Compare Deep Rock Galactic: Rogue Core prices across trusted key stores and find the best deal. Developed by Ghost Ship Games. Published by Ghost Ship Publishing. Released on 5/20/2026. Available on PC. Genres: Action, Early Access.

Rock and Stone, but now with a timer breathing down your neck. Rogue Core takes the DRG universe into roguelite territory and the results are promising, rough, and worth watching closely.

I came into Rogue Core expecting roughly the same vibe as the original Deep Rock Galactic, just with some random upgrades bolted on. That assumption will get you killed fast, and it's the source of most of the community frustration already building around this Early Access launch. This is not a DRG mission with a twist. Ghost Ship stripped out the extraction loop entirely, removed the original four classes (no Driller, no Engineer, no Gunner, no Scout), and replaced the whole structure with a floor-descending roguelite where every run starts from bare-bones gear and ends when your squad wipes or clears the final chamber. Runs clock in around 45-50 minutes when things go well. The pressure is constant from the first drop. The five Reclaimers each bring a distinct signature ability and nothing else that makes them feel different from each other at the stat level, because all base stats are identical. Guardian soaks punishment with Seismic Gloves and Concussive Barrage stuns, making it the obvious first pick for anyone new to the format. Falconer runs a Lightning Drone with five charges, the only in-run remote revive in the game, and that single mechanical fact makes Falconer close to mandatory in a full four-stack. Slicer goes melee with a Plasma Blade, hits hard, and has a self-revive that makes it the sanest choice when going solo. Spotter marks crits and supplies ammo, doing quiet work that only shows up in the kill count at the end. Retcon's time-rewind ability is genuinely interesting on paper, letting you mark a point in spacetime and teleport back to it within a 20-second window, but it demands enough game knowledge that picking it first will mostly teach you what not to do. The class gap between solo and co-op play is wider than I'd like at this stage, with Falconer being nearly useless alone and Slicer inverting that in reverse. The Expenite collection loop ties the run together. Squads gather the mineral, interact with R.E.P.D. terminals, and draft upgrades from a shared pool that requires team coordination to navigate fairly. That Negotiation System is interesting in concept and a source of real friction in practice. The upgrade pool currently has too much filler, and when you get three stat-boost options while your teammate lands something with actual build implications, the gap feels bad at a game-design level, not just at a luck level. Weapon balance is visibly uneven this early in Early Access, and the per-floor mission timer punishes combat-heavy play in a way that cuts against the instincts of anyone who learned to fight in DRG. The timer resets between floors, which helps, but the Core Agitation system will send unkillable enemies after you if you dawdle, and learning to read that pressure without overreacting to it takes longer than the onboarding implies. Ammo is scarce, there is no callable resupply, and everything you need has to be found on-site. On the upside: the weapons that do feel good, like the Bulldog Revolver or the Garand Sniper with its charged shots, feel genuinely responsive in a way that holds up at higher polling rates. The biomes shift aesthetics and hazards meaningfully floor by floor. When a run clicks, especially with a coordinated four-player team that has figured out comp synergy, the chaos is the good kind. The honest Early Access picture is this: Steam reviews settled around 69-70% positive out of roughly 5,800 ratings, which is a significant step down from the near-universal love the original accumulated. The complaints cluster around the timer, perk draft quality, co-op pacing friction, and a meta-progression system built mostly on stat increments rather than meaningful build unlocks. Ghost Ship has published a roadmap with an 18-24 month Early Access window, and the bones of something solid are clearly here. But right now, the game is asking a lot of goodwill from fans of the original who come in expecting familiar muscle memory to carry them, and it will not. Fred, Scout Team

Deep Rock Galactic: Rogue Core
ActionEarly Access

Deep Rock Galactic: Rogue Core

May 20, 2026Ghost Ship GamesGhost Ship Publishing
GamerScout Says

Rock and Stone, but now with a timer breathing down your neck. Rogue Core takes the DRG universe into roguelite territory and the results are promising, rough, and worth watching closely.

PC
Steam Deck PlayableProtonDB Gold
Best Price Available
€20.78
at Kinguin
Lowest tracked: €9.81
Track this price

GamerScout Verdict

Best for DRG veterans willing to unlearn the extraction loop and patient enough to wait out Early Access balance patches.

Compare Prices(6 stores)

KinguinBest price
StandardGlobalSteam KeyKey
€20.78
Priced in EUR by the store
Buy
StandardGlobalSteam KeyKey
€21.85-27%
Priced in EUR by the store
Buy
StandardEurope (EU)Steam KeyKey
€21.96
Priced in EUR by the store
Buy
StandardGlobalSteam KeyKey
€26.09
Priced in EUR by the store
Buy
StandardNorth AmericaSteam KeyGift copy
€28.22
Priced in EUR by the store
Buy
StandardGlobalSteam KeyKey
€28.93
Priced in EUR by the store
Buy
StandardEurope (EU)Steam KeyKey
€29.99
Priced in EUR by the store
Buy
StandardEurope (EU)Steam KeyGift copy
€32.60
Priced in EUR by the store
Buy

Every store in this table quotes us in euros, so the EUR figure is the price the seller actually set, not our arithmetic — which is why EUR is also the currency we rank in. We only list an offer here when the store gives us its price in euros, so nothing in this table is a number we invented.

Pick USD, PLN, GBP, CAD or AUD in the header and we convert from EUR at the European Central Bank reference rate — converted amounts are prefixed with ~. Your bank or the store may apply a different rate at checkout. We never hide offers based on where you are: everyone sees this whole table.

We may earn a commission when you buy games through links on this page — at no extra cost to you. It never affects our rankings or verdicts.

Price History

Lowest tracked
€9.8123 Jun 2026
Current best
€20.78
Keyshops
€8.16€13.84€19.53€25.215 Jun29 Jun22 Jul15 Aug7 Sept
5 Jun — 7 Sept
Create alert

Screenshots & Media

About Deep Rock Galactic: Rogue Core

I came into Rogue Core expecting roughly the same vibe as the original Deep Rock Galactic, just with some random upgrades bolted on. That assumption will get you killed fast, and it's the source of most of the community frustration already building around this Early Access launch. This is not a DRG mission with a twist. Ghost Ship stripped out the extraction loop entirely, removed the original four classes (no Driller, no Engineer, no Gunner, no Scout), and replaced the whole structure with a floor-descending roguelite where every run starts from bare-bones gear and ends when your squad wipes or clears the final chamber. Runs clock in around 45-50 minutes when things go well. The pressure is constant from the first drop. The five Reclaimers each bring a distinct signature ability and nothing else that makes them feel different from each other at the stat level, because all base stats are identical. Guardian soaks punishment with Seismic Gloves and Concussive Barrage stuns, making it the obvious first pick for anyone new to the format. Falconer runs a Lightning Drone with five charges, the only in-run remote revive in the game, and that single mechanical fact makes Falconer close to mandatory in a full four-stack. Slicer goes melee with a Plasma Blade, hits hard, and has a self-revive that makes it the sanest choice when going solo. Spotter marks crits and supplies ammo, doing quiet work that only shows up in the kill count at the end. Retcon's time-rewind ability is genuinely interesting on paper, letting you mark a point in spacetime and teleport back to it within a 20-second window, but it demands enough game knowledge that picking it first will mostly teach you what not to do. The class gap between solo and co-op play is wider than I'd like at this stage, with Falconer being nearly useless alone and Slicer inverting that in reverse. The Expenite collection loop ties the run together. Squads gather the mineral, interact with R.E.P.D. terminals, and draft upgrades from a shared pool that requires team coordination to navigate fairly. That Negotiation System is interesting in concept and a source of real friction in practice. The upgrade pool currently has too much filler, and when you get three stat-boost options while your teammate lands something with actual build implications, the gap feels bad at a game-design level, not just at a luck level. Weapon balance is visibly uneven this early in Early Access, and the per-floor mission timer punishes combat-heavy play in a way that cuts against the instincts of anyone who learned to fight in DRG. The timer resets between floors, which helps, but the Core Agitation system will send unkillable enemies after you if you dawdle, and learning to read that pressure without overreacting to it takes longer than the onboarding implies. Ammo is scarce, there is no callable resupply, and everything you need has to be found on-site. On the upside: the weapons that do feel good, like the Bulldog Revolver or the Garand Sniper with its charged shots, feel genuinely responsive in a way that holds up at higher polling rates. The biomes shift aesthetics and hazards meaningfully floor by floor. When a run clicks, especially with a coordinated four-player team that has figured out comp synergy, the chaos is the good kind. The honest Early Access picture is this: Steam reviews settled around 69-70% positive out of roughly 5,800 ratings, which is a significant step down from the near-universal love the original accumulated. The complaints cluster around the timer, perk draft quality, co-op pacing friction, and a meta-progression system built mostly on stat increments rather than meaningful build unlocks. Ghost Ship has published a roadmap with an 18-24 month Early Access window, and the bones of something solid are clearly here. But right now, the game is asking a lot of goodwill from fans of the original who come in expecting familiar muscle memory to carry them, and it will not.

Fred
Fred · Scout Team

Shooters

Tags

singleplayermultiplayercooponline-coopachievementscontroller-supportcloud-savestier:aaaRoguelite Run StructurePer-Floor TimerClass Synergy Co-opIn-Run Upgrade DraftMelee Class OptionTime-Rewind MechanicCore Agitation ScalingMeta ProgressionAmmo Scarcity

System Requirements

Minimum

OS
Windows 10 64 Bit
Memory
8 GB RAM
DirectX
Version 11
Network
Broadband Internet connection
Storage
6 GB available space
Graphics
NVIDIA GeForce GTX 970 or AMD Radeon 290
Processor
Intel Core i5, 7th gen or AMD Ryzen 5 1500X

Recommended

OS
Windows 10 64 Bit
Memory
8 GB RAM
DirectX
Version 12
Network
Broadband Internet connection
Storage
6 GB available space
Graphics
NVIDIA GTX 1050Ti or AMD Radeon RX 560
Processor
Intel Core i5-7400 CPU or AMD Ryzen 5 2600 or higher

DLC & Add-ons for Deep Rock Galactic: Rogue Core1

Expansions, DLC packs and add-on content for this game. Click any item to see store offers.

Keep exploring

Community Discussion

Be the first to comment on Deep Rock Galactic: Rogue Core.

Reviews & Ratings

No ratings available

Game Info

Developer
Ghost Ship Games
Publisher
Ghost Ship Publishing
Release Date
May 20, 2026

Price Alert

Get notified when the price drops below your target!

Create Alert
Best price€20.78
See offer

Across the 24,365 games we track, a verified key was cheaper than the official store 90% of the time. See the method and the full numbers in our game price report.

No card? Pay another way

Top up your Steam Wallet or buy crypto with any card — instant delivery, no bank account needed.

More from Ghost Ship Games

Buy smarter: helpful guides

Deep Rock Galactic: Rogue Core live on Twitch

Looking for more? See games like Deep Rock Galactic: Rogue Core →

Frequently asked questions about Deep Rock Galactic: Rogue Core

How much does Deep Rock Galactic: Rogue Core cost?

As of 7 September 2026, the cheapest in-stock offer for Deep Rock Galactic: Rogue Core is €20.78 at Kinguin, out of 9 live offers we track across verified key stores. Prices change daily — the table on this page is refreshed continuously.

Where can I buy Deep Rock Galactic: Rogue Core cheapest?

The lowest in-stock price we track for Deep Rock Galactic: Rogue Core is €20.78 at Kinguin (7 September 2026). We compare 9 live offers from verified key stores — the full table with every store and its trust score is on this page.

What platforms is Deep Rock Galactic: Rogue Core available on?

Deep Rock Galactic: Rogue Core is available on PC.

When was Deep Rock Galactic: Rogue Core released?

Deep Rock Galactic: Rogue Core was released on 20 May 2026.

Who developed Deep Rock Galactic: Rogue Core?

Deep Rock Galactic: Rogue Core was developed by Ghost Ship Games and published by Ghost Ship Publishing.