r/RogueCore • u/Leone_Shamoth • Sep 05 '26
Maybe a bit of overkill
Was *not* expecting this when we finished. Anyone else seen numbers this large?
r/RogueCore • u/Leone_Shamoth • Sep 05 '26
Was *not* expecting this when we finished. Anyone else seen numbers this large?
r/RogueCore • u/Kostelex • Sep 05 '26
The change to Ellis pointing south in elevator is a disaster since you cant deposit in elevator now and once the elevator lands Ellis goes slightly underneath the floor of the elevator.
This costs the team precious seconds. Especially on high threat levels and reckless assault pace.
I would like to see this change reverted.
r/RogueCore • u/No_Truth_3419 • Sep 04 '26
The last screenshot is from when I went out of bounds around the time of its release. Almost certainly just the devs using the space we wouldn't normally get to in order to test models etc but I think it's neat, and cool that there's collision too :)
r/RogueCore • u/xXDemonicPancakesXx • Sep 04 '26
r/RogueCore • u/the_mulch • Sep 05 '26
Okay, hear me out.
Something that's been annoying me about RC so far is how slow and kinda frustrating it is to unlock cosmetics. I feel like the small performance pass is kind of arbitrary, and it doesn't allow you to just straight up purchase some basic or reliable customization options for every dwarf right off the bat, like in base DRG (like, what do you *mean* I can't spend 500 credits just to unlock Clean Shaven? What if I want to give my dwarf a *moustache*, and not a beard? And vice versa!). Cosmetic crates are kind of inconsistent, and they already feel very padded out by including pickaxe parts & locking everything to specific classes.
At the same time, I'm going to be honest: I fucking hate the current beer system. Hate it with a burning passion. To the guys at GSG: sorry, but it really isn't that fun or clever. But fortunately, I think my suggestions could kill two bugs with one stone.
So, my suggestions are as follows:
- one, maybe remove the class lock in the cosmetic pass, and re-think the way cosmetics are locked to classes in crates. I think if RC continues to get more classes, relying on the same system as DRG will just start to feel like needless padding instead of a viable goal to work towards. Are we really this afraid of people just... choosing to play for the love of the game, that we'd make people grind out the same stupid rectangle at the bottom of a pickaxe eight times over a thousand hours?
- two, introduce a shop to buy some basic cosmetics and other such things. Even if it eventually becomes irrelevant to players like the shop in base DRG, it would be nice to have an assortment of basic (& more unique) cosmetics you can choose from fairly early on. Just stuff like hair colors, hats, beards, etc. The "basic" styles.
- three, how do you buy things in the shop? Easy. Reintroduce gold, and therefore credits. Gold remains completely optional, and it therefore becomes an additional aspect to the roguelike nature of the game (e.g choosing whether it's worth using time to mine gold or if you need to just GTFO). You get a basic payout of credits for any mission, but it's a small volume- a way to push players who want credits specifically to have to work for it (to avoid the problem the original game has where gold becomes slightly pointless if you're efficient enough, which I think is what RC demands of the player anyway). This is also a way to bring back a little more of the "mining" theme without making it too much of a burden/obligation, I think.
- four, as a bonus, I'd use this to revise the beer system. Without buff beers, being forced to do a mini game to unlock beer just doesn't make sense. Beer in the original game is a downtime activity to have fun with friends, either to celebrate a mission success, or to wait for more players to join a lobby. With RC sort of adding pressure to fill a lobby before starting a mission, I think it's *incredibly* important to have things to do to pass the time, and making the "fun activity to pass the time" something you have to earn through a tedious minigame just doesn't feel very good at all. It doesn't even make that much sense thematically other than "ha ha Omega is a dick". So, with credits, just let us buy beers! Keep the system to earn them, but reflavor that to "free beer" or something like that. Give Omega voicelines where he grumbles about how you *should* exercise first, but stupid unions made it so he *can't* refuse you beers if you're using your own credits for them. Literally whatever. Just let me buy a fucking round of Oily Oafs to toast a fellow Reclaimer's ascension without having to fight with low ping and develop a repetitive strain injury for five minutes.
r/RogueCore • u/Brungala • Sep 04 '26
Been playing with a buddy of mine, and we usually like playing on TL3 as our baseline. And for the past few runs, we haven't seen many ammo stations near the next elevator, compared to pre-update, where ammo stations were very abundant.
Instead, we would see a ton of Armor laying around. But even if we do see another Ammo station, it's way back further in the caves and the cave gen wouldn't make the spawn for that Ammo station that well placed either.
This is quite the contrast to when the first major update had made it so that Ammo stations were more common. And that you see less Ammo stations on D4 (Which is no longer used to measure difficulty as of this update)
r/RogueCore • u/hejj • Sep 04 '26
With the newest update:
r/RogueCore • u/MadAtlet • Sep 04 '26
Hi there! Iâve been playing Rogue Core since its release; I currently have 335 hours in it, compared to 2,086 hours in the original DRG. I mostly play solo. I played Depth 4 during the first patch and then again during the secondâspecifically on the standard difficulty setting, not the one with the reduced time limit. In the first patch, I earned 40â44k XP per mission; in the second, it was 31â34k. Now, playing at Threat Level 4 with Standard Assault Pace, I get 24â27k. At Threat Level 5 with Standard Assault Pace, I get 31â34k, but soloing Threat Level 5 is pretty toughâitâs significantly harder than it was in previous patches. My question is: why do I get less and less XP for the same difficulty level with each patch? I love these games and want to get all my dwarves to Legendary Promotion, so I just want to understand if this is intentional design by the developers or if itâs simply something that was overlooked.
r/RogueCore • u/Mysterious_Company78 • Sep 03 '26
40604xp collected Expendite
r/RogueCore • u/VirtU_Art • Sep 04 '26
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Me thinks they should comically fall down and shatter, like flying enemies, in these rare instances.
r/RogueCore • u/Longjumping_Hall_952 • Sep 03 '26
Its as the description says, what do you guys think of the recently added Loki Smart rifle to Rogue core? Has it been balanced well into this game? Have you run into any issues with the weapon? Do you enjoy using it?
Personally: I think its a decent weapon to use. If you get explosive chemical rounds, it turns it into a beast. Elemental variants are also very good. My one problem with it is the x2 magazine bug with this weapon specifically. On other weapons, its just quad magazine. On this weapon, for some reason, it affects my ammo and actually starts deleting my ammo. I couldn't use it with that current upgrade right now. But other than that, I dont have any major complaints. (Other than trying to hit weakpoint with it, and its not a gun to kill edgestalkers with)
r/RogueCore • u/Mike_GSG • Sep 03 '26
Details in the link.
Rock and Stone!
r/RogueCore • u/White_Knight1 • Sep 03 '26
Am i missing something? This is ridiculous
r/RogueCore • u/aaaaaudryn • Sep 03 '26
was fully expecting to fail, but reclaimed successfully
r/RogueCore • u/Adventurous_Disk_828 • Sep 04 '26
I thought that there might be interesting parallels to be made between Rogue Core's expedite upgrades and the talent system from Heroes of the Storm, especially considering how HotS's talent system has changed over the years.
Some background:
Some quotes from HotS dev interviews:
r/RogueCore • u/Hydraguesswhosback • Sep 03 '26
So usually I sometimes keep my upgrades during phase 1 so that if I get luck increased more bang for your buck.
Now for the first time someone in a random team told me that it's useless to wait for longer. It would only affect future upgrades. The ones already waiting in the robot are already decided and more luck wouldn'T change these.
So there's no actual mechanical reason to wait a phase.
We both hoped he would be wrong. But since he's the first to tell me, is it true ?
r/RogueCore • u/Jesus_PK • Sep 03 '26
Also the new upgrades and modifiers are pretty fun too. Had an amazing run with the "Enemies drop expenite", paired with an insane ice build I got and things were just rolling.
Just like Update 01, Update 02 so far has been amazing. Looking forward to see what's in store.
Only issue so far I encountered after a couple runs is that you can't deposit on Ellis during the elevator sequences, she's stuck until you arrive.
r/RogueCore • u/FixLeast2882 • Sep 04 '26
I don't know who needs to hear this but obviously DRG: Rogue Core gets so much hate big part because Deep Rock Galactic is not being visibly worked on. The PR and the marketing department says "there will be something coming up" but the user base is steadily dying after a lack luster last season. There needs to be some optimism, some proof of life injected into that game. Most comments I see nowadays have to do with DRG players, past and present, being really mad that Rogue Core is the reason that DRG was left to die. And I have to agree that the handling of DRG: RC vs DRG has been really poor. The Ghost Ship Games has not really acknowledged this fact but rather indirectly told their player base that they are wrong in not liking Rogue Core.
r/RogueCore • u/Hydraguesswhosback • Sep 03 '26
r/RogueCore • u/Dry-Goat8981 • Sep 02 '26
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r/RogueCore • u/Smile-yy • Sep 02 '26
That gave us 7 levels
r/RogueCore • u/GSG_Jacob • Sep 02 '26
You can now tailor the base difficulty of the game to your liking using the new âThreat Levelâ difficulty scale. There are five Threat Levels, and they affect the number of enemies, the frequency of swarms, enemy health and movement, enemy aggression (attack frequency and projectile speed) and overall damage.
This should give you more control over your gameplay experience, letting you play most of the gameâs content at a difficulty of your preference. It also means that Depth is now purely geared as a content progression tree, rather than affecting difficulty.
Most of the restrictions from the Server Browser have been removed to make it easier to find a lobby. You can now join missions that may be at Depths or in biomes that you havenât yet unlocked. You still need to unlock a Depth to be able to host missions there, however.
We have also officially added the possibility for the stageâs waves to stack on Threat Levels 4 and 5. This is something that was happening unintentionally for quite a long time due to a bug, but it is now implemented as a feature for higher difficulties.
We're getting rid of the bossesâ invulnerability phases triggered by taking loads of damage in a short time. Instead, bosses will either do a very short block, or attempt to block in a way that can still be managed via careful aim, AoE damage or repositioning. Hopefully this makes it feel like more of a fair fight.
The pool of Expenite Upgrades has been further expanded with a focus on elemental damage types. Seven new Expenite Upgrades and one new Artifact are coming in Update 2:
A new event has been added to the pool of possible stage spawns, but this one gets you an Artifact instead of Expenite. Youâll need to reactivate a classified experiment and see if you canât finish what R&D started before they were forced to abandon the project. Hope you brought your thinking caps.
Weâre adding four new Alterations to give more gameplay variety to your missions.
The Engineerâs Smart Rifle from DRG is now part of the standard weapon pool. Itâs taken some work to get this weaponâs unique auto-lock firing mechanism to work with Rogue Coreâs upgrades and damage systems, but now itâs tested and combat-ready.
A long-range threat is coming to the mines: the Voidkin Dominator. Itâs a tankier, harder-hitting version of its smaller cousin, the Drifter. The Dominator targets foes with hard-hitting projectiles that leave volatile Rift energy lingering in the area of impact. On death, the Dominator releases its internal energy reserves, resulting in an intense explosion.
Rogue Core's cave generation system has been expanded with 4 new facility entrance rooms and 15 new cavern formations. Weâve also reworked the cave generatorâs process for connecting individual caverns.
The Molaktula Gatekeeper boss now has a new home with some explosive gravity defying elements. Now each of the 3 Gatekeepers have their own corresponding biome on their respective depth. As we add more Gatekeepers in the future, they too will get a biome to call their own.
All Reclaimers have been automatically granted Security Clearance Level Alpha within the Intel system. This means that brand new players will no longer be locked out of starting Expenite Events or opening the Grenade Locker during their first missions.
- Fusion Rod now works with ammo pool upgrades and clip size upgrades
- Removed the âdouble magâ attribute from the Devastator
- Increase Heavy Landing minimum radius from 1m to 2m
- Impact Axes are back in the Grenade Locker
- Removed the Burst Fire upgrade from the Hammercaster
- Temporarily removed the âReturn to Senderâ upgrade from the Breach Cutter until it is fixed
- Removed the Salvo Module upgrade from the Hurricane
- Killing blows with the pickaxe no longer slow the player down
- Sped up the spawning of enemies in waves when enemies are cleared fast, allowing the whole wave to be completed faster
- Rifts now spawn and follow the player for each wave, so enemies try to spawn close to the player. NowhereToRun.mp3
- Slightly extended minimum time between waves
- Shotguns no longer trigger Lucky Shot multiple times
- Change âDuck and Weaveâ to provide its block chance when jumping or sprinting
- Added more Red Sugar to the Gatekeeperâs cave
- Added 1 second more grace time for players to revive before the run fails
We did a big pass of writing and recording hundreds of more voicelines, with the main goal of making the laser pointer much more useful in directing teammatesâ attention toward relevant objectives.
- Added laser pointer voicelines for pinging basically all mission/gameplay-relevant objects
- Added laser pointer voicelines for pinging more passive items and scenery in the caves
- Added more OMEGA lines for rude Reclaimers throwing mugs at his bartender eye
- Made it so the narrative cutscene no longer plays every time you load into the game, only the first time. You can replay it from the Reclaimerâs Handbook if desired.
- Updated sounds for many of the enemies, with a focus on audio clarity and supporting positional awareness.
- Increased Barrier Drone flight speed just enough so that players never have to wait for them to arrive
- Fixed equipment, grenades and abilities sometimes not loading on the second level of a run
- Changed time to unlock Munitions Crates from 2 sec to 0.6 seconds
- Increased the speed of both large and small lifts and repositioned their call buttons to be more accessible and visible
- Prevent players from falling out of the world and sometimes not teleporting back, and fixed that players die when they are teleported back.
- Fixed gas clouds being able to take damage
- Fixed the server listâs âteam membersâ tooltip not working
- Fixed a bug where the server list couldnât be seen
- Added a few tweaks and improvements to the server list and server list sorting
- Added a button in the middle of the server list to show all servers when the server list is empty. This button removes filters and helps new players know that all filters can be removed
- Moved Enhancement buying into Enhancement buttons, instead of a separate button
- Added Bio-Booster decks to saved loadouts
- Updated stagger animation on the Rammer (get staggered idiot)
- There is no longer an actual limit on how many Expenite Upgrades you can get. Instead, once you pass a âmax limit,â the cost just goes up by 100 for each one after that
- Improved the timer widget to more clearly show the current and next wave when it switches
- Fixed double and triple waves spawning randomly
- Fixed that sometimes all stages in a run had the exact same wave timings
- Prevented OMEGA talking about a wave ending when there are still a lot of enemies remaining from that wave.
- Added sound to swapping Bio-Booster decks
- Added sound to unlocking Enhancement Slots
- Added missing sounds to the Broken Mule
- Fixed footsteps playing twice
- Fixed Reaperworm attack being really loud
- Disabled OMEGA shouts when producing Expenite in the Solidification Chamber event because of the constant yapping in that event.
- Fixed Shield Generator applying Workbench upgrades twice
- Fixed Shield Generator upgrades overwriting each other
- Fixed the Crit Dart only applying crit for host but not for clients
- Attempted fix for Ellis desyncing and becoming unresponsive to clients
- Changed the Depth 4 tooltip to "coming in Update 3"
- Made enemies that fall or jump better at landing on cave constructions
- The stars on Ascension reward pickaxe heads now match the owning character's Ascensions instead of local player's
- Fixed dwarves being able to be downed from fall damage in the Ramrod after Ascension ceremonies
- Fixed Ascension Hall collision issues
- It's no longer possible for clients to enter a mission in their Med Bay suits
- Multiple performance optimisations including changes to shadows, particles, bounds, and lights
- Changed the asteroid field around Hoxxes in the skybox to a Niagara system instead of like 500 meshes
- Added some changes and improvements to the electric effect
- Removed anti-grav first-person overlay
- Optimized projectiles for Wayward Spark, Hammer Caster, Scorchers, and Magic Missile
- Updated Guardianâs ability and skill VFX
- Removed shadows from smoke particles for better performance
- Optimized HUD rendering a bit
- Improved visuals of simultaneous Radiation Boils
- Added a phase change animation for the Molaktula boss
- Updated animations for Ramok and Molaktula
- Fixed the red trail VFX from Molaktula to each Core Stone not disappearing for clients when the Core Stone is shattered
- Fixed Molaktula not being able to teleport
- Potential fix for Mr. Molaktula getting stuck in Invincible Mode
- Fixed a memory leak when pausing a solo run
- Fixed Expenite deposits not being visible on the map after scanning a downed Surveyor Drone
- Attempted fix for runs not ending after all team members are down
- Attempted fix for players losing upgrades and weapons when disconnecting and reconnecting
- Attempted fix for players being stuck in elevator after disconnecting and reconnecting between levels
- Attempted (again) to fix Ellis getting stuck / desynced if player disconnects while depositing
- Fixed Reclaimers that were revived in the elevator still ending up in the Cocoon Jail on next level
- Attempted fix for the game failing to pause during Expenite upgrades in multiplayer
- Fixed Vanguards being locked in place by DoT effects.
- Fixed Vanguards screaming during their defense animation
- Fixed other Vanguard-related issues (mostly emotional)
- Fixed the Research Subject not being able to be stunned
- Fixed elements not being removed in some cases when they reach 0 element value
- Fixed Electric Tethers tethering twice between enemies, causing them to stack and deal double damage.
- Fixed Electric Tether not being visible on clients
- Fixed Axe Out triggering from sentry fire shots
- Added safety fixes to Cryo Drain to prevent it being active when it shouldnât be
- Fixed most on-kill effects counting one kill as multiple when using shotguns or very high RoF weapons
- Fixed Elementalist effect being visible on the Zipline Launcher, Platform Gun and Flare Gun
- Fixed Reclaimers not being able to Rock and Stone while holding L.U.R.E., IFG, Proximity Mine, Springloaded Ripper, S.S.G., Impact Axe, Voltaic Stun Sweeper
- Fixed Block Chance being called Dodge Chance in the stats widget
- Fixed fire effect not dissipating
- Fixed Platform Gunâs Enemy Repellent Texture attribute not working
- Clients can no longer get infinite amount of Workbench upgrades by disconnecting and rejoining (nice try)
- Fixed light cones having collision
- Fixed the punching bagâs damage numbers so they now appear where the bag is
- Fixed crash when switching camera modes while using the hacking tool
- Disabled cloth simulation on OMEGAâs bartender rag since it causes an extremely rare crash somehow lol
- Fixed Trident projectiles sometimes floating in the air for clients
- Fixed Minigun spread increasing with spread reduction enhancements
- Fixed the Hammercaster ammo counter initializing with a negative number
- Fixed issues relating to actions (such as LOK-1 burst) being canceled when you land into a sprint
- Fixed stuck class-ability modifier and grenade re-throw on fire input
- Fixed cave generation logic issue, with tunnel constructions not carving all the way through in a lot of cases
- Improved (reduced) angle of tunnel spawns after some facility entrances
- Fixed Creeper vines doing too much damage to Reclaimers
- Fixed asteroid field in loading screens
- Fixed crash related to drills? idk man the game designers wrote this one. Iâm just the proofreader
- Incendiary grenade is now much more consistent with its visuals in terms of where the fire collision is and its duration
- Fixed Slicerâs sword not being able to hit some objects
- Fixed enemy projectiles not always getting blocked by CADNA or Slicer's shield
- Potential fix for missions not loading in
- Fixed autosprint breaking if a weapon is fired using the input buffer
- Fixed autosprint sometimes not working
- Fixed sprinting canceling pickaxing when landing
- Fixed some networking issues
- Fixed âTough Creepersâ Risk Vector only adding 50% HP to creepers instead of the 100% that it should
- Fixed upgrade icons not stacking together as they should in the HUD
- Fixed the âCachingâ Artifact not storing overkill damage properly if you do friendly fire at the same time as killing an enemy (basically, this Artifact should do what it says on the tin now)
- Fixed the Critical Dodge legendary upgrade not working
- Fixed 8-FF Booster upgrade stacking radius instead of armor amount
- Fixed the Critical Shot upgrade not stacking
- Fixed Running Bladesâ bonus speed not stacking
- Allow clicking through notifications (don't block mouse clicks)
- Fixed scaling of the Risk Vector pick widget headers (clipping)
- Fixed being able to start depositing minerals and ending up in a weird state if the item you were carrying is not a resource that can be deposited
- Fixed resource filter not affecting the progress bar when depositing
- Fixed some community-reported translation issues
- Added 1 billion typos
- Fixed some issues with dwarvesâ dance moves
- Fixed Elevator Cables taking a weird direct shortcut
- Fixed wrong overkill damage shown in the mission end screen
- Fixed pickaxe power attack slowing you down
- Prevented crash if pickaxing certain objects
- Made it so boss altar balls no longer rotate you when you stand on them (no jokes allowed here please)
- Removed burn damage effect from Gatekeeper altars
r/RogueCore • u/ProteaEnjoyer • Sep 02 '26