1. Deep Rock Galactic: Rogue Core
  2. News

Deep Rock Galactic: Rogue Core News

Development Diary: July 2025



Hello Reclaimers,


The Ghost Ship Games office is off on summer holiday right now, so there's not a whole lot of development stuff to talk about this month. So we made a video for you instead!

We recorded this in the last week of June as a casual mid-summer update on the Closed Alpha. Join us for a chat about what we've learned from the playtests so far, our hopes and dreams, concerns and challenges, and our upcoming plans on the road to Early Access.

[previewyoutube][/previewyoutube]
[hr][/hr]
Hope everyone's having a nice summer so far. We're taking a couple weeks to travel and hang out and unwind, and we'll be back in late July / early August to pick back up on things. We'll talk to you then.
With love,
- The Ghost Ship Crew

Closed Alpha Update 03 is now live



Hello Reclaimers,


We’ve just gone live with Closed Alpha Update 03, which means the third playtest has begun!

This also means another round of playtest invitations. We’re sending them out now, and you’ll receive a message via email and Steam notifications if you’ve been selected. We're trying our best to send out more invites each time, but due to the sheer number of folks signed up for access it's still only going to be a small share of people getting selected.

Here are a couple things we’ve added for this update, but this list is far from conclusive:
  • Added new Expenite Events, improved visuals / UI / networking on existing Events
  • New end screen with interface to examine players’ builds and statistics
  • Loads of UI / HUD tweaks and improvements
  • Bug fixes and stability adjustments (still gonna be some crashing though)
  • Enemy balance and behavior fixes
  • Lots of tweaks and additions to Cooper (single player drone) upgrades
  • Additions and rebalancing to a bunch of player upgrades
  • New Elevator startup sequence, plus the cocoon jail thing for dwarves abandoned on previous stage
  • More ragdolls and dismemberment
A full list of additions, tweaks and improvements for this update will be available in-game as well as in Discord. You can read more about a few of the new features in the June development diary, too.

If you’ve got questions about the Closed Alpha, or how playtest invites work, we'll refer you to our handy ol’ FAQ:
https://store.steampowered.com/news/app/2605790/view/574879683755115309?l=english
[hr][/hr]
The GSG office is headed off on summer holidays now, so this is the last Closed Alpha update for a few weeks. We’ll pick back up on development when we return, well-rested and moderately sunburnt, in August.

Hope everyone’s having a nice summer so far and remember to eat plenty of ice cream. Rock and Stone!

With love,
-The Ghost Ship Crew

Development Diary: June 2025



Hello Reclaimers,


Time for the third monthly update on how things are going over here at Rogue Core Ranch. We’ve got news on the next playtest, and we’ll take a closer look at a couple features we’ve been working on. Plus, it's time to meet the fifth dwarf to join the Reclaimers.

IN THIS ISSUE:
  • Our plans for Playtest 03
  • A reworked mission end screen (now with more data)
  • Spicy solution for abandoned comrades at the elevator
  • Fifth class reveal ːsteamhappyː

Next month most of us will be off on summer holiday, so this is gonna be the last big bulletin until August. We might do a short one in July though. And as usual, a quick disclaimer that everything below is a work in progress and subject to change.

If you’ve got more questions about Rogue Core’s development, you can tune into our weekly dev streams to ask us directly, ping us on Discord, or ask us on Reddit.

[hr][/hr]
[h2]When’s the next round of playtest invites?[/h2]

We’re aiming to launch Playtest 03 in the first week of July. We’ve still got a few loose ends to tie up, so there’s a small risk of a delay. But fingers crossed for next week.

This will be when we’ll send out another batch of invites to the Closed Alpha. We’re still not at a point where we need high-volume playtesting, so we’ll likely invite another limited batch of several thousand more. As usual, all new playtesters will be picked at random. So if you clicked the ‘Request Access’ button on the Steam store page, there’s nothing more you need to (or can) do.

If you’ve got questions about the Closed Alpha, you might find your answers here:
https://store.steampowered.com/news/app/2605790/view/574879683755115309
We basically shut down the office for most of July because everybody goes on vacation, so this third playtest will be the only noteworthy development update on Rogue Core for the month. We’ll pick back up once we’re back in the office in August.




[h2]Crunching the numbers at the end of a run[/h2]

At the end of a run, we want you to be able to go nerd mode on all the numbers and statistics behind each game. What upgrades and artifacts did you pick up along the way? How much DPS did your full-auto incendiary Warthog end up doing? Who’s to blame for all the friendly fire? Stuff like that.

We’re trying to build a good end-of-run interface for presenting all that data so it’s easy to understand. But we’ve also got to make sure the game collects and calculates all your run data correctly, which is a technical challenge by itself to implement. We can’t just show you a bunch of made-up numbers. This isn’t the stock market.

Up above is a mockup of what we've got so far. This is just a start, so it’ll eventually get more polished, probably with pop-out sections to look at specific weapons and such. We want to strike the right balance of proper complexity, while also presenting it in a way that’s pretty quick to digest.




[h2]Rescuing abandoned teammates[/h2]

At the very start of the Closed Alpha, we noticed an issue if players got downed during the “wait for the elevator” phase at the end of each level. It’s hard to revive your friends then, as you’re usually getting swarmed with enemies. And if you simply abandoned them and got on the elevator, they’d be magically teleported to the next level, right outside the elevator, where you could revive them in peace.

This was a simple, stress-free solution, so obviously we had to make it complex and difficult.

Our solution is a new sequence where abandoned dwarves still get transported to the next level but become ‘trapped’ in a nasty Core Spawn cocoon jail (cooler name pending), requiring the rest of the team to breach the defenses and free them. We wanted this to be a ‘punishment’ for not reviving teammates during extraction, and a sequence that costs you time and ammo in the subsequent level.




[h2]New playable class under development [/h2]
[h3](Not in time for Update 03 though)[/h3]

Unlike DRG, Rogue Core was designed from the start to have room for more than four classes. We’re already working on the fifth one, who’s able to pause their state in space-time and phase out for a few seconds of consequence-free mayhem before resetting to where they were before. A tactical time traveler, if you will.

This class will not be ready in time for the next Closed Alpha playtest. We’re also not quite sure what to call this class yet. But here is some concept art and early renders:



[hr][/hr]
As we mentioned earlier, most of the office is off on summer holidays in July, so it’ll be pretty quiet from our end. Hopefully I’ll have time to put together a short Dev Diary for the month anyway.

Anything specific you want to read about for a future Dev Diary? Any features you really want, or would love to get a closer look at? Let me know in the comments.

Hope everyone’s having a good summer so far. Rock and Stone!

With love,
-Aaron / Ghost Ship Games

We've just sent out a third wave of playtest invites

[p][/p][p][/p]
Hello Reclaimers,
[p][/p][p]Happy Friday! We just sent out a couple thousand more invitations to the Closed Alpha.

We know there's a whole lot of folks who want to get in, so we're doing our best to meet that demand while also being careful that we don't get totally overwhelmed by all the feedback.

As usual, invites have gone out by random selection. If fate has smiled upon you, you'll receive a notification through Steam and in your email inbox.

For more info on the playtests, check out our Q&A article below.
[dynamiclink][/dynamiclink][/p][p]Best of luck, and wishing all of you a delightful weekend. Rock and Stone.

With love,[/p][p]-The Ghost Ship Crew[/p]

The Closed Alpha Update 02 is here



Hello Reclaimers,


We’re launching Update 02 to the Closed Alpha today! That means it’s the start of our second playtest for Rogue Core.

Lots of folks have been asking us about when we're sending out more playtest invites, and we've got news on that right down below. But before that, let's take a quick look at what's coming in this update.

[h2]What's been added to the game[/h2]

A lot’s been added, tweaked and rebalanced since the Closed Alpha launch.

Here are the main big changes in Update 02:
  • New optional events to tackle during runs
  • New player upgrades to choose from
  • More cave constructions (scaffolding, tunnels, elevators, etc.)
  • Experimenting with initial traits and class-specific features
  • More upgrade options for Cooper, the solo-mode companion drone
  • Ongoing UI updates and game optimization
A more detailed changelog will be available in Discord once we get it all transcribed from the programmers’ crayon scribbles.

[h2]The second wave of playtest invites has been sent out[/h2]
UPDATE 5. JUNE -- All invites as part of this second wave have now been sent out. Those invited should have received notification via Steam and email.

Before we send out the next batch of invites, we need to make sure this update is stable. So for the first few hours after this post goes live, the playtest is still only open to those who already have access.

Once we’re confident that this new update runs well and doesn’t brick our/your computers, we’ll send out that second wave of playtest invites. This next round will be limited to a couple thousand people, so your individual chances of getting access are still pretty low. We’re not using Steam’s experimental ‘friend +1 invite’ feature this time, because it turned out to be a bit buggy and inconsistent.

We’ll be sending these additional invites out via random selection. If you’ve clicked the ‘Request Access’ button on the Rogue Core Steam store page, that’s all you need to do. Keep an eye on your notifications (and email) to see if you’ve gotten in.

For more information on the playtest (and how invitations work), check out our FAQ below.
https://store.steampowered.com/news/app/2605790/view/574879683755115309?l=english
[hr][/hr]
That's all! We'll be back in a couple weeks with our dev diary blog post for June, where we'll take another look at some of our ongoing and upcoming projects with Rogue Core.

We hope everybody’s summer is off to a nice warm start, and may the odds be on your side for getting picked for the playtest.

With Love,
-The Ghost Ship Crew