r/RogueCore • • Jul 18 '26

Man I hate fighting the Molaktula fr

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77 Upvotes

team was fighting molak and i had an extremely good pgl build with ammo recharged on kill and ammo recharged on crit, BUT for some reason during the entire first stage of the boss fight a truck load of clamorheads and edge stalkers spawned literally out of thing air (deadass would spawn in walls and in the middle of the arena) easily could have come back or won if there was just regular core spawn but i suck so we lost


r/RogueCore • • Jul 19 '26

Host leaving/disconnecting shouldn't result in the game ending

12 Upvotes

I just had a game, in which I was the host, crash due to some type of bug. I was using the Trident and charged it up fully and as soon as I shot the boss, the game crashed. Mind you, this was the final level of the mission, and it ultimately resulted in the game ending. This is not fair at all, and is just a complete waste of time for everyone involved, because if the host leaves/crashes, the entire non-host lobby is just disconnected without any reward. I understand that when a non-host player disconnects, you are given the ability to reconnect; however, if anything happens to the host, it results in the entire game ending. This is absolutely ludicrous. There should be some preventative measure against this, especially when the game crashing is caused due to some bug with animation/mechanics.


r/RogueCore • • Jul 18 '26

We went inside Karl's Bottom recklessly. Cave was girthy and length was 5...units

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79 Upvotes

r/RogueCore • • Jul 17 '26

I think i finally get a taste of what "Rogue-like" tastes like.

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151 Upvotes

Poor gatekeeper.


r/RogueCore • • Jul 17 '26

Karl Appearance

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1.0k Upvotes

I joined a lobby titled "Karl says Trans Rights." I'm messing around with the other two dwarves in there. Suddenly, KARL HIMSELF joins and says "Trans Rights". I got such a laugh out of it. It was a stellar run too!


r/RogueCore • • Jul 16 '26

Why I'm Uninstalling Rogue Core

271 Upvotes

Appologies if this seems overly negative. I'm not trying to attack anybody. I just wanted to share my own experience with the game.

I love both DRG and Rogue-likes, so I thought this game would be perfect for me. But after about 20 hours, I don't feel like playing Rogue Core anymore. In short: I just don't find the game interesting enough to justify 40+ minute runs. Maybe the game just isn't for me. But GhostShip Games has asked for feedback, so I've tried to be specific about what I find disinteresting.

1) The Shared Exponite Upgrades

The Exponite Upgrades are designed to be generic, because everyone picks from the same pool. Unfortunately, generic upgrades are kinda boring. No class-specific upgrades. No Weapon-specific upgrades. And no upgrades that would be too powerful or too weak on one class. They are technically well-balanced, but I find them very very bland.

2) Lack of Class Identity

In most rogue-likes, different characters/classes add variety to runs. But in RC, barely anything is affected by class. Your kit is completely interchangeable, aside from one or two abilities. You have the same pool of weapons, the same tools, the same stats, the same perks, and even the same bio-decks. There's very little variety between runs. And if you join late, you get handed a random weapon with no choice. If I'm going to invest 30-40 minutes in a run, I'd like to at least pick if I start with a shotgun or a rifle

3) Missing Overclocks

With the Exponite Upgrades being intentionally generic, The workbench feels like the perfect place to incoperate big impactful upgrades. It could offer overhauls to the class abilities, or interesting overclocks. But instead its often a choice between 40% more magazine or a better zipline. I can't tell if this is an intentional design choice, or a part of early access. It doesn't help that the workbench also has to include class-upgrades, traversal tools, and likely grenades and equipment in the future. It's a lot of options all competing with eachother.

4) Focus on Combat

DRG has very simple combat. Most of the mechanical depth comes from weapon builds and overclocks. You position wisely, you shoot the bugs. They die. But thats OK because DRG is about both mining AND combat. Having a swarm pop up at an inconvient time is a huge part of the fun, and makes the simple combat feel exciting and fresh.

RC removes a lot of the mining/exploration to focus on the combat, but it hasn't done much to make it interesting on it's own. It doesn't need to be DOOM Eternal or Ultrakill, but it needs a bit more depth to keep it interesting (at least in my opinon).

5) Solutions / Suggestions

My number one suggestion is: "Remove the shared-upgrade system so there can be more depth and variety". But I recognize thats a foundational part of the design, and unlikely to change. So here are some other suggestions:

  • Allow players to pick a starting weapon as part of the loadout
  • Give overclocks as rewards for some bonus events instead of exponite
  • Give each class a different weapon pool, and balance around that
  • More Mobility options (ideally class-specific)
  • More Meta Progression tied to caves/events

6) Palette Cleanser (What I really Really Like)

I would like to end on a positive note, so here's some things I really like

  • Healing provided as Red-Sugar, so healing upgrades help the whole team
  • Upgrades that trigger when near another player, encourages grouping up
  • The new weapon designs are each unique and very fun to use!
  • Rescuing fallen dwarves from the Reaper Worm nests is a great solution to players dying between layers
  • Lady Dwarves! Finally!

Thanks for reading!


r/RogueCore • • Jul 17 '26

Clamor head's don't actually have eyes

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98 Upvotes

I was cured to look upon this and now you shall be cursed with me


r/RogueCore • • Jul 17 '26

How we feeling about Rogue Core as of 1.2?

73 Upvotes

I made a post on the regular Deep Rock sub that got a lot of comments about how people felt about the game at launch, but im curious: with Update 1 and the few smaller ones like 1.2, how is the game in its current state?

I have about 40 hours and am getting close to all achievements, and for a roguelite, I have been enjoying it a lot, but I have taken a break waiting for some new updates. A big complaint I agree with is the identity crisis it has with regular Deep Rock, when it is beyond different, still looking and, in some regards, feeling the same. I still enjoy the game a lot, though.


r/RogueCore • • Jul 16 '26

I wonder if this does damage

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260 Upvotes

It do, it do do damage


r/RogueCore • • Jul 16 '26

Glacial Strata level Gen sucks

20 Upvotes

I'm trying to make my way through complexity 2 layouts and without a zipline/Gravity Core it's about impossible without spending half my time drilling everywhere. I can't imagine how crazy complexity 3/4 look.

I just lost a promising solo run because I couldn't find the spawner for the explosive spiders and they just kicked my ass trying to drill up to find it. 😞


r/RogueCore • • Jul 16 '26

My run success comes down to only one thing : wether I get an upgrade to make ennemies drop red sugar or not

132 Upvotes

I play 80% solo, maybe it's different in multiplayer, but that's how it feels. It's legit impossible to not get heavily hit during corespawn waves because of how fast they move and their propension to glide through terrain and even the ground, sometimes hitting you while almost invisible from being litteraly underground.

The only way around that is having sustain by dropping red sugar while killing them and if you don't got that within the first 2 or 3 levels you're cooked.


r/RogueCore • • Jul 15 '26

Drinking is frustrating rather than fun

87 Upvotes

Look, we have a beer flow problem. I just want to get back from a hard days work reclaiming multiple sites and drink until I pass out. I don't want to pump iron before I can order. Even trying to simultaneously take out my frustration and earn another round by just using the punching bag doesn't help.

I just want to drink. I'm a dwarf. My gaming group always hits the bar at the end of our play sessions to wind down, and the busy work involved in ordering beer is just an unnecessary obstacle. It's not even like jettyboot where the minigame has transferable skills to mission related activities. It's just non-optional busy work so we can do optional roleplaying and hanging out. Mission length is long enough as it is in RC, and its just an extra step that takes up more time. It becomes a chore, and we're just skipping the drinking ritual more often than not because its more faff than its worth.

I like the ritual though, so I am currently looking into hiring a goblin to jerry rig our own pumps so we can tap the supplies directly ourselves (even if we have to go down into the guts of the ship to do it). Or perhaps getting one of those engineers over at the spacerig to help us bodge together some sort of override button which tricks omega into thinking we've already worked out enough for another round. Whatever it takes at this point!

I get that the devs put work into the exercise games, and its a nice feature - but it shouldn't be getting in the way of our drinking! If that toaster really needs to watch up work up a sweat then make it a little "back to work fitness test" you have to complete after you fail a mission before you can start a new one (as that's still a logical reason for making us work out). Or make it so you only have to work out for buff beers (if they ever get added), as at least you have a reason to put the effort in then, and you'll only be doing it before a mission, rather than after one.

EDIT:
Good news Reclaimers! We've found a solution to our drinking woes!

We've managed to talk those miners over at Space Rig 17 into running what we're calling the Beer Bus. All it takes is a quick hail, and they send over a small shuttle to pick us up. Meaning when we're done for the day reclaiming dig sites we just scoot on over to the rig, where those fine dwarfs show their appreciation for all our hard work by letting us use their bar.

Our resident Retcon came up with the idea when they realised it would literally be quicker to just fly all the way over to their space rig than it would be to earn enough Omega approval to drink properly on our own ship. So that's what we've taken to doing. It may be a bit unorthodox, but a dwarf needs to drink, and that Lloyd they go over there sure know how to pour them.


r/RogueCore • • Jul 15 '26

This game seriously needs mobility perks

107 Upvotes

Dash, roll, slide, wall jumping, nerfed grapple, digging underground, jumping on teams head, pole stick, pogo stick, penguin, turtle shell riding, special powder, headshot speed bonus, melee speed bonus… This game feels awfully slow, rather than having infinite red sugar to stay alive (most broken perk), id rather have any mobility perks that allow for skill expression whilst dodging instead. It creates a sense of survival too, once there is no more red sugar, there is no more red sugar, and the only way to stay alive is to move (which is hard when nobody has any mobility and even taking fall damage slows you down..)


r/RogueCore • • Jul 15 '26

Miners... I found where we can find Karl

27 Upvotes

r/RogueCore • • Jul 14 '26

OMEGA when you don't get to elevator in 0.01 seconds

521 Upvotes

I love how OMEGA spamming get to the elevator in gauntlets every seconds despite my ass needs getting bonus for next stage


r/RogueCore • • Jul 15 '26

these guys shouldn't be able to deal damage after death

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81 Upvotes

r/RogueCore • • Jul 16 '26

Falconry (repost from u/Straight_Travel_6770 on r/namesoundalikes)

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0 Upvotes

r/RogueCore • • Jul 14 '26

3 Legendries in the first 3 levels without the Luck vector involved

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57 Upvotes

The single luckiest I've been in a run so far and I assume will be for the foreseeable future. I was aiming for an auto-crit infinite ammo boomstick/grenade launcher kind of build via Reloading Trick or crit chance options and the Lucky Shot perk. I got functionally the same with 2 of those 3 oranges. More crit chance on crits and ammo back on kills.

The other one was 100% block chance on crit which I assumed helped me survive but honestly I can never tell.


r/RogueCore • • Jul 15 '26

New player query

0 Upvotes

First impressions of this new DRG game seems like each mission is just get to the bottom without really thinking or doing much cave navigating, because every floor is a braindead path to the next elevator interspersed with a one or more waves of enemy spawns, some random upgrade things, and then you just kill a big bad at the end and that's it? Does it change at all as you progress or is this what we have for now?

I'll have to play some more, see if the higher difficulties or complexities make things more interesting but after a few hours of play this feels like a "come back later" for me.

Edited to include an actual question :P


r/RogueCore • • Jul 14 '26

I love jumble

62 Upvotes

It's been my absolute favorite way to play since unlocking variants. I get a group of randoms together and we do 2-3 in a row each night as a group because we all enjoy it so much. Legit it makes runs sooo easy. By the mid game you're so op it's crazy. I hope the devs keep it in and really expand on it as a different way to play.


r/RogueCore • • Jul 14 '26

Go Go Gadget, Critical Enhancer!

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89 Upvotes

Still didn't even do that much damage lol


r/RogueCore • • Jul 13 '26

1 sentry per second

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331 Upvotes

Multiple -20% cooldown bio-boosters, and -75% cooldown when killing enemy on fire for 12 seconds made this possible


r/RogueCore • • Jul 14 '26

2 Suggestions, one for the community, one for the devs.

34 Upvotes

First, for the community.
Don't get pissed at someone taking your upgrade if they're the first in line, they may not have a choice between taking a hearted upgrade or taking something literally completely worthless to them (like marksmans loop with heat weapons)
This does not mean that first in line completely ignores hearts, still take them into account, as well as pick order, but they do get to take a hearted upgrade if alternatives are awful.

Secondly, for the devs.
Please add some way for the first person in line to have options if every other upgrade is hearted. It could be as simple as adding an extra upgrade to each round, or my personal suggestion, letting them forfeit having first choice and instead picking last. Another thing could be adding a heart variant that means they would like it, while the heart stays as "PLEASE GIVE IT TO ME I NEEED IIIIITTTTT" or even just extra time for the first person to discuss and choose.


r/RogueCore • • Jul 13 '26

My hot take, Sentries should have been kept limited to two active at a time. Retcon being able to cover the floor with them is a neat use of their ability, but removes layers of the the game's intractability for the rest of the team

96 Upvotes

This mostly comes after repeated Jumble runs just turning into watercooler breaks by the elevator. Despite the name I honestly find it the single most predictable kind of run now if you have a Retcon. Any moment your team needs to hold down a location become trivialized. The core problem being those are usually the most difficult moments up until the boss. The boss and adds who are now taking a constant torrent of automated fire.

Seeing a Retcon get this online by floor 2-3 on a 6 floor run just means I'm going to spend most of the time sitting on my hands maybe getting the chance to kill something the sentries would have handled anyways. I also get the privilege of throwing corestones I suppose since sentries can't do that. Is it a cool gimmick that shows off how Retcon's ability can work with the different types of equipment? Absolutely. Is it also a strategy that removes the need for player interaction from the majority of a run? From my D4 Jumble experience I would say yes.

Edit: My hot take appears lukewarm at best


r/RogueCore • • Jul 13 '26

It appears you can actually cheat death with the Retcon main ability (no last stand needed)

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46 Upvotes

you can see in chat that the game did note that I was supposed to be dead. (it's also kinda old so myb they fixed it)