is this really cool slow time "pause" that can be really helpful planning stuff out, and if you are like me and a bit ♥♥♥♥ at microing a large force over an entire map. I wish meta upgrades were a little deeper. That being said they're very solid and touch on most aspects of the game from unit stats to card choices and resources gained between maps. I'd personally love more weirder almost transformative nodes like the one that lets snipers shoot at closer units, but it's also fair to keep those within the in-run upgrade pool.
The first 5-6 ascension is quite satisfying and about make the price worth it imho. After that there is a massive grind wall as the enemy units WILL counter practically everything you can throw at it, and you need meta game progression to have a fighting chance and to get those points you have to grind. The game at its core is SUPER ballanced. Everything works, but only if you know what you have and how to use it, which is wonderfull and if you think something is op, it really isn't, you just havent been in the higher diff, where you realise its execatelly where it should be. There is really one single issue i could point out is that if you get a "tag", like one of your unity has "bounty", then that unlocks ALL bounty releated passive upgrades (passive upgrades that enables combos and op builds). So it kinda forces you to go a solo unit spam build, and even then you might not be able to complete a single build for that single unit, cuz there is your building, your harvesters that you always have, and they WILL dilute your pool and you forced to pick ♥♥♥♥ things and pray you get something that is a core element of your build. I don't belive you have a chance building a divers army, especially that some units rely on a critical quantity to work (swarmers). Also even if you have some tank and dps and heal setup, you simply don't have the eco to make all of them. Stil unit diversity is massive, with the passsives the mods and all that jaz, and most of them are actual really different stuff, lots of quality content.
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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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