
Deep Rock Galactic: Rogue Core
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.
01About Deep Rock Galactic: Rogue Core
Deep Rock Galactic: Rogue Core blends cooperative shooting in procedurally generated caves with roguelite runs. Start with basic equipment, then gather random weapons, upgrades, and abilities as you work with your team to shape a powerful build. Steam players rate the game 60%% positive from 14,257 reviews. The Steam PC version lists English, German, and other interface languages, with English full audio.
Credits
Lowest recorded in 36 months
$21.592026-10-02 · GreenManGamingBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | Yes | — |
| English | Yes | Yes | Yes |
| French | Yes | Yes | — |
Show 11 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Italian | Yes | Yes | — |
| German | Yes | Yes | — |
| Spanish | Yes | Yes | — |
| Hungarian | Yes | Yes | — |
| Japanese | Yes | Yes | — |
| Korean | Yes | Yes | — |
| Polish | Yes | Yes | — |
| Portuguese-Brazil | Yes | Yes | — |
| Russian | Yes | Yes | — |
| Turkish | Yes | Yes | — |
| Ukrainian | Yes | Yes | — |
Steam PC edition data · 2026-10-20
02Before you buy
Language and controls
The Steam PC version has full controller support. English is fully voiced, while German is among the listed interface languages.
Play modes
The Steam PC version offers single-player and co-op for up to four players.
03Frequently asked questions
How do runs work?
You begin with basic equipment, then collect random weapons, gear, and upgrades during a run.
Why does time matter?
Missions are timed, pressure rises as you stay longer, and optional objectives may be left unfinished.
Which classes are available?
The five listed classes are Guardian, Falconer, Retcon, Spotter, and Slicer.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
As a die-hard DRG fan (3,000 hours played, mod creator, overclock save scumming video guy) and roguelike enthusiast… I’m not mad, just disappointed. TL;DR after 50 hours in closed alpha - Rogue Core aspires to be a co-op roguelite shooter set in the Deep Rock Galactic universe, but the game can’t even get its four core fundamentals right: It’s a co-op game that’s oddly adversarial, where you’re funneled towards accidentally ragebaiting teammates more often than you’re helping them succeed. It’s a roguelite game where you’re sifting through endless “eh, whatever” upgrades, most of which are either uninspired stat-up slop or needlessly hyperconditional (insert “damage on tuesdays” meme), instead of being presented with meaningful build decisions. It's a shooting game that punishes you for engaging in combat - every second you spend fighting is a second wasted due to the oppressive timer mechanic that not-so-subtly nudges the player towards the “main gameplay loop” of trudging down hallways, completing various mini chores for rewards, staring at upgrade screens, waiting for teammates, kiting enemies to conserve ammo… the drudgery goes on. Most disappointingly, Rogue Core is a DRG spinoff that fails to recapture the magic, whimsy, and plain old fun of its hyggelig predecessor. It’s missing the thoughtful design, tight gameplay loop, and cozy camaraderie that catapulted Deep Rock towards indie stardom. This game is stuck in a worst-of-both-worlds situation where it remixes things no one asked for and innovates in mechanics that seem to just make the game more frustrating, all the while remaining stagnant enough to give off a “Deep Rock DLC” impression to casual fans. Look, I’m not expecting Rogue Core to be a polished game as it launches into early access. But it’s concerning how this game is still so underbaked and unenjoyable after 3+ years of development, extensive closed alpha testing, and multiple delays. I cannot recommend Rogue Core because it simply isn’t ready yet, and looking at the recent pre-damage-control blog posts and other forms of messaging, I know GSG realizes this too. - End TL;DR - Rogue Core’s biggest innovation is its communal upgrade system where players are forced to, in GSG’s own terms, “negotiate” with each other. This system is also the main reason why the game sucks. How it works: throughout a run, your team will be rewarded with new weapons, nades, equipment, artifacts, and expenite upgrade stat-ups. Any time this happens, the entire team needs to huddle up to trigger a negotiation where time pauses and all players view a common pool of rewards. The game randomly assigns a pick order and once one person makes their choice, it’s unavailable to the rest of the team. Why it’s flawed: It’s inevitable that multiple players will want the same thing. Seeing someone yoink what you wanted elicits a greater magnitude of negative emotion than the joy felt from getting the item itself - it’s the textbook definition of loss aversion. These negotiations are worse than zero-sum, they’re net negative in player sentiment, and it happens more than you’d think since many reward pools feature one or two clear best options. If you’re a conscientious player - which is probably most of us actively seeking out co-op games - you will find this system conditions you to become hypervigilant as you try not to step on anyone else’s toes. You might eventually develop a “whatever, just give me the scraps” attitude like I did, which is an incredibly depressing outlook to have towards any game. If you’re a new player, you will accidentally ragebait your teammates by picking something that was better for their build through sheer ignorance. Once you’ve made a decision, it becomes a thumb twiddling simulator as you wait for everyone else. A moment of dead time here or there adds up over the course of a play session, and it feels like death by a thousand cuts. Simply coordinating the entire team to huddle up for an upgrade is tedious, since there’s so many disparate goals, tasks, and playstyles. A more experienced player, who recognizes the importance of outpacing the timer, is already in the next cave. A greenbeard learning the plethora of game mechanics (workbench? biobooster? what’s this? or that?) is lagging behind. Your down-bad teammate is god-knows-where desperately hunting for ammo or health. The game devolves into a sheep herding simulator that breeds resentment as you’re waiting by the upgrade, spamming chat to group up, watching the timer creep up. A shared upgrade system is at odds with mechanics that modify the reward pools - rerolls, banishes, bonus options, etc. It’s a shame because they’re a staple of many roguelites as they provide experienced players more rolls of the dice to nudge their build in their desired direction. In fact, Rogue Core feels like playing a roguelite with negative rerolls, since your individual reward pool is smaller than what is initially presented if you’re not picking first. Communal upgrades necessitate that every reward must function with every possible build, which makes rewards feel generic. This design philosophy works in games like ROR2 or Gunfire Reborn because they feature much more fleshed out characters, each with unique toolkits that feel mostly complete from run start - the generic upgrades exist to bolster a character foundation that’s already strong. Rogue Core’s reclaimer ability design is much more barebones and it’s like you’re spawning into each run with a blank canvas that only gets messier as the slot machine slop piles up. By the end of most runs, it’s much more likely your build will feel like the Moon Knight “random BS go” meme where you’re forgetting to utilize half of your rewards, than it will resemble a cohesive build that’s firing on all cylinders. Rogue Core still needs a lot of work in many other areas - trust me, this review is just the tip of the iceberg - but the reason why I’m hammering this “negotiations suck” point is because it’s: a) the game’s biggest flaw, and b) the system that’s been most neglected since the start of closed alpha a year ago. I’m not even sure the devs recognize the extent of this problem despite it being a central point of discussion among alpha playtesters, spawning discord threads that are hundreds of comments long. GSG really like to advertise how “open development” is central to their ethos, but I’d like to challenge them to practice what they preach a bit more. When I stop to consider how much quality feedback they’ve received throughout alpha testing, but how little it all actually mattered, how barely any of it seemed like it was even just considered or acknowledged, it paints a picture of a dev studio that’s growing increasingly out of touch with their own playerbase. - - Rogue Core is by far the most incomplete early access game I’ve ever played. The game simultaneously reminds us to treat it with kiddie gloves any chance that it gets (recent blog posts, boot-up message), yet also has the audacity to ask us to pretty please consumermaxx and pony up extra for the supporter edition (to my knowledge, launching a game into early access with day 1 paid DLC is unprecedented). It’s incredibly tonedeaf and it feels like GSG is testing the limits of all the rock-and-stone goodwill they’ve built up over the years. It’s really soured my opinion on the devs who once created my favorite game of all time. As much as I had hoped for Rogue Core to be a good game, I think I’ll be sitting this one out for now. - - EDIT: I appreciate all the enthusiasm in the comments. - If you're wondering why I only have 0.1h of playtime for this review, I suggest you read the first few sentences again. - Proof of PS5 playtime and script version history linked in my profile. oTShow moreShow less
Ok before you scroll through the negative reviews — a lot of the "too hard" stuff is coming from people who love DRG but have genuinely never played a roguelike before. and that's the whole misunderstanding. this isnt base game DRG with new paint, its a roguelike that happens to be set in the DRG universe. dying is the point. getting wrecked and starting over with new upgrades IS the genre. if you go in expecting a chill hazard 3 mining run the Corespawn are gonna ruin your whole day and then you leave a 1 star review about it lol For those of us who actually like roguelikes though? this rules. the run based loop is easily the best part, procedural facilities, randomized upgrades, multi stage runs that keep everything fresh. the difficulty is cranked higher than the original on purpose and it scales from there which is exactly what you want when the entire point is climbing the curve and surviving a little longer each time. If I am being honest about the rough stuff — its early access so runs can get a little repetitive right now and the upgrade progression is slower than id like. there's clearly more coming. but the core loop is solid and a genuinely great time with a squad, and ghost ship has earned the benefit of the doubt with how they build these games out. if you like roguelikes, ignore the review bombs, easy recommend. if you've never touched one and just want more classic DRG this might not click and that's fair enough. just know what you're buying going in.Show moreShow less
To fight for upgrades against other players in a coop game is rather annoying and works against the aspect of being a coop game.Show moreShow less
After 95.5 hours of playtesting I very much like. Now, actual words. The game is not DRG 2, and if you expect more of the same sort of mining and combat you won't find it here. A lot of people who are diehard DRG enjoyers won't like this game. Not saying that everyone won't, but liking one doesn't mean you will like the other. If you're a roguelite fan who plays DRG and doesn't back down from a challenge it's definitely up your alley. This game is punishing. You will most likely fail your first run. The devs describe the easiest difficulty as equivalent to DRGs Hazard 3. Since you start with nothing meta progression wise that's equivalent to DRG Hazard 3 without any upgrades or game familiarity. As of writing this review your first run doesn't let you pick up starting grenades or initiate expenite events. Unless you're playing as Retcon who gets a huge boost from having grenades it's very doable since you can still access workbenches and bio boosters plus mineable expenite. Though that combined with everything being completely new I can see a lot of people losing their first attempt, especially if going solo. And importantly: It's FAR from complete and a lot will probably change in the future. There will be bugs, occasional placeholders, and general sillyness. But what is already here has well enough potential to become incredible and I trust GSG in their development decisions.Show moreShow less
It's a mixed review for me. This is just my opinion, if you disagree and have nothing constructive to add, write your own review. Edit: Many alpha testers are now saying they had the exact same feedback concerns as most of the current negative reviews, but GSG didn't address any of them. Figured that was worth sharing. The timer mechanic needs to be removed, heavily slowed down, or reworked into a specific "hardcore" mission type like Deep Dives. Ammunition economy isn't great. Upgrades feel pretty boring, mostly just percentage stat bumps. A few are cool and unique, but most are uninspired. Fighting over upgrades feels bad. If you're chasing a specific build, you're battling both RNG and your teammates. GSG should borrow the in-run upgrade system from Gunfire Reborn (or the recent Far Far West changes). Forced class limits need to go. We should be able to stack any classes in a run, or at least toggle strict limits for the lobby. Abilities are fun to use and build crafting feels solid overall, though I haven't seen any truly OP roguelike combo builds yet. The male/female dwarves debate has dropped way down my list of issues. I'd still like the option to customize it per class, but it's whatever at this point. Edit: Reviews are a personal retrospect based on your own experience and what you've learned. I'm sharing what I, and it looks like many others, have encountered. Hopefully the devs take this feedback and use it to build a better vision. I love DRG and will keep playing it. Rogue Core seems promising and is still entertaining enough that I'll continue diving in. That's why it's "mixed."Show moreShow less
Alright so... The good of the game [list[ The game feels like DRG, with a roguelite twist on it. I enjoy that about it, the game feels fun so far, and familiar to me The guns feel MOSTLY the same. There's new guns to play around with, The guns that came from DRG feel almost identical to what we had. New characters! The characters are well designed. I've been playing with mobile ones and having fun with that. And now.... The bad so far The timer. The timer... exists. It's there as a way to punish you for taking your time. But with Rogue Core having elements of DRG, which includes collecting resources, it punishes you for playing the game. I disagree with saying it needs to go, but it needs to be a little more forgiving. The gear system. The gear/perk system in runs is antagonistic. You're gonna be discussing with your team who takes what, and someone could just sabotage and take what you wanted because the system makes you choose who gets what in order. Would I say the game is good? Absolutely, I'm enjoying it, it just needs a little polish from the devs, which I believe we'll getShow moreShow less
I can't currently recommend DRG Rogue Core to general audiences or even general fans of Deep Rock Galactic. I also cannot recommend it to fans of most roguelikes or roguelites. The core design pillars of DRG Rogue Core have a lot of unintentional friction between them as a result of Rogue Core being built upon the skeleton of DRG. I'm not wholly dissatisfied with what currently exists, but there are some major pain points that keep me from having fun the whole time I'm playing. I would say many players who have experienced Rogue Core so far might be struggling to accurately describe what is not working for them, or might misinterpret what they believe their issue(s) to be. General complaints are around the timer, perk drafting, gameplay pacing, and resource management, often in the context of multiplayer. Many of these elements are unsavory since Rogue Core doesn't do a great job presenting its gameplay patterns appropriately as a result of its deep(!) connection to Deep Rock Galactic. This has led to Ghost Ship and fans of DRG driving home this statement of "It's not Deep Rock Galactic! It does not play like Deep Rock Galactic!" In spite of that, it looks like Deep Rock Galactic. Deep Rock Galactic: Rogue Core literally has Deep Rock Galactic in its name. It has character designs, weapons, a visual style, voice lines, exploration, levels and level generation, gameplay mechanics, all from Deep Rock Galactic. It's no wonder players are confused about why Rogue Core might play differently than Deep Rock Galactic. On lower difficulties (referred to as Depths, currently Depth 1 to Depth 4), the challenge is very much still there, but not so dramatically as to teach the player that they might be "playing wrong". The fact that players can approach the game incorrectly is a major pitfall; if Rogue Core's expression of its gameplay were different, players might better understand how they should be approaching the scenarios presented in its missions and how to prioritize their use of time over complete exploration of a cave. Sometimes, you just have to move to the next floor or you'll spend resources you don't have for marginal improvements. Most classes you can play as do not start a mission with enough movement to correct their positioning quickly, whether because they need to rejoin their team, collect an upgrade, or navigate to the entrance to a new room. This is exacerbated by random level generation that might keep some side objectives you would prefer to do too far away to be reasonable. Traversal tools also feel at odds with the terrain generation in Rogue Core. The leftovers from DRG like the ziplines and platform gun are for a game with an entirely different pace and set of challenges. On a Depth 3 mission, misunderstanding of how to use your team's time or resources will get you killed and sent back to the lobby. It isn't exactly clear without repeated failure (and missions take a while to start) what one's priorities should be and what, sadly, should just be ignored. Looking at you, flashy expenite events. This disconnect is only mildly expressed to the player through its mechanics on lower difficulties, and not at all in its tutorial. Driving home its intent for the player to feel tension through the timer and to move with purpose seem to come about through experiences that feel bad to the player, instead of rewarding. I believe the timer is important to Rogue Core, but I also believe that Rogue Core and its timer are not relaying the proper information to its players. As a result. players feel that the timer needs to go away, since they're trying to play the game that Rogue Core keeps erroneously telling them that it is in spite of its timer. Communicating with random players in a multiplayer lobby is more of a learning curve than a design challenge. I don't think that over time players will have trouble knowing what they should take from an upgrade choice (or identifying when it doesn't matter since every option sucks). Killing the pacing by regrouping for every upgrade from Ellis/the R.E.P.D. is something that players have to train themselves out of, instead of the game offering this up through HUD information or some tutorialization of the idea. Ideally, Rogue Core would focus on teaching its players how to play optimally for a more enjoyable experience. Regrouping for an equipment or heavy weapon draft is a different story, since this action can't really be delayed until it's "more convenient". As such, that regroup requirement just feels sloppy. The act of drafting perks and upgrades with your team would feel less bad if there weren't so many "filler" options in the pool to pick from. Perks should feel exciting or more impactful to pick for your character's growth; right now, general "level ups" from expenite upgrades can sometimes feel like a bit of a waste of time unless you get lucky. Junk items in roguelikes and roguelites are nothing new, but it feels especially bad when you get so few chances at perks in a typical run of Rogue Core, compared to something like Risk of Rain, Vampire Survivors, or Hades. With a full team, it's inevitable that someone will end up with a box of tissues when their teammate wound up with a steak dinner, several times in a 30 minute span. Progression honestly feels worse than it did in Deep Rock Galactic by a country mile, and with ~1100 hours in DRG, I gotta say, progression in DRG wasn't very good either. Persistent upgrades are slow to unlock and spread out across multiple unlock trees and sometimes for each class as well. It is not interesting or exciting to engage with, is bloated and unorganized, and feels like something you work towards over dozens of hours for minimal impact on your play experience. I don't think players should be expected to unlock personalization options like beards and hats for each class one at a time at the pace that GSG has set with its currencies. Everything needs a few passes on progression, it's dismal. I don't think Ghost Ship Games has a strong idea of what Rogue Core's design elements should be or how they should be presented in order for the game to have wide appeal and be more easily understood. I don't think I have the answers since I'm not in their offices, I don't know what has been discussed behind closed doors, what has been tried and did not work. But I do know what exists now is convoluted, confusing, and indicative of a dramatic internal identity crisis. If Rogue Core has to explain to its playerbase in words how it should be played to be enjoyed, then it is not succeeding in communicating this through design, and that is the real problem with Rogue Core for GSG to solve.Show moreShow less
Updated Review #2 THAT'S WHAT I'M TALKING ABOUT!!! GSG is already changing the roadmap. It's not all doom and gloom and "so over". The devs just need time to cook. Good feedback is what the devs need, not constant "It's not DRG." The GSG team worked hand in hand with the players throughout the original game's EA release. That's what you're gonna see here too. I've heard some interesting ideas at modifying the timer. I don't think the devs should get rid of it. Turning it into an escalating timer instead of a 0-100 timer is a great idea. Constant small spawns that ramp up to the elevator needing to be called would create a better sense of pressure. What I've noticed is that no one really moves to the elevator before the timer is about to end or even after the timer ends. I like the limited ammo. I don't think it should go away. I do think that either the buffs to ammo outside a round are needed or they need to add a way to get an emergency ammo supply mid round. It can be per floor or entire run, either way it's needed in a pinch. A team shouldn't have to rely on a spotter for extra ammo. Another idea is that the spotter's ammo drop could be buffed to give every player 50% ammo instead of just a single player. There are so many ideas the dev team can work with. They used to do a beta branch of DRG to test new features, maps, and weapons for balance. All that stuff is a possibility for this game. As I play more, I'll add some more ideas to my list. GSG YOU'VE GOT THIS!!! I BELIEVE! --------------------------------------------------------------------------------------------------------- Updated review #1 After getting more playtime in, this game reminds a lot of OG DRG during the early access. LET THE DEVS COOOOOOOKKKKKKKKKKKKKKKKKKK. The game is extremely difficult off the rip, I'm struggling to clear dif 2 missions. I still don't know any big combos and don't remember to use abilities on occasion. That's part of learning the game so it'll click eventually. Some of the negative modifiers when you get a level deeper in a mission are just stupid to pick over other ones. Enemy health regen and double health on the creepers are the two worst choices. This game feels like an early access game. The devs are incredible throughout this EA experience, they nailed it with DRG. Give'em a chance here before you freak out and go full on DOOMER like a lot of the reviewers have. I'm pumped to see what we're gonna get as time goes on! ------------------------------------------------------------------------------------------------- DRG Rogue Core is NOT Deep Rock Galactic. It's a roguelite. The best comparison would be Elden Ring to Elden Ring Nightreign. If you like Elden Ring but hated Elden Ring Nightreign, this game isn't for you. A REAL DWARF DOESN'T SAY DRG WAS ABANDONED. It's finished and completed. They have another dev team working on new updates. That's okay. Let the devs cook with this new game. You love timers? You like pressure? You like incremental power boosts you earn through each game? You love OP power boosts you get in a run by random chance? Or are you just a lover of GSG and want to support them? This is the game for you. GET THE GAME BROTHER. Regular DRG will continue to get updates. Rogue Core will go through the same Early Access process that the original DRG went through. Expect bugs, expect less content than DRG, expect balancing issues. The OG DRG went through all of that and I stuck with'em the entire time because GSG are the best devs in the universe. I love DRG and can't wait to grind out Rogue Core. ROCK N STONE BROTHERSShow moreShow less
This is very very early access, and whilst I love DRG, I wouldn't recommend this to people. This game is, from a technical standpoint quite far along, but bizarrely, it feels as though it hasn't even left the drawing board from a design perspective - where the harmony and orchestrated chaos of DRG was clearly by design, this feels like a back of the envelope idea for a DLC pack. At the moment, Rogue Core can be summed up as - what if we removed all of the things that made DRG great, slapped a load of contradictory constraining elements around the core game loop and added non-synchronised class design. Oh, and those awful enemies that everybody hated from DRG? Yeah you'll be fighting them for the next 200 hours. Enjoy. There are two fundamental questions every game must answer: Is it fun? Is it compelling? Good games answer at least one, the best answer both, and Rogue Core, unfortunately, at the moment, answers none.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.