
Rogue Command
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 Rogue Command
Rogue Command blends real-time strategy with roguelite build-crafting. Command units, build a base, gather resources and defend positions; after each battle, choose blueprints, upgrades and hacks that reshape your approach. New combinations and shifting battlefield conditions make each run an opportunity to adapt. Steam players: 89% positive from 1,039 reviews.
Credits
Lowest recorded in 36 months
$13.992026-05-14 · SteamBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | — | — |
| Traditional Chinese | Yes | — | — |
| English | Yes | Yes | Yes |
Show 7 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| French | Yes | — | — |
| German | Yes | — | — |
| Japanese | Yes | — | — |
| Korean | Yes | — | — |
| Portuguese-Brazil | Yes | — | — |
| Russian | Yes | — | — |
| Spanish-Latin America | Yes | — | — |
Steam PC edition data · 2026-10-19
02Before you buy
Gameplay
Rogue Command is a single-player RTS focused on commanding units, building a base, gathering resources and defending positions. Between battles, choose blueprints, upgrades and hacks to shape a roguelite build.
Language
The Steam PC version supports English with full audio and subtitles. Other listed supported languages do not specify audio or subtitles.
03Frequently asked questions
Can I play solo?
Yes. The description identifies Rogue Command as a single-player RTS.
What do you do in a run?
Command units, build a base, gather resources and defend positions. After battles, choose new tools for the run ahead.
Can I control the pace?
Yes. You can slow time to 10% at any moment to issue precise orders.
What challenges follow the first win?
The description lists 15 Ascensions with unique bosses and infinitely scaling Heat Levels.
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.
TL/DR: The game needs to learn from other roguelikes (with equivalent session lengths) and implement the ability to manipulate tags. Also, the bug where units that aren't moving are blind to enemies needs to be fixed already. Game started out great, but like many roguelikes, the piles of content that unlock is a mixed bag. It's nice getting new abilities, units, and enhancements, but each one comes at the cost of diluting the pool. It doesn't take too many prestige tiers before stacking synergies becomes essential for victory. The increasing pool size of selections makes that process harder, and not in a fun or interesting way. At higher difficulties, you'll find yourself getting overrun or having to give up because RNG failed and you were only offered weak or sub-par options that are useless to your composition. Given that the most enjoyable part of the game is stacking these synergies, the developers really need to examine the gameplay loop they've built where the more you play the game, the less enjoyable it becomes. This isn't exactly a new genre. Plenty of roguelikes have already tackled this issue. Put tags on everything, and then let players unlock the ability to blacklist and whitelist tags, either at the start of the campaign or as the campaign progresses. The meta game progression is perfectly suited for this. One expensive meta upgrade gives limited blacklist tag uses, while the rest of them provide additional whitelist tags and incremental increases to whitelist tag weight. The devs have all the systems in place they need to fix this gameplay loop, and a whole roster of other roguelikes to borrow ideas from. They just need to do it. Until they do, this game is the most fun in the first couple hours and the first couple prestige tiers, and that's just not enough to earn a recommend. Finally, I can't recommend a game that has a bug where friendly units that aren't moving don't see or fire on enemies. I've never played a RTS game in my life where this is a thing. Enemy units can walk right by your units, well within their range, and your units will only fire on them if you give them a move or attack-move command. It's ridiculous this hasn't been fixed yet.Show moreShow less
Great game, lets go!!!!> EDIT: IT HAS 2 DIFFICULT SELECTIONS YES <3!!!!!One for general and one for ascencions with more optimised enemy decks. Now that's it's finally released, I'm gonna recommend the game beccause it's really fun. Being a RTS that is single player helps largely because I don't and can't play competitive. But on to the game, the main point is to build an army that can beat or cheese or outdps or outvalue an increasingly strong enemy team. You can scale the complexity up to any arbitary level that you want, but I prefer basic, build units, ram them into the enemy. Preferably with bomb bots to suicide into enemy formation.Show moreShow less
The game is on the edge of a recommend for me, but I land on a no for now. I don't want to play anymore until a few things change (but will check in from time to time). What pushes this to a no for me: -The mechanics of controlling your army still feel janky. If you select multiple units there is no panel showing what all is selected (this is such a RTS basic, sigh). There's no "add to a control group" button. -Your own army AI feels... dumb, like you're winning in spite of your own army's AI. If you want to attack the enemy base, you can count on your units needing a ton of micro to not hit every unimportant thing even while the AI is hitting you from some backline. -Some unit animations are lifeless. I was looking at my crystal harvesters wondering if they were operating because they were sitting still, except for a tiny horizontal bar showing progress. -Some upgrades such as drops don't clarify how often they can be used and feel like a waste once you've picked them -There are unit caps on top of unit caps. You can only build 1 support tank factory and therefore only 3-4 support tanks. You can only build a certain amount of turrets when you pick them up. All these cost resources which are limited on the map... and yet you have a 100 overall unit cap too. These micro limits are not communicated well. -Basically, coming from mainstay RTS like SC, SC2 and WC3 and even indie projects... I personally need more out of the RTS itself to have fun without a ton of hassle Why I really want to like this game: -The difficulty progression and roguelike experimenting with armies and upgrades shows a ton of promise -The enemy AI and composition isn't a complete pushover even at lowest difficulty, it's intriguing to understand at first -I love having a "pause" (major slowdown) button -There is some QOL in selecting entire army and entire production line Things I didn't get to but I would keep an eye on: -As you unlock more units, not sure if that will dilute the pool so that you're screwed when it comes to having even a chance of building an army you preferShow moreShow less
What a wonderful little RTS! I'd imagine if someone wanted to make Slay The Spire an RTS game, this would probably be the closest realization to that. Minus the aesthetics are very different of course. Let's get into how the "Rogue-Like" plays out. You play a 10 round "Run" of random battles with randomized perks and unit pulls with three starting units in your initial unit pool. Your build unit, a resource gatherer, and a specialized unit that will shore up the backbone of your unit pulls. The 10th round is a "Boss" battle that will test your unit composition and will generally have a tough to beat gimmick. At the end of a run, if you win, you level up and potentially get new units to unlock as well as new starter units to mix up your battles. If you're defeated, you get to try again! Losses will generate experience, but not nearly as much. The game can be micro intensive, but you do not need to be an APM God to manage it. The layout for the units and abilities are pretty intuitive which is a great layout. Overall, I think this is a fun title and it's something you can just pick up and play on a casual basis while being rewarded if you want to up your skillset for the game.Show moreShow less
Way way too micromangy for me. Every unit has a special ability it can use, including harvesters. I don't want to have to keep going back to my harvesters and telling them to use their harvest faster ability over and over.Show moreShow less
My entire army consisted of tanks that turn into buildings. Upon killing an enemy unit, these rolling fortresses consumed the enemies- Further increasing their already large health pool. The AI provided an endless feast for my army of fatasses, to the point that I actually never lost a single unit the entire run. Cinema.Show moreShow less
Very unfinished, and missing many basic features such as mouse-pan sensitivity and disabling mouse panning entirely. The developers seem very....iffy about feedback. I don't really feel comfortable supporting someone who, at every single occasion I've witnessed, has to hide behind excuses or complain about the feedback given. "We're only two people, we can only be expected to put so much effort into a product we're selling you for $20" is not really something I'm keen to support, as many other small dev teams have done far better and more worthy work without making such a big deal over their lack of manpower. Given that the game is, in my experience, INCREDIBLY buggy (Early access means nothing, because they're still selling you a product with no actual guarantee of finishing the game at all, especially with all of the developers complaining about the lack of manpower. It makes it seem like they're expecting a 5+ year EA period with an unfinished launch with the promise that "It'll be fixed eventually, maybe.") and incredibly shallow on roguelike elements, I'd be hard pressed to come back, even if the game was on steep sale. The maps are small and incredibly barren and plain. The upgrades are often very boring (+5 armor, +10 attack speed, +3 damage) or very useless (The first time an enemy shoots this unit reduce damage, If near an allied base structure, gain 3% movespeed), And when the upgrades are actually interesting, they're made stiff and unsatisfying through lackluster visual and audial feedback, and require such inane levels of micro where you'll find yourself fighting the pathfinding of the units to make them usable. These issues aren't small ones, and will take years to iron out, judging by how much the developers complain about being understaffed. 5-10 years from now, maybe the game will be ready for a 1.0 release but anything other than a full redesign of practically every aspect of the game is going to leave it absolutely lacking. For $20, there's SO many better options, even on the early access front. The only decent thing I can say was that they approved a refund after waiting for 2 weeks for a response to a feedback question.....and essentially insulting me for asking for a feature that every single RTS game has offered since the 90's.Show moreShow less
Played around 60 hours of it in the Beta stage, now bought it on release. Combining the aspects of a Rogue-like and RTS is very ambitious. But I can absolutely say that it was worth the gamble. Every run feels different from the last, because of enough variety and unlocks changing the entire flow of the game. Then for me loving RTS I was always bad at APM. But you don't even need this in this game, because of its USP, the time-slow mechanic. In short its a lot of fun to experience over and over again. 10/10 Fully recommendShow moreShow less
It's cute. Most fundamentals are there. The core gameplay loop isn't that much fun, though. A run consists of maps where you battle an opponent in a 1v1 classic RTS style, except you control a main "engineer" unit that builds your stuff and acts as your losing condition (you lose if it dies 3 times). I really, really dislike this engineer gimmick. I genuinely think that removing it and just leaving the loss condition as a classic "lose all buildings and units" would improve the game. Make it so you can build gathering bases anywhere near minerals, buildings in their control area (as it is now), and you remove an annoying part of the game that serves little to no purpose. Difficulty progression goes from "where even is the enemy" to "how does it have so much stuff" in one map. You don't get just one upgrade after a run, but an entire tech tree to navigate through and choose one-from-multiple on the same row. Besides feeling unnecessarily complicated, especially given you have limited upgrade slots for buildings/units and so they're all maxed out after 2 maps. I then have no further progression choices available to me and I just keep playing until I inevitably lose. Not fun. Some UI/UX decisions are poor. We don't get a grid layout for hotkeys (i.e. qwer/asdf/zxcv), but rather a linear one (qwertyuiop), which is terrible to navigate. Camera drag doesn't use cursor to grip and move the ground, but disappears the cursor and moves the camera (which makes no physical sense - imagine you have a piece of paper on a desk, you place your finger on the paper and instead of dragging the paper around when you move your finger, your finger stays there and your head moves. Nuh-uh, do it like dota). Unit cards where stats are written use symbols that I find unclear, it's hard to figure out when a unit is better. I must infer that a high rate of fire and high dps means it sucks versus armor because it's lots of small projectiles. There's very little clarity/differentiation between buildings, they occupy a lot of space on the map and, after playing, I'm not really sure why they're there. They are built instantly, spawn a unit when they are built, and also act as supply. I honestly feel that removing the buildings altogether and just keeping the main base and "researching" technology (similar to battle aces) would not change my enjoyment of the game at all. You can't A-Move on the minimap. That's feels terrible if you want to explore the map while microing a fight. Workers don't rally properly, they end up mining the nearest field even if you rally them to a new expansion. Some units seem to fire projectiles that can miss their target if it moves out of the way. That makes some units terribly unreliable. Quite often, enemy units get stuck somewhere on the map due to some pathfinding failure. Finally, there's no compelling "why". Why am I doing this. Why am I upgrading. Why am I making one choice over another. It's a cute idea, it feels nice, it plays well enough alright, it looks and sounds perfectly adequate. But alas, didn't manage to hook me in. What I'd like to see: - Unit categories for better clarification of what deck you're building eventually - Grid Layout for buildings and units with persistent in-grid positions even when selecting all production units. Else put, the QWERT row is for tier 1, ASDFG for tier 2, ZXCVB for tier 3, and those unit positions remain the same when you select all production facilities (i.e. they do not get reordered, i.e. regardless of whether you select one building, a random mixture, or all of them, you press the same key for the same unit in any configuration) - More clarity in unit cards - Rethink the progression system in a run. Having that whole tech tree unlocks a lot of things way too quickly. I feel like I'm getting everything so quickly, it doesn't have a chance to matter. I would like to feel that my upgrade choice made a difference in the next run. At the moment, I feel that I got so many upgrades, it doesn't matter anymore.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.