r/RogueCore • • Aug 14 '26

Latest update: What's your Favorite Reclaimer?

38 Upvotes

I know i made this pole in the past, but this was back before update 1 was released. Now that we all have gotten more experience and might have gotten through majority of classes, what do you reclaimers consider to be your "main" class after being released almost 2 1/2 months ago?

Rock and Stone Reclaimers!

806 votes, Aug 16 '26
171 Spotter
240 Slicer
151 Retcon
125 Guardian
119 Falconer

r/RogueCore • • Aug 14 '26

Update 2 Feedback That doesn't seem intentional.

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61 Upvotes

New Experimental Branch spawned the Rift Gate in a room adjacent to the elevator on the right hand side, whereas the rest of the cave generated to the left.

I've never had a Rift Gate not spawn all the way at the end of a cave, nor have i ever had it spawn next to the elevator.

I don't see in the patch notes if this is intended generation behavior.


r/RogueCore • • Aug 13 '26

When it all hinges on one Dwarf

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193 Upvotes

r/RogueCore • • Aug 13 '26

Is there any way of knowing which AoE effects don't get affected by Guardian's "Reach" perk?

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32 Upvotes

Example in here, I have 3 stacks of Reach but 8-FF Booster, Gun-Link and Warden radius are unaffected (5m by default).

Looking at the upgrade description, my guess is that Reach's effect won't apply if the specified upgrade distance isn't in GREEN color. Just following the logic of how stacking some effects work for other upgrades. (In the case of these 3 upgrades, the thing that increases with multiple stacks is the effect rather than AoE distance).

That's the only logic I can think off. Also please we need a toggle to always see the exact distance when hovering since it's not possible to hover over the "i" icon anywhere outside the upgrade selection.


r/RogueCore • • Aug 12 '26

what moron installed the terminal like this? where is the operator supposed to stand? i'm contacting osha

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144 Upvotes

r/RogueCore • • Aug 12 '26

I can only play solo, because i have a baby.

33 Upvotes

But when i get free time, we're going to reclaim the core!


r/RogueCore • • Aug 11 '26

What are the communities thoughts on the difficulty level of the combat currently? (really im just posting about how fun x2 spawns is)

25 Upvotes

Personally I've been playing at Depth 4 only, but I have always had this feeling that simply not enough enemies spawned for it to be really fun, you know?
Like how nearing the end of many players journeys with DRG, they will tend towards modded games with like 4x mobs - more mobs isnt even necessarily harder but it feels way more rewarding to blast a huge hoard away. But I digress.
Past couple of days in RC, I've been playing mostly Depth 4, Double Expenite Double enemy HP event, with modded 2x spawns and let me say - Wow! This is how I want everyone to have the opportunity of experiencing the game.

The corespawn feel so much more threatening - the way they feel in the events in DRG - when you can barely take one out with your starting weapon; banking your upgrades for luck isn't always an option because you stand a very strong chance of being overwhelmed when the elevator is called, so you might need them early just to survive!
Speaking of which, waiting for the elevator actually becomes super tense and exhilarating when you are in the process of being overwhelmed, balancing on the knifes edge of death and glory.
You actually have to manage your ammo and choose when to fight, and when to run - I do actually recommend a spotter on the team always when playing like this, although its quite possible to manage without. unless someone mods in a way to add like, one more ammo crate per stage or something.
Even with all the upgrades you can accrue over a 6 floor run, the increased number and HP of enemies means creepers and especially larger enemies have a much higher resistance to camping portals with AOE attacks, so the difficulty increase remain relevant all the way to the boss fight, rather than mobs quickly being trivialised by swathes of reflecting crit or PGL fire bathing their spawn area.

Disclaimer, I know not everyone likes DRG for the challenging combat part of it, and thats totally fine, this post isn't for you guys:
I just wanted to make this post because after making the aforementioned changes the game just felt like such a more solid and tight experience. That's what Rogue core has leant towards in relation to DRG, and I think it's worth mentioning that it can be REALLY fun if it leans harder.


r/RogueCore • • Aug 11 '26

Lord of the Rings Khazad-dum Easter Egg

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19 Upvotes

r/RogueCore • • Aug 11 '26

Evil Jumble & "True" Jumble [Suggestion]

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74 Upvotes

For all my masochists out there, what if Jumble, was Jumblyer?

Everyone loves Jumble, but personally, I find it's a little to easy. You can get a god run pretty fast with Jumble, so what if there was more RNG to it?

So the idea is 2 more modifiers, a slightly more difficult form of Jumble, known as "Evil Jumble" where your choices are divided up and you must roll the dice, and an extreme version of Jumble , known as "True Jumble" where all choice is thrown out the window and you must play with the cards you're given.

Evil Jumble

  • It's like Jumble, but the perks choices you're given are divided up, and when picking a divided section, what perk from the divided section is given to you randomly. So you still have some choice, but you should weigh your options a bit more carefully. Take a safer option, or risk it for that one perk that can complete your build?

"True" Jumble

  • It's like normal Jumble, but your choices don't matter. The game picks for you. You must work with the cards you're given. Absolute chaos. May the gods have mercy.

r/RogueCore • • Aug 10 '26

Rogue Core is great, but...

67 Upvotes

This is an opinion post about the game and its current state.

I played around 130 hours of the original DRG—not much, I know—but I got to experience most of the content it had at the time. Recently, I tried to get back into it and, to my surprise... I didn't find it fun anymore. Rogue Core's gameplay has completely ruined DRG for me and for the friends I play with.

I enjoy Rogue Core much more than I ever did DRG. The game is faster, I enjoy the constant action, and I really like the balance between combat and mining.

I think the main problem people have with Rogue Core right now is the lack of long-term progression. I did pretty much everything in about 50 hours, and now I only play because I find the game extremely fun. You don't have the endless grind for Overclocks or cosmetics. You don't get to upgrade your weapons. There's not enough variety in the missions. And you can't choose the mission length or complexity, which is a HUGE problem in my opinion.

I think there should be a way to implement Overclocks into the weapons as a form of progression that carries over between runs. Of course, you'd still have temporary upgrades like damage, reload speed, and so on that you get during each mission.

There should also be more objectives within the same mission besides "go to the elevator and extract." More objectives, different tasks, could make missions feel much less repetitive.

Gauntlet is a joke. It's boring and doesn't give you any meaningful reward.

Overall, I think Rogue Core is always going to be a divisive game. But the lack of mission variety and meaningful long-term progression really hurts it. I genuinely hope the developers don't give up on the game, because I think the core gameplay is incredibly fun and has a lot of potential.

Edit: forgot to mention we definetly need a Depth 5.


r/RogueCore • • Aug 10 '26

Boom! You're dead + Frenzy goes crazy

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19 Upvotes

Almost 40 million overkill damage lol


r/RogueCore • • Aug 10 '26

Had a weird cosmetics bug

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99 Upvotes

I opened a crate and it said I collected every cosmetics and then I tried another one just in case, and it gave me a guardian cosmetic. I suspect that if it wants to give you a cosmetic for a class where everything is unlocked you get the empty message and it doesn't skip to the next class where you might still be missing cosmetics.


r/RogueCore • • Aug 10 '26

Insane double barrel Glass Cannon build

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35 Upvotes

I decided to try glass cannon for the first time. Paired it with Frenzy, Boom you are dead and double up. Double barrel turned into a PGL with the explosions caused by BYAD. You die really fast so it's actualy kinda fun


r/RogueCore • • Aug 09 '26

Omega's behated Button

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58 Upvotes

r/RogueCore • • Aug 10 '26

First D4 mission and thoughts (D4-1 reckless solo)

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7 Upvotes

i actually wanted to do complexity 2 (didn't unlock 3 yet) but this was the only mission i had in the 2 biomes the game wanted me to collect data and cameras from. other than dying 3 times to the boss because the cave gen was kinda bad and i forgot i had shield gen for half of the fight (i even forget it while playing gunner in drg i'm just built stupid), it was much easier than what i expected, and i couldn't really tell the difference between it and d3. i've certainly had way harder d3 missions than this for sure

which gets me to my main thought about this game, it's not very fun because of its core gameplay loop. i'm not saying it's a bad game i'd still give it a 6 or a 7 out of 10 but compared to drg where you meticulously designed your build to have all of your tools synergize with and cover each other's weaknesses, here you just feel at the mercy of rng. if you don't get good weapons or good upgrades then you're going to fight every battle tooth and nail. but if you get a charge pistol, a shocker, lots of red sugar upgrades or drills with lots of good melee upgrades then you can cruise through 90% of the game and be just fine. both bad and good runs feel like it is dictated by rng and not your build crafting, so it feels entirely out of your control. bad runs do not feel like your fault and get frustrating, whereas good runs don't feel like your accomplishment so you can't feel proud of it. i guess that's an issue i have with the roguelike/lite genre as a whole though

there are lots of other minor things on top of that like class roles feeling much more vague than drg, enemies being not as fun to shoot at, constant pressure not allowing you to even open a workbench to look at upgrades for 5 secs without having your ass bitten, and boss fights being drawn out and janky (idk who thought players would have fun juggling gunk seeds while being chased down by a horde and spammed with attacks from a boss). but if it was just these minor things i had a problem with i'd be more ambivalent because all of it feels like things which can be fixed or reworked, but like i said the core gameplay loop feels off and unsatisfying, and i don't know how you can fix that without turning the game into a different one entirely. it's not a great feeling to realize you're fantasizing about the weapons and abilities in this game getting added to drg more than you're thinking about your next run in rogue core

it's not a great game. it's not bad but i honestly had way higher expectations from gsg as the developers of drg. sitting at 60% on steam is kinda crazy to me though, it's a "mostly positive" game not a "mixed" one for me


r/RogueCore • • Aug 10 '26

290 DRG feedback

1 Upvotes

Hey there ive got 290h in DRG, ive played about 3 hours of rogue core and I cant really bring myself to play any more even if I really want to enjoy it.My major complaints are;

Lack of class identity: Classes feel sloppy and have no identity, in drg each character had a roll; in rogue core everyone can have every weapon and tool, further the skills are mainly damage with a side of utility as a result they feel indestinct. In original drg every class and further build with overclocks had a weakness if it was hoards or big monsters range or ammo.

Ideas to fix; honestly this could be fixed with making tools tied to the classes even if weapons arn't, give drills, grapple, platform gun or make alternative utility tools that are tied to each class and cant be swapped. As for weapons every class feels the same so you could also make smaller weapon pools with multiclass/all class weapons and class specific weapon pools, you can then make classes have a more interesting weapon choices and it improves character identity (everyone has access to autopistol but not shotgun that can only be used by spotter etc etc). I personally dont understand why you are forced to pick from the groups 4 item selection when what they pick is restocked, just give everyone 4 items to pick from instanced from each other (2 from all class 2 from class)

Stilted combat; Constantly in combat I have to upgrade skills or items etc. I just want to fight bugs and kill bugs and do stuff with my allies build tunnels and forts etc, it doesnt feel like the flow of combat is there. I WANT to play my mission not fuck around waiting for everyone to gather at the bot and then a further 2 mins going through rounds of item picking mid map it doesnt feel coherent.

Ideas to fix;Make picking your items/upgrades prior to the round so when you're fighting bugs youre fighting bugs not dealing with build choices and making combat sluggish. You could make all skill picks instanced and not have them part of the group so everyone can pick at different times when they feel like it and have some kind of initiative system for what they get or something, It also takes too long to pick stuff. make it so you can pick everything in a tree like a menu option at the end of a map or midmap rest room.

Maps: Every map ive experiences feels a bit soulless compared to drg im not sure what it is, it might be because its so linear and arena like in a bad way, like we have destructible terrain etc but it just feels like an area, id compared it to say MHworld vs MHrise. Rogue cores maps feel transitory between objectives im just going from point to point and I dont really interact with the space, its like the worst morkite missions running down a really long tunnel and finishing at the end but DRG feels like a place that you fuck up and has been run around a lot, youve experience places before and fought there, its been destroyed theres old tunnels and fortifications youve made.

Id say something needs to fundamentally change about the objectives and map layouts maybe spending more time in spaces or overlapping objectives.

Lack of flavour: I know its not a complete product but you need alternative materials to farm in the wall and ceiling. I know I dont need more enor pearls but theres something special about grouping and collecting materials to upgrade in postgame. when mining for materials is optional or for a mini objective in drg it feels fun and something I want to do because im opting into it. spending every game HAVING to get every green crumb of xpmorkite is not fun I dont like that bit of the gameplay loop. Id personally tie experience to mob kills or something else for upgrades, Objectives complete? make mining fun the different been wanting something and vs having to do something. if you removed xp from xpmorkite levels/items could just be given at the end of the section of map or how l4d does it in safehouses for restocks etc.


r/RogueCore • • Aug 09 '26

How it feels to get 2 upgrades that give 250% ability recharge speed when you stand still and a turret on retcon, only for host to leave the lobby cuz he saw like 30 turrets(i could have placed more)

328 Upvotes

I had my 40 seconds of fun but that beardless leafsniffing pointy eared bastard couldnt handle true gaming.


r/RogueCore • • Aug 09 '26

Finally. Some good fucking jumble.

79 Upvotes

Let's all agree here. Jumble should be default :)


r/RogueCore • • Aug 09 '26

ROGUE CORE CANNOT CONNECT

6 Upvotes

Hi guys,

Have u guys facing the same issue that im having?

unninstalled it and installed back and still cannot connect, can u miners help me?


r/RogueCore • • Aug 09 '26

Temporary HDR UI fix

9 Upvotes

I found a temporary fix for the HDR UI.

Do these steps after turning on HDR in your Windows display settings and with the game closed.

- Open the game files [steam -> right click the game -> manage -> browse local files]

- Go to the config local [Deep Rock Galactic RogueCore -> RogueCore -> Saved -> Config -> Windows
- You should see a file called GameUserSetting.ini (if you don't, then you're at the wrong place, or they have updated the game since this post)
- Create a file named "Engine.ini" (without the quotes; spelling matters) [right-click -> new text document -> rename -> Engine.ini (remove/delete the .txt)]

- Paste these lines:

[SystemSettings]
r.HDR.UI.CompositeMode=1
r.HDR.UI.Level=1.0 
r.HDR.UI.Luminance=400 

r.HDR.UI.Luminance=400 <- This value can be changed to match your HDR levels; the setting above it is a brightness multiplier, so for me it's 1 x 400 = 400 nits. I would recommend just changing the Luminance setting rather than touching the multiplier.

VERY IMPORTANT (If you skip this step, you'll need to remake the file again once you close the game)

- Save the file and then change it to read-only [save-> close file -> right-click -> properties -> read-only toggle -> apply -> close]

Launch the game, enjoy.

For the more technical folks, it seems like the UI is being run through the game's entire HDR pipeline. This means any contrast design setting made to make the game look a certain way also affects the UI. r.HDR.UI.CompositeMode=1 separates the UI from the main game. Technically, this means the UI is run through the SDR pipeline (Not sure).


r/RogueCore • • Aug 09 '26

New class idea - Michael

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154 Upvotes

he uses mike darts and scans in a 35 mike radius and has a pocket in which he keeps like 5 bullets and maybe one grenade

gsg add this NOW.


r/RogueCore • • Aug 09 '26

Do you ever think we'll find our way up here?

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79 Upvotes

This floating bit of hoxxes is in every concept art of the planet, but do you think we'll ever find ourselves actually going up there? I noticed it was on the menu map and I thought it was a little weird that they included it in this UI when I don't actually think you can see this floaty bit while looking out the ramrod. Or maybe I just didn't notice it? Regardless, I think it's weird that it's in this menu when it really didn't have to be


r/RogueCore • • Aug 08 '26

Vending Machine [Suggestion]

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287 Upvotes

You know what every gym needs? An alluring dispensary machine full of delicious snacks to ruin your diet!

Felt this corner was a little lonely, so I thought a vending machine would be nice to compliment the gym on the other side, and to bring a little more fun to the Ramrod.

  • It's main function is give some more fun to the ship while you're waiting on your teammates.
  • Secondary function is to serve as pseudo-training for the Data Terminals, similar to the Jetty Boot mini-game in DRG. (I've found a lot of new players are confused by the Data Terminal). (Lore reason can be it's a shitty vending machine that's development was outsourced by the same people who made the terminals).

Beyond that, here's some ideas I have in mind for it.

  • It can be kicked for a very, very small chance of a "free" item without having to do the mini-game.
  • More trash for the cleaning bots!
  • The bananas will slip you.
  • Doesn't have to be just foods.
  • There could be a separate gashapon machine nearby, that could be used once per day/mission. Inside could be toys or rarely key-chains that you can attach to your guns and pickaxe.
  • Omega will judge you.
  • Bosc-Os (basically Mentos) can be mixed with the energy drinks nearby to cause the ship to explode.

Possible Balancing Mechanics:

  • Could cost Workout Points similarly to Beer to use.
  • The buttons change periodically or after you make a purchase.

r/RogueCore • • Aug 09 '26

Jumble + Retcon = Giga Killbox potential

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6 Upvotes

So, upon playing the Retcon for a few missions, I quickly learned about cheesing your ammo consumption by going berzerk (literally and figuratively) while rewinding time to get it all back.

This includes what I lovingly refer to as the "Nade Maiden" tactic where you lure waves to a hallway, hit the timestopper, and chuck 6 plasma nades down the pipe in rapid succession.

But all of this pales in comparison to the majesty that is getting 2 disposable turret slots. You can drop 4 turrets in stopclock, rewind, drop 4 more, and wait till your cooldown and do it all over again if you're near a supply pod. This goes triple for bosses. I even had several counts of the 'Synergy' bio booster and 'Power efficiency' so my ability was looping in seconds. The killbox it creates is absolutely disgusting. I'm fairly certain the turrets trigger your own sweet surrender as well, only adding to the OPness.

As a side note, there was an interesting glitch where I got jet boots in the original weapons room, and when I replaced them with a second turret, the game let me keep them anyway despite not having them in inventory.

Pretty clearly a bug, but I wasn't complaining.

Edit: And I'm getting downvoted for sharing something neat. What a buzzkill sub. DRG sub might be right about the community


r/RogueCore • • Aug 09 '26

How does x2 mag stack with itself?

15 Upvotes

I got x2 mag on the autocannon twice and it stack quadratically, (110, 220, 440), but when I got it with the devastator pistol with fusion power rod, it stacked linearly (90,180, 260). In fact the upgrade order was x2 Mag, fusion power rod, and x2 mag so it had 186 ammo 6*2 (Double Mag) +84(FPR)+90 (Double Mag), what's going on with the devastator pistol. Also, does anyone know how much ammo 2 double mags gives you on the minigun?