Today, Ghost Ship Games and Coffee Stain Publishing launch Update 3 for Deep Rock Galactic: Rogue Core, adding further content to the roguelite co-op shooter’s Early Access journey with a major batch of new equipment, systems, and quality-of-life improvements.
Deep Rock Galactic: Rogue Core is a 1–4 player co-op roguelite shooter set on Hoxxes IV, where squads of elite Reclaimers descend into procedurally generated caves to battle the Core Spawn, gather powerful upgrades, and push deeper through increasingly dangerous runs.
Since launching into Early Access in May, Deep Rock Galactic: Rogue Core has grown considerably across three major updates, shaped by the team’s open development approach and ongoing community feedback. Alongside new content and expanded systems, these updates have addressed some of the biggest concerns players raised at launch, including run pacing and how upgrades work.
The first two updates have already built significantly on Rogue Core’s Early Access foundations. Update 1 introduced adjustable assault paces alongside new weapons, enemies, biomes, and improvements to upgrades and mission variety. Update 2 added the five-tier Threat Level system, new mission modifiers and upgrades, expanded cave generation, an additional biome, weapon, and enemy, and further changes to combat and progression. Now, Update 3 continues to broaden the experience with another substantial round of additions, which Reclaimers gearing up for another run can look forward to:
- Who’s Gatekeeping Now? – Balgorath joins Rogue Core’s roster of bosses, bringing a new challenge for squads delving deeper into Hoxxes IV. Boss Risk Vectors can also shake up the final fight, letting players choose modifiers that alter boss behaviour or introduce new mechanics.
- More Ways to Build a Run – Enemies will now drop Expenite as standard, rewarding Reclaimers throughout combat as they work towards their next upgrade. Flux Quartz can now be spent at the new Refractor Terminal to reroll upgrades and Artifacts or boost health. The new Prowess Bio-Booster deck is available to all classes and focuses on grenade builds, while Bio-Booster decks can now be swapped earlier in a run.
- New Tools of the Trade – The Ventura brings a hard-hitting pump-action shotgun to the armoury, while the XQ-2 Quantum Warpfield gives squads a new way to move around the caves by placing two connected teleportation points. The Flare Gun has also moved out of the starting traversal-tool pool and into the opening room, where any Reclaimer willing to break the glass can claim it.
- Expect the Unexpected – Runs gain greater variety through new stage Alterations, additional elevator objectives, and Priority Missions. Reclaimers may need to recover missing Cogs or clear invasive Core Growths before extraction, while Priority Missions offer bonus Reclaimer Points for taking on highlighted objectives across the map.
- No Run Left Behind – A new crash recovery system gives remaining squad members the option to continue if the host disconnects or crashes, restarting the current stage rather than losing the run altogether.
- to Show For It – A new Trophy Screen gives Reclaimers another way to track their progress, while the Cosmetic Sheet has been redesigned to make unlocks clearer and easier to navigate. Any Scrip already spent through the previous Cosmetic Sheet will be refunded.