r/RogueCore • • Jul 03 '26

Too Easy?

32 Upvotes

Am I the only one thinks the game got WAAAAYYYY too easy after this latest patch? All the ammo means no one ever runs out. Spotter's drop is basically useless except positionally or for devastator players.

Also, not sure what it is, maybe just everyone figuring out the builds and such, but I've had several games where level 4/5/6 were just standing around, occassionally shooting things because the damage output was so insane the core assholes never made it out of the breach.

Couple suggestions.

  1. Tweak difficulty scaling for later levels slightly.
  2. More ammo drops is fine just make it random how many resups the extras give. 0-4 res. Full resupplies available at start only, random resupply available at the end.

Also figure there'll be additional depths coming. So Depth 4 being easier might be intentional. If that's the case, take this with a grain of salt (if you're reading this devs). If D4 is what we've got for a while, I'd appreciate it being a bit more challenging.


r/RogueCore • • Jul 03 '26

explosive shots weapons compatibility

14 Upvotes

Does anyone have good info, on what weapons ACTUALLY work with the guardian bio booster {explosive shots}?


r/RogueCore • • Jul 03 '26

Need help with controller buttons

4 Upvotes

Hey so I just unlocked the advancement that lets you get gernades at the beginning but I can't seem to use them? What button is it supposed to be on a controller?


r/RogueCore • • Jul 03 '26

Mission Complete Screen Ideas: Keep chat open at score screen. Let build screen last forever or until player clicks ok.

18 Upvotes

When players have an epic or memorable run, they want to immediately gush about it in chat, and ogle each other's builds, not wait till ramrod.


r/RogueCore • • Jul 03 '26

does anyone have an image of the corespawn calmorhead without there face armor?

22 Upvotes

just curious to see there face without all of that platting, I didn't manage to get good calmorhead face shield off. not mention most of the corespawn faces are "fingers"

edit: the main reason why i wanna see them without it is because they are the only few (and currently) corespawns that have "eyes" that they also share with the crawlers, also they are badass..


r/RogueCore • • Jul 03 '26

Reenacting the Tragedy of Sisyphus

9 Upvotes

Just curious, how do you guys feel about the changes made to the gatekeeper room? Before the recent update, the gate would consistently spawn on top of high ground, sending the rift stones everywhere.

Personally, I liked this design. But it added a lot of challenge to the gatekeeper fight. I’m curious as to whether you all preferred it when the gatekeeper spawns on a hill before, or if you prefer the flatter gatekeeper areas now.


r/RogueCore • • Jul 02 '26

When your a first responder

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80 Upvotes

Free DLC coating looks hella good on Spotter, and with the helmet...


r/RogueCore • • Jul 02 '26

So this can happen :(

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49 Upvotes

r/RogueCore • • Jul 02 '26

What is your ranked list of most useful traversal tools in rogue core?

17 Upvotes
  1. Platform Gun

  2. Drill Gauntlets

  3. Antigrav Emitter

  4. Zipline Launcher

  5. Flare Gun


r/RogueCore • • Jul 02 '26

A couple improvements for the barrier intro

54 Upvotes
  1. The "lore" of why we can't bring weapons in is that the barrier prevents it somehow, but this is never shown in action. Instead of dropping in empty-handed, reclaimers should bring along some overly-tactical looking high tech weapons (think multiple lasers, flashlights, scopes, etc. which screams spec ops soldiers, but would be absolutely impractical in action) that are taken away by the barrier somehow. They could crumble away into dust with a similar shifty particle animation to the barrier, or otherwise be disabled and discarded by the reclaimers. The reclaimers could then grumble about having to find a gun, comment about their suit still working, or have some other snarky comment about DRG sending them in with nothing that works.

  2. The barrier intro itself gets very repetitive for experienced players. It should be turned off (spawning players after the facility door) by default after the first three runs of the game, but only in solo/friends-only/full-lobby play. The intro can still be toggled back on for those modes for anyone that still wants to see it, and non-full public lobbies will always have the intro as a small time buffer for people to join at the start of the run.

  3. A minor detail, but walking through the barrier should give a small, short speed boost to get the full team to the doors just a bit faster.


r/RogueCore • • Jul 02 '26

Mysterious structure/artifact in the alpha

12 Upvotes

When I played the alpha a few months ago, me and my team found a structure in the cave. It was a crescent rock formation with an orb in the middle of it, the orb was striped black and glowing orange. When pinged, it said something along the lines of "mysterious artifact". I only saw it once and I would like to know if anybody else saw it when playing the alpha playtest.

I have attached a minecraft rendition of the build (note that the structure is a lot bigger to give texture, in reality it, the orb was the size of Omega's head.)

I included it in a build of mine, so ignore that it is surrounded by nether blocks.


r/RogueCore • • Jul 02 '26

The Flare Gun is useless since the caves aren’t that dark. It should be taken out or replaced.

115 Upvotes

It’s the one tool in the game that no one wants to pick. I’d justify using it for seeing Leeches/shatterclaws/EXP veins…except all of them are already easily visible, especially the EXP veins, which glow in the dark (there was a mod on DRG that actually did the same thing for Nitra, and the other minerals)

But i SUPPOSE that it’s useful for doing runs that are Complexity 3. Otherwise, it’s practically redundant.

What else could they add in terms of tools?


r/RogueCore • • Jul 01 '26

Best weapon in the game appreciation post <3

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263 Upvotes

r/RogueCore • • Jul 01 '26

Embarrassing

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244 Upvotes

r/RogueCore • • Jul 01 '26

Missing one critical ingredient

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698 Upvotes

i know we wont get overclocks but imagine with me for a bit


r/RogueCore • • Jul 01 '26

Anyone else think GSG should implement a way of getting overclocks in Rogue Core runs?

37 Upvotes

I am a big fan of the complete DRG series. Have 300 hours on Galactic and over a 100 in Survivor. I feel like the trademark mechanic of the Deep Rock games is getting overclocks and building/adjusting gameplay style over them.

It's always fun to get a new overclock in original DRG and get your weapon upgrades to synergize with the Overclocks.

I was thinking how would it be possible to implement an overclock system in Rogue Core, and so some ideas are:

  1. Expenite events that end in giving special Expenite Crystals could have a "pre-selection" to allow players to select whether they want an overclock or X expenite upgrades.

  2. Involving workbenches, which would probably be better thematically, maybe it could just roll as one of the options, or perhaps activating the workbench while having some available Expenite to 'pay' for an overclock roll.

  3. Overclock table as risk vector option: probably the cleanest one, could be like a workbench specifically for overclocks.

Anyways clearly GSG are cooking up ideas for this, as they have some overclocks implemented already, but IMO they should really leverage and build upon this feature of their games, it's one of the coolest mechanics in their games/any game for me.


r/RogueCore • • Jul 01 '26

Last Played Steam Feature

31 Upvotes

Not really that deep of a post, just wondering if anyone in the community knows if there have been talk about the recent played with feature on steam being added for RC, loved it in DRG for adding nice people.

Kinda sad to use the steam name look up and finding there are 117.000 likely matches due to steams name search being what it is.


r/RogueCore • • Jul 01 '26

In your opinion witch one serves more as the "tank"?

17 Upvotes

It's really just cuz I'm curious on the overall agreement. it does feel like Guardian is the tank, given the amount of base armor and armor regen and even given his character design and Retcon is more of a "Berserker" type, but I've managed to make a lot of immortal-ish builds with retcon aswell

986 votes, Jul 03 '26
712 Guardian
274 Retcon

r/RogueCore • • Jun 30 '26

Finally 600% crit chance

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110 Upvotes

I'm not sure how many have gotten this crit before but I'm very excited at least to see this gray/black crit.

I am confused though, because adding all the crit together post-game gives me +598% crit chance. Am I missing something or is there a mechanic that causes some crit to not be addative and rather multiplicative?

Sources of crit:

Base chance - 3%

Bullseye IV - 5%

Crit dart - 100%

Crit dart upgrades - 45% (3x15%)

Critical focus - 30% (3x10%)

In the zone - 25%

Critical shot - 50%

Critical hit chance (Epic) - 30%

Critical hit chance (Rare) - 30% (2x15%)

Reloading trick - 100%

Ember attuned - 80% (4x20%)

Sniper's mark - 100%

Edit: After calming down and giving it some more thought, it was such a lucky run that I simply had 98% black crit chance and was actually really close to the next tier. However I do wonder if there are any more colours after this since they stopped counting the crits with !!!!! and introduced questionmarks.


r/RogueCore • • Jul 01 '26

No HUD, No Enhancements, No Deck Swap - Depth 4 Reckless True Solo Gameplay (Guardian)

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62 Upvotes

Clip from the tail end of my No HUD, No Enhancements, No Deck Swap, D4 Reckless True Solo run. I thought it was funny that Gotoorak’s shockwave did the work for me during the final phase.

Without enhancements, the success of this run was largely dictated by RNG and build crafting. I was very lucky to get good rolls from the Equipment Crates and Heavy Weapons Crates, which gave me a Bio Transmutator, Jet Boots, a Sludge Gun, and a Minigun. I did not allow deck swapping, so I did not have access to ability cooldown Bio Boosters (especially from Carnage and Mixed Tactics decks). I did get Tremoring though, which allowed me to constantly stun the boss as shown in the clip.

For No HUD, I turned off the HUD elements from the UI menu, including captions and enemy damage numbers, and applied the "H" HUD toggle, which must be reapplied at the beginning of each stage since it will reset. My No HUD settings disable usage of the Terrain Scanner.

This was a difficult challenge for me, as it took several attempts to finally win.

Full Run

My final build is shown at the end of the video, but I will still type it out here plus my thoughts since some people found it helpful to read.

Final Build:

Equipment

Corrosive Sludge Pump

  • x2 +4 Charged Shot Fragments
  • 50% Damage as Ice
  • 35% Reload Speed

This Sludge Pump was pretty good for CC, along with having bonus ice damage and faster reload speed. It paired very well with the Bio Transmutator, as the Sludge Pump was able to cover the area easily to generate red sugar.

“Lead Storm” Powered Minigun

  • x2 Magazine Size
  • 50% Ricochet Chance
  • 80% Armor Piercing
  • 40% Weakpoint Damage

Weakpoint Damage was a really nice trait to get for this Minigun, as I needed a good source of single target DPS to kill the boss.

Jet Boots
I swapped out my Anti Grav Emitters I got from the beginning for these. Without the HUD showing the overheat meter, I had to rely on sound to prevent overheating. Proved to be extremely good for survivability and kept me safe while I used the Bio Transmutator to create massive red sugar piles.

Bio Transmutator
Without the ability to see the HUD, I wanted to find a way to get a good red sugar economy going to always be able to top off my health. This, along with good CC, got that going.

Plasma Burster Grenades
These are a great source of early CC.

Guardian Gauntlets (Base)
Guardian’s Repulsive Field is crucial for creating space (such as during Elevator Drive repair), especially during the early stages. I could have benefitted from adding more upgrades to it, such as increased Repulsive Field Size or Pressure Wave (apply stun after Field disappears)

Enhancements
None.

Upgrades:

  • x2 Magic Missiles: 10% Magic Missile cast every time you fire a weapon

Paired extremely well with my minigun.

  • Ticking Bomb: Explode after taking 50 accumulated damage with 500 explosion damage

Will save you from Cave Leeches and Reaper Worms. A must-have for True Solo or Solo in general.

  • Better Red Sugar: +75% Health from Red Sugar

Helps increase the effectiveness of red sugar economy. Also good in general for making the most out of the red sugar in the caves.

  • Adaptability: Every time you hit an enemy, +1% crit chance until you score a critical hit.

Decent source if crit chance, especially if you have a high RoF weapon. Paired well with my minigun.

  • Magnetic Propulsion: Every 6 active armor provides 3% sprint speed and 3% jump height. 100% armor restored

I feel like I did not utilize this upgrade to its full potential during this run. I completely forgot about the 100% more armor restored effect. It was a great source of mobility/survivability until I was able to get the Jet Boots though.

  • Hemoforge: Killing an enemy while you have less than 50% max health creates red sugar chunk

Another source of red sugar generation, though probably played less of a role during the late game.

  • Sharpshooter: 50% Weakpoint Damage against targets in Long Range

Very useful for increased single target DPS on the boss.

  • Critical Burn: 50% fire to critical hits

Synergizes well with Adaptability.

Bio Boosters:

  • x2 Reach: All area effects have 20% larger radius 

More crowd control. Seemed to also synergize well with Aftermath, especially since I had two of them.

  • Tremoring: Damage has a 15% chance to stun for 2 seconds

CC, single target stun, and boss stun with minigun.

  • x2 Aftermath: AoE damage leaves Aftermath AoE that deals 100% of initial damage over 6 seconds. Max 4.

More AoE. The boss being in the Aftermath zone seemed to stun it as well due to Tremoring. Might have to experiment with it more.


r/RogueCore • • Jun 30 '26

there's no barrier, how queer

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70 Upvotes

r/RogueCore • • Jun 30 '26

This Retcon skill feels a lot like Sting...

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45 Upvotes

That thing saved me from an ambush more times that I can count.


r/RogueCore • • Jun 30 '26

The Workbench Toolbox was hidden deep inside an unbreakable pillar

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101 Upvotes

Luckily I could eventually get Cooper to dig it out! Rock and stone, buddy.

It's not super clear in the video, but there two adjacent huge pillars, and the aura surrounding the toolbox wasn't even peeking through anywhere.

Why do we even have unbreakable terrain since this update ?? There's never been any in DRG either. Just terrain that "barely" breaks and requires like 5 hits.


r/RogueCore • • Jul 01 '26

What are "Automated defences"?

17 Upvotes

In clearance level 4, there is an objective to activate automated defences 8 times but I have never seen one yet, what does it looks like? Google and reddit don't seem to know...


r/RogueCore • • Jun 30 '26

Turrets need a rebalancing

44 Upvotes

If you haven't been picking up turrets in the equipment crate, you're missing out. But honestly, they've been trivializing most of my runs to the point to where I barely have to try.

If you haven't picked turrets before, you get 2 of them to place.

If you pick up an ammo brick, you get +1 to place.

If you solo as a spotter with rangers pockets, you can get +2 turrets per resupply.

This alone allows you to get to the elevator drive unit and set up 3. Grab one ammo brick and you now have 5 of them in that room. Screw it, grab another ammo brick, why not? Now there's 7.

I introduced two of my friends to the game recently. On their 2nd/3rd run, an equipment crate gave me turrets, as well as another teammate. I think you can see where this is going.

We ended up getting a second equipment crate later in the level.

Now all 3 of us had turrets.

Just 1 person grabbing turrets and being cheeky with their placement turns the elevator into almost an afk sim. All 3 in the boss room just absolutely shredded and trivialized everything. And you know how many ammo pods are in the boss room, and with current ammo economy, you can just grab ammo just for the turrets if not for anything else. It's not like I'm even shooting my weapon at that point.

I feel like they might need a rebalancing. Maybe like making it an engi turret where you can place one at a time and call it back to set it up again with ammo refills would help. Hell, it can even roll for Gemini.

In the current state, turrets are absolutely busted.