Compare Deep Rock Galactic: Rogue Core prices across 50+ 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.

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Screenshots & Media

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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, Scout Team

Tags

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

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Game Info

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

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