#rogue-core-suggestions

1 messages · Page 1 of 1 (latest)

restive turtle
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I'm gonna take the time here to remind everyone : A new channel is not an opportunity to disregard the rules established in #welcome-and-rules.
Unless you have a suggestion to make for Rogue Core, do NOT POST in this channel.

To clear things up further : This includes suggestions or possible requests.

This is a channel for Rogue Core only.

hot hare
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We've set a 6h slowmode on the channel, shitposters will be timed out for 24 hours. Think before you post.

bronze warren
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DLSS 3 and FSR 3. Gotta make my aging hardware last somehow.

atomic cypress
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Add a new chant "ROUGE AND CORE!"

jovial pawn
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Please let us find the original dwarves and they be alive and well

velvet lantern
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Cross game items obtained throught achievements would be cool.
For example, completing a certain achievement in DRG would grant a cosmetic in DRG:RC and visa versa.

summer latch
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One message removed from a suspended account.

dusk hornet
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I hope that the singleplayer mode will have some advantages given (something akin to Bosco) to solo players.

safe bane
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Maybe Rouge Core can be used to answer a couple of the age-old DRG related questions. Namely whatever the Dreadnoughts turn into after they finish cooking.

Maybe that could be incorporated as an endgame or bonus boss of sorts? Sconk

gaunt bear
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Expand upon elemental enemies

If this is going to be more of a RPG based title, make sure to expand the roster of elemental variants of recurring enemies or new ones, to make elemental based items valid choices to ponder while upgrading mid run.

high forge
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It will be a banger if Rogue Core is more of a story focused game compared to DRG. Who is Karl, how do grown-up drednaughts look like, how first expeditions on Hoxxes IV went down etc.
If i would make a very rough comparison, DRG is like Risk of Rain 2, where lore is somewhere, but to see it-you need to dig deep, no pun intended. And Rogue Core is like Hades, where there is a lot of clearly readable lore.

Also if it will be a co-op, there should be benefits from playing with someone - passives that buff you and your dwarf brother. It will insentivise to play co-op more

clear owl
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It would be cool if there were barrels throughout the mining sites that we could bounce on and die to fall dmage

topaz dragon
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Dual plasma flamethrower drills!

hallow hearth
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Would love to see more things to imply the very core of hoxxes itself is alive and hostile, similar to the ommoran heartstone. Though from the name of the game, it does sound like that might be where its going.

warm lichen
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More environmental hazards like falling rocks and noxious vapors leaking from the core

wicked night
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I don´t know how exactly put this into words but it could be cool to have some kind of "extraction" mechanic or gameplay loop such as the mechanics/loops you have in games such as Escape From Tarkov of the Recent Witchfire. I think it could connect with the idea you presented about this new title. Thank you very much for taking your time reading the suggestion R%S

quick plaza
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Here are a few ideas of mine to incorporate the content that has been added via the seasons in DRG to the game itself:
(I do not mean seasons for RC, just the content from the base game)

Old Rival Mining Sites
The Rivals likely went deeper into Hoxxes than most, so what if you found certain old mining sites with barely functioning bots as whatever sent DRG dark affected them as well.

You find old robots lying on the floor, dismantled and broken nearby. As you get closer to the outpost you find only a few bots, a far cry from the Rival's previous endeavors, until you find the mining outpost itself, filled with bots on high alert.
Going into them you can get some extra expenite or maybe even be able to hack a deactivated bot as a temporary companion within. Sure it'll take some resources to clear out, but I think it'd be a neat addition to show that the other guys on Hoxxes aren't doing so hot either and give some more random encounters to the game.

"I'm detecting a few readings in here from our old Rival friends, however it doesn't seem to be as active as they usually are. Perhaps they got caught in the same event that caused the core to go rogue. Investigate at your own risk, might have some useful supplies, though you don't want to get caught in a fight you can't win."

Contagion Spikes
While I don't think Rockpox might've made it this deep, I can't deny the more horror aspects of this game might give it a chance.

Side objectives similar to the Void Seeds in Risk of Rain 2. They exist more as an encroaching threat to start, with a few bugs infected and potentially infecting others, increasing in number as you get close. Until you find the contagion spike glowing in its corrupting majesty, which is covered in infected bugs, which you will need to clear out.
Once cleared, you get some extra resources to work with and helps fix up the mining site that you're meant to reclaim. This would help out the rockpox a bit, but its only a concept and I don't know if they'd even be considered for this game.

"I'm detecting bio-signs in the area, looks like its Rockpox. I'm surprised it made it this deep in, but it seems that its set up home in this cave. Might be a good idea to sniff out where its contagion spike is and eradicate it as it might contaminate the rest of the mining area. Be wary of infected bugs, they are hard to take out, oh and, shoot the boils."

Just a few ideas I had to give a few parallels between the base game and Rogue Core. To help populate the caves some more with extra content and give you threats to deal with.

uncut linden
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This game seems like the perfect opportunity to explain why DRG has no lady dwarves. Perhaps the Rogue Core elite dwarves are all women...wodwarves? Dwarfesses? Dwarfredettes?

An elite team of lady dwarves trash talking their male counterparts up in the mines. New voice actors. New lines. Still Rock and Stone. Since the game doesn't seem to have a cosmetics system in place yet, and GSG had said the main reason DRG has no female dwarves is because they wanted to "impliment them properly" instead of just as a cosmetic patch and doing so would be a challenge, this seems like the perfect opportunity! Its not a throwaway, it addresses the issue fairly neatly, and it expands on the setting in an interesting direction.

inner quiver
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Here's a idea (Im not good in english, sorry for any gramatical errors):
For solo Players, Bosco will be with them, but, besides the temporal upgrades you can choose for you build, you can also choose the temporal upgrades for Bosco for a sinergy build with him while you progress in your run

slate quartz
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since we're going deeper, a chance to see how some of the regions we know get even more horrifying and active the further you go, particularly things like the Hollow Bough's vines, or perhaps sections missing those entirely but the tree being no less hostile. Also it could be a chance to show off some of the wild potential of region mixing as a part of the difficulty, since Glacial Strata and Magma Core are planet-wide

faint anchor
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FEMALE DWARVES. PLEASE.

topaz dragon
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I'd like to see full character creation, sliders and everything. If you go with the same voice actor, let us control the pitch of the voice.

bright pier
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i really hope rogue core leans into the horror angle. drg by itself can already be pretty terrifying, but with going into a lost mining colony with no idea why it was lost, i hope you are honestly terrified of what you'll find down there with every mission

fallow blaze
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I want to find Karl 😢

barren shard
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Voice lines trash talking the combat miners

honest monolith
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I don’t want to lose the existing 4 DRG classes! There have so much personality!

upbeat steppe
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More mature dreadnoughts, Bigger, Scarier, Smarter. Please lean into a more horror theme with these monstrosities, I want to be scared when this thing shows up. Make it something you really don't want to fight be need to.
I feel like this should be a rare random encounter with its presence being warned by loud roars, that drown out other noises, that sound so close but so far and distant at the same time or something.

tawdry plinth
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Having a story to follow along while going through the new game would be amazing, along with female dwarves with more customization in the body shape and voice of your character, especially if we aren't going to be restricted to the 4 classes.

sage lagoon
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The Roadmap mentioned mid-mission safe houses for resupply. Maybe they can be dropped from orbit like a drop pod or mine head?

jovial pawn
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Provided just how long dwarves have been dominating their environments, would some glyphids adapt to grow beards?

honest frigate
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If Rogue Core is a prolonged experience with no mission-by-mission format, it'd be cool to see biomes transition from one to another as you explore the caves.

Also, maybe a voiceline menu. Probably by holding X (context-dependent voice button) to open a communications wheel ("come here", "need help", "thank you" etc).

karmic cloak
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AI Onboard Mission Director
A replacement for Mission Control due to a lack of contact with outside the core and the Mysterious circumstances requiring current collected data and flexible adaptation to the extreme danger of the core

An AI that controls the Reclaimers Ship onboard as to not lose connection with the Reclaimers and to direct you through the dive without interference

Could be a sentient ai, could be entirely unfeeling, ofc they'd have a name and maybe they'd have a more feminine robotic voice.

It'd explain how you're guided throughout your dives while all contact from the outside of the core is cut off

Maybe similar to other existing ship ai's in media, for example Athena from overwatch

south nymph
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i really hope molly will be in rogue core.

fossil maple
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Depending on the nature of the game, a biome system like dead cells would be nice.

If how we progress through stages will be random then it doesn't matter, but if we can choose what areas we go to after completing a stage, that'd make me happy enough

novel zephyr
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ommoran monstrosities
heartstones could be 'lymph nodes' on the surface level caves of hoxxes, but as you go deeper, the living geoforms of the planet get increasingly deadlier, more lifelike and bigger

peak nimbus
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I would love a lean into the horror elements with this game. I know this is probably like asking for a wetter drink, as DRG hasn't shied from eldritch abominations, but the presentation of this entire game is really gripping in how unknown and scary this "Rogue Core" is. Even the screenshots seem to indicate a level of terror, with dark environments and a setting equivalent to the labs in Alien Isolation. Just an overall awareness of a scarier approach, with the tone already set in place, would be stunning.

queen vault
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No half minute joke voice lines, or make them super rare (I like joke voice lines but they become much, like the living on a jet boot one and feeling poetic while depositing. It's such a common voice line trigger)

sharp bolt
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I don't know whether modifiers will be a thing the way they are in the main game, but if they are, it'd be really fun to crib an idea from Doom 3 and make the flashlight something you have to actively switch to in order to use it, maybe make it more tense by also stripping the team away from using flares except for the player in posession of the flashlight.
It'd add a fun layer where one player has to be the one providing vision for the team while the others do the heavy lifting in the act of combat.

summer latch
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One message removed from a suspended account.

clever epoch
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What if we could have the occasional hint about Karl? Like markings on the wall of the caves, and then the dwarves would see it and either reminisce or be encouraged. Since it is deeper to the core, it would give even more hope that Karl survived, given that he was last seen in a more familiar territory.

naive glen
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So umm...Shallow Grotto.

dusk wraith
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Tameoner perk to on chance tame things with dmg or to resume on something you killed as a tamed glyphid

simple sleet
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The Processor Drone that comes with you (it processes mined Expenite) should be named Pro-C

shut gate
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Hub customization. Please. I'm begging you. Let us take trophies from bosses and hard enemies like the armor from an oppressor, a sack from a bulk detonator, an arm from each of the twins. Or maybe letting us place ores and recovered wreckage. Let us have a pet loot bug and plant some floral.

fresh karma
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I think I would like to see expanded monstrosities based on Brood Nexus and Xynarch, few ideas:

Uncontrollable brood nexus growth

One of the mining operation ran into a large growth of brood nexus, and this one escapes the radar of our DRG miners. Fed on anything it can, several of the glyphid spawn it produced managed to get into cocoon stage. We need to eliminate this nexus overgrowth and its spawns, before it produced the chimeras of hoxxes horrors. Expect a lot of eyes on-site and on the walls...

Electric Crystal Bulk + Xynarch

Deeper and deeper in the crystalline caves, xynarch and elecric mutation of bulk detonator managed to have symbiotic relationship - xynarch covers electrical bulk's weakpoints, lengthening its age, and in turn, electrical bulk feeds xynarch. When a xynarch is removed, expect a barrage of electricity overcharge.

Phase 1: xynarch + elec bulk : same mechanism but with electricity attacks
Phase 2: electric bulk overcharge : with xynarch released (I treat xynarch is like capacitor that prevent elec bulk dies early), the elec bulk now can do additional electric special attack with larger radius or there will be phase where the electric bulk is absorbing power from the electric crystal around it and release power full attack as well

rain quarry
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More heavily game-changing upgrades. The ones shown in the teaser felt... uninspired. I think the game should not shy away from making balance-breaking synergies or upgrades for the sake of creating a consistent-feeling gameplay loop. Lots of my favorite feeling moments in roguelikes are when builds just click and cascade into a godrun - hitting that ATG, Uke, and Clover in Risk of Rain 2 and creating an ungodly proc chain of death. Getting Merciful End with Divine Dash in Hades and comboing everything to death. Getting Corruption + Dead Branch in Slay the Spire and spamming enemies with so many cards you don't even know what's happening. When you finally find Lightning Governor after a grueling 2 stages on Lei Luo in Gunfire Reborn and get to relax and just spam your ability. More importantly than those moments, though, is creating possibly synergistic systems that feel significantly playstyle-changing and aren't limited to specific combos. I'd love stuff akin to Burning Hell + Volatile Bullets - where each provides good value in a larger system (fire-based effects), but really come to life when paired with each other. I don't want stuff like Neuro-Corrosive Toxic Catalyst, where you have a dead upgrade outside of one specific interaction. I really don't want most of the upgrades to be stuff like Necro-Reload or especially Shield Boost or Long Range Expertise which don't actually change the way you interact with the game, but just give you stat increases. I'd rather sporadic spikes of power than gradual power increments, but even more than that I'd like upgrades to actually change the way I play.

Also, movement tools and big upgrades for them! I think a lot of what makes DRG amazing to me is the way you interact with and move about terrain, so missing this would be missing a core part of DRG's identity as a shooter. A roguelike format seems like the perfect place to pump those tools up to 11 in a way that never made sense for the base game.

velvet lantern
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Smarter bugs would be cool, rather than most enemies just running at you. While base DRG already has this(wardens protecting others, smaller bugs hiding behind guards) I'd really like to see it expanded upon.
Enemies that flank you, ambush you, outsmart you. Trick you, set up traps? (For example a bug that projects a fake hologram of itself and attacks you from behind, or like the scrapped stalker enemy etc)
It needs to feel like they don't want you here, you aren't supposed to be here, they're smarter than you, know this area better than you and that they are truly, going rogue.

summer latch
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One message removed from a suspended account.

keen oyster
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Even if this game is supposed to be a CoOp game at heart, I hope that it fully goes into the roguelike aspect. I hope that the upgrades and progression and choices at the beginning of the run, will make every run different and more difficult. The upgrades in the teaser do not look too interesting if I am going to be honest, and I hope that all the common upgrades won't just be normal stat ups. I believe GSG has played other roguelikes, and knows what makes upgrades work, but I still have to write here about how important it is in a game like this.

spare void
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i have had a couple nightmares with very freaky creatures of hoxxes, of which the one which scared me the most was a spitballer with legs that ran incredibly fast-
ever since ive had this dream, spitballers make me feel very uncomfortable, so if one of the goal is to make the game scarier, adding that could possibly be the scariest thing you could do to me personally lol.
(actually an adult hiveguard might be even scarier)

One of the things I am most curious about is to see all-new biomes, more variety in environments and ambience is all the way at the top of my wishlist in DRG, and seeing it happen in rogue core would make me and i assume many others very happy.
still on the topic of biomes, could that insanely giant green cave from the very early days of DRG make a return perhaps?

another couple ideas i would love to see have already been mentioned by other server members, such as more lore including but not limited to Karl, and grown-up dreadnaughts and bug evolutions from the depths.

rustic matrix
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Story / Lore

I would like to echo previous posts in that this is an amazing opportunity to add a whole bunch of lore and storytelling to the DRG universe, an opportunity for a hand-crafted campaign. And definitely a few horror-esque scenes where tons of enemies come out of tunnels similar to the swarmer tunnels in DRG - except bigger enemies.

Leviathans

We always pop the Dreadnought Eggs BEFORE they're fully done developing - i would LOVE to fight some titanic scale GIANT Leviathan versions of them. Basically have the Dreadnoughts just be the baby versions of some REALLY big creepers. I'm talking "cave-filling kaiju size". A sense of scale. Make me feel SMALL as a dwarf, small but reckless and fearless. Heck maybe they grow to that size by feasting on the Unobtanium / Expenite we are trying to secure ^^

indigo carbon
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As someone who has sunk thousands of hours into different roguelikes over the years, I can't stress enough how important variety and randomness is to how I experience a roguelike. Procedural caves already do a huge deal for this, but a large enemy diversity and especially a very big selection of upgrades would do the game many favors. Also when it comes to said upgrades, please don't be afraid to allow incredibly powerful and game-breaking combinations. Imo the best moments of roguelikes are the times you feel as if you've gone above the limits the game set for you. I think this game would greatly benefit from keeping a few game-breaking synergies or upgrades in. Basically, just allow players to break the game balance a bit at times, it's fun.

dense knoll
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I would absolutely love a deeper system around using flares. In DRG I often feel I don't need to put much thought into how I am using them, I just toss them and have light because they are back so incredibly fast. I think it would be extremely neat if there was some sort of limiting factor forcing you to be more strategic with them (also from the screenshots it looks like we have a bunch of ambient lightning from the core). I think early builds of DRG had a limited amount of flares per player, which didn't work out, but with the tighter focus of Rogue Core, I feel that is a concept worth exploring

dim pewter
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Mandatory hiding of the interface on high difficulties or optional, but with a bonus of exp/money for completing a mission without it.

vocal needle
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Gameplay

Since Rogue Core is located in a "dark area" meaning that we probably won't have any signal to HQ which technically speaking means that mission control can't comm with us I'd suggest that instead of a mission control we would get an "AI" interface telling us what to do.

Voice wise I'm not sure what the AI would/could sound like, I'm either imagining a robotic mission control or something similar to the Cruelty Squad dialogue sounds.

feral zinc
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THE HUNTER
A huge, nigh-indestructible enemy that looks like a mesh of all the glyphid bugs all mixed together, one unholy abomination that has 12-20 legs and skitters around extremely freakishly, and it responds to sound.
Spotted voiceline: Oh Karl help us, there’s a hunter (holding back tears) I... I love you guys...
Cave wall markings: RUN FROM HUNTER. -Karl. HIDE. GO. TURN BACK.-Karl
I think it would be a good idea to really lean into horror for this game. Having an indestructible enemy that even Karl is afraid of would be interesting

runic magnet
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if rogue core really does get a more horror-esq vibe i would like to suggest implementing proximity chat, alongside walkie talkies (with very limited battery capacity)

drg already has bugs that try to seperate you from your team (leech, stingtail) and i think that we could build on it

imagine you need to defend an entrance as 3 while one is inside to get something and you just hear a scream come out of your walkie talkie

dusk hornet
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Since rogue core is going to be a very intense game and significantly more scary than DRG, improving upon the already excellent atmosphere and pushing things in a more unnerving and creepy direction would do wonders for the immersion.

shut gate
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I would love to see different tools. I assume we will get most of not all of the base game tools, but some new ones would be nice. Maybe a barricade or just a mod for the platform gun that would let you rotate your platforms before firing. A deployable minecart/pipe rail track where you aim at one end to start it and the path of your mouse adds the rest of it, or just have it be easy and fast to place without much hassle about length, obstruction, or it being too steep. Let us drop what resources we are carrying so we can carry even more. If you have a full inventory of nitra and you need room for more you could drop it all in the form of one of those barrels that appear when someone leaves the mission, that way we can carry more at once while sacrificing speed and having a gun immediately available. A bounce/speed pad could be cool. Have it be faster than dash to cross big gaps, or have the bounce pad be strong enough to rival the scouts grappling hook.

dapper patrol
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İt would be really cool to see next stage of a dreadnought because there would be eggs in the core and they already got into second stage

sweet cypress
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shovel
just a shovel as a alternate pickaxe (litterally just a reskin)

frozen grove
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a random event idea: comms out

MC-"There is an unusual electrocrystal activity detected above in this area and its disrupting the comunication and mapping devices.You will have to get trough this unmapped space fast we dont know whats down he-(turns into static and cuts off)"

I think that this space can be branched into multiple scenarios like seeing where the ebonite/kursite infections happen and then realising that its sentient enough to hide away.
Or an unregistered mining facility that will have this white and black style (like error cubes) and helix models with like an incomplete manual where it suggests what they were used for but cuts out too early .
Or for something funny like a full black lootbug with red eyes that was feeding purely on granite so now it is inpenetrable and immortal but its still a lootbug so it does nothing you pet it and move on.

And it could be used for padding out the lore a bit and since its a rougelike you will (probably) die so the information dosen't get out so in main game they will still have no idea on what it is.
And it would make make like an element of anticipation on wondering what secrets will you discover this time

spare void
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inspired by the message above, it would be really interesting to see more sentient rocks besides just the hearth stone

hexed remnant
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So in today's dev stream they mentioned shortly that we may have a different Mission control guy, I'd enjoy it if we'd get the Greedy Texan for that place, I'm not sure if that's still the case thought. Here's an example of those creative voic lines: https://www.youtube.com/watch?v=l-Qe0yued-k

vapid dome
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It would be great if this new game was not hard capped at 4 players in multiplayer. I understand it might be harder to balance with more players in the same game. But I hate leaving one dwarf behind on game nights.

olive anvil
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According to the trailer, the deep mining operations were set up and went dark before the Reclaimers were called in. So the dig sites must have been built by the regular dwarves from DRG.

No doubt many dwarves were lost in the Greyout, but what if they didn't all die? I don't know what exactly is happening down there, but maybe prolonged exposure to certain core biomes or creatures could infect, mutate, or otherwise corrupt a dwarf.

So what about corrupted versions of the four DRG classes as rare elite enemies, or even as minibosses? Or a squad of all four as a full on boss fight?

plucky bay
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I was thinking about the whole customizable loadout, and I was considering that if one could have whatever guns and ammo design for said guns they want, I would suggest a Weight Limit. Meaning one could have a pistol or 2 or even an Assault Rifle of choice and just fill the rest of one's Weight Limit with choice Ammo by the clips. Another thing to be added with all this is to have multiple Armor Classes. Light Armor Class will have low Weight Limit and less overall HP, but can move fast and have use-access to high-mobility tools like Grappling Hook, Jump Boots of some kind, etc., while Heavy Armor Class have high Weight Limit and overall HP, but moves slower, may be unable to vault up by ledge because of weight. Different mods for guns and their ammo can affect their weight cost, i.e. Armor-Punching Rounds weighs heavier than Standard Rounds, Hollow-point Rounds would be lighter than Standard Rounds, Assault Rifles with extended Ammo Clips increases weight of clips slightly, but can lead to increased quantity of shots, longer gun barrel for better accuracy also slightly lower damage and higher weight cost, stuff like that.

gray plank
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I'd really like the combat to be a lot more skillful, games like etg come to mind where no matter the level of weapon you get, you can always get yourself out of a situation with enough skill

Additionally, mimicking what others have said, game-changing or game breaking items or combos, rather than just bland Stat ups. TBOI does this well, with Stat ups, namely damage ups, being fairly rare.

ocean ledge
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Something similar to escort duty where you're on a train and have to defend it, and do different tasks at each stop so the train can keep going

halcyon sparrow
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I'll give it a shot at suggesting for Rogue Core, but I suspect the devs already have thought about it. Either way, it shouldn't hurt to try.
With how Rogue Core is going to be a roguelike, I expect the weapons to be obtained from a loot table, much like how most roguelikes do.
So let's introduce one:

The TH-0R Bug Taser, taken straight from DRG: Survivor.
Much like in DRG Survivor, this gun inflicts electrical damage to enemies it shoots at.

However, its lethality would be one of the worst of any gun the player can obtain, doing pitiful damage per shot, and having a miserably low magazine size of 2 shots before having to reload/recharge/cool down, etc...

What it doesn't make up for lethality however, it makes up for being a powerful support tool, with guaranteed chance to stun enemies on direct hit for a lengthy time, as well as electrifying it and other enemies at close proximity.
Enemies that are stunned by this gun would also suffer a major penalty to damage resistance, making it useful at softening tanky targets and allowing your teammates to take them out much more quickly and efficiently.

stone coyote
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Since Rogue Core is about reclaiming lost sites, I would find it interesting if there were somewhat intact weapon emplacements (Such as, and not limited to, Heavy Machine Guns, Howitzers, Anti Aircraft Autocannons) on the mining sites that were intended to bolster the defenses, but were clearly insufficient given that the Core has gone Rogue.

Nature of these emplacements:

  • All emplacements could be assembled and disassembled at any suitable location (Similar to deploying and redeploying turrets)
  • These emplacements are very powerful and useful for the Reclaimers, especially for combat.
  • These emplacements may be powerful, but they are very big and heavy, therefore, in order to redeploy them, they must be disassembled and have their components carried separately (Comes in 2 components, "Mount" and "Gun", could vary depending on the nature of the emplacement)
  • These emplacements had to be carried by hand because they are big (Like Enor pearls)
  • Offcourse, this would clearly be very cumbersome, and maybe annoying to use, but if these limitations could be offset by the potential firepower and support it could offer to the team, it could justify its inclusion into the game. (Such as tweaking the assembly and disassembly time, or the speed penalty carring them by hand.)
  • Due to the threat that these emplacements posses to its enemies, all enemies if possible, would prioritize anyone manning these emplacements (Similar to how ranged enemies prioritize anyone on ziplines)
  • Ammo for these emplacements are plentiful, but not unlimited

Potential ideas for emplacements:
[Anti Aircraft (Mactera) Gun Emplacement]
[Artillery Emplacement] (Comes with 3 "flavours", AP rounds, HE rounds, and Grape Shot [Gigantic shotgun round])
[Pile Bunker] (Specifically for breaching through certain unbreakable terrain, similar to how Cleaning pods are specifically meant for rock pox)

(Due to word limits, I couldn't expand upon these potential ideas)

fossil maple
#

I want........that gun from Ratchet and Clank, the vacuum one, where you can grab enemies and shoot em at other enemies.

winged solar
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The suggestion above got me thinking. You said traversal in RC will be different from DRG, so I assume the classic traversal tools won't return, but…what if they did, as weapons?

  • The grappling hook could be used to pull in an enemy and chain into a melee attack—or whip the enemy around yourself to damage enemies around you, to finally let go and have it go flying.
  • The zipline launcher could be used to skewer rows of enemies.
  • The platform gun could be used to get enemies stuck for a short time by partially encasing them in plastcrete.
  • The drills could be used as melee weapons—just like in DRG.

I realise they could be confusing if they were using the same designs as the base game, so maybe they could be modified versions of the weapons or just new ones altogether.

queen lake
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You should consider making the theme akin to Aliens, with the dwarves having a colonial marines vibe. Can you imagine the hilarious voice lines and visual appearance!

Also Rouge Core (typo intentional) progress should unlock cosmetics for DRG, I want some fancy new hats.

spare void
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random idea, feel free to ignore but,
it would be funny if these elite class reclaimer dwarves said "Rock hard, Stone harder!"

frozen grove
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Since the mining operations were disrupted i would love to see mining bases turned into war camps as the dwarves made their last stand like outwards spikes armored positions made from scrap metal covered in bite marks trenches and bug carcasses all around i think this would spice things up and give some variety to the mining stations you will be visiting

shut gate
upbeat steppe
#

If you want to lean into horror what about Cave sounds that are very unnerving, unnatural and quite loud, that have a low chance to trigger something.
Just so we can't ignore the sounds but it is so unlikely to happen, so when it does happen it is a very scarey moment.
Think minecraft cave sounds quite scarey but they do nothing. Change the "does nothing" part
And please don't tell us you did this I want it to be a surprise.
Also would love it if there are no patterns and each sound has around 3-6 different triggers. Sorry if this will be hard to do but I feel like this would make the game so much more immersive and threatening.

modern vault
#

I heard that in the early days of DRG miners could call down sentry guns like one would call down a resupply. That could be a nice thing to bring back for Rogue Core since reclaiming the mining sites would be a more combat orientated than mining, therefore the reclaimers could have access to heavy static defences on call.

dapper patrol
#

so bet c can be controlled by the Xynarch Charge-Sucker how about mining sites having turrets affected by Xynarch Charge-Sucker just like bet c (also can be fixed like bet c)

uneven flare
#

A rare version of the omoran heartstone with a diffrent colour (example: black with a blue core) this thing takes longer to crack and has special attacks. The positive thing? Rival tech is always in one of these caves, holding a data cell

placid grove
#

missed opportunity to call it deep rogue galactic lol
aside from that, a duretta mini random event that has to be defended, the less damage it took over the event, the better the reward afterwards, with no consequences if it is failed

quick plaza
#

Potentially add multiple different logs from the workers down there, found in outposts and maybe lost pieces of equipment around. Read from a terminal within the Ramrod, they detail what happened to the workers down there and maybe give extra bits of lore about DRG company and the world outside of it. Basically learning more about what happened every run, much like the entries in RoR2 or the Bestiary entries in the base game already.

shut gate
#

Cave ins and flooding would be very interesting to play around. I know DRG base doesn't have water but I think it would be cool to have a new environmental factor like that. Cave ins would also be interesting, blocking your way and forcing you to make a mad dash so you don't get squished

ebon spire
#

make it so there is a satisfactory reference for shits and giggles

wind turtle
#

As it seems that the game is going to have a main horror factor, I believe that some "stealth/avoidance of dangerous enemies" mechanics would add a lot to that tension and fear atmosphere.
For example, there could be a kind of glyphids that are especially sensitive to light, so when we call their attention with our flashlights and flares they will instantly attack us, which would make us think a second time before lighting up the entire cave as we do in DRG; there could also be some of them that will only chase the light source and forget about you, others glyphids that are afraid of light that will run away, etc.
Also would be great enemies with a high hearing capacity but blind, which would force us to move slowly and not to shoot unless it’s absolutely necessary; also that would give way to upgrades that silence the weapons and movements, non-firearms like bows and crossbows, accessories as silencers, etc.
I just love the idea of having to enter a new area of the cave with extreme caution for not knowing what kind of enemy will be wandering around.
Sorry for any possible inconsistencies or grammatical errors, I'm not very good at English.

rustic mirage
#

Regarding the "skill choice" system where you select buffs mid-game, I think these three ideas would be good

Charges
Not really sure what to call them so they can just be a battery charge or something. Not sure how many you'd get per run since I don't know the duration/amount of skills you get but lets just assume you get 8 or so

Charges can be spent on Folds, Ignores, or Preserves which all cost 1 charge.

Fold

  • Skips the entire skill choice screen and does not give you a skill.
  • The next time you are presented with skills, you get two choices of skills instead of one (two separate "hands").
  • You can stack up to 3 hands before you're forced to choose.

Ignore

  • Permanently destroys a singular skill and makes it never appear again for that run.

Preserve

  • 1 Skill can be preserved at a time.
  • Preserving a skill but not choosing it will guarantee that it appears in the next selection.

(I believe the way it works is that everyone chooses one skill and nobody else can choose that, which honestly is a really bad system. Please make it seperate for everybody)

dusk wraith
#

randomly during the drilling down sequence have the window show a glimps of the normal drg mining dwarves either doing the "We're Rich!" , "MUSHROOM" , or "ROCK AND STOOOONE" chants as you pass them
Like a lil easter egg

summer latch
#

One message removed from a suspended account.

novel zephyr
#

we all know that the dwarves we play as in base drg are a four man army capable of slaughtering hundreds of enemies, but what if rogue core leant a glimpse into what things were like for everyone else who arent as geared up, trained and equipped as the dwarves?
maybe some opening cinematic, radio chatter, audio logs and combat remnants showing how terrifying hoxxes really is, solidifying why its considered the most dangerous mine in the galaxy

jovial pawn
#

Interchangeable customization between Rogue Core and DRG base game

slate quartz
#

exoskeleetons of bigger bugs that don't decompose. Maybe just from big boss encounters, or only from certain enemies disruptive and notable enemies, appearing both from the ones you kill and being scattered around failed defenses. Just to add to the feeling of you picking through a dead war zone

fallow blaze
#

Would be interesting to see some wehicles, like, smaller wersions of drilldoser that you can ride. Or perhaps, there would be some kind of train events, where you need to take a ride from one digsite to the other by rail and shoot bugs at the same time (something like big fast worms that are chasing you, since most glyphids are pretty slow), maybe with mounted turrets on it even that you can use - sort of a boss battle maybe when you're moving to deeper parts of the planet. Or if there's not much place for the train, maybe an elevating platform that you can rebuild defenses on? Make it a tower (elevator) defence section - doesn't need to be long, cause it'll be a pain then. I see it like this - fast platform takes a ride down, and during this event, some enemies are jumping and grabbing to it, tearing chunks away, and you need to protect and maintain it, like Dotty, untill reaching your destination

ember eagle
#

There’s should be customizable voice pitch within reasonable limits.

lethal otter
#

the minerals should get a small redesign to how they grow and look since its in the core and they are more dense,
more open caverns with deadly lava pitfalls, water lakes and puddles that could be electrified, flooded caverns that you need to swim trough,
also unraveling the mystery of the error cubes and their related structures,
some neutral ai survivors that can hamper or help you if you are alone (but they are scattered troughout the caves),
old still active fortifications with either [mad dwarves, drg gen 1 mining robots like betc or doretta that are malfuctioning and attacking you, rivals [robots or people behind it], swarmed with tanky and damaging bugs,] that rewards you with a subtantial amount of loot if you clear it (or you could get some of it with a quick in and out)

dense quest
#

Random piles of Glyphids corpses with a almost empty gun and ore veins that is already been mined, like there is still a dwarf down there surviving.

summer latch
#

One message removed from a suspended account.

vale umbra
#

What if mini mules had a use in this game

oak pulsar
#

I like the idea of a Loot Bug subspecies that is aggressive, eating you alive so it can munch the minerals you're carrying. Maybe have it act like a Mimic, hanging around regular Loot Bugs to lure you into a false sense of security before pouncing. Perhaps it leaps on you like a face hugger, requiring a teammate to kill it or knock it off?

topaz dragon
#

Make the entire biome/enemies the broken remains of the millions of shuttles that have "Accidentally" crash landed on hoxxes, they all gotta end up somewhere and by now they've built an entire civilzation down there of bad delivery truck drivers utilizating a crash-based economy, all of their attacks would revolve around running into you and flinging fossolized sandwhiches.

last wyvern
#

We should be able to choose green, red, or blue mules with different playstyles. Even if you’re not mining, I think mules could still be used as a mobile base to view inventory, tools, upgrades, stuff like that

olive anvil
#

Industrial mech suits left lying around by the lost workers. Could come in a few variations.

  • Loader: No weapons, but can deliver powerful melee strikes and can carry heavy items with ease.
  • Construction: Equipped with a rivet gun and welding torch.
  • Mining: Has a mining laser and explosives, with a jackhammer for melee.
    Should probably have limited fuel or some other method of restricting how much use you can get out of them.
    (Obviously inspired by the power loader from Aliens.)
ocean ledge
#

I'd like to see much bigger rooms and areas, and much bigger monsters. Having bigger caves and monsters will make the player feel smaller, and will add to the horror element in the game. The monsters in deep rock are already decently big, but nothing of eldritch scale

I think it'd also be much cooler to see huge, bottomless chasms that you have to find a way to traverse across

jovial pawn
#

Error Cube lore elaboration?

misty blade
#

Related to Rogue Core:

add the Ramrod ship to the skybox of the DRG spacerig

wind spindle
#

Melee weapons:
I love melee weapons in games they're really fun to use
You could have a
Weapon suggestions: (they're about the 4 dwarves in drg)
big pickaxe(slow attack speed but high damage)
Shard diffractor sword/saber(medium attack speed and medium damage)
Grapple machete (fast attack speed but low damage and can grapple with it)
Elemental drills (fast attack speed and low damage but can change Elements from fire cyro and poison)
You'd find them like the lost equipment
For the drills and machete you can hold the use button and it'll switch the element/grapple modes
(Also You haven't said yet so please put it on console eventually)

feral zinc
#

scary bug (please)

tropic walrus
#

In Rogue Core, please "accidentally" forget to add Cave Leeches. Thanks!

modern vault
#

Instead, "accidentally" add super cave leeches on steroids

vast rover
#

i know they will eventually add golden loot bug with what about golden exploding one, turning bugs around them into gold sounds great right

topaz dragon
#

I want RMB to be free for weapons more than any feature i think. Put the pickaxe in the toolbar, we'll just equip it and lmb/rmb with it. This opens up so many possibilities for all weapons in the game to do so much more which is ideal when you have a limited variety of weapons that need to stand out.

frail tartan
#

Shotgun Grenade
A grenade that is highly modifiable, just by swapping the pellets.
Mechanism: When it is thrown, it will activate a 3 second timer upon impact, it will then fire pellets everywhere, in which they will ricochet for around 10 seconds, then disappear.
Variations:
Steel (Normal)
White Phosphor (Incendiary)
Bird Shot (Hollow Point)
Tungsten (Armor Piercing)
Reinforced Crystal (Shock)

summer latch
#

One message removed from a suspended account.

frigid belfry
#

An option to scrap buff cards for resources/more cards (maybe like 2-3 scrapped cards for a reroll)

frozen grove
#

weapon attachments that can be customized in the mining bases that we will find i think this will add a lot of replayability and makes you able to adapt to the perks that you will find and also it would be great if some of these attachments added something else than a simple number like you have a barrel that gives some numbers but also has a special effect like storing heat from the friction of the bullets and once its full it melts the next bullet releasing hot metals that linger and damage enemies while lighting them on fire

rocky cradle
#

Destroyed Mini Mule's, Mule's, and BET-C's that were used by the original teams of dwarves that were sent down could all be found damaged beyond repair, and you could grab some resources from the Mules and maybe an upgrade from BET-C. Destroyed rival tech could be found too, with destroyed Prospectors also giving you some resources and maybe even a destroyed Nemesis also giving you an upgrade, after all there's bound to be some rival tech that wandered down a little too close to the core of Hoxxes.

Or they could all just be there to give an ominous feeling to the dwarves that stumble across their destroyed remains, either way it'd be cool to see.

shut gate
#

Scrapping destroyed bases for parts/minerals/possibly upgrades/cosmetics

frail tartan
#

As you go deeper into Hoxxes, everything will slowly but surely start to get more confusing, such as upgrade descriptions becoming more riddle-esque and the ambiance sometimes plays sounds of enemies nearby, depsite none being near.
I thought of this because the crew would most likely start to get more and more paranoid the closer they get to the core, so they start thinking irrationally and they start hearing things thay aren't there, due to the core influencing this decision.

peak nimbus
#

This is entirely based on vision and game intent, so I am by no means stressing this as a desire over what the game needs, but my biggest interest I'd love to see would be utilization of DRG's weirder in world items/mechanics to create fun or even outright bizarre upgrades (consider games like Isaac or Risk):

  • A rockpox upgrade that would come with some downside of the player losing base speed or cut max health while also giving them something insane like radial damage to glyphids touching them, making the player function like a walking Corruptor against the Glyphids, like, 'Oh no, you've been infected with rockpox! Thankfully it seems Glyphids won't like dealing with you anymore...'

  • Growths along your suit like Volatile Uranium, with, again, a downbuff of dev choice while reworking the radiation to some sort of combat buff, maybe even affecting the weapons and armor, stuff like that

  • Maybe even salvaging stuff from downed BETCs or Mollys, and applying similar functionality attachments to the dwarf, such as an auto aim shoulder turret or maybe the ability to deposit more on yourself if you have the extra Molly space applied

These are just off the top of my head upgrade ideas, but essentially I would just be drastically interested in more complicated or weird upgrades like this, if they fit in the vision, besides just finding a card that buffs +5% shield or something

frozen grove
#

I think it would be dope to have dwarven melee weapons such as:

The hiveguard armour shard war axe"Rock splitter"
For those who wish to be a one man army
-on the slower side of attack speed-
-its attacks have massive area coverage-
-literally cleaves trough solid rock-
-will give you resistance based on enemies killed-
[Special]<you spin yourself with the weapon as the counter-weight making you unstoppably spin killing most medium bugs instantly>
Description:
A weapon tracing back to a primitive era where resources were limited and enemies were plentiful. Its true power lies in its ability to make number differences meaningless.

The ommoran knuckle dusters"Rock&Stone"
for those who want quantity over quality
-gains ramping attack speed when in combat-
-small area coverage however has a high stun chance-
-medium armour break-
-you move much faster-
-at max attack speed has double armour break and bonus weak point damage-
[Special]<you yell "For Karl!!" and punch the ground so hard you form a crater killing everything near you>
Description:
You decided to make knuckle dusters out of the inner layer of an ommoran shell(it was free) and for some reason the lingering telekinetic power makes you faster the more you fight so you decide to give it the best name you can think of for two rocks.

Karl's Greathammer"Goliath"
For those who want to hit harder than a bulk detonator
-unmatched single target damage-
-attacks can be charged for 300% damage-
-fully charged attacks that kill will fear everything around you-
-high armour break and fully charged attacks fully penetrate it-
[Special]<you sip urefined 'skull crusher ale' making your attacks in the next 20 seconds all charged while turning them into an attack dash crushing everything in your path>
Description:
Made in honor of Karl.
A weapon for the brave who rush for those who had fallen behind while being prepared to fight until their last breath because NO DWARF LEFT BEHIND.

I hope i made them unique enough

vale monolith
#

a screen on the ramrod that shows the dwarves on the space rig, the scene would vary but some could be:
-dancing in the abyss bar
-standing around the mission selector thing
-running around while rock and stoning
-leaving for a mission on the drop pod
-kicking barrels into the launch bay
-all of them passed out drunk

and every time the scene rotates there's some static in between

feral zinc
#

Dwarf skeletons lying around lost sites, but some of them have been taken over by a horrifying new fungus: THE REAPER (sorry for the edgelord name)
A mushroom that fell from fungus bogs somehow mutated into this... thing. Exercise caution around skeletons.

These fungus infected skeletors seem harmless, but looks can be deceiving. They dont strike until a dwarf has passed, rising with a terrifying, ear-peircing screech. They take almost no damage, have one small weakpoint, and hunt almost perfectly, but have one weakness: headlamps. It slowly catches fire when exposed to headlamps exclusively. Flares dont affect it. I wouldnt recommend keeping it on at all times though, because the skelly can and will hunt by the glow of the lamp. This thing is made for one reason and one reason only: fear. Rogue core seems like a game that would benefit greatly from a little horror.

Side suggestion: fake loot bug that explodes violently when killed. For the funnies.

broken stirrup
#

Back 4 Blood had this one DLC where sometimes in a level, you could find a trapdoor that takes you into an infected hive rather than continuing the mission. This rewarded you with a significant challenge but with massive rewards.

My idea is to have a system similar to this, where sometimes at the end of a mission, you can be presented to randomly get the option to leave OR risk everything and dive deeper into a glyphid hive. They would be a massive cave made out of the fleshy material dreadnaught cocoons are made of (but obviously a lot more stylized to show that you're in a rare level), and inside you'd find extremely tank enemies that are exclusive to the cave on top of all of the glyphid types normally seen in a cave (ALL, not just three picked at random). The goal is to wipe out the glyphid broad mother that's imbedded into the hive, which to kill requires destroying organs scattered around the cave in the walls before finally condensing in on the brain to finish the job, all the while going through multiple boss rushes after each mission objective.

Also, unrelated to RC but while spin offs are on the table, maybe consider a PvE version of Evolve but with elves as the bounty hunters?

grave jay
#

I really enjoy the co-op style gameplay of drg. I saw something about there being no classes in rouge core, but I think it would be cool if there was still components of the game that rely on people working together. One idea for this is 2 part weapons. A good parallel would be the lithofoamer and litho vac in drg.

An idea for rouge core could be a loot pod that comes down or could be found like the foamer and vac. It contains weapons that have synergy’s. For example one pair could be as follows:

  1. A high damage high spread gun
  2. A gun that has no spread and marks enemies
    The bullets from the first gun would home in on marked enemies. This way you could have someone stay on high ground and mark priority targets, while the other mows them down.
    I’m sure there could be all sorts of new and cool combo weapons.
frozen pasture
#

PVP rooms in rogue core like you see in castle crashers after boss fights could be a fun change of pace. Im sure a lot of us want pvp in drg and this could be a way to test it

summer latch
#

One message removed from a suspended account.

shut sail
#

Double the friendly fire damage so i can kill scouts easier 🙂 also rockpox bulk detonator to really give a sense of horror

viscid dragon
#

Messages or Recordings left behind from the dwarves who worked there.
Not everyone can solo caves

stiff iris
#

"Biome" Idea: Exponite Research/Extraction Mega Facility.

It would be as the name suggests a research facility that would flip the mining premise on it's head by making the dwarves fight in a dwarven made building that would be procedurally generated with a tileset of rooms, hallways and staircases. The objective would be to clear out the facility of the lethal plant growth that is taking over the facility and the malfunctioning security systems as well as retrieving important research documents, all while some sort of entity is causing electrical related disturbances which can optionally be resolved to provide more light and utility like hacking security measures back into submission. The walls of the facility would be made super weak to the point where they can be very easily broken with rounds from weapons which would switch up the dynamic from DRG where you modify the environment to your advantage to helping make more space for yourself in the claustrophobic hallways. At the end of the mission you can also add a boss fight with the electrical demon/manifestation of the core's power that is causing the electrical anomalies and making security go haywire in a boss fight. The enemy pool would be a merger of robotic mining machines/turrets turning against the players and lethal overgrown flora.

This would most likely take a lot of effort to implement but I believe that such an idea could have a lot of potential as a one off biome that doesn't necessarily appear in every single run

shut gate
#

It would be cool if similar to Hades you could choose different paths for different rewards/Challenges.

graceful holly
#

Im a bit confused about what this game exactly is (other than its a rougelike/lite fps) but maybe have craftable alcohol during runs to give perks and sidegrades.

ocean ledge
#

I think it'd be cool to see a horn you can blow to give buffs to your whole team, similar to soldiers banners from tf2. This would add more cooperative tools, encourage teamwork and players sticking together, as well as it just being super cool. The buffs could be anything ranging from health on kill, faster firing/reloading speed, etc.

Alternatively, it could also be used to inflict a debuff onto all nearby enemies, perhaps scaring them away, stunning them, or making them weaker

frozen grove
#

A board in the settings to show what suggestions made it in the game so we can be proud of ourselves for helping gsg

teal zinc
#

The Lootbug - An upgrade you can purchase which will grant a % boost of all resources earned at the end of a run which will appear at the beginning of yoru next run to give you a boost of minerals to start. You can upgrade further to give you increased amount. Perhaps even adding an actual Lootbug that you can pet which dispenses your saved minerals.

unborn depot
unborn depot
limpid glen
#

Blue sugar - recharges shield

shut gate
#

We should start the game with 1 mini game like jetty boot, but as we explore old bases we could salvage game cartridges/motherboards/whatever to plug into our arcade/build new arcade cabinets.

terse widget
#

If we wont have the weapons of drg, i think it would be cool if we could find the weapons of drg with overclocks that have a random mag count and use the weapon for one mag.

dry owl
#

If your teammates go down you can pick up their Gene-Code and bring it to a Cloning Room at the Digsite.

sweet cedar
#

we should finally get to see what a fully grown dreadnought is like as a bossfight, given that we disrupt the growth of dreadnoughts in DRG, what if one of them fully grows (or hell, maybe that's why all the sites went dark suddenly)

summer latch
#

One message removed from a suspended account.

solar swallow
#

For an endgame level, if there is one, you could find Karl?

azure thorn
olive carbon
#

Miner's fury (ability with a duration of 10s)
-Increases mining speed of drills and pickaxes
-Boosts melee damage by 100%
-Automatically overheats drills after use
-Melee damage after use is 25% of the initial damage
-Shield breaks after use

rustic spindle
topaz dragon
#

individual drinking flasks that operate like a potion from Path of Exile. Everyone has their own and they offer some basic effects like healing but would need refilled by finding ingredients in hoxxes but can be customized to do w/e you want like move speed/reload speed/jump height etc . Just a thematic customizable power up tool. Adding different flora or fauna (or rocks) to your flask can change its properties mid-mission. These are the same flasks you use to revive with!

topaz dragon
#

Let us play Booty Jet on the arm-computers they got in RC. Hell let us do it in drg while waiting to be revived, our maps are basically ipads they could run jetty boot.

broken raft
#

More diegetic elements for the HUD stuff, like the map being on the arm computer.
HP and AP being something on our guns or maybe our arms visible at all times , the arm computer is a great opportunity for that. We could have a lot now to be honest.

craggy nacelle
#

Just to make sure that rogue core and drg both have an even split of attention, could there be some form of progression system where things you do in rogue core give effects in drg and vice versa? These would be relatively small, like cosmetic items and such. Oh, and can we also be able to see the Ramrod from the space rig?

grave jay
#

I’ve played drg for a decent amount of time, and cave leaches have always been scary. However I have started to notice a pattern (or gone crazy) dealing with them. I’ve noticed cave leaches like to hang out above mineral deposits. I cannot say how my many times I’ve said “ooooo shiney” and ran twards some minerals only to get a free bungee jump ride.

This got me thinking, why is the leach above minerals? Did it know I want them? It doesn’t grab glyphids, so Is it hunting dwarfs? How did it get above the minerals in the first place? Based of this line of questioning I have 2 assumptions:

  1. Cave leaches are after dwarfs
  2. They can move around a cave, even if we don’t see it. To basically set a trap.

Based of this I have a boss concept. The king leach, or leach king, not sure which.
This creature would either be a very big leach(king leach), with new features that has grown after consuming the most experienced miners, or the leach king, a mass of tangled leaches that has started to work together. The leach king could be a result of a scout zipping through a cave with cave leach cluster and all of the leaches tying a knot.

Basically this leach thing would be so big it no longer needs dwarfs to come to it. It comes to the dwarfs. This thing could be climbing all over walls with its extra limbs like a giant spaghetti octopus. You could call it’s area the leach’s lair. I’m sure this would be frightening especially if it can grapple miners like nemesis.

lusty ruin
#

I think a bat based Mactera would fit, since cave bats tend to be small and blind. The idea is that this is a melee based mactera. My inspiration is the Myotis lucifrugus, which (although is a mammal) looks like a mactera. It could be called the Mactera Terror, as it would swoop down in quick attacks and then frantically fly away. It's weak point would be in front so it can be easily shot when swooping. It would emit a very loud sound when it's wings flap so players aren't caught off guard.

tawdry plinth
#

it'd be cool if there were some permanent debuffs that stacked as you progressed deeper into the core. Things that you could negate with buffs that you chose

shut gate
#

Let us find broken Bosco drones that we can repair and have accompany us on that level. It's always so sad when Bosco is left behind at the end of missions.

raven heron
#

I honestly just want a more intricate melee system. Preferably something similar to the Vermintide series, where melee and ranged work together to make someone who has mastered both into a dwarven whirlwind of death, bug extermination, and explosions

somber cave
#

It should have some form of re-rolling because sometimes the rng dice just have it in for you.

stoic spear
#

given that the reclaimers are dwarves that drg is sending in basically only when things are going completely pear-shaped, it feels like the sort of job that a stingey company like drg would hire out to freelancers, instead of keeping full-time employees around year-round just in case something bad happens
in this train of thought, it might even be the case that the reclaimers aren't exactly the most trustworthy bunch of gremlins
drg is a soulless penny pinching corporation, what do they care about hiring criminals to get their dirty work done?

summer latch
#

One message removed from a suspended account.

frail tartan
#

Make rogue core scarier then deep rock. Deep rock has a lot of potential to be scary, which it can be at time.
And with rogue core, you are stuck in the deepest hells of hoxxes, allowing for more horror.
While I'm sure they are taking a more "spooky" approach with rogue core, I really want to emphasize how amazing a more menacing environment can be, aspecially in this game.

oblique silo
#

Incorrect Overclocks (could also be in regular DRG)
Overclocks intended to be used on another, Drasticlly Different, gun that when used on the wrong one have strange effects. Such as, (this is gonna be made up since i dont know overclocks) An overclock for the sludge pump being used on the m1000, if it were to normally on the sludge pump cause the puddles to grow in size after landing, and stick to bugs making it so that when they move around they leave trails of sludge. on the m1000 itd inflict poison damage from the shells being stuck on the bugs (a side effect of improper overclock usage) and the bugs when killed would explode into puddles of sludge that produce less poison build up but still some. this allows for builds to be made that dont work around 1 unfun gun, the overclock could be used to modify a different weapon and inturn keep the playstyle in a twisted sort of way, but you get to use a superior or more fun gun instead.

rustic spindle
#

Put “Rock And Stone” in the game. It better be in there nice

frozen grove
#

Lloyd but you can customise his look so he can finally join Drip Rock Galactic

last sky
#

Hey devs! If you plan on adding mechanical suits, here's a sketch I made:

Name's M.A.R.V. Bosco's older brother. Remnant of BET-C program, was developed before whole program got shut down, therefore never seen mass production. Highly customisable, can be piloted, but has some unforeseen noggins since it was never extensively tested.

rocknstone interchangable arm modules (2 total) can install traversal tools or weapons and balance out mech for yourself.
rocknstone equipped with very powerful instruments for practical solutions
rocknstone capable of jet-assisted jumps, kinda like jet boots but lower. Still overheats + uses ton of fuel while flying
rocknstone capable of autopilot, but shoots bugs less aggressivly and less precisely, entering "ammo saving mode"
rocknstone can transport cargo like large gemstones more efficiently, and even larger forms of cargo, that no dwarf could lift, but with a bit of struggle (speed penalty)

tothebone larger collision box doesn't allow to travel in places with low ceiling (can be negated with installing pressure drill on one of arm slots)
tothebone requires some form of fuel like oil shale or special resupply pod (limited use)
tothebone limited ammunition + overheating mechanics like for a gunners minigun, no matter which weaponry is being used

Any many more things, but I'm running out of letters...

rocky cradle
#

You should be able to occasionally come across some of the placeable items from the original dwarves that were sent down. Platforms could be found right below minerals or at the bottom of a cliff (fall damage reduction!), a zipline from lower ground to higher ground or just across a gap, maybe some half built sentries that you can salvage some ammo from, or some fully built ones (although unoperational and possibly with or without some ammo left to salvage). The platforms and ziplines could help with getting around the cave, and along with the sentries will help give the feeling that the original dwarves had been exploring the cave and fighting before everything went wrong.

summer latch
#

One message removed from a suspended account.

shut gate
#

Can we get a message wheel? Hold v and select what you wanna say? Or maybe hold left click when you ping something/someone so you can actually get their attention instead of a nonspecific line? It's annoying when you ping someone and you just get "fancy armor" at that point it's easier to just shoot them to get their attention.

topaz dragon
#

Petition to officially rename the "Reclaimers" to "The Dwarforce"

twin imp
#

If the gameplay is intended on being noticeably faster paced than DRG, then maybe consider adding a dash/dodge roll power for the dwarves. Games like this tend to benefit from burst movement

tribal vault
#

I hope that we see familiar enemies in the game, but with newly added mechanics/variations that differ them from their cousins near the surface. Since Rogue Core will be near the core of hoxxes - it'd be interesting to have enemies that are down there to be much creepier/wilder, adapting to a more extreme environment, with fitting soundtrack to match the terror and urgency they may inflict on players.

I'd also include that, it'd be interesting to have more "Grabber" type special enemies - a pouncing type of enemy that maybe you can shoot down as they jump on you, ala Hunter from left 4 dead. enemies like this would need to be rare enough for their presence to be a surprise - and identifiable amongst a crowd of other enemies, in my opinion.

frozen grove
#

no stingtails

grave jay
#

Hear me out. I have no idea how rouge core works or what you pick up, but what if there was an item called Stevie snack.

Stevie snack: a gyphid would do anything for one of these

Summons a pet steeve

If you collect enough you could just have a army/party

shut gate
#

If old biomes will be returning in some way it would be really cool to see the biomes fusing into each other since we're deeper down. Imagine magma core x glacial strata. Volcanoes and blizzards, maybe water? Eh eh?
But stuff like radioactive exclusion zone and the electric crystals. Fungus bogs and dense biozone for extreme hell lmao. Maybe it could just be a specific mission modifier?

wet arch
#

an exceptionally rare dreadnaught variant called "A Monument to All Your Sins."
and it's just a massive lootbug that can fire chunks of ores at lethal speeds, with armor that looks suspiciously like a Heartstone casing. Detonates on death.

faint anchor
#

If there's a space rig bar in Rogue Core it'd be sweet if it had a more dark, grungy night club feel to it.

stoic spear
#

i get why we don't have bad-ass prosthetic robot limbs and stuff in drg, but rogue core seems like a pretty fitting place to explore those types of cosmetics or maybe even gear

last sky
#

More guns!!!
Like:
•Lever action Lazer Winchester
•full auto drum shotgun with floating barrel
•semi-auto 20mm belt-fed grenade launcher
•flow flamethrower (HACK-C's rocket engine contraption)
•3 round revolver with whatever is in that hyper propellant overclock in engi's pgl-40 instead of gunpowder.

severe junco
#

idea:
having pets that served to diferent porpuses,
for example
-a loot bug that recolect minerals for you, and handem over when it cant carry more
-a litophague pet that poisons foes
-maybe adding bosco as a pet with it only shoting normal rounds and rockets sometimes

all this could be included in a reworked version of beast master, that lets you choose which pet you want to bring to the mines, also could be upgradeable, so the loot bug could carry more minerals or bosco could add freeze/stun to its rockets, or something

i just think it is a neat idea CM
(also idk if someone already suggested this, but im giving my version anyways)

lament bronze
#

My wife would shoot me if I didn't recommend female dwarves. Proper, gruff & tuff, same equipment as the boys, lady dwarves.

bright palm
#

Native support for ps4/ps5 controllers, or an option to display ps4/ps5 button prompts would be amazing.

pallid finch
latent niche
#

Multiple weapon slots
Dual wielding light or medium weapons with trade offs
Elemental damage/combos

chilly moss
#

Build better performance options like no ragdolls and limited particles into Rogue Core

last sky
#

Add squid like enemies. Gliding through air, they have unpredictable trajectory of fester fleas, dragging their spiked tentacles behind the body, as a trace. Basically those evel robots from matrix.

lament bronze
#

Abandoned Structures set-pieces could be really interesting. Repetition wouldn't need to be a concern, as it would make sense for previous operations to use prefabs while setting up.

  • Build a variety of prefabs that the dwarves would use, like a barracks, an armory, an equipment shop, etc.
  • On mission generation, place a few prefabs buried in the stone with the entrance at around floor level. Chance to add platforms, turrets, and other placeables/debris from previous activity.
  • Destroy a random amount of the prefab (and the terrain around it) to simulate destruction from combat (eg: 2-5 random coords within the prefab, choosing an explosion type/size at random)

The concrete material for these structures should be tough but still breakable, and non-burrowing for standard enemy types; it would be interesting for the durability of prefabs to be strategically desirable and offer a small respite. This gives an opportunity for a new specialist enemy, a thin and lanky assassin/stalker type of enemy that can drill and climb through a pinhole before sneaking up on prey.

dusk merlin
#

Would be cool if there is some karl lore in this.

frozen grove
#

heavy support abilities that recharge with kills where you call them on the arm-mounted screen

vestal nimbus
#

the ramrod should be visible from the spacerig

tribal vault
#

The visual identity of the reclaimers could be based around the "Corporate Marine" helmet, considering its lore "Grim and infamous along the Outer Rim" , and how we find it randomly as lost packs

stoic spear
#

there should be dialogue or flavour text or such alluding to more stuff outside the hoxxes system
i think it's good that it's mostly mysterious, not expanded upon much, but it's fun to get little tidbits of information here and there

feral zinc
#

Split screen multiplayer

cinder kraken
#

It be cool if you could land/jump on the bugs for movement instead of falling through them or being uncontralibly bounced off like when you jump on a preatorian or oppresor, could even be perks related to them, with some kind of increase for the number of bounce or flip on bugs befor you land down, or just a stun/damahe thing on them

plucky bay
#

I wonder if the missions could be done without the intervention of bugs. I mean Stealth Missions, you do them efficiently, quietly and maybe quickly enough too, the team can do those missions without having to fight "much", and preserve ammo a lot for later missions that goes loud for some reason. Quiet guns or something quiet and deadly will help reduce the odds of swarms getting involved. They're attracted to noise after all, right?

chilly moss
#

Implement a way for players to keep scaling the difficulty once they've conquered the meat of the game. Hades does this with the heat system, Slay the Spire with Ascensions, Risk of Rain 2 with Eclipse, and Gunfire Reborn through its various optional modifiers. It would be great for fun and longevity if the Rogue Core had its own take on that mechanic.

stoic spear
# chilly moss Implement a way for players to keep scaling the difficulty once they've conquere...

an option to lure in various stronger types of bugs, or just stronger variants of the same bugs, or something along those lines, because their breeding and multiplication is a threat to operations, and drg isn't about to send in teams specifically designed to deal with these threats, instead, the reclaimers can simply have the option to lure in stronger threats that the company wants eliminated, for a larger reward, or a more glorious death...
or hell what about just foregoing some of your armour just so you don't have to pay the company to use your equipment

shut gate
#

Customizable armor pieces. Arms, chest, belt, legs. Mix and match from different sets if only for aesthetics. Let us really get deep into the Drip Rock Galactic: Vogue Core.

frozen grove
#

A place where you can desing beards from pre-set parts and give us the ability to make our own beard parts that can be downloaded from the workshop so we can have beards that are the perfect fit for our dwarven needs

pearl sand
#

Upgrade for your turret to shoot rockets.

Upgrade for your turret to add weapons you no longer need to it. (consumes a lot of turret ammo)

dense eagle
#

Idk much about DRG:RC but I think it should be very different from DRG. Things that we normally wouldn't in regular DRG. What if our Elite Dwarfs get stranded and have to rely on their own skills to survive. Say our drop pod broke or did not have the energy to return. so It becomes a repurposed vehicle so that it drills sideways on wheels, like a MEGA DOREDA, or dwarf tank/van, just manually driven. at the end of a mission we hop in the repurposed pod for safety. We can either continue into the next mission area or go back to a /safe area?/ like a abandoned dwarf base we found. Here we forge our experimental weapons/mods/tweaked overclocks. Maybe we can have our own rooms we can decorate. and maybe a pet lootbug!
Idk much about rogue-likes but what if the new ores/materials are the cause of our growth? maybe it can be tied to magical stones( an elven thing) which none of the dwarfs like or are fond of the changes its doing to them, but they accept it to survive. Here we can get perks stronger than those in DRG, perhaps we can get a temporary Praetorian friend now?
During gameplay, I think its important to have many new types of enemies. like actual bosses instead of just the cocoon babies, new versions of bugs to fit the new environments (like the frost bugs.).
Lore would be very appreciated as to know more of the DRG universe since it would also help with creating new content.

stoic spear
#

i think it'd be cool if there were weapons we could find with a few clips still left in them, and we basically just shoot the weapon for as long as it's ammo will last, and then discard it when it's done.
I wouldn't stand to presume that every weapon should work like this, but just every now and then to find one would be neat

tribal vault
#

If the reclaimers are trully elites - i feel like there should be additional mechanics that they have acess to compared to our regular working Dwarves that separate them in terms of flexibility.

Reading the latest blog-post, there seems to be an emphasis on making the Reclaimers different from the Miners, seen as how the weapons look more sleek, tactical, etc.

I am by no means a game designer - but i think that having the dwarves FEEL different would be huge in selling this fantasy of being this 'special task-force', with the regular DRG dwarves acting as something we can measure them against.

A good example of this is how in the game "Warframe", the titular warframes feel compared to something like the operators of the game, or, the other game-modes where you dont play as an warframe.

Even something like a slide would make them feel different (althrough im not exactly saying a slide should be added, its just an example)

shut gate
#

Custom paint jobs! The dwarves may not have the delicate fingers for finer artistry but they can hold a brush and spray can. Let us have custom paint jobs and reserve the unlockable paint jobs for more detailed art

lament bronze
#

Grip & Climb Mechanics could be an interesting way to help navigate the terrain. By pressing and holding the grip button, a dwarf will try to grab onto whatever surfaces they're touching. While their grip lasts, they can try to move/climb along the surface. While grabbing and stationary, a dwarf can use one-handed weapons/tools. The amount of grip varies based on the angle (floor/wall/ceiling), terrain, equipment, and mods. This mechanic introduces some satisfying ideas and circumstances to play with.

  • A cleaner way of climbing steep inclines
  • A chance to laugh at a dwarf who is clinging to the vines on the ceiling before he plummets
  • The ability to grab onto the floor to brace for a push, such as an explosion
  • Oppressor wrangling
  • 3 Dwarves in a trenchcoat
rustic spindle
#

Seasonal events with cosmetic rewards breather

dull bane
#

I'd like to see more lore/content around the plant type enemies, spitballers and korloks, what advantage does shooting dwarves give them?

frozen grove
#

Make perk trees(or perk rocks if you want) that you can switch between any time and at the end of each one there will be some game changing perk like we could have perk trees for:
Supporting-focuses on buffing yourself and the team
Tanking-will make you feel like a wall of compressed granite(also taunt because without that it would kinda suck)
Dps-focuses on amping your weapons for maximum bug beating
Weird-mainly does some epic pranks like strapping a bomb onto a bug and watching it run at the other bugs(or teammates)
Or we could have one big tree with a lot of choise for your playstyle

finite sable
#

weapons or items that the RC dwarves get that looks like R&D ripped from rival tech

prime pike
#

Highly recommend that RC has breathers somewhere within it, major improvement if added, but just a suggestion

loud spruce
#

Paper crow

broken raft
#

Rogue Core could lead to some opportunities to test features that could be backported to DRG at some point.

Some time ago I suggested (and I'm sure others have) to make cosmetics more mix 'n' matchable, like letting us have
Hat slots, Eye Slots, Eyebrow Slots, Stache Slots, Beard Slots, Arm Slots (both L and R), Hand Slots, Torso Slots, Leg slots and Feet slot so we can make even more combinations of dwarves. Even if it would look really gaudy.

sacred lava
#

Reclaimers can find and repair a broken Bosco that will help you until it breaks, kind of like the drones in Risk of Rain 2 (a game RC is taking inspiration from)

rancid night
#

A blender weapon

shut gate
#

More deployable weapons like turrets. Upgrades that go with them like survivor

rocky citrus
#

the G11 was an attempt at "caseless" ammunition, fired in 3 round burts so fast they were fired before the recoil hit the shooter, downside was the recoil hit the shooter like a truck, other downside was when you opened it a goddamn grandfather clock popped out meaning maintenace was a pain in the ass. i do not know how devs would implement something like this, buuuuut it'd be cool to think about at least

tender orbit
#

Dual miniguns

frail tartan
#

Fire truck 👍

nimble garden
#

Dual flamethrowers to make reference to the callback

sacred lava
dim helm
#

what if you could trade weapons with teammates.

feral zinc
#

Fatboy grenades that failed to detonate and are nuclear landmines at this point

humble knoll
#

i have an idea, why not add a sword that sends out a wave of energy when swung, it also deals MASSIVE DAMAGE when first sent out (for the first 0.5seconds), the sword can be swung 5 times before the blade needs to be replaced it is advised that users only hold 3 extra blades but then again they don't care

drowsy egret
#

Perhaps some shrines to add extra challenge and reward during a run, similar to the ones in Risk of Rain 2, seeing as this appears to be influenced by it

shut gate
#

Shrines would be interesting! Similar to enter the gungeon with turbo mode making everything much faster, rainbow run giving a selection of high level items at the beginning of each stage but nothing else, and a shrine that guarantees max modifiers 2 bad 1 good? Maybe? Eh? Give us more options to change the overall feel of a run. Just some stuff like that

pallid zenith
#

dual m1000 or a dual weald active perk rank one you get one chance for dual for 30 seconds rank two its for 40 seconds and no ammo loss for ten seconds

stoic spear
#

a grappling hook, but instead of grabbing terrain and pullign you to it, it grabs enemies and pulls them to you

lament bronze
#

B.A.M.F (Beer & Ammo Micro Factory)
Instead of a mule, the Reclaimers have invested in a BAMF unit designed to process raw materials in the field and convert them into supplies and ammunition. This allows the team to be self-sufficient even in areas that would lose contact with mission control or would be impenetrable by supply pods.

Customizeable!
The BAMF comes equipped with 4 (FOUR!) customizable modules, allowing end-users to prepare for their missions to their liking. Possible custom modules might include a microbrewery for beneficial brews, a gravity-cannon for relocating heavy objects, or a plasticrete jethose applicator.

tribal vault
#

If the grappling hook is back - momentum gained from it should let you deal more melee damage depending on your speed

gusty nebula
#

Female dwarves

rancid night
#

A weapon that blends glyphids

vale monolith
hushed crown
#

Probably already has been recommended but post game damage numbers. I appreciate in DRG that there was a kill count, which I expect would carry over to Rogue Core but often those numbers would be inflated by characters who can kill lots of low health enemies. In a roguelike it is often very informative to get total damage done in a run in order to see if a build was viable such as in multiplayer. Risk of Rain 2 does this very well. I would like this in DRG as well, in hindsight a mod may do this but still, but that may or may not be hard to implement, as a fellow coder I understand.

restive turtle
devout eagle
#

Buildable minecart and tracks

dense shuttle
#

Perhaps the Rival bots have led a couple of very deep probes that make for a new mini/normal boss fight. Maybe an event that's some disabled Prospector that can be hacked with an advanced minigame that will then help the team gather Expenite.

sacred lava
#

Make it so instead of a hard limit of 5 minutes per stage, you can spend as much time as you want before progressing but some kind of soft limit to limit the stage to 5 minutes, like an unending swarm or an arena killer enemy after 5 minutes instead of just sending in a timed drop pod or however they will do it in rc

muted kernel
#

p90 styled AP armor breaker!

grave flax
#

Air based and water based environments... Seems to be a lack of it. Could be an expansion for different types of classes based on the environments. Think of "airborne" and "navy" versions of the underground based dwarves.

drifting fractal
#

hey guys, just gonna suggest this for Deep Rock rogue core. Movement abilities, the most fun ive ever had in drg was using hover boots scout with jury rigged boomstick. more moevement abilities the better, it'll feel better for everyone. honestly. just do it 🙂

blissful locust
#

Vengeance infused dwarves

Dead dwarves from your or another player's previous failed runs, with all the accumulated gear may occassionally spawn as reanimated vengeance spirit fueled enemies seeking out their revenge on Deep Rock Galactic and their employees for being left behind and sent to their deaths, now making you face the full brunt of their anger. If you manage to overcome those foes, their accumulated resources and equipment are yours.

dire lagoon
#

A chainsaw would be funny simply for goofy dialogue and references to other series:

“Handy, but why is this here?” “Who fancied themselves a lumberjack?”
“I wanted a DRILL!”

fluid crown
#

A rocket launcher weapon! Something heavy with a big smoke cloud after it.. could even have a bright visible jet of fire comming From behind the rocket that lights up it's surroundings

lean tapir
#

I'm hoping there will be references to the miners on the Space Rig and vice versa.

Miners talking about Reclaimers: "I heard management are bringing in reclaimers. What do they not trust us to do the job?" "Reclaimers? Pah, I could do their job twice as fast."
Reclaimers talking about Miners: "Hope they don't mind me borrowing this." (when picking up weapons used by the miners, maybe specifically engineers weapons since some of those were said to be made by him)

lament bronze
#

Optional Objective: Breach the Vault
Schematics indicate a weapons vault in the area, and sensor readings suggest it is still unopened. The Reclaimers hijack a Drilldozer unit and may escort it to the vault, where it will unceremoniously pulverize the vault entrance.

  • Once the dozer starts, it will autopilot to the Vault entrance.
  • Fuel cells deplete at a steady rate (eg: 1 fuel per sec)
  • Fuel cells may be removed at any time to refuel
  • Removing one fuel cell (or one fuel cell running empty) causes the dozer to move at half speed
  • Removing both fuel cells (or both fuel cells running empty, etc) causes the dozer to stop moving
  • Enemy spawn rates increase with dozer movement speed

Optional Idea: It might be interesting if they hijacked a Drilldozer that had already finished it's mission; ie: Dotty's head was missing. Instead, the dwarves put the MULE (or BAMF) in Dotty's spot to hotwire the dozer.

Note: Making an escort objective optional is a relief for some players, allowing them to attempt the challenge without fear of failure, or the option skip it entirely if they wish. The fuel cell management suggested would make fuel maintenance feel more organic and strategic, allowing players to fuel more opportunistically and more efficiently. This also removes the need for the scripted fuel stops, allowing cave generation and bug spawns to go unaffected.

topaz dragon
#

Make Mission Control also be in rogue core; hes the exact same dude but with a mustache on and instead of "Mission Control" hes "Operations Director". or genderbend him into a female version of the exact same person.

blissful locust
#

Item distribution systems

So far we know that the item allocation is based on round robin and negotiations. ( #rogue-core-chat message )

I propose two alternative options in addition to round robin (which should be the default).

Draw for Need or Pass - Players 'roll' on items to get them assigned or pass on them. Each player clicking "Need" will draw a random ticket with a number of 1 to 100. The player drawing the highest number wins the item.

Quartermaster (Requires consent of all party members, primarily intended for premade groups) - Host decides who gets what and allocates items. For specific items, host can also invoke need or pass rule. Alternatively, the host can delegate the quartermaster role to another player in the party if they feel this player is more experienced than themself. This system can only be set if all players confirm their consent. The drop pod will not depart if this allocation is set and not all players gave their consent.

The item distribution must be decided in the lobby and is set in stone (cannot be changed) after the mission started. This should prevent a surprise change mid mission.

mental ibex
blissful locust
#

IPv6 support for better peer to peer experience with the potential of backporting the netcode adjustments to the DRG main game. This is especially crucial for this kind of game because the party is meant to be static until the end.

As the IPv4 address space is completely exhausted from the IANA point of view since 2011 and the number of participants grows steadily, ISPs have chosen to route users together on identical IPv4 addresses to combat the shortage and its technical limitations. This technique is called CGNAT and makes it impossible to host because any incoming data that is not part of a response of an outgoing request to the particular address this incoming data is sourced from cannot be addressed unambiguously. See also: https://en.wikipedia.org/wiki/IPv4_address_exhaustion and https://en.wikipedia.org/wiki/Carrier-grade_NAT.

IPv6 solves this problem by direct addressing using the prefix allocation scheme and doing away with NATs and provides an astronomically huge address space (3.4e38 possible addresses, that is a 34 followed by 37 zeroes), therefore makes port forwarding obsolete, which will allow peer to peer to work again as intended. More and more ISPs are introducing IPv6 support to their customers.

Porting IPv6 support back to DRG would ultimately solve Steam Datagram Relay and Teredo issues by making Steam Datagram Relay and Teredo unnecessary if both peers support IPv6.

untold sorrel
#

probably said a lot, but pls share some cosmetics over, even simple things between games.

lament bronze
#

Team Banter
I think an interesting angle to consider to help develop the theme and personality of the game would be short voiceline chains between the dwarves. eg:
8bitScout "Goddammit there's a pebble in my boot!"
8bitGunner "Hah, good for you! It'll put hair on your chest."
8bitEngineer "I refuse to put *another * pebble in the book of grudges, don't even ask."

Moreover, I'd like to explore these voiceline chains as a way for the dwarves to have arguments and disagreements that are humorous but also respectful and healthy in their own sort of way.
8bitScout "It's ME you arsewipe!"
8bitDriller "There was a bug!"
8bitScout "Well you missed"
8bitDriller "Beers on me when we get back."

8bitEngineer "This place is almost nice compared to last time."
8bitDriller "Are you mad? This cave is cold enough to freeze my beard off!"
8bitEngineer "At least you can set something on fire to warm up."
8bitDriller "That's not a half bad idea."

tribal vault
#

Since damage numbers will be a thing, to display the volume of increasing damage - it would be interesting to have hit-markers as an acessibility option, with very crunchy, satisfying sounds.

stoic spear
#

since these are dwarves who specialize in combat, the weapons should be punchy, powerful, and satisfying, i agree wholeheartedly
but beyond simply the weapons feeling like they have a lot of power, i think they should feel like they require a lot of power to wield.
the gun that shoots the energy barrier, from the below decks post a little while ago, what if it was instead more like a gauntlet the dwarf wears, and they punch outward to unleash the barrier

wind heart
#

A axe would be cool mele weapon

worn bronze
#

I wish this game will have more things to show off.
( I'm not designer so I don't know if creating new skin on basic components (beards, hats) or creating skin on another new things will be easier )

fossil maple
#

Drones? Drone Build?!?!?!

I'd like to see something funny and cool based around having drones, and minions, turret whip-like abilities, stuff like that. Being able to use those explosive drones from the OMEN would be pretty cool. Fancy stuff like that

stoic spear
#

one-time activated abilities that you can get throughout your playthrough but you can only hold one at a time
something sorta like iron will, except that you'd use before you went down, instead of after
some ideas:
make every bug nearby afraid of me RIGHT NOW!
I don't have time to reload, refill my clip this instant
I am going to be the source of a massive explosion in 5 seconds
gimme a more powerful version of vampire for like 10 seconds
my pickaxe can and should be stronger, this very moment

steel plover
#

My suggestion - Melee weapons like Axes, two hander axes or swords, futuristic energy weapons stuff like that so there can be some melee builds roll on out there. p.s - would prefer first person melee too NOT third person unless you can make that an option for those that like that.

lament bronze
#

Game Lobby Option: DIC Mode
This gameplay option allows the host to play the role of the Dwarf In the Chair (DIC). Instead of joining the mission as one of the 4 dwarves, the host operates a tiny camera drone. The drone effectively gives the host player a spectator cam with a standard flashlight, but no pickaxe or weapons. Instead, they have access to more advanced pings and holographic projections to communicate objectives and strategies with the team.

I believe this addition would be attractive to many players who gravitate towards support roles, and would be a perfect platform for greybeards to train up the greenbeards in their life. In other words, this gameplay option would allow a strong player to mentor weaker players as well as allow a weak player to join and learn from stronger players. I suspect that this option would also be popular with streamers.

lament bronze
#

Enemy Design: UltraHeavy Armor instead of Invulnerability
Invulnerability is a frustrating game mechanic that disempowers players and quietly punishes certain playstyles and builds. Fighting a dreadnought, for example, puts players in positions where they cannot fight back. Similarly, weapons and builds designed for sustained damage output get punished when an enemy is mostly invulnerable except for a certain lucky angle or certain timings. I can't count how many times I've fought to finally get a clear shot on a dreadnought's weak point, only for them to suddenly become invulnerable; it's incredibly frustrating and unsatisfying.

Instead, my suggestion is to replace Unbreakable Armor with Ultraheavy Armor.
This armor should provide extreme damage resistance, requiring a significant amount of penetration, armor breaking, or brute force to be able to harm the enemy within. Attacks which reach this threshold should also be able to damage and eventually break the armor, albeit with significant effort.

Balance-wise, the goal of this adjustment is for attacking a heavy enemy with brute force to be inefficient but not pointless. The majority of players should still prefer to fight smart, but a player that is a dedicated giant-slayer or a player that is desperate should have the option to fight head-on.

shut gate
#

More info and effects of kursite and ebonite. We know it effects glyphids, but there's no way that's all there is to it

vapid lava
#

dual flamethrowers

lament bronze
#

VR Compatibility? Pretty Please? Even if it's just a consideration so that it can be implemented at a later date or by modders.

tiny stirrup
#

have a chance of a visual easter egg where you drop through a regular cave on the way to the core

olive anvil
#

I believe they've said that the DRG weapons might be found during a RC dive, so what if there was a chance to find weapons that have cargo crate frameworks?

The Reclaimers could have different voicelines for different frameworks. Hoping a Waster weapon still works, approving of MilSpec, being in awe of Scale Brigade.

Frameworks could even come with bonuses over default weapons. For instance, improved fire-rate and recoil for Mechanized, bonus damage to glyphids with Glyphid Trophy Hunter, Scale Brigade is just better all around.

frail tartan
#

I want to drive a firetruck in this game

shut gate
#

Custom beard decorations? Maybe length options?
Also more options with drip. Glasses slot, mask alternates that let the beard/mustache out. More options so we can go crazy with

zenith lodge
#

A mission type where you have to protect a weaponized version of doretta, feeding her a material that allows her cannon to fire at a large boss, unphased by normal gunfire

In short, give doretta better armor, and a biiiiiiiiig gun

lament bronze
#

Vision Types
Since the Reclaimers are combat focused rather than exploration/mining focused, I think there's room for exploring different forms of vision rather than just glowsticks, flares, and flashlights. Different types of visors would be really interesting to use, and could make for a lot of really interesting design choices. Night-vision optics and thermal imaging are obvious choices, and creative liberties could easily come up with additional visor types.

In addition to adding new ways of fighting the darkness, these vision options could enable interesting interactions with certain enemy types or terrain hazards. For example, a stalker/hunter enemy might be much easier to find through thermal imaging, or a magma-vent exploding might be easier to predict if thermal imaging shows the build-up of heat before the blast.

fallow blaze
#

Smoking pipes to get buffs

As the new crew is not casual miners, but an elite resque squad, they don't always have time to chug a pint and deal with a hangover. So, how do they stimulate their little dwarven senses? That's right, they hit dat good ol' pipe, stuffed with glyphid pollen and red melded red sugar

I do not want it to replace our fellas alcohol addiction though - bar is a must have of any dwarf residence. But smoking seems more of a during-a-mission thing to do. Maybe pipe buffs should be a bit random each time, leaving your fate up to chance rather just a consistanr reused fall damage or extra cash bonus. And give us some meaningless effects as well, like halusinations or coughing

And remember kids - smoking is cool (but unhealthy)

wraith saffron
# dense eagle Idk much about DRG:RC but I think it should be very different from DRG. Things t...

Not sure if anyone already said this, but I definitely wanna see more lore/information about the rival tech.
maybe using a headless BAMF/MULE operated dotty that completed its mission (white wolfs idea) or a modified drop pod to travel to abandoned deep rock (or not so abandoned rival tech) facilities to steal data or weapons while blowing up the automated defenses.
(And while we’re at it with the reclaimers recycling used car batteries abandoned equipment used by regular dwarves, coming across abandoned mineheads and the weaponized mules, whatever they’re called.)
Maybe the vaults/bunkers we raid can be used as temporary shelters that can give brief rest periods, but rival reinforcements and bugs come back in greater numbers, forcing reclaimers to either defend their claimed bunker or get back in the digging van, promoting players to stay on the move
would be really funny if DRG develops a meme about dwarves abandoning equipment like used car batteries for the reclaimers to scavenge for themselves

lament bronze
#

Melee Equipment
The Reclaimers are hardened military forces, I think it stands to reason that they would be ready and able to hold the line as needed. Sometimes brute force gets the job done without having to waste ammo. Sometimes having a few inches of steel in front of you makes the difference between losing ground and holding it. I believe that there are some melee equipment options that would make a fine addition to the Reclaimers' roster:

  • Heavy Shield: This equipment can be wielded by a dwarf to grant them a significant boost to their durability, particularly from the direction they're facing. Mechanically, this equipment would be toggled on/off (the equivalent of wielded or stowed, respectively), providing passive protection and an active block option. As a counter-balance, two-handed weapons would would suffer significant penalties or be entirely unusable with the shield wielded (in addition to the opportunity cost).
  • War Axe: This equipment is a straightforward battle axe, a thick blade on a short haft. This melee weapon would have a short reach, a fairly high attack speed, and moderate damage against lowly armored foes. This equipment should give a dwarf the ability to dispatch small groups of weaker foes without having to waste supplies, at the cost of putting themselves into harms way (in addition to the opportunity cost).
  • Power Hammer: This equipment isn't far from an exploding piston on a haft, giving its wielder the opportunity to wield brutal destructive force. This melee weapon has a medium reach, very slow attack speed, and high damage. Upon connecting with a foe, the inner chamber ignites and violently thrusts the piston forward within the hammerhead, causing a secondary shockwave designed to shatter armor. This weapon should be a high-risk high reward option that is difficult to use effectively, putting the dwarf in harms way. The secondary blast should have limited uses, but the weapon otherwise reusable
humble knoll
#

the lithophomer and the lithovac become GUNS where the phomer spews acid and the vac starts throwing out random junk that it picked up

sacred lava
#

A weapon that shows weak points on enemies which deals critical damage (x2 or x3) when you shoot them, like the railgunner in ror2

worn bronze
#

I don't know if Laser Pointer exists in this game but I think we can use it to taunt swarms by point to their eyes/head (or add some more abilities to the ray)

lament bronze
#

My understanding is that joining mid-mission won't be allowed, but I want to advocate for a compromise.

Many players enjoy the convenience of starting a mission and having players join in (usually shortly afterward), or being able to join a mission that has recently started. It gets players straight into the action with having to wait in lobby or joining inactive lobbies.

Instead, I'd like to suggest allowing players to join a mission as long as it's still the first stage.

If the thematic idea is that drop pods can't go further/deeper, this opens up some fun options for players spawning at the original drop pod location. Perhaps the pod stays, and a late-joining dwarf wakes up from their hangover nap. Perhaps there's a rare chance they fall out of a hatch on the pod grumbling about maintenance. Maybe they come down in a mini pod next to the drop pod, lamenting about losing a bet.

frigid juniper
#

A charging cannon that can use environmental props as projectiles (e.g. picking up a chunk of debris and hurling it at Mach speed toward an unfortunate mob

feral orchid
#

Mechs

limber leaf
#

Guys, Idea! I was listening the recent interview and when they were talking about Steeve I came up with something that I want to bring to your attention.

What if we, as Reclaimers, would occasionally (pure rng, rare/quite rare event) meet a bug (since it's confirmed that glyphids are thing?), that would not be hostile towards us and posessed some sort of resistance towards our damage? He wouldn't approach, just stay there, a bit away, and maybe shake his butt a little (like they do when you pet them in DRG rn?). If you don't fire at him and approach, you'd get a promt or some kind of qte and if you pass, then he'd became your buddy, just like in the DRG?

Makes kind of sense, since we never take our Steeves with us, and it's only a matter of time before one of them stumbles upon the place where RC events are unfolding. What do you all think about that?

P. s. Also, if you just try to kill Steeve before befriending him, he'd just run away and despawn when out of LoS.

lament bronze
#

Enemy Movement
DRG enemy models currently seem to move perpendicular to the surface their on as determined by a pinoint beneath their center-of-mass. This works great for smaller creatures, but can become increasingly jarring and problematic as enemies get larger and, in particular, when their weakpoints are a noticable distance away from their pivot point. Two great examples of this issue are Oppressors sticking their squishy abdomen into the cave wall where we can't get at it, and Wardens weakpoint whipping around awkwardly while the creature moves, making it difficult or impossible to hit in an unsatisfying and janky way. I have three general ideas that might help with changing this behavior that could make larger enemies feel more natural.

Crush Corners
Enemies break off corners and edges as they pass over them. Larger enemies crush large, sweeping arcs, while medium enemies would only crush small edges and jagged corners. This solution is probably the most mechanically challenging idea, but it would be radical and super satisfying. Mechanically, I imagine this would look like enemy pathing having a radial limitation that, when reached, caused the enemy to follow that radius instead of the terrain and crush/plow-through the remainder.

Larger Footprint
Another idea might be to give enemies a larger 'footprint' than just pinpoint for determining their orientation. By averaging out the facing over an area to determine the positioning of the enemy, it should make for a smoother movement transition as the enemy navigates edges and corners. This method, unfortunately, would not help with extreme cases such as slivers of stone or jagged edges.

Angular Momentum
A last-ditch idea might be to give larger enemies a sense of momentum by limiting how quickly their model can rotate. This limited rotation speed would effectively cause a reduction in movement speed, which I believe would mostly be fine, but there is some risk of abusing pathing.

tribal vault
#

A bow! Not a crossbow - just a regular bow, it would be like the Nishanka Boltshark X-80, but, it would have a charge mechanic, similar to the M1000 - where holding your charge makes you shoot further, more precisely, with more damage.

worn osprey
#

Since we'd find drg related gear in the abandoned dig sites, and the dwarves regularly say that DRG should invest in better equipment. Then considering the reclaimers are elites that are likely given more advanced equipment, and seeing someone else's voice line suggestions above. I feel like we could use for some voice lines that the reclaimers are either making fun of the equipment or somewhat in disbelieve that this is what the regular dwarves are given.
Some examples I could think of:
"They expected the miners to fight giant bugs with this pea shooter??"
"Thought them boys were just yapping, but now I agree with them needing better equipment."
"What's this thing going to do to an oppressor? Tickle it? No wonder they lost the miners!"

And probably have lines of them being happy to upgrade these found weapons with expenite as well

stoic spear
#

i think the ability to reflect projectiles in some capacity should be included in rogue core
it might not be a suggestion perfectly fitted to the gameplay of drg, but rogue core seems like the perfect place to have something like that

olive anvil
#

New enemies: whatever the carnivorous larvae grow into

frozen grove
#

On the ramrod there should be an office chair that we can spin in

lament bronze
#

Suggestion RE: Suggestions
Post a prompt in the suggestions channel from time to time to inspire suggestions and brainstorming! eg:

  • What could be done with "sonic" weapons?
  • What if the dwarves had zero contact with mission control?
  • What would be an interesting occult and/or interdimensional anomaly?
stoic spear
#

powerful finishing moves
like a power attack, but more powerful, and there's more of a criteria for pulling it off than just waiting a certain amount of time
for example, do enough damage, and you get a super powerful melee attack, but you only get one shot, so don't fuck it up

dense eagle
#

what if we go a sort of Metro route? Have a base built deep in the mines where we can almost safely keep our items. we can have a mega-doreda tank to take us to missions non-stop. It can maybe be driven by Mission Control since our signal would not reach space since we are deeper into the planet. Or even a repurposed Doreda head fixed and upgraded by us (since we are elite dwarves).

remote hearth
#

In light of watching the DRG Historian Q&A video on the topic of adding drinks to the game, I've proposed an idea for the Dwarven Reclaimers

M.R.D.'s Meals Ready to Drink!

  • Possibly found from containers stored around the caves during gameplay, smuggled in from the surface before events took place, made to look like simple M.R.E. rations but unions hid some cans away to give miners at these facilities an edge/brief R&R.

  • Rations given to your dwarf before the mission starts and are packaged at random to contain anything in them and opened during brief periods of calm before continuing the mission, as nobody likes to be interrupted during lunch time.

  • Made on-site by drones reprogrammed to make brews with collected ingredients that "fell off" shipment containers to make a new illegal drink/weapon known as Boomshine, down in those depths you need something as unpredictable as Hoxxes itself, providing either a random drink buff or should you choose to stay sober, could be used to provide significant upgrades to your build at your own risk of course, whether the risks outweigh the rewards is entirely up to how you plan your build and playstyle.

stoic spear
#

so obviously not much is known abotu the phase suits to us non-devs right now, but as of this moment i'm currently thinking it'd be awesome to have a suit with boots that have the ability to become all slippery, thus letting you slide around at will

sacred lava
#

Since RC is inspired by risk of rain 2, why not try to have Chris Christodoulou (the guy who composed the ror2 soundtrack) as a guest composer?

finite sable
#

dual flamethrowers

viscid dragon
#

Ability to reactivate defenses left by the previous dwarves, which are similar to the turrets in Point Extraction.

frozen grove
#

The ability to crouch

river junco
#

Please add the always run possibility, or press SHIFT to keep running even if you pass through some snow or goo.

lament bronze
#

Please allow us to use names/nicknames! Bonus points for also being able to name different loadouts.

For example:
Steam Name: White Wolf
Player Name: Korvek
Loadout Name: "Korvek's Youth"

*Edit: It might be helpful to note that my gunner has an 'aging' scheme to his loadout design. Loadout A is when he was young, B when he's experienced, and C is when he's old. gunnergrin *

warm lichen
#

Found weapons can come with random upgrades and have a small chance of having random overclocks

vague flower
#

<@&296918282403840000>

Also question, is there a forum to send reports to? or should I just @? Cause I see the latter a lot and cant find a link to a report system.

Edit: Thanks for removing the scam links <3

frozen grove
#

More things to pet

grave canopy
#

Add utilities to passive creatures, cave angels are a great start but some literally do nothing, both plants and creatures

nocturne hemlock
#

Add like some sword or melee weapon to the game which you can only unlock by completing some boss fight / dungeon or something

bitter moat
#

a use for the mysterious cube

weary pumice
#

Unique music tracks or changes to existing tracks that only trigger when one dwarf is left alive. That'd be lovely 🙂

lyric notch
#

melee: fire axe, throwing axe, and sword. the pickaxe can also throw (if it is already in there I hope.)

sturdy whale
#

Add a M16A1

violet jolt
#

In the "Esc" screen, a recap of each team member displaying every single equipment and perk he's got.

tiny stirrup
#

sandwiches

shut gate
#

Something similar to the mirror and heat from Hades. Permanent upgrades that you can take into a run, I suppose that's essentially just perks, but much broader. As for the heat meter it would allow hosts to really crank up specific challenges, and allow devs to have missions with finely tuned difficulty and let the higher skill players really challenge themselves outside of double hazard haz 5/6/7/8 whatever. More bugs, more higher tier bugs (less grunts/slashers/defenders more praetorians, oppressors, stingtails you get it), no grunts, harder armor, more damage, faster bugs, more health, less nitra, less ammo, randomized variants, I'm sure you understand. I feel like the heat modifications would let players modify the missions to allow for more builds to actually possibly be useful by sorta forcing certain options to be more viable. I understand forcing a particular playstyle isn't a very positive way to increase challenge, but if done correctly it could be more like a puzzle, figuring out what is a better build to deal with the current challenges. Let's say no grunts is active, I would probably take beast master or equivalent so I will always have a strong steeve by my side to take agro. Harder armor would make me want to build more for weakpoint bonus damage and help me get better at aiming and tracking. I would want to build a higher ammo efficiency for less nitra. You get it I'm sure.

Edit, remembering it's rougelike so taking builds into a mission isn't a thing, but you could still make the builds in the mission all the same

viscid dragon
#

Bodies?
We see lost gear around, but never bodies. So maybe some corpses left lying around? This might make sense, depending on how long ago communications were cut short (Perhaps a dead dwarf sitting down and petting a dead glyphid), maybe even show signs of what killed them if it wasn’t just the glyphids we see in the base game.

chilly moss
#

A traversal tool that digs up terrain, stores that terrain, and then dispenses that terrain elsewhere could be interesting in this game

lament bronze
#

Community Voiceline Bank
Developing a system for creating a Community Voiceline Bank would be a great way to add endless flavor and to let the community take pride in contributing.

Submission Process
Any player submitting their voicelines for consideration would have to fill out a basic form, in addition to linking their player account to the application (security stuff)

Any submission would have a framework of voicelines to follow, which must be filled out completely. eg: a minimum of one voiceline per trigger event type, theme appropriate, etc

Submissions would filtered out first by a stringent audio quality minimum then a basic quality control check before being placed in the pool for consideration by game devs.

cedar narwhal
#

A block of cheese

sacred lava
#

Loader style hydraulic punching gauntlets for advanced glyphid murdering

elder flare
#

Gun idea: a gun that does random effects so it might freeze enemies 1 second and melt them the next and maybe random damage from like 50 to 100 so the damage will be from 50 to 100 so won't be like 110 damage so it's like those spinning things that Land on random things

tacit salmon
#

I purpose the reclaimers have a very strong unarmed (er- ungunned- they might use pickaxes too or some other kind of weapon I suppose) attack. It would be cool if it was in a style similar to Doom or God of War, but maybe I’m being too hopeful.
I feel like overdramatized and powerful melee abilities will make the reclaimers really feel “elite” and makes sense considering they’re sent in with very little equipment initially without making them too strong- and if they feel strong and yet still struggle against the enemies down there, then those enemies seem even more dangerous.
It also makes it so that, despite using some weapons the mining dwarves use and probably not having weapons much stronger than those, the reclaimers are still much more combat-oriented than the miners.
Anyways that’s my slightly wordy suggestion, have a good day/night

lament bronze
#

What if we remove the pickaxe as the standard issue default right-click, and instead treat it as a customizable mining equipment?

Freeing up right click would make it an easy choice for alt-fire for weapons and equipment, and the Reclaimers are more combat focused than mining focused anyway. Additionally, customizing the digging tool and treating it as equipment could open some interesting possibilities. Here are a few quick ideas:

  • standard pickaxe
  • mini pickaxe (breaks smaller chunks much faster)
  • large pickaxe (breaks larger chunks slower)
  • powerdrills (with backup handcrank)
  • wedge cutter (place wedge, smack with hammer, shockwave creates a linear crack)
dire lagoon
#

A rechargeable power up you can equip and bring into missions to accomplish different feats. For instance, a power up that boosts melee damage, movement speed, and relevant melee cooldowns to just rip and tear through a horde like Grandpa did with his battleaxe back in the day! Having em recharge slowly over time but greatly replenish with certain conditions or actions (such as killing certain types of enemies, taking damage, or being the last member of the team alive).

wide rain
#

wrist rockets

||nuclear|| wrist rockets

round turtle
#

A shock wave ability that can knock back near by enemies

eternal bane
#

Cosmetics that unlock in DRG upon completing certain things in rogue core and/or vice versa

stoic spear
# round turtle A shock wave ability that can knock back near by enemies

this feeds into an idea i had not long ago
physics for enemies, things like glyphid grunts usually just walk along the ground, but i think in this game it'd be cool to make enemies able to jump and fall and stuff as part of their core movement abilities, and then maybe even have them affected by the knockback of an explosion, able to take fall damage too
imagine shooting a grenade at a swarm next to a cliff, they get blown back by the blast, fall off the cliff, and die to fall damage

frigid belfry
shut gate
#

Weapons with alternate firing modes, like full auto to semi auto, or maybe under barrel shotguns/grenade launcher. I enjoy the idea of versatility, and I imagine it would expand the possibilities for upgrade paths

lament bronze
#

Escaping Grabs (etc)
Instead of button mashing or quick-time events, a relatively simple option that would be a lot of fun would be to allow a grabbed dwarf to literally fight their way to freedom. While the assailant has control of the dwarf's location/movement, the player still has the ability to aim and fire their weapons.

In its simplest form, this might look like a dwarf shooting a grabber in the face to escape the grab.

On the other hand, the development of new enemies with this mechanic in-mind could make for some very interesting escape mechanics! eg:

  • A wyrm that can swallow a dwarf whole.. making its vulnerable glowy bits hard to miss
  • An venus fly ebonite glyphid trap, a rocky plant-like creature that traps prey within its stony jaws. Weapons can technically get the job done, but the trusty pickaxe works wonders.
  • A praetorian or dreadnought sized glyphid with a grasping claw, and striking the weakpoint in the joint of the carapace causes the arm to break off and free the dwarf
weary pumice
#

Interplanetary_Miners_Union Here’s an idea I had for how Unions could be reintroduced in Rogue Core! Dirt_DiggersCave_CrawlersMighty_Miners

When starting a mission, the player would have a choice from a number of Unions to represent. Like the three available to choose from in current Deep Rock Galactic, each Union would have a different style of play preferred by its members.

After selecting a Union, your mission on the server browser would be tagged for any people joining to see, maybe something like the image attached. With the genre change coming to Rogue Core, some examples of “Union Tags” might be:

  • Going fast and always prioritizing getting to the next stage
  • Killing as many enemies as possible per stage
  • Choosing your upgrades to minmax towards a certain stat or build

It wouldn’t actually change anything in-game, but it could be a quick way to make potential teammates aware of what the host is looking to achieve with the current run.

vague flower
compact tapir
#

Would love to see a different mission control for this game. maybe female?

silk geyser
#

Stupid upgrade/perk that gives a damage bonus for spinning in circles constantly/doing 360s

amber lynx
#

Special mode where every enemy is just a bulk detonator

near tapir
#

ADD HAMMER TO THE GAME(as a weapon)

dry dagger
#

Let us use the big blue mule for Rogue core please

rotund wigeon
#

A mess hall in the RamRod and for interactables to be in there and when messed with whatever the announcer is called being like “I know it’s called a Mess Hall but please try to keep it tidy!” or something like that

valid vigil
#

Make some references to main game (I mean Deep Rock Galactic), for example:
Hall of fame where will be some dwarves' portraits referencing us to DRG's team
Or you can make the playable dwarves in DRG:RC be dwarves from DRG, which can be understood by their phrases, for example: "Reminds me of the times when I was an ordinary dwarf in the DRG company" - or something like that

coarse ermine
#

Just a little dialog about Karl???

fluid crown
#

What about a old western styled revolver you can find laying Around? Infact would love to just see more weapon designs in rougecore and stuff

dusky arrow
#

Maybe ANOTHER new mineral that could be added, considering we're deeper. Is Quantrite and even Helium 3? The old DRG minerals that were never added or got replaced ages ago.

sacred fern
#

trading random generated and played dwarves using currencies that you can earn from drg1!

viscid dragon
#

Just going to copy and paste this here as this was a good idea that can also help rogue core.

fluid scroll
#

add Queen of Glyphid in a giant Hive filled with Hive Guards

wicked dune
#

A boss where we can see what happens when a dreadnought fully hatches from it's cocoon (call it leviathan or smth)

blissful locust
#

Broadcast the deaths of high-level dwarves with information at which stage, area, progression grade and by whom with what they were killed, and who were the witnesses (if alive) of the dwarf's demise to everyone in the community that are in-game at the moment of death. These messages can be opted-out from in the in-game menu. These messages will also only appear if the client of the dying dwarf has an unmodded game.

Sample message:

Miner Ettanin (Level 36) died in Sandblasted Corridor at a depth of 1,327 meters at 78.56 % of the expedition's course to a Spitballer's plasma ball, witnessed by Ser Pounce, TommyGun and Archenius. Their deeds of loyalty will be remembered.

wraith lotus
proven loom
#

Dual Wielding

stark stratus
#

Would love the thought of getting a way we can hunt a massive titan glyphid as a "shadow of the colossus" type boss, that roams around trying to snuff out the party. Would bring a horror aspect that I think many would like to see in drg.

frozen grove
#

Make the dwarves go insane something like in 'we need to go deeper' just not to that of an extreme degree maybe something like hearing a cave leech noise and when you look up its just a lootbug on the ceiling would be a nice spook and you can add voice lines like:
"Oh it's just you"
"Whoa you scared me"
"Aaaa get it off! Wait a minute there's nothing there"

rotund solstice
plucky bay
#

I wonder if maybe after the DRG Rogue Core gets going well, the Space Rig would be updated to have a shuttle bay, and you can interact with the door to the shuttle bay to switch to a different DRG game that a player purchased and installed, like soon the Rogue Core variant. The idea is a cool way to switch to different DRG game variants, and the concept is dwarves signing up to switch to between the Space Rigs and the Ramrod.

barren furnace
#

Beer runs:
for a sum of the mission's gold, you can send a supply pod down into the caves that contains 4 beer cans that taste shitty but at least its a beer.

brave jetty
#

im playing drg rn and my dwarf said "all good things come to those who wait; like dual flamethrowers and beer"... all I am saying is that we are all waiting for rogue core... just saying...

barren shard
#

Since scavenging weapons from the main game will be a thing, how about there being a small chance of any weapon that's picked up to have an overclock? Maybe don't even include the negatives of overclocks to go into the "become OP" part of roguelikes?

river thorn
barren shard
#

Beer mug customization that works like the current pickaxe customization. With different parts for the body, rim, handle, inside bottom and outside bottom for example

shut gate
#

I think it would be fun if you were able to complete runs with only 1 weapon and upgrading to make it crazy strong.

bitter burrow
merry steeple
warped panther
#

Glyphids should attack Rival Corp equipment if the machines are being noisy, so players can maneuver swarms and turrets to fight each other with some clever positioning

blissful locust
#

Ability to forego Steam Datagram Relay (Steam) and Microsoft Teredo (MS Store/XBox) entirely and to connect directly via IPv4/IPv6 address and/or hostname/domain

If you as the host have a dedicated (also called public) IP address and properly forwarded the ports (or DRG:RC was able to do that for you f.ex. via uPNP or PCP), you don't need TURN relays such as Steam Datagram Relay. Direct connectivity can often lead to better results if players are geographically close to each other than TURN relays would provide. If feasible, this toggle should be available after a technical host reachability check.

wide rain
#

Sound skins could be cool.

junior halo
#

More in depth dwarven armor customization something more like the halo system and also general dwarf customization like more ability to change facial features and stuff

stray cypress
#

Could there be item gambling or something similar like in Synthetik Legion Rising?
In Synthetik when playing engineer you can gamble 3 of the the items you find for 1 new one to see if you can get something even better though you could also get something way worse

Thought that could be fun in case someone is barely holding it together in a run and just decides to go all in to see if they can't turn it all around

feral zinc
#

Little challenges for each stage that award a bit more loot at the end
kill two enemies with one round of ammunition
gather 6 gold pieces
Stuff like that, not too hard with a little extra at the end like more credits, slightly better upgrades, or a teensy bit of healing

severe abyss
#

skill or some kind that reduce/remove the explosive damage fall off

worn bronze
#

make flares have more uses rather than a source of light.
for example: inflict flee effect or explode when out of time (this doesn't work in DRG but can be applied in a roguelite game like RC)

analog jacinth
#

If we cant tame praetorians, opressors, etc in drg, maybe give us an upgrade in rogue core that allows for this.

olive anvil
#

Emblems

Since Rogue Core won't have character classes there obviously won't be class icons like we have in DRG. It's possible different phase suits will have different icons, since they seem to be a more modular take on standard classes, but in the event that they don't I would like customizable Emblems.

For an example of what I'm thinking of, look to the Halo series.
You select a symbol, and a background. The symbol can have two colours, while the background can have one. Backgrounds were typically simple geometric shapes.

Something as basic as that, using symbols from the DRG universe, would be great.

rough needle
#

Idk if someone already suggested it but here goes. Something like MvM from Tf2 where you defend waves of certain enemies and bugs. After some waves you'll have an option to buy an upgrade (like call in BET-C, in cave strike aka air strike, supply pod, or even some kind of mech). Or have the option to have the waves infinite with each wave getting harder. Dwarf will be rewarded with some currency and a beer.

thick cedar
#

Strange beers in the cave that can be located anywhere, gives you a random power up ability

rough needle
#

Oh and maybe a cross over with Satisfactory or something, just trowing ideas at the wall rn

fair frigate
#

Suggestion: Gamesave Inheritance
Add some unlockable content to RogueCore from having a DRG save file.
Such as give some charactor skins for players who already have DRG save files. Or players who have already bought DRG may get some additional content in RC?

stark oxide
#

Pretty much since i started playing i've thought it would be great to have a mission/event where you encounter a fully grown dreadnought, for in the past you have only encountered immature unformed dreadnoughts. Since you are more professional and skilled you could stand against the fully grown and matured forms of the existing dreadnoughts.

frozen grove
#

A waterfall biome

placid knoll
# river thorn Following up from this, it would be really cool to be able to order a drop pod s...

Following up on this, it would be a cool mechanic to think about how much beer you consume, as drinking too much will cause your camera to sway and dwarf to move around randomly. Drinking only one would be safe, but drink too many and you’re drunk in the dark. This makes it more of a decision as to whether you should buff some more or stay sober. (Also I’m implying you can stack the beer buffs)

neon bison
#

Long lost beer researcher it make more powerful funny beers to uses on missions like the seasoned moon rider and other cool beers but used in a run.

celest mango
#

It’s been suggested to let the Reclaimers use Bug Master on Praetorians, since they are extra elite and better than the regular dwarves.

I propose that if this gets added, instead of the praetorians being named Steeve like most tamed bugs, they should be named Steeeve.

rustic mirage
#

just sayin, an ability to jockey a praetorian/oppressor (or rogue cores equivalent "large" enemy) and ride them around while making them attack others would be awesome. Sorta like with large enemies in God of War

frozen grove
#

Combat beers
Recharge with kills and give a massive bonus of choice
However you will be stuck in an drinking animation
(Mug deals 1 damage)

hard coral
twin locust
#

retrofitted, re-engineered, and combined lithofoamer and lithovac, where you apply foam to bugs that dissolve parts of their exoskeleton, and then you vacuum up the foam to rip off the exoskeleton and expose the insides of the bugs, which act as weakpoints.

plucky bay
#

I've thought about the guns for RC and I randomly thought about a weapon called a Razor Disk Launcher. The idea is it's a pump-action rifle with exposed sides, with a contact angular motor that spins the the Razor disk beneath it, and the clip holds like 6 disks each. The way one shoots it is simply this: Hold the fire button to spin it up, and then it will fire once the disk spins fast enough. The disk flies out by with hyper-magnetic slingshot. The inspiration is from the Nerf Vortex Pyragon.

deft dock
#

Firing range

frozen grove
#

since the ommoran heartstone has a lot of energy it means it can go boom so i would love a mission where you have to drop an ommoran down a shaft and nuke it to contimue into the next stage or something

tribal vault
#

Better first person customization: allowing weapons to be placed lower on the screen, made smaller, centered on the screen like classical doom, or anywhere the player wants.

feral zinc
#

Deep in the run, right at the end, what if there were bosses with intro cutscenes? Like a praetorian and some other bugs falling into a pool of liquid kursite and fuse into an unholy amalgam of bug and mineral called the Glyphid Kombination. The Kombination would do different things based on the bugs that form it, like having sticky around it from a web spitter, wings from a mactera, etc.

celest mango
frozen grove
#

steeve with a gun (he holds it in his jaw)

fossil maple
#

Mactera Wasps. They fly close , hover for a like 1 sec, and stab

valid vigil
#

Different types of bases:

  • Corrupted by Rockpox;
  • Invased by Glyphids that built up a nest there;
  • Occupied by rivals
finite sable
#

if rouge core is taking inspiration from risk of rain 2 the why not add some form of looping mechanic?

olive anvil
#

Very vague boss concept:
Ommoran Loot Bug
A loot bug that somehow managed to swallow a chunk of Ommoran Heartstone core and developed super powers.

bright nebula
#

After drinking beer all the time, how about adding also food like steak, hamburgers, sausages, bacon and sandwich and many other food variants? Let the dwarfs eat in a restaurant/pub!
So the food would grant bonus just like the ales or bizarre and unique effects. Making double combo effect for buffs.

hard coral
#

some helpful, new kinds of creatures. not like lootbugs or steeve, but something else, like maybe some digging worm that could be used for travelling around

faint radish
#

Given how unique of a game deep rock galactic already is, I think it would be interesting to see Rogue Core breach the typical flow of a roguelite. Perhaps with a focus on constructing a base amidst a mission, as this was always my favourite part of DRG. You could order more specialized supply drops, which don't just give ammo and health. (Think how the turrets and lights on the minehead were original going to be supply drops). If we're going to be "Reclaiming the core" why shouldn't we be constructing a stronghold to fight back against the horrors of hoxxes?

Got question mark reacted so let me clarify: Think about fortifying your position in salvage missions as engi and driller

swift crest
#

hold to walk, sprint by default as a setting in the base game

at the moment you'll constantly be holding a button to sprint in drg since there's not a reason to walk in mission, takes a lot of strain off when you can sprint all the time

violet walrus
#

caves that require you to move super fast between objectives, like hitting a number of switches in a short time. to help with that, add placeable launch pads (helpful cave bugs that throw you???) that would mimic what scout shotgun can do in DRG. a double jump upgrade, or rocket booster backpack that gives 90% horizontal thrust and 10% vertical. i wanna SPEEDRUN as a stubby dorf

dark rain
#

what if there was a special weapon station you could come across but it could only be used for a period of time or ammo constrictions like it give 200 then thats all you can use then thats it no ammo regaining and the gun is gone

rustic mirage
#

proximity chat would be hilarious

seeing your buddy get yanked away by a cave leech (if they exist in rogue) while he screams would be funny. especially since (from what you've shown) it's a bit more horror based

dusk turtle
#

Dread-Busters and Female Dwarves (Drawing by me).

The assault mechs can be used as weapons against fully developed dreadnoughts, using giant pickaxes and rifles to deliver punishing blows.

frozen grove
#

In the main hub there should be a pool table where you play the game with your pickaxes

tight abyss
#

Please please keep the hub in the game. One of the core elements I love about this game is it's hub and the shenanigans you can get up to with friends before a mission. It makes the game feel cozy and I think it would be poorer without that little niche aspect.

Also a big enough space to screw around with a ball like object like the makeshift soccer field under the drop pod where you can set up the goals. It's not entirely important but it's the little things that mean a lot.

We love your game guys, rock and stone.

  • Enchanted Coffee
sage python
#

If there is a currency in game like gold in drg, it could be Nice to have a game where all four dwarfs can Gamble on something and the winner take it all. It could be something like betting how many time mission control complaints about the dwarfs or something.

sage python
#

i hope its not too late for this but, in one stream the dev talk about the utility tools and that they didnt know if they were going use the same as drg or new. WELL since they are military why not give the dwarf an exo arm. when u pickaxe the arm would be cover by an amor that would be the pick axe. like it would be a sick animation.

frozen grove
#

So i had this image in my mind (sorry for the bad drawing) where the dwarf would have a mounted weapon in his shoulder and would shoot it by making a finger gun i just think this would be really cool

sacred lava
#

something similar to risk of rain's artifacts, so optional unlockable settings which drastically alter the run. some ideas:

Your weapon and suit ability changes randomly every stage
Explosions are twice as large, but also hurt and launch teammates
Any enemy can spawn from any environment
Every shot knocks you backwards proportional to the damage per bullet

there would be a lot more and they would probably have some fun effects when combined as well, but it would add a lot of challenge and replayability to the game.

ornate radish
#

This is a suggestion I have had for a while, but DRG is too late in its lifecycle for this to make sense, so I'm posting it here:

Dwarf personalities!

Some people dislike that dwarf voice lines can often create some extreme tonal dissonance. Dwarves will often make a bad pun, complain about everyday life, get angry, scream in terror and speak in a neutral tone all within a minute or less. There is nothing wrong with dwarves expressing all these emotions, the problematic part is they switch between moods so abruptly because all voice lines are in one giant pool.

A new way to approach this would be dwarf personalities: each player can select a personality that decides over the voice lines their dwarf can say, in an effort to keep each individual dwarf's utterings somewhat tonally consistent.

For example, all the meme voicelines and bad puns would only be said by "cheery" dwarves. All lines in the format of "I wonder if you can eat it", "I wonder what happens if you touch it", would only be said by "curious" dwarves. All lines where the dwarf complains about his team or DRG would only be said by "grumpy" dwarves. There is an infinite number of directions you could take this system.

Of course, I am not suggesting that each personality has an entirely separate and exclusive voice line pool, because that would be a massive amount of voice lines if you want each personality to have 3 or 4 different responses for every single event in the game. They could still share some lines, but those would have to be kept in a neutral tone.

feral zinc
#

A fun thing would be to have a “core reclaimed” meter, that fills up as more people get more completions, and then mission control (or whatever alternative rogue core will use) announces something when it fills:
”Congrats everyone. You have done very well. However, um... the core has undergone many geologic disruptions with a large incursion of bugs, so all the progress you made was erased, partially. Management is resetting the Progress Bar to 20%, effective immediately. Apologies.”
I know it’s a bad idea, but it would be a good way to segway into updates, blaming new things on geologic disruptions, plus it’s funny.

primal veldt
#

Arm Cannon. That is it.

wraith bridge
# primal veldt Arm Cannon. That is it.

To expand on the idea,
Having a category of items be different arm/pickaxe weapons that have different functions could be cool and introduce a lot of playstyles.

sacred lava
#

Alternate game mode similar to risk of rain 2’s simulacrum where you fight waves of enemies and gain upgrades after a certain amount of waves. You would stay on one stage for ~10 waves, and move to a new one when that is complete. You have a limited area inside the stage, and some waves are unique with different modifiers.

stone coyote
#

What if the Core produced Zombie Glyhids, that the regular Dwarfs had extreme difficulty in dealing with, requiring the presence of Reclaimers?

sacred lava
#

Barrel suit upgrade which launches a deployable barrel that rolls forwards and either stuns enemies or explodes

real forge
#

A dwarf Piloted betc

formal spire
#

New naedocyte enemies

Or potentially some type of boss or area based around them...as naedocytes need more love

I say that here and not in normal suggestions, as it would be more fitting that perhaps some sort of larger egg deposit or perhaps spawning area of the naedocyte breeders themselves...or something greater or more mutated would be deeper, and closer to the core where static charge would perhaps be more prominent

frosty shoal
#

To add to the nadeocyte idea, I see the breeders as the largest normal type like praetorians are to glyphids, and we have the spawn witch are the first part of the life cycle. It would be interesting to see the in between stages of this species as it grows or mutates.

bitter burrow
# wraith bridge To expand on the idea, Having a category of items be different arm/pickaxe weapo...

To expand EVEN more, maybe you could have something like this at the start of a run, but it would be a bit basic. For example, it could just launch a grenade a distance away. But you could upgrade it. Instead of just launching a grenade, it could become a primary weapon, that shoots three explosive projectiles in a burst. Would be pretty cool to see what kind of overpowered abominations you could make with the upgrades.

gleaming lintel
#

Kind of a silly idea for a hard boss for higher difficulty levels, but what if the rival presence had robot versions of the four drg dwarves? Have them move and cooperate like players too. Think the V2 fight from ultrakill or Jakob from dusk, but there’s 4 of them.

spare acorn
#

Apologies if something like this has already been suggested.
I seem to recall some lines of dialogue suggesting that there is a kind of Glyphid that's even bigger and nastier than a dreadnaught. Considering how tough they can get, I would love to see what in the world could fit that bill. I propose Rogue Core introduce a new super-boss, one that needs specialized hardware to bring down. The level starts out like a Haunted Cavern, in that the boss chases you, but lazily. It knows you can't hurt it. Then you get to the bottom of the level where the trap is set (Perhaps something like the lasers used for cracking tritilite?) which strips the outer layer of armor, and the battle is on.

humble knoll
#

it would be a cool feature to have one or two downed dwarves wearing random armor that fits with one of the 4 DRG classes that you can revive and they'll follow you around with a loadout that fits their respective weapon class but they all have the starting pistol for a secondary unless its an engineer

noble ember
#

I don’t know if this is in early access yet or whatever but when it’s released I really hope to be able to see the space rig from the ramrod and then be able to see the ramrod from the space rig. It would make them not feel like too completely different games and like one big dwarven universe. Granted it may not match with the lore and timeline but my suggestion still stands lol

finite sable
#

subnutica has a radar scanner that scans in a wave, temporarily revealing a small amount in, like i said a wave. this would make a cool item or equipment you could find to increase visibility

fading kindle
#

More passive sounds for the dwarfs, aka like sounds of there suits process air or data, Maybe different wearables could make different sounds for walking.

sage python
#

Warthog like vehicles, if possible. It would be really Nice to fight our way in a machine like that but with the gsg twist

gritty basin
#

Some sort of weekly element/mission similar to deep dives

serene roost
#

Judging by the trailer and screens, the game will be more serious, the original game has a very fun atmosphere, but the setting and work, if you start to think about it, is very horrible, our dwarves are almost like astronauts from Lethal Company, horrible working conditions constant danger to life and the bosses don't care about you. I really wish there was more exposure to the full horror of Hoxxes IV, I wish the game was more serious. Less jokes, more longing and depression.

warm quest
#

there should be a funny drunk fight areana but u can only go in if u almost passout and u can fight ur friends

gritty basin
#

Cross save and/or crossplay

neon oak
#

I got an weapon/overclock idea.
In short it's a sort of shotgun where you would get ammunition from mining rock and stone. Basically a shotgun shooting rocks. And you would get different elemental effects from different things. Want incendiary? Mine magma stone. Want radiation? Mine some active uranium.

thick cedar
#

mactera boss fight? Sconk

feral zinc
#

Glyphid shrieker- when it detects a dwarf, it alerts nearby creatures

humble knoll
#

a grenade that is just a ball of yarn that the glyphids fight over until only one is left at which point the glyphid will play with for a bit and then eat (and promptly explode)

feral zinc
#

Horrible, horrible idea for a final area in a mission: Abandoned Research Facility (still workshopping the name)!
Basically, it is an area that was abandoned due to an... accident, shall we say. It's routine stuff, but when they open a door to the 3rd or so room, there is a mess of mutilated corpses. The dwarves then need to set up a scanner to find out cause of death and read the logs to find out what kind of research it was. Available logs are days 138-140.
Log 138: Subject 76 is receiving the [EXPUNGED] transplant well. Little to no crystal growth. Trial One will begin tomorrow.
Log 139: Subject 76 has shown extreme hostile tendencies to all living matter. Caution is advised until Trial Two has shown success. The [EXPUNGED] seems to be taking well.
Log 140: Failure of the highest degree. Researcher Kelsin volunteered to be the test subject and... perished. He's been torn up beyond recognition. It's horrible. Termination of subject 76 commences tomorrow.
Log 140, Iteration 2: He's alive. I don't know how, maybe the [EXPUNGED] is keeping him alive, but he's breathing and his heart is pumping. His head has been pulled so hard you can see his spine, but his brain is still functioning. Researcher Jor did some basic sentience tests, he's still aware. He's in great pain. We did the only merciful thing, right? It was ethical to end his pain, right? Karl save us, dwarves were never meant to play god like this. We deserve eternity in hell for this.
Log 140, Iteration 3: I'm the last one left. I can hear it coming down the hall. You can't kill it. The [EXPUNGED] keeps it alive just like it keeps the others alive. Leave this place. Burn our research and save yourSelveS save y OUrsel VEs Sav3 us savE uS
After some time of holding back waves of bugs, the scanner finishes. The people are alive. The kursite kept them alive. This stuff really is a kurse. The dwarves end their misery off-screen and head to the boss room: Subject 76, Kursite Amalgamation.

halcyon tusk
#

Maybe aiming down sights on some guns, I know it would be added to the base game most likely but since this is a separate game and is supposed to have a different gameplay then it could make sense

warm quest
#

idea as a easter egg you have to die 4 times in a row to a mactera then you can duct tape a gun to a lootbug (sentry skin)

hearty wigeon
#

stomping enemies by landing on them from great height + fall damage negation on stomp

wraith bridge
#

Let engineer put his sentry’s on Steeve or hell even other dwarves

humble knoll
#

a chance to find a random dwarf in the caves passed out drunk with a bunch of sleeping steeves around him and a makeshift home made from a dreadnaught and flora, the dwarf would have an instant level up if you wake him up and give him a beer (he might also give you a new weapon if you find him early on)

upper needle
#

One of the things I really didn't understand that DRG hasn't added as it's kind of the perfect game for it is some kind of Endless Mode
Something reminscent of the old days where you'd come home from school and play with friends against endless hordes of Black Ops Zombies just to see how far you'd get, except instead of zombies, it's now random waves of exploders, a bulk on top of praetorian spam, and then suddenly a dreadnaught. it's kind of the perfect game for it and there could be a lot of neat twists with the environment we're in.

Maybe Rogue could fill this niche in, since it's still in development?

humble knoll
#

stalker suit: this suit lets you cloak and makes you much faster while cloaked, you can't shoot your guns but any melee and movement is perfectly fine, it also deploys a decoy a small ways away from your location for that extra touch of stealth

frozen grove
silver swift
#

Idea for a new enemy: The vulture

The vulture is a very intelligent bug that that apart from mindlessly charging at the players will stalk them from the shadows (places not lit up with flares etc.) and will start learning from the players if they repeatedly not stick together or choose to cover each other instead. When the vulture sees a good time to strike( players getting overwhelmed by a swarm or one of the players trying to revive a downed player etc.) they will strike lunging at the dwarves from the shadows and instantly knocking their shields regardless of damage resistances, it can also spit at players if they are getting attacked by glyphids similiarly to a web spitter giving a similiar effect except without the webs covering your face.

Counters: Simply pinging it if you see it stalking you will make it hastily rush deeper into the caves with the highlight of the ping disappearing much quicker then normal.
Another way of beating them if by shooting them when they lunge at you, they will scream reminicant of the hunter from l4d2 but quieter and less human sounding (sorta like the mactera grabber) with a short delay allowing to shoot them, once they have been shot they will fall down on the floor in pain and attempt to hide in the shadows restarting the whole "learning" thing again.

This enemy is Mutation exclusive with the mutation being called "vulture cave" spawning only 1 or more at a time with more being spawned if killed, higher hazards mean they spawn more are more aggressive and will try their luck more often.

ionic garnet
#

Cave lake (partially inspired by subnautica). The cave is full of crystal-like, a bit murky water and to traverse effectively one must parkour or swim, but it will be impossible to use ammo (unless special diving gear or smthg).
Possible mobs:
Glyphid like sharks (pretty straightforward). Doesnt come towards the surface, unless there is a player in the water.
Stingbug - medusa like creatures which emit electricity in a certain radius. Cant be killed by melee (due to electric current)
Lurker - hidden crab like creature, retracts the claw towards the target, while also taking him under water. (A+D QTE)
Something beneath - sometimes the lake would vibrate violently, emitting roars, leading to temporary debuffs like shield disruption and deaf effect during which no sounds would be played? not sure about this one
Call of the Sea - strange haunting noises which mimic other enemies or dwarf voicelines to confuse players
There could be two variations of the said biome, either a small lake or a deep vessel of water with possible specific missions like diving for minerals (inspired by oxygen mission), lost equipment ascension, boss fight with a whale like enemy? The main idea is to add a mysterious location with enemies one can hardly see and expect

stark oxide
#

I think someone might have said this before, but i have always wanted a fully grown dreadnought. Maybe like a wandering monster like the ghost but killable. They should be truly gigantic because (I believe.) The normal dreadnoughts are practically infants. I just think seeing the adult forms of the existing dreadnoughts would be great to see. (Maybe a glyphid hive queen as well. Something has to lay those eggs.)

dusk lynx
#

A dreadnought that is serpentine, or worm like? Think the Ice worm from Subnautica BZ or the Magma Worm from Risk of Rain. It obviously doesn't actually destroy terrain, but it could be cool. Also people are getting tired of rockpox, but a rockpox dreadnaught could be intresting. Final spit ball: A dreadnaught that can grab you similar to a stingtail, but might hold you for a bit?

warped hare
#

Could we find "Karl was here" on the walls?
I like to think he's down there, giving those bugs hell.

humble knoll
#

i would love it if we could get a reference to alien in the form of our PC shouting "Get away from her you BITCH!" to a scorpion lookin dreadnaught that is terrorizing a Dotty head near a destroyed mining mech

prisma cradle
#

a collection of rocks stacked on top of eachother in the shape of a wizard

short dove
#

A neat setpeice could be a broken down Bosco that was trying to drag a dead dwarf back to somewhere.
(Like a previous pod or outpost)

(Maybe just have it on the ground carrying the boot or something)

Since one of the animations in DRG for a failed mission/didn't evac shows a Bosco dragging the downed dwarf back by their boot.
(I don't know if this would fit into the lore of rogue core and everything, but I think it could be neat)

humble knoll
#

thermite event where you have to use thermite to open a secret lab door

soft star
#

a gun that shoots out robot swarmers

patent sorrel
#

wouldnt it be cool be cool to implement the dual flamethrowers suggested by the dwarves?

humble knoll
#

it'd be cool if we got the drillers drills as a weapon and a M.U.L.E with guns

finite sable
#

centipede enemy would be fun

prisma cradle
#

dragon-based enemy. maybe like a zilant or a wyvern.

swift sinew
#

since its the game will be underground (probably) i feel like a digging worm boss fight would make more sense

short dove
#

What about some kind of ohmeran heartstone type monster. Maybe with an irradiated varient.

Imagine going into a cave with radioactive crystals, and the crystals start to move.

dire lagoon
#

A more mobile, deliberate form of Rockpox could make for an interesting boss encounter. Speaking of, if rockpox does make a return in Rogue Core, alternative lost gear spawns that reference the likes of Dead Space with their placement would give Rockpox more a horror element that isn’t really touched on in the base game.

celest mango
#

Two of the stages could be based on the seasons of DRG.

A Rival stage where you fight lots of bots and at the end you have to fight a new Rival boss (Caretaker might be kind of boring to do again). You might also find lots of destroyed bots, who died fighting whatever the big threat in Rogue Core is.

And a Rockpox stage, where you fight lots of lithophage infected bugs, and at the end, you fight an infected team of the dwarves from the regular game. The Rockpox finally evolved to infect dwarves, and now you have to fight your fallen former comrades. Also maybe a dead corruptor occasionally, also killed by the mysterious threat of the game.

meager vale
#

It would be cool if there was an anomaly that instead of spawning minerals, you encounter a lot of lootbugs together that have eaten the mineral (they can't move), and only have that mineral inside, multiplied by their usual 1.5, giving the players more minerals, but without knowing what are they finding, and having to gather the ores all around, making it a little more messy

left apex
#

include breather in game!! For anyone interested, the species above belongs to the predatory tunicates, an underwater sessile filter feeder, an animal which draws in and expels water through its syphons, the tubular openings visible.

humble knoll
#

a tank that you can drive for 15 seconds

clever field
#

maybe more enemies that break terrain in a dinamic way

silver tulip
#

Base mounted auto turrets that you have to reactivate as part of a mission objective or just to help you out. And I don’t mean little engineer auto turrets, I mean big guns like the the wavesplitter mortars in starship troopers Terran command

ripe hamlet
#

Suggestion for customization. In DRG all the dwarves are voiced by the same person, each class being picthed differently. What if in Rouge Core there are multiple voices to pick from for your dwarf, each having adjustable pitches? Don't know if anyone has suggested this yet but wanted to suggest this just in case.

sacred lava
#

cosmetics in the style of GTFO, so a lot of gas masks, helmets, headphones and goggles

humble knoll
#

what if in rouge core we had female dwarves as an option (just a different head and voice and nothing else) and we could change the pitch of the voice using a slider in the cosmetics menu (along with the head so we don't need to stick with a male or female head)

frosty shoal
#

The next stage of lootbug evolution/ growth could be a centipede with minerals for armor. They could be different sizes and extremely aggressive/ lethal but come with the bonus of dropping resources when damaged/ killed.

prime jetty
#

Working nvgs.

ruby marsh
#

Being able to control mechs that drop down TitanFall style, but in the DRG way.

It will be connected to a power cable, hence a power supply will also drop next to it.

Just like the way it's done in the anime Neon Genisis Evangelion... the mech's movement is limited to the area surrounding the power supply (as far as the length of the cable permits)

If required, the cable can be detached, thus activating the mech's limited built-in power supply.

Then plug the mech back into the external power source to keep her operational.

The mechs will be used to fight super dreads. Really massive dreads.

Or even using a mech to repair/assemble massive machinery, given that mining operations have gone offline (heavy duty mining stuff)

When the mech gets damaged you have to get out and repair each damaged part for it to function again. More like a complex version of fixing pipe lines or Doreta.

Staying true to the fps perspective of DRG... Controlling the mech will be in first person from the cockpit with HUDs/monitor displays that could include;

the health bars of essential components (arms, legs, torso, etc) weapon ammo count, max distance radius while being tethered to the power supply cable and the independent power % when detached from the cable.

feral zinc
#

Enemies that react to light and sound, there's really no reason to turn off your light currently, so some enemies like the sleepers in gtfo would be cool

humble knoll
#

custom capes

storm lagoon
#

how about add option which call dmg number there is mod for it but not in Xbox one users

sacred timber
terse sierra
#

I’m not sure if this has already been suggested, but make the armor more than just cosmetic. For example, Gunner’s Mk4 armor in DRG looks like he’d be practically immobile while wearing it, but it has no effect on movement.
In Rogue Core, you’d be able to select armor that has practical effects as well as looking awesome. Again, the Mk4 gunner armor. If that was in a rogue core, have it have a severe movement penalty but immense damage resistance. I’m exaggerating for the sake of the example but you get the idea

humble knoll
#

add the scale brigade armor and a customizable helmet

deep shore
#

Add a hive queen boss/fully matured dreadnought egg

lyric sphinx
#

Hello and apologies if I put a post in the wrong thread. There were very few I had access to and it definitely wasn't for example a modding-related question.
My suggestion comes from part of the livestream when y'all were showing off the prototype for selecting upgrades. (I could find the moment and link to it if needed.) Ideally show which card/upgrade all players are hovering, or alternatively show which one has been selected by each player, but selections aren't finalized until every player has made a different selection. I suppose it's possible to have a timer and give out upgrades at random if players haven't all made a unique selection before time runs out, but of course the hope is that no one would be stubborn or salty and softlock the game for not getting their way.

frozen grove
#

custom power attack (if theres one) animations
i think it would add another layer of customisability and i have some ideas like:
-pistol whack
-punch
-rock (and stone) whack

inner sandal
#

Can you please add some glyphids similar to the sting tail and septic spreader. I know it looks like there is going to be a focus on enemies that are not glyphids, but in the description of the creatures they say that they are from deeper areas of hoxxes, so having a couple of glyphids that are stronger and different from the newer grunts would be cool. Also please add an enemy based of of crabs, it would be so neat to fight a giant crab.

humble knoll
#

punch guns! maybe some shotguns, maybe pistols, either way, punch guns are punch guns maybe they could be like yang xiao long's punch guns, she's got some pretty good ones (and a badass arm)

humble knoll
#

glyphid controller: its a glyphid that controls the area around it (basically earth bending) to do harm to dwarves, it is highly armored and pretty big so you'll need to shoot it while its concentrating on earth bending

glyphid tyrant: mind controls other glyphids and when it reaches full maturity, it can control dwarves if it concentrates on just the dwarf, if it reaches old age it will be able to control an army of glyphids as well as a single dwarf

frozen grove
#

If there's a tutorial it should have mechanic's that you cant operate without knowing what to do and MS will be explaining them to you BUT if you replay the tutorial and move faster than MS is explaining he will say 'Huh i didn't finish explaining yet, have you done this before?'

humble knoll
flint horizon
#

a bit of feedback i wanted to give on one of the store page screenshots (i know they're probably subject to change): most of the in-mission upgrades shown seem very plain, and in some cases a bit restrictive in terms of build-making (having no effect unless the player uses specific weapon types)
i know that more complex upgrades would take more time, but i'd love to see a quality-over-quantity approach with unique effects that help make each run more distinct than simple stat boosts would (not to say no stat boosts at all, but the more unique effects the better) - a good example of what i mean would be a game like risk of rain returns, where there are a few items that give small stat boosts but the majority of upgrades are completely unique effects that do things like summoning a drone partner, debuffing enemies that touch you, or upgrading one of your base abilities

there are also a ton of things that already exist in drg that i think would make for good unique upgrades:
jet boots (could be made stackable by increasing the maximum uptime)
companion shredder drone
heat/cold radiance effect while firing
stubby t5 electrocute aoe on hit
burning hell/boomstick blast wave
passive/active perks

untold sorrel
#

It would be really cool to see the Xenofungus that shows up on Bet-c in Rogue Core.

severe bolt
#

An ennemis that got a head kind of like the one of a cave leech and just rushs at you

frozen grove
#

Hidden statues of enemies like in doom with some joke ones like steeve with a sandwich on his head

finite sable
#

adding mechs to this game might work actually
it could be the new mission for s5 too

humble knoll
#

add eldrich gods to the game

finite crag
#

add THIS arc rifle(concept art)

crude hawk
#

Big reach but since that latest blog post about the new enemy concept talked about how GSG watched The Decent, it would be cool having melee in rogue core similarly in that movie with the pickaxe swings and all sorts, maybe even be inspired by Darktides melee having multiple swing animations 😎

red bolt
#

I think we all know rogue core is gonna be good already so my request is to bring it to consoles as soon as possible

rocky citrus
#

you know what'd be a neat thing to do with rogue core if they don't wanna use booze? IRL during prohibition instead of booze people would eat ice cream and in WW2 this extended to soldiers being absolute fanatics for the stuff to the point where they figured out how to make ice cream while doing bombing runs and stuff like that, sudden history lesson but what i'm saying is using ice cream would be a neat touch

bleak star
#

Add a test firing range to lobby (if applicable).

frail tartan
#

Maybe a more melee focused weapon that isn't a pickaxe, I'd like to see a melee focused weapon in this games amazing movement engine

storm folio
#

Vehicles: not necessarily something as big as dotty or as small as Molly or bosco but something that you could drive in game would be cool

sacred lava
#

I’m not sure how the level system will work, but what if there was some sort of helldivers-esque mission select where random areas had concentrations of expenite and it went down as people completed missions there, sort of adding an MMO factor to it

sacred lava
#

A challenge run mode that refreshes daily which works like this:

Each challenge will have 1-3 randomly selected modifiers, with at LEAST one bad one. Each modifier is either good or bad, with some being x2 speed or x2 weapon ammo and shooting speed, or some even being x2 enemy size. The challenge run can only be played once, and is usually harder than a regular run.

woven tapir
#

boomerang empty beer bottle, it returns back even if it shatters

finite sable
#

swarms aren’t called out by a mission control character, instead your terrain scanners show swarm blips and thats when swarm music starts

pure valve
#

Will mechs be making any appearance?

frozen grove
#

Our characters become more and more distressed and their voice lines will become more like screams (like in helldivers2) the more the dwarf to bug ratio gets worse

hard coral
#

add a voice chat with a reverb effect and sound physics for more immersion (if another player is far away, you'll hear them from far away)

frozen grove
#

Give us usable and moveable (purchasable) props so every lobby is unique and feels like home ex. sofa chair, campfire/fireplace(and the ability to turn the lights off for maximum vibe) maybe even a lamp and a table.

rapid cobalt
#

melees in rogue core, i want more ways to fight

dusk cedar
#

add compressed gold and xenofungus (the "Mushroom!" one)

rapid cobalt
#

adult dreadnought

it must be fought with a mech

if you win you can take it's skull home

if you lose it takes your skull home

frozen grove
#

Give us a cassette player where we can qeue existing or custom music (its an unlockable) and when the mission starts an animation will play of the dwarf putting on the headphones

thick cliff
#

Karl.
We find out who Karl is.
Please.
Maybe he is still alive...
Waiting.
To be saved.

rapid cobalt
#

more rock and metal music, synth too

humble knoll
#

book of grudges that just has the names of random people in the DRG universe (not players or devs, just random names)

warm wolf
#

Can you add enemies that can disguise as random environmental objects? The only way to detect them is through sounds like breathing, or it lets of steam while breathing, or it expands then contracts while breathing, or maybe an out of place object (objects that dont fit with the environment)

rapid cobalt
#

killtracker/usetracker for weapons and abilities

Gun Customization (not just skins, was thinking things you can hang from the barrel/sights like fangs, teeth,claws,etc)

humble knoll
#

organic weapons! basically just bug parts that are made into a somehow functioning gun

frozen grove
#

Plants that you find on dives which you can eat and give the player effects
Ex.
A berry that if eaten you can see only very short range but enemies are highlited(trough walls)

Or one that just makes you so small the bugs cant find you

warm wolf
#

add mimic loot boxes please, the boxes that are used to get ammos or healths or something, in teh rush of battle nobody's checking the boxes so maybe make them spawn in areas where the enemies are currently attacking, like the cave leech. Can be spawn out of sight, in a different but near room while the enemies are attacking. Lore wise they can be robots designed to automatically deploy themselves behind enemies line and disrupt them during battles

olive anvil
#

Boss concept:
Feral Dwarven Beast Master
"When the damn bugs start to feel like family, you know it's time to quit!"

A dwarf that got left behind during the Greyout but managed to survive by taming Glyphids. He did, however, go quite insane.

The dwarf wears armor similar to the Dawn of the Dread cosmetics and wields a crudely fashioned bow and/or blowgun, having long since run out of ammo for whichever guns he used to carry. He rides on a Praetorian that he’s outfitted with armor made from scrap metal.

He can attack the Reclaimers himself from atop his mount by using his handmade weapon, he can order the Praetorian to strike with its claws or spray its acid, and he can call swarms of lesser Glyphids to aid him. He can direct the swarms by throwing bottled pheromones and he can buff them with jars of Warden spores and other chemicals.

The dwarf and the Praetorian would only have one health bar between them. Could maybe do something like shooting the dwarf enough stuns him for a while, which makes the Praetorian and the swarm easier to handle.

Upon defeat, the Beast Master could have a few possible lines he might say before succumbing to his wounds.
“Leave no dwarf behind...”
“They killed... my bug.”

frozen grove
#

I would love to see some exoskeletons, not the big ones tho just a small construct around the dwarf that can be found at special stations and it would give bonuses but has to charge at any station or shock type damage and it should last enough time if you are not overusing it to get to another station.

inner sandal
#

In what ever replacement there is for the miners manual put in an "advanced" tutorial that tells you how to do non essential things (such as voice chat, normal chat, that kind of thing)

raven dome
#

flare upgrades pls

wispy solar
#

rogue core humanoid concept/design: owlguy

  • has asymmetrical ears to pin-point exact location with sound
  • satellite disk shaped face to funnel sound towards ears
  • no eyes or pigments since he lives in complete darkness
  • tendons instead of muscles
  • grabby fingers
  • slim and stealthy ambush predator
cedar kettle
swift sinew
#

i dont know if this game will have bosses but if it does i think its very important to have a high variety of them so you are not constantly fighting the same ones

sacred lava
#

not sure how expenite works, but maybe there could be a few mini mules roaming around which give a bit of expanite if you destroy them

limber fern
#

If beers are added in a similar fashion, Randoweisser should pick all of your upgrades through the run for you without telling you what they are until the end

cedar kettle
#

Let us yell rock and stone in this game as well. i just want to make sure we can. Rock and stone is a VERY important thing in deep rock.

lavish salmon
#

Add giant lootbug err23

tranquil cliff
#

add nitra bulk Detonator bulk

And a beer that when you drink it in the next mission everytime you use your pickaxe the dwarf SCREAMS "FOR KARL!!"

sand flare
#

dunno if this would affect the story or lore behind drg whatsoever, but make karl the villain. make him the one behind all the new bug attacks on the cores and any operations inside hoxxes. after all, wasnt he left behind by his crew on hoxxes? isnt that also breaking the rule of never leaving a dwarf behind? anyways i thought it would be pretty cool

wraith brook
#

New Mutator: Loot Bug infestation (but no other mineral sources)

remote hearth
#

after finding this video in my youtube recommends it reminded me of the Below Deck posts showing off sound capture for new machinery and such, and being that you guys find weird and interesting things to capture sounds from i figured this would be right up your alley for something crystal related or something for ambience on certain objects

the steel wire re-crystalizing makes for something that's very fitting for Deep Rock and with the new things we will be seeing it would be neat to have a sound like this used somewhere https://www.youtube.com/watch?v=6OH0-4RxmIs

red bolt
#

Bring it to consoles

gloomy depot
#

A compendium that details the various uses of the many minerals we mine. What is Dystrum and why do we get it? Why do we collect aquarqs and how do they form? Why is nitra used to call supply drops? Things like that.

distant mulch
#

If we have something akin to the abyss bar in rogue core, make being drunk an actual risk/reward mechanic by making you take less damage the more drunk/blurier your vision is, you can even throw enhanced pickaxe damage into the mix

narrow plover
#

Make sounds behave realistic in relation to the cave you‘re in, if technically possible: long reverbs, maybe echoes in big caves, duller sounds in small passageways etc. - should make weapon sounds feel more satisfying and immersive and big bugs far away more spooky and dangerous

sacred lava
#

Idk exactly how suit abilities work but there could be slight references to the base drg team’s support tools, like a temp shield as a reference to gunner, a temp drone for engi, a short range teleport for scout and some driller thing idk

distant steeple
#

I was playing some titanfall earlier and thought some sort of gravity grenade in rogue core that lifts bugs or pulls them in would be really cool and synergize with aoe like other teammates grenades. Also bugs flailing around in the air as you duck hunt them sounds extremely funny

knotty moon
#

I dont know if its already been said but you should take advantage of how early in development you are to finally add female dwarf options to a game. I remember the reason female dwarves never made it into DRG proper was because by the time it was requested development was too far ahead

halcyon scaffold
#

needs a steve, why you may ask good question "but" to that i say why not? i personally would love some kind of pet tamable pet creature in rogue core as a survival buddy in normal drg we got bosco and steve, we need a pet in roguecore that would be epic :3

hasty ridge
#

Make selections in lvl up menus more visible please

grave jay
#

Playing with lighting could be cool. In drg you already have to balance flares so you and your team can navigate darker areas. In rouge core I believe you head deeper into the planet. Maybe there would be creatures that actively seek out or avoid sources of light. Things that intentionally stalk players from shadows, or things that intentionally swarm together when seeing light.

humble knoll
#

we already know that rouge core will have customization and stuff so i won't suggest anything like back slots but i want to share my take on companions just like AngelXHope has.

i feel like the game would be improved massively if we could get 3 robot companions. a heal bot that heals us whenever we're out of combat and does low damage to enemies durring combat, a battle bot that does massive damage in combat but doesn't heal, and a basic bosco like the one in base DRG.

i feel like it would also improve if there were tamable bug companions that would stick around with us for the entire game starting from when we tamed them, complete with cosmetics exclusive to our pets and minigames to make our pets better at what they do.

and lastly, it'd be cool if we could get just customizable BOT companion with 3 options for its primaries (gk2, a shotgun, and a long range rifle) and 3 for its secondaries (the starter rouge core pistol, the bulldog, and the full auto subata)

let me know what ya'll think of these if you ever feel like doing it.

humble knoll
#

dreadnaught that is covered in robotic parts, its being mind controlled by the rival company

distant steeple
#

Now that the class system is gone, I think a melee/closer ranged weapon or two might be cool, like mechanical fists or a big hammer

sacred lava
#

If there’s going to be less of a goofy take on RC, what about taking some inspirations from gun designs from GTFO? That game has a lot of high tech guns with stuff like hologram sights and shit, which could potentially translate really well into DRG’s artstyle

humble knoll
#

modular weapons!

basically, the concept is that you'll have 3 slots for single handed weapons and 4 slots for two handed weapons

the components are as follows: stock. body. magazine/clip/ammo. and finally, barrel.

you'll only need a barrel, a body, and one of the 3 ammo loaders i mentioned above if you're making a one handed but you'll need all of them for a two handed weapon.

you can craft these weapons in the hub world and right before the boss of each level/stage, any weapons that you craft will be available at the start of each run but will not be accessible until you leave your current run through either dying or completing the run, any weapon you craft can and will be tested by you before you can confirm that you actually want to create this exact weapon.

the weapons you break down will have their usable parts randomized so that if you break down a weapon like the LOK-1 you could get the stock or you could get its mag, if you break down a subata then you'll likely get its body but its possible to get the other parts as well and also possibly a wire frame stock if you're lucky.

any 1 handed weapon that you craft can be made into a duel wielded weapon if you spend those same parts and any duel wielded weapon can be converted to a 1 handed weapon.

basically, i'm saying that if you like duel wielding more than you like using a pistol normally, you can do that with any single handed weapon including the NUK-17's (if they make it into rogue core).

tranquil cliff
#

a mission where you go directly into a rivaling company and just steal from them

humble knoll
#

decided to compile all my suggestions here (or as many as possible)

i have an idea, why not add a sword that sends out a wave of energy when swung, it also deals MASSIVE DAMAGE when first sent out (for the first 0.5seconds), the sword can be swung 5 times before the blade needs to be replaced it is advised that users only hold 3 extra blades but then again they don't care

the lithophomer and the lithovac become GUNS where the phomer spews acid and the vac starts throwing out random junk that it picked up

it would be a cool feature to have one or two downed dwarves wearing random armor that fits with one of the 4 DRG classes that you can revive and they'll follow you around with a loadout that fits their respective weapon class but they all have the starting pistol for a secondary unless its an engineer

a grenade that is just a ball of yarn that the glyphids fight over until only one is left at which point the glyphid will play with for a bit and then eat (and promptly explode)

a chance to find a random dwarf in the caves passed out drunk with a bunch of sleeping steeves around him and a makeshift home made from a dreadnaught and flora, the dwarf would have an instant level up if you wake him up and give him a beer (he might also give you a new weapon if you find him early on)

stalker suit: this suit lets you cloak and makes you much faster while cloaked, you can't shoot your guns but any melee and movement is perfectly fine, it also deploys a decoy a small ways away from your location for that extra touch of stealth

i would love it if we could get a reference to alien in the form of our PC shouting "Get away from her you BITCH!" to a scorpion lookin dreadnaught that is terrorizing a Dotty head near a destroyed mining mech

thermite event where you have to use thermite to open a secret lab door

it'd be cool if we got the drillers drills as a weapon and a M.U.L.E with guns

custom capes

add the scale brigade armor and a customizable helmet

add Cthulhu

frozen grove
#

A meme weapon you can find on your runs that uses gold ore instead of bullets:
Gold spitter
-poor mode:
Shoots very accurate long range shots that do medium damage
Consumes a small amount of gold.
-rich mode
Begin charging a powerful shot consuming more gold the longer held and gaining damage, pierce and spread
Damage is small-very high
Also your dwarf says "we're rich" at the begining

I think its better for this to be in a quest or a random find since its just a for fun item tho if you found enough recourses it could become a viable option
The desing could be similar to that of a blunderbuss

distant steeple
#

Some sort of support oriented grenade? Could be like a throwable syringe that you toss at teammates (or up into the air to fallback on you, albeit would be harder as its use would be enforced for teammates). Upon sticking to someone could buff them in all different kinds of ways. Healing is a little boring, but maybe a speed boost, reloads all your guns and refreshes cooldowns on stuff, hell could even be like a throwable berserker packet like in the Ebonite event

final palm
#

Some sort of Barrel cannon in the lobby so you can shoot barrels

hollow cape
#

Give us a Glyphid we can ride like a horse and give beer to

prime jetty
#

Pettable loot bug pet onboard the ramrod if its explorable

humble knoll
#

weapon charms: they dangle on the side of the weapon you're using and look cool, thats it, stop reading this, there isn't anything else to it, its just a cosmetic. WHY ARE YOU STILL READING THIS?! STOP IT!

frozen grove
#

Weapon idea:
Wormhole stabilizer
It is a throwable that has a wormhole special on a pad that then uses the beer liquid to make a circle portal to the surface sucking everything around it in and if anything makes contact its teleported (dwarves included) of course it wont suck everything instantly but it'll last long enough that anything near it would get sucked in and any farther away it will be just a slowdown

rapid cobalt
#

Put bug skulls on the pickaxes and guns

Put dwarf skulls on armor

Put managements skull on the dwarves shoes

whole wasp
#

I would like some kind of shooting range where you can test a weapon or figure out how it works before going into a game with it

buoyant shell
#

battle axe as a melee weapon

frozen grove
#

An easter egg for space enjoyers (glitching out of bounds in the hub) that if you fall and have a mission ready you descend "manually" by falling towards the planet

kind patrol
#

Make some areas have some sort of "super dark" modifier, makes the default flashlight brighter and wider to compensate, give dwarves less flares to further build the dark, enemies would have louder, echo-y screams. (could even add a spinning lighthouse or spotlight POI to help with vision, overall just make light feel like a resource)

rapid cobalt
#

what if you could pick up a swarmer and tear its legs off to eat them and restore hp

hoary raft
#

To be able to power attack when looking down and falling, starting a pounding attack, denying fall damage. Thinking it over, it would likely need to feature a limit on how big a fall it can protect from, alike the current engineer platforms
And goomba stomps are cool too

gray kayak
#

A new mode of playing. Instead being part of the rescue team trying to re-establish contact with the core you are playing as one (Or as a group) of dwarf that lost contact with the mission control. Could be a cave in or earthquake caused you to drop down into the depth/get isolated. Now you are low on health, ammo and disorientated. With monsters everywhere attracted to sound you must either stealth of fight your way up towards safety. With resources like Nitra and red sugar being rare you must be careful when to shoot and when to avoid your enemies.
(Its just a thought I had that could be cool after I saw the unregistered transmission. But understand if that is difficult to implement.)

distant steeple
#

I think a couple voicelines in DRG and Rogue Core referencing the other game would be a nice detail; a few I thought of for the DRG side (Dont have any for Rogue Core because I, alas, have not played it)
Completing a core stone event: "I cant believe those reclaimers have to fight these horrors on the daily!"
Pinging a ruined drop pod on salvage: "Were almost like those reclaimers!" Wouldn't want to constantly be finding stuff like this though.
Picking on a Morkite seed: "I wonder if the core is prettier than this!"
Getting Credits/Mining Gold: "I sure hope the core opens back up... I could use a job with a fatter pay check."

I think even just 1 or 2 in both would really help both games feel connected and in the same universe.

formal spire
#

If rivals are gonna be absent (unsure if they are or not)
Maybe make some sort of collectible relates to them, such as text or audio logs of Rival expeditions or projects to start operating in the core...maybe to give some extra lore to the world of drg or just the core itself, maybe even abandoned facilities, outposts...or even more metal...ruined caretakers and power generators

If they are gonna be there in some way, would be cool to see some new rival enemies that have more advanced defensive features than the ones in base drg...perhaps designed to further withstand the heat and conditions of the core...or with more offensive features to keep whatever creatures in there at bay that would actually attempt to attack rival robots...yknow...unlike the glyphids

Ooooo, to add onto this...perhaps some sort of mission or side objective requiring you to temporarily reactivate or restore some rival tech...for whatever reason that could be...maybe to take some data from a prospector to find some sort of mineral objective, or to reactivate a caretaker to help defend against a massive swarm of enemies, theres alot you could do with rivals in rogue core wether they are active in the core or otherwise

small flume
#

Some sort of enemy that abducts peoples corpses and hides them in its den

lusty stone
#

Extension on Firnen's idea of Rogue Core having voicelines referencing DRG. For example if the player character equips kneepads or some other equipment that reduces fall damage they could say something along the lines of "Good thing I got these on, don't want to end up as another crippled Scout.", coming upon an area with a large crevice as the result of a bomb or other explosion "Has that Driller-fellow been here already?", happening upona random zipline or discharged shield generator could lead to a reference to Gunner and something similiar for a reference to Engi. Maybe an area without any sort of electromagnetic field leading to radio silence could give the Player Character a sigh of relief about not having to hear Mission Control in their ear for a brief time?

pure valve
#

Corespawn leviathan

humble knoll
#

a special place that has the remains of spacerig 5, after you get to the end, you can pick something up and get a special suit and weapon (along with some new cosmetics)

feral zinc
#

Holorifle from fallout NV's dlc Dead Money

humble knoll
#

add a flag with the company logo on it

cunning eagle
#

mission control bobblehead

dry blade
#

would be cool if some stuff from Survivor could be added to this.

finite sable
#

some type of core rock that can be used as grenades if you run out of your normal grenades, low dmg but would slow the enemies down

hoary raft
#

If there's still going to be a gunner class of sorts in rogue core, I'd point at this handgun. Seems like an appropriate next step after the bulldog

frozen grove
#

an actual functioning stealth option (suppressed weapons and high mobility) that rewards the player for speed and precision

torpid mural
#

Assuming the Corestone and the new enemies from it are leading to Rouge Core, maybe a new unnerving enemy similar to them but instead of just being able to Split its skull, it is capable of unhinging its neck and extending it and turn it 360 degrees, being able to spit acid (wich the new enemies leave on death) and it should try to keep a distance like the arbalest and crawl mainly on the ceiling but should also be really fast. Maybe as a BossSconk .

That "thing" would fit in perfectly in Hoxxes and the new enemy thematic and prove a new challenge for our battle hardened dwarf. Oh and if a dwarf should find himself in the unlucky position to be up close to it it should be able to Grab him and try to run away with him in 2 arms and if far enough away and having some breathing time it should "eat" him like a leech.

Or it should act similar to the glypid stalker but trying to stay in dark spots and then starting unhinging its neck slowly descending its head down to devour you unless you shine a flashlight at it to scare it away and scaring it to keep it at a distance.

I wanna see Unnerving and even crazier enemies at the core of Hoxxes since its Heart should be able to give birth to horrors beyond Dwarven Imagination. (Inspired by Japanese Folklore (Google: Rokurokubi))

graceful idol
#

One big suggestion i have is that i really hope GSG actually gives us lore. I understand the dislike of not wanting to delve into lore to "let players figure it out" but the fact of the matter is there is little you can theorise about before you just start having to create headcanons, speculate and generally make things up. There is a lot of potential and i'd hate for it to be squandered on flavour text that doesn't leave room for theorycrafting via evidence.

feral zinc
#

A weapon akin to the platform gun, but the platforms are made of an explosive material that triggers when shot, and could be very effective area control.

mild kelp
#

We need unlockable/purchasable perks during runs

weak inlet
#

What if you could find ruins of a Space Rig, teleported deep down by an accident with a Core Stone?

crisp wigeon
#

Having the game go into a more horror game focused style instead of the horde shooter like drg. Having it be a horde shooter as well will make it basically drg2 and i doubt anyone wants that

feral zinc
#

More core spawn variants
core spawn 'barnacles' that hang from the ceiling in front of doors and swing down, scaring and grabbing the player
Core spawn runners that chase you at high speeds
Core spawn mimic that looks like an object or unused ammo cache but wonky

faint anchor
#

Include a weapon that functions similarly to special powder boomstick!! Gotta have those cool jump clips...

outer relic
#

Separate the pickaxe into its own weapon slot. This will give a lot more flexibility in weapon design, since in regular DRG a weapon’s secondary functions have to all be bound to the reload key. Separating the pickaxe would free up right click for things like the Hurricane Cluster OC or the flamethrower’s Scorching Tide OC.

silver swift
#

The ability to call down things like floodlights, betc's and the point extraction turrets for nitra or exponite

narrow plover
#

Would be cool to see if the random upgrades get somehow put into the lore, like management sending down whatever is available at that moment, paired with an excuse voice line from Mission Control

humble knoll
#

make it so that all one handed weapons and some 2 handed weapons from DRG can be duel wielded in RC. to go more in depth, i'm saying that i think some weapons should be duel wieldable because weapons like the subata look like they'd be duel wielded and the weapons like the LOK-1 look like they'd also be duel wieldable, both would have downsides like longer reload and less accuracy but they'd have more magazine capacity and more fire rate. i also have the suggestion of making it so that no matter the layer, any weapon is viable, even the starting weapon. this way, if you get a weapon you really hate or you're trying to do a starter only run, you can always have a viable option available that won't make the game less fun because of how it's used.

frail tartan
#

Add more advanced / complex enemies in rogue core that can explore more about the glyphid and mactera hives, and also give us more context about their societies and social structures

An example could be some type of important glyphid variant that specializes in intelligence and sentience, that coordinates more dangerous and organized assaults on the player, and could try to reason or communicate with the player

modest acorn
#

Add ways to change the damage type of guns, through perks or something else, because it would be fun to switch from a boring pistol to a corrosive, electrical, or explosive pistol. (sort of like the way you can make fire tipped bullets on the boomstick and subata)

odd dew
#

Add a weapon that will shoot bursts of little bombs that will home on enemies in front of player

feral zinc
#

A mode where you don't have a lot of access to ammo, so every bullet counts and every fight is a risk, like in Metro 2033

pure valve
#

A mission where you fight the results of what happens when a corestone gets infected with rockpox.

scarlet surge
#

I would love to see more environmental hazards and threats. Enemy types are cool, but the environment itself being a threat makes the missions even more hectic than ever. Things similar to the snow storms, sandstorms. Maybe bigger threats, such as huge cave quakes that open and shut off caves at random, making you adapt and move in ways you wasn't expecting. Some even altering mission objective locations. Say you're defending a piece of equipment, and a cave quake makes the cave floor fall in and the mission objective is now surrounded by rubble and moved into a different position. Another forms of obstacles and such can be liquids like water, lava, and other Hox specific liquids that can flood places, or just change how you approach a situation. Missions go a long way with replayability due to the random situations the environment places you in, and I would love to see this aspect be grown into something truly unlike anything we've seen.

compact pecan
#

I would really just like some lore

sage silo
#

if builds centered around individual weapons are part of the core gameplay then some real melee options would be so great.

sweet zinc
#

These creature ideas literally came to me in a dream, so I doubt they're any good.

  1. A mimic. Not like the Nemesis, a true mimic. Perfectly copies in-game voice lines, looks like a dwarf at first, and can actually help you. At some point it reveals its true body and attacks. In the dream it looked like a deer-thing but also similar to a green colored Menace.
  2. This one is probably no good. If there's some sort of stasis/cryo to regen health or move to the next stage (this was what it was like in my dream), a Cave Leech like creature that grabs you if you don't kill it before you activate the stasis thing.
  3. If the game works kind of like a Deep Dive, having to find fuel for what ever brings you deeper.
pure valve
#

At some point I imagine the rivals will try and weaponize a corespawn against the dwarves.

barren shard
#

I woke up in a cold sweat to bring you this idea
Instead of a jukebox, a dwarf radio with the occasional dwarven radio host talk

silver swift
#

Have something like the rivals play a bigger role in the story as in season 3 or 4 mission control mentioned that they dug deeper to avoid the rockpox and so maybe you would occasionally encounter structures similiar to the ones in the teaser photos doing something with the exponite whilst you are able to take that exponite for yourself

sacred lava
#

Fishing mini game

thorn island
#

What's about a new way to find new equipment (weapons, cosmetics, etc.)
On a abandoned Minehead can be found broken parts of Weapon/upgrades/cosmetics and the dwarf needs to find and scan all these parts to get this respective Weapon/upgrade/cosmetic.
(the mechanic is similar to subnautica, you scan several parts to get the whole blueprint)

tough pond
#

No clue if this was ever posted but something simple like cosmetics# for Steve if he's in the game would be great!

icy belfry
#

Here's an idea for a mod/upgrade... Every kill done by hitting an enemy's weak spot increases damage output by x%, every kill done without the weak spot does nothing, but MISSING a shot reduces damage by x%.
In the case of shotguns, if so much as 1 pellet hits the target and the rest miss then the shot will not be counted as a miss, and if 1 pellet hits the weak spot on the final killing shot but the rest miss or hit the target normally, the shot will count as a weak spot kill.

fickle sky
#

beers that you can get mid game that are upgrades, maybe if you collect enough brewing ingredients you can call in a beer supply ( they would only last for like a minute or two)

vast fjord
#

it would be very cool if rogue core has some of the grenades and secondary weapons that're featured in the deep rock board game, but arent in DRG itself

spice moth
#

Maybe a formation (like some sort of stone/crystal structure) that prevents electronics from working properly, resulting in flashlight flickering/light loss?

pure valve
#

Maybe we could see the result of what happens when a dreadnought fully pupates?

amber phoenix
#

Please make it crossplay

pure valve
#

Make it canonical (but not known in-game) that Hoxxes' core is the reason Longbeard keeps crashing into the planet.

weary pumice
#

if your dwarf is wearing a helmet with a visor to see out of, you should be able to see the reflection of your dwarves' face in the glass occasionally during gameplay. that'd be so cool

brave leaf
#

more anomalies ( not mutators )

cobalt cairn
#

In rogue core have the Steve colony theory be an actual place you can encounter. It will act as a friendly area where you can maybe buy items for your run or just get some things for free (kind of like hades).

Also all Steve’s will have dwarf cosmetics on that they found from the fallen dwarfs throughout the caves : )

pure valve
#

A Korlok, hideously overgrown from the energy of Hoxxes' core. It's so big (The heart itself as big as an Ommoran shell) you have to use modified rock crackers to open it, and call in drill pods to do the real damage.

feral zinc
#

An enemy more mammalian in nature, like the legendary bear from rdr2 but on steroids

wintry sluice
#

Radioactive bulk detonator, a mini-boss of sorts similar to a radioactive exploder

sacred lava
#

Chris christodoulou (the guy who composed the ror2 soundtrack) collaboration for the music

forest hamlet
#

A 'roided up Brood nexus as a boss. Spits out grunts, swarmers, mactera even

gleaming lintel
#

An evil little goober akin to the hooli hoarder that steals your weapons. You get 10 seconds to kill him, but he moves pretty fast.

pure valve
#

A corrosive sludge pump that shoots globs of napalm mixed with magnesium and thermite. Good for lighting up a cave, and for incinerating anything that moves.

steady fossil
#

open gold geodes like from golden detonator's explosion. maybe a little trails of gold around it to spot easier.

lilac fulcrum
#

Can we get a Bow and Arrow that has different bolt like the cross bow. BUT the Attack Speed is faster and Damage is reduced, BUT modifiers would be able to allow us to make builds arround it if so chosen. idk just a thought

still current
#

I think a cool weapon could be a tesla coil gun

muted eagle
#

If we get lootbugs it would be cool if you can feed them minerals and maybe get a chance to get something in return (Something like it throws up a rare mineral or nothing at all (Risk vs Reward) or exchanging your minerals but you get less of the other kinda like a mineral stock market 📈 ) and obviously a pet button

feral zinc
#

Infectious "gold". A rare subtype of the Ebonite virus, Infectious Gold (IG) will give bugs (among other things) a hard exterior coating, akin to that on a bulk detonator. This coating, and the chunks of the "gold," are both chemically and cosmetically identical to pure gold. The infection spreads when a creature consumes or otherwise comes into prolonged contact with the IG virus, quickly overtaking the nervous system, deposits of gold form inside the creature and (if at an appropriate depth) rising to the surface of the skin as painful, hard pustules that spread across the epidermis. The creature, if of the genus glyphidi, will build up explosive enzymes, which eventually manifest as glowing red boils all over the skin, becoming an exploder. Normally, an exploder would stay at this stage of growth, but the IG casing will grow with the glyphid, trapping the enzymes inside. After reaching the desired size, the infected bulk detonator will ascend to the surface in search of glyphid hives to contaminate. Most bulks shed this gold casing as they ascend, but some retain it, becoming crassus detonators. The players could find veins of IG, which is almost identical to gold, except for a pulse that occasionally travels across the vein. If a bug touches the chunk mined, it gains a gold armor. There are also gold spore areas, containing more viruses than air in some places, causing most creatures to avoid it, but it is most lucrative as all surfaces are coated in gold.

hazy solar
#

Karl
Suggestion no2 : Karl...but its actualy a fake and acts a bit like the G-man from halflife universe.

wraith bridge
#

I saw the message about no cross progression between drg and rc and while I get that yall dont want anyone to feel like they miss out. my one request is: that we at least have some sort of way to use our drg cosmetics in rc cuz i think itd just be nice.

unreal crater
#

nemesis but more believable and advanced. You could make a "rogue nemesis" that has gone rogue and departed from the mining company rivals. (Rogue, rogue core, rogue nemesis? rogue guy? rogue core rogue nemesis = rogue profits baby)

pure valve
#

What would happen if rockpox came into contact with a corestone? would it start spitting out infected crawlers, would it turn into a plagueheart, or would it become something worse than a corruptor?

humble knoll
#

double barrel assault-rifle

basically, the idea is to make the GK-2 into the HL-4 better fire rate, better mag size, better max ammo, but everything else is worse to compensate for it. one thing i was thinking though is giving it some stun chance and a bit of armor break so that it can still match the GK-2 because everything being worse and 3 being better isn't exactly fair.

zealous grove
#

Minecarts.

timber swift
#

what if underhill deluxe makes it where if you go in to a mission under it's effects, you do the mission. I think it would be funny

tardy jungle
#

I know some friend of mine do want to see more melee Weapons in the DRG universe so I've got ideas
A plasma lash/whip for short-mid range which can apply buffs to allies or fear to enemies
An electrified paralyzing glaive for short-mid range sweetspot sweeps but poor extraclose ability
A flaming sword which douses enemies in its fuel for increased fire damage
A Gauntlet type weapon which can altfire for a rocket fist and/or shatter into shotgun-style shrapnel

humble knoll
# tardy jungle I know some friend of mine do want to see more melee Weapons in the DRG universe...

okay so i'm going to modify this a bit because it part of the DRG brand to only have the pickaxe as a melee weapon, which isn't perfect, but it does fine thanks to the power attack.

the whip could in place of being a melee weapon, be a grenade or a suit ability that just deals damage and is on a cooldown.

the glaive is likely the polearm but i'll go over both the polearm and the warframe styles. for the polearm, i would say it would be a D2 style gunblade instead of a melee due to the melee rule already mentioned, as for the warframe style, the dwarf would likely throw it and have it come back shortly after, allowing for unlimited ammo at the cost of leaving the player mostly defensless for until the glaive comes back.

the flaming sword is a great concept, it would work great if it were something like the exalted blade from warframe or the warlocks dawn blade from destiny.

as for the gauntlet... its a punch-gun, just have it be the Ember Celica from RWBY and call it a day, easy as pie.

trim jetty
#

How do you like the idea of adding limb tearing to dwarves? A separate complexity could be created for this. This innovation will look like this: if we are beaten by a beetle, then our heart will be removed (depending on where the beetle bit us), and we will die instantly. When another player resurrects us by pouring a mysterious liquid from a flask, our arms is restored (direct animation of arm or leg regrowth). This feature can be disabled in the settings. When a dwarf is hit by a glyphid Praetorian, the dwarf's arm comes off, let's look at this case on Gunner. A Gunner runs with a machine gun, a glyphid Praetorian attacks him, bites off his arm, now the Gunner is without a hand, now he will carry his machine gun in one hand, this imposes a 30% slowdown on the dwarf and increases the spread of the machine gun by 50%. Then, at the second bite, the leg will come off, + 40% deceleration, at the third bite, the dwarf dies. When he is poured with a mysterious liquid from a flask, he has a slow animation of the appearance of a hand, from a small hand to a full-fledged hand, the same with a leg.

pure valve
#

Maybe we could do some research into how bulk detonators become crassus?

quartz anchor
#

Suit power that lets you shoot a drill that makes a tunnel in a straight line and deals some damage

pure valve
#

A small section of the hub that's filled with lootbugs, for moral support.

granite aurora
#

3 words: Fully Matured Dreadnought

You can make it not be an actual enemy and have it be closer to a map hazard, causing the cave to colaps and only being visible as a giant behemot 30x bigger than a normal dreadnought, only being visible trough small cracks in the caves walls

tough trellis
#

Perhaps a root heart biome where the hollow bough vines originated

ripe magnet
#

a (mini?) exo skeleton "power up" that can be found in a cave (similar to jetty boots) that boosts your health and/or shield

pure valve
#

Give mission control a pet lootbug one of the dwarves smuggled in for him.

dapper knot
#

I can't seem to find anyone who's asked this before, so here goes:
Make Rogue Core available on the Windows Store with Xbox crossplay just like DRG (when it releases). I have a bunch of Xbox friends who want to play it, but I have a PC. IDK if there are plans for it, but I just want to put out there that the crossplay and Windows Store availability is appreciated.

pure valve
#

Because there is always one more morkite seed than what is required to beat a deep scan mission, it's entirely likely that one could be left behind after the drillevator cracks the geode open. Lootbugs are slow, but one could eventually make its way down to the geode and eat this hypothetical seed, resulting in the creation of an iridescent morkite lootbug. ||Perhaps this could be Mission Control's future pet?||

true sundial
#

A suggestion to add different playable fantasy characters to Rogue Core

Now, Deeprock Galactic hires dwarves for mining on Hoxxes IV. This makes sense- dwarves are great at machine design and creation, and they are tough enough to survive mining operations on Hoxxes.

The Rogue Corps has no explicit reason to only have dwarves- Deeprock Galactic explains that there are many different fantasy characters in this universe, and although the dwarves we play as may have prejudice against elves and goblins, there may still be space for them on the rogue corps, especially considering that there are high stakes for the rogue corps's mission.

Some short concepts that could be added as playable characters
Goblin Warrior- larger than a dwarf, has powerful melee attacks, has less movement options available, but still a good base movement speed. It contributes to team movement with its impeccable sense of smell, aided by deeprock galactic's R&D to become Smell-o-Vision. This allows the team to find hidden items, objectives, and enemies when the goblin warrior is smelling.

Wizard- A wizard is a magic attuned human with access to healing magic, curses that allow control of enemies, and teleportation (deeprock galactic's R&D has allowed these to become teleporters for the whole team to use). It has otherwise weak short-range attacks, though it can stack its magic using whatever roguelite elements are to be added to the game, ultimately to catastrophic effect, like controlling an entire swarm, or making a portal loop that traps large enemies.

Elf (yuck)- the elf is only here to please the space elf bureaucracy that makes laws dictating what suggestions can be used. Elves are smaller than dwarves, as seen in the yuletide event. They are the most mobile of the rogue corps, and they use weapons manufactured by Nishanka. The elf's main movement ability is invisibility. It can go invisible using a potion. It can also quickly set up traps based on elements and sigils.

raven oak
#

If Naedocyte Shockers are in the game. Maybe they have a very small chance to revive a downed player after shocking them a few times while they’re on the ground. Very very small chance

pure valve
#

Corespawn Naedocytes that can disable equipment for a split second with their shocks. Inconvenient alone, but in a group...

true sundial
#

A concept suggestion for Karl
The Rogue Corps is for the best of the best in Deep Rock Galactic. DRG is willing to hire outside of their company to make the Rogue Corps as great as possible, but every so often, one of the dwarves that work mining missions rises to the level of the rogue corps

Karl is one of those dwarves. Management promoted him to the Rogue Corps. Because his crew respected him greatly and would certainly wonder where he was, Mission Control orchestrated a mission that was slightly deeper and much more difficult than usual. Karl was easily able to carry this mission, but at the end, he faked his own death as everyone else was leaving. Mission Control sent down another drop pod so Karl could get out.

Mission Control had done this procedure before, and besides being effective in keeping the company culture, it worked well to keep the dwarves in line, and possibly weed out the weaker dwarves who weren't okay with their friends dying.
Karl was now a great member of the Rogue Corps, and ready to go into the core of Hoxxes.
My suggestion is to make Karl (or someone with the same story as Karl) hinted at as being the main playable character of the game through monologue or dialogue. This would be a purely aesthetic change that would tie both games together nicely.

Edit: Some people don't like the idea that Karl would be the playable character, so I instead suggest that this storyline be used as an explanation for why the Rogue Corps also talk about Karl, rather than leaving his lore completely behind in DRG.

formal spire
#

Duergar:

A cool, but unlikely concept, dwarves who have been left behind...surviving and delving deeper and deeper into hoxxess IV

Throughout the years generations of these dwarves have been corrupted by hoxxes core (but fortunately are not allied with it) or had simply evolved to survive in the caves of hoxxes even more than a regular dwarf

Harboring deep resentment to their fellow dwarves for abondoning them (very not rock and stone), the many generations of what are now duergar have been taught to hate dwarves, attacking with weapons constructed out of hoxxes minerals and even bugs though most of them use these somewhat primitive weaponry or whatever tech they scavenge out of the core and the operations going on within it

But the more skilled warriors of their society use class weaponry

Excavators: Duergar descendants of lost Drillers, they specialize in melee...with scarce fuel, they dont turn on their drills often, opting to use thier drills as boxing gloves, turning them on only on occasion to shred incoming projectiles and to deal devastating damage at the cost of thier mobility...cant see with all the bright sparks, gotta walk carefully, these drills are legitimate ones, usually passed on from excavator to excavator, if you are too far, they will attack with a cannon made from a Dreadnought, one that fires a fireball, but much weaker than a dreads

Inventors: Duergar Engineers, they typically utilize modified turrets designed to be even more expendable, firing teeth from bugs, these bullets are not as strong, but the inventors can place as many of these as they want, wherever they want...so if they are not dealt with, they can cover the area in suppressing fire, however they only spawn with 1 or 2 of these...and only place more when they can see an enemy, will hide behind cover, has an smg that fires the same spikes but only if they are cornered, or moving between cover

(Word limit here, will continue soon, FOR DARK AND DEEP)

kind jetty
#

Make a lootbug jumpscare

feral zinc
#

Elven terraforming operations. Basically, the elves sent down a bunch of dudes with magic seeds and told them to make hoxxes hospitable. They mean to use minerals as nourishment for these hyper-trees and have druids as leaders. An objective where you "liberate" the seeds would be cool

pure valve
#

Gutted corespawn heads as cosmetics.

tough trellis
#

More voice acting and randomised pitch for the dwarves when you load in

pure valve
#

A portion of the rig that's formally made to research the lifecycle of lootbugs, but in reality is just a zen garden analogue for the dwarves. I also suggest there being an 'elder lootbug' in this research area that's three times as big as a normal lootbug that you can feed special goodies to to give the surrounding lootbugs special effects for a few seconds.

wary vector
brave leaf
sharp sun
#

A pet mineral hoarder that will just go around and collect loose minerals you mine and deliver to molly 😄
Maybe even have it look for certain minerals (nitra or special ones) in return for some gold 😮

pure valve
#

A weapon or tool similar to Unreal Tournament's impact hammer. Ultrakill has something similar, if further inspiration is required.

halcyon sparrow
#

Downed dwarves could be given the ability to highlight enemies with the laser pointer. It's not much, but at least it gives an alternative and simple way to inform other teammates of lingering threats, than with the mic or text chat.

elfin charm
#

Add a stupid card game to the game

sly copper
#

A beer, that will enable mode where mini glyphids will be running at station and dwarfes gotta smash them with toy hammer. And there will be waves like horde mode in doom eternal where more glyphids and strongers versions, like pretorian and detonator that can explode and clean a big zone of glyphids

wicked drum
#

please make female dwarfs, my daughter would love it. We play DRG together and she really enjoys it.

ocean remnant
#

What if we put pickaxes on molly like she can automatically mine stuff nearby

true sundial
#

Amphibious Drill Enemy:
I am suggesting that Rogue Core has an enemy that looks sort of like a frog or salamander, but has drill-like hands or mouth that can quickly break through terrain. It could be encountered as either a powerful ally or a fearsome enemy,

I thought of this idea when i drilled a praetorian and it ran away with the fear effect. I conceptualized that for a praetorian to run away, the enemy must invoke a primal fear of tearing pain. Of course, these animals likely hunt glyphids and are able to drill easily through terrain, making them a powerful predator worthy of such a fear response.

This "concept art" of the amphibious drill enemy shows it corrupted by the rogue core. In this state, it will be encountered as an enemy that will fearlessly hunt you down

lunar kraken
#

This is a snail that lives in deep sea hydrothermal vents, they are protected from high temperature by the iron scaled across their skin and their iron shells. I think they're really cool, so having them as a neutral creature, or even an enemy would be awesome.
I've been wanting to see them in a game for so long, and I think they'd be a very cool little creature to have in Rogue Core, in some compacity.

crude burrow
#

have a key command and an icon next to the player name that displays a check mark or X. It is the equivalent to typing "r". When one person presses it, it pops up on the screen of other people so that they can press yes for ready or no for not. This way we can have a cleaner process for asking "r?".

humble knoll
#

custom maps as a game mode so that players can make their own little missions and whatnot and even large stories for the players to play through

crude burrow
#

I know there has been talks about having cosmetics cross over from DRG to RC, but I think it would be really cool if certain materials like ERR://23¤Y%/ had a use in rogue core. It would potentially drive sales for the original deep rock as it is only obtainable from there.

Some potential uses for it:

-Unlock new areas
-Forge into unique OC
-Cause in game events to happen

lot of potential but linking the progress from one game to another makes the IP so much more interactive and exciting.

glad iris
#

Pickaxe boxing ring and a shooting range as more things to do between missions and a way to test builds

rocky citrus
#

i've heard military branches have their own mixtures of alcohol to REALLY mess you up, what if the reclaimers had that

fluid ermine
#

For team upgrade selection, a multi step process. Maybe five or ten seconds to "like" upgrades and see what your team members want. Then the true selection process.

Further, some incentive to let a teammate have an upgrade that you both want. I don't know what this could be that isn't too powerful, but maybe partial ammo refill, small health regain/upgrade, or something else. Essentially, something to encourage you selfishly to grant team members their preferred upgrade choice.

fresh umbra
#

GSG, add a minigame version of this in the toilets in the Ramrod, and my life is yours

mighty spindle
#

Temp-shock effect is applied to the slicer’s energy sword drillchamp

haughty sinew
#

Have Glyphids spawn at the beginning levels to only run away in fear when the Corespawn attacks.

This would be cool and set up the fact that we are dealing with something more brutal if the enemies of the first game are scared of the enemies of the sequel.

hasty hinge
#

You should be able to land on the Rammer to rodeo it like it's a Silicate harvester nice

distant steeple
#

So if neutral/passive creatures are gone from rogue core, as the theme is more so “everything wants to kill you” opposed to “this is a habitat”, I still think it would be cool to have creatures that aren’t friendly, but still add to the environment. Was theorizing about what the imp enemy could be, and was thinking an creature could try to steal minerals from you might fit well, or some sort of large creature with long legs that hurt you if you walk under them while they’re walking around

Creatures like that wouldn’t exactly be the “im going to walk up to you and eat your face” type, but they definitely wouldn’t make you feel at ease like the lootbug or cave angel

slate quartz
#

neutral creatures as in 'shoot them and they attack' as opposed to purely passive creatures would be interesting. Nothing too punishing as crossfire incidents and AoE misjudging is not a mistake to spawn waves on someone for, but just a little emergent interaction that can happen. Less prospector-style 'runs away and spawns a normal wave on you' and more just a little guy getting upset and hitting you back

barren shard
#

vomiting in the toilets to remove some of your drunkenness

lunar kraken
#

Slicer getting a large axe, I'd love to be Gimli.

feral zinc
#

Some voicelines that two or more dwarves respond to, and they might refer to each other as call signs that te dwarf in question isnt a fan of, eg.
"Hey sammich, you done with that vegan BLT yet?"
"It was ONE TIME!"
"Hehehehe"

"So, what's the big deal with the miners on the Space Rig and why are they so important? They get all the publicity!"
"Do you think management wants the galaxy to know about the greyout?"
"...yeah?"
"This is why you only get swords."

shadow nova
#

I assume that thre will be tiers for the dwarfs abilities. In that case i think it would be cool for the slicer to have multiple slice direction options in one of the tiers.
Example in tier one,either:
Horizontal slash: larger attack span but lesser attack reach

Vertical slash: larger attack reach but lesser attack span

Dismantling slash: lesser attack reach and width but more damage (perhaps build in armor breach)

glossy drift
#

for the team upgrade stuff with expendite, you can have it like resupply pods where you get enough expendite to upgrade and can call in the drone to land to trigger the upgrade sequence instead of it be activated whenever it gets to the exact amount you need to upgrade and i was thinking for the falconeer there can be some upgrade where when you activate the ability a second time while the bird is in air and you can control it like the plasma burster missles overclock sorry for dragging the suggestion on but i think there could be some sort of attack that enemies could do or it could be a enviromental crystal or something else that gives you tunnel vision and your character can say some lines like, “My heads not feeling too good” or “I think I drunk too many beers back on the Ramrod”

timber swift
#

One of the classes should be a mario-type class named "plumber":
his main weapon that you get is like a fireball that when you left click, it shoots out a medium ranged fireball that bounces on the ground
other than that, you would get a passive buff that lets you jump higher. And when you jump near an enemy, you can press right click to 'stomp' on them and damage them, and if there are multiple enemies nearby you can chain it up to 5 times on different enemies (it can't be the same one)
The upgrades would just be upping the damage to the fireballs and stomp, and maybe increasing your jump height. Just an idea I thought of on the spot.

opal night
#

Should add more voice lines where the dwarves have a mini conversation. I know they talk at the start of the mission but it would be cool if there would be more during the mission. Or I'm just deaf. It could be like, "What's your favorite beer?" then an answer from someone nearby.

brave hound
#

I think you should add vehicles like ridable bugs or mechs or something like that.

runic magnet
#

Maybe it would be cool to have specific rooms/structures generate, where once you enter it, the music fades and you have to rely on audio cues more than usual for some threat

Maybe an obandoned canteen, where some creature has made use of the leftovers to lay a bunch of eggs that get triggered by light and you need to be careful not to touch anything in the dark

A stalker type enemy thats trying to sneak up on you
Often only leaving its head exposed while hiding from you behind some of the big mining infrastructure

Maybe something with multiple heads that looks like normal creatures from afar, but is actually only a lure
Presenting its true form once you get closer
Being exposed prematurely if you pay close attention to its body movements and the sounds

This could add an interesting layer of creepieness

Might be better fit for bonus stuff as challenge, being rewarded with extra ammo/upgrades, but skippable

plucky moat
#

let us pet ANY machine in the game. not being able to pet the drillevator in DRGhaunts me

runic magnet
#

You could add certain mechanics to give the players buffs, that arent related to the upgrade stations

Maybe you could step near certain moss, get infected, and amit a slight glow around you until the run ends

Perhaps some horse-shoe crab look-alike that attaches itself to you
(Lore wise this could be to spread itself around the caves in search of mates)
It slows you down a little bit, and can be removed
(Maybe through interaction, certain fruit that grow nearby or help from teammates)
But if you choose to leave it on, you gain a small damage resistance effect

It could be very interesting to intigrate the wildlife and such for more than lore purposes and ambience
It would also just be fun to be rewarded for exploring and interacting with your enviroment

crisp sand
#

Add “stone paper scissors“ during weapon upgrading! If you and another mate cant decide which upgrade to choose, (after some discussion, ofc) you can resolve the predicament with a simple game. stone📰✂️

timber swift
#

If you make beast master its own class, please let us pet the corespawn. You were probably gonna do it anyways if you added the beast master class but I just wanna be sure. and also make the name they call the friendly corespawn "dave"

tidal monolith
#

It would be really cool if BET-C made an appearance in rogue core, I feel she could really fit as an event or potential ally judging by the gameplay loop we've seen so far

magic tiger
#

A biome sandblasted corridor x magma core.
The generation would more relate to SC (by this I mean huge open-spaces). The sand would be red and the "standing-stones" of SC would be replaced by purple and volcanics stones (like obsidian). There would be some places on the floor that burns you when you walk on (exactly as in magma core) but with differents textures (dark red sand, smoking effects like for explosive goo mix OC 🤔). Presence of huge geyser that spit sand and fire, Maybe sandstorm that would make your weapon overheat faster or deal fire damage. A mutated version of trawler that would gradually burn you when you're grabbed.
I think this would nicely (and hardly) illustrate the proximity of Hoxxes' center and the resulting heat.

fossil maple
#

A perk(or whatever you can grab along the way) that lets the new drone carry a downed dwarf. Ping the dwarf to pick him up, ping the drone to drop him

true sundial
#

Stained Armor

Armor will not be customizable in the usual way, with a cosmetic area in the ship, but instead will pick up stains from the environment.
The stains will be natural, like mud, dirt, rock particles, random vegetation, enemy projectiles, enemy blood/guts, fire, ice etc
They will stay on the armor until you wash them off in the ship.
The unintentional stains will be less noticeable than the intentional ones, like vegetation. You dye yourself pink with a stain from a comba bud, or splatter a wild fester flea to get a splotch of blue. It can be darkened with fire or whited with ice.

This will also allow a hub activity where you can draw on other people when they are standing still in the ship. They can wash it off.

feral zinc
#

Corespawn/whatever else there is shrieker- whenever it detects a dwarf it calls a bunch more of it to your location, like the Watchmen In Metro

dim monolith
#

I have been on a LONG DRG hiatus. But start getting into all things space bugs and dwarfs again. So I have some.... questions: suggestions. Warning in advance, coffeine intake make my mind go storming so excuse me: 1: Will the Blue, Yellow, Red, Green color coded Scout, Driller, Engineer and Gunner be someday avaiable in Rogue Core? There potentiale there. And why not really.
2: Will the Rogue Core classes be hardlocked into each a color team like the DRG classes? Or change color theme from a color wheel on to our own liking?
2a: IF the DRG classes will come along, added later. Then I do truly hope their color theming are reserved for them. So that less used colors in gaming for classes like orange, violet, gray, teal, magenta, lime, brown/ coffee can be used. I especially want purple and orange.
2b: IF the current DRG classes will NOT at all ( which is baffling ) be included. I would love you use the 6 MAIN colors form the Color Wheel to be prioritized. aka Blue, Yellow, Red ( pigment primaries ), Orange, Violet and Green ( pigment secondaries ). Other classes can have pigment tertiaries like Teal, Magenta, Amber
Noticed, I LOVE cohesiveness regarding classes and colors in games, hah!
https://color-wheel-artist.com/primary-colors/

3: Will all other classes have some form of melee as backup weapons, besides the Slicer class? Like, the Slicer will seemingly have the utmost focus and dedication to all things melee, with awesome energy bladed ( and concussive ,energy blasting blunt instruments ) foe gutting

frail tartan
#

Oh right, this is a channel.

Reiterating my suggestion: please look over at DRG Survivor and consider possibly bringing over or adapting variations of some of that game's Exclusive Weapons. There are so many amazing ideas there, especially considering Rogue Core is gonna have a much wider variety of Weapon Types compared to og DRG. (Especially Falconer being a Drone-loving Dwarf at base)

true sundial
#

add an eldritch core god to rogue core.

I'm saying a spiritual, omnipotent looking, multi-faced, arena sized corespawn. like a biblically accurate angel but more like a core spawn with the weird goop and purple muscles and splitting skull face

halcyon mica
#

A frog or toad like enemy could be a cool addition. Like it jumps at you and bites you for big damage. But maybe it's very slow because of it's normally docile behavior.

sick ravine
#

Loot tumour
Imagine a lootbug that had a diet full of radioactive waste, and got blasted apart and reformed in a dark corner of a cave.
but 66 times worse

slate quartz
hasty galleon
#

Maybe an enemy that copies the dwarfs 1:1 or slightly stronger that the dwarfs have to fight against occasionally such as counters to a persons current build say for example they have something flammable, it can light it on fire directly out of their weapon incentivising a change in playstyle? Like to keep a diversified build instead of leaning into one particular aspect like being a glass cannon or the aforementioned flammability. It could drop upgrades that scale with the players in-game. Maybe wander around caves and steal expenite and use it for their own upgrades almost as if it was a player itself. also nemesis

Spawn types?:
Could be spawned by an enemy that takes a dwarf into an arena and forces to fight the copied dwarf and if they lose, it is then spawns maybe how regular enemies do or if they win it isn't. Maybe an enemy that studies the dwarfs from walls that's camouflage and after a while it spawns it. Too many enemies dying quickly for example they got lucky with legendaries or just epic skill.

Reasons:
•Kinda fits into the theme of the humanoid silly core monsters
•Its a constant threat since it scales with you
•Maybe fun to fight?
•purple dwarf

frail tartan
#

What about waves? Like having to fight swarms of Bugs and having a control panel within an area to determine when you wish to leave the longer you stay the more exp gold etc you earn the longer you hold out.

If all dwarves are overrun by the bugs they are given the loot they earned based off which ever they wave made it too

If the dwarves do decide to extract they earn double the reward or just a slight increase in their reward

eager dove
#

As what we know for now, the weapon selection in multiplayer is taken by turns meaning at some point you will be able to pick your choice first and everyone can say what they want.

I feel like this rule doesn't encourage team work, and everyone will be piss off for not getting what they want.

So I come up with an idea

By turns

  • 1st player : Choose 5 weapons on a list of 12 or more and can't take any weapon.
  • 2nd player : can take 1 weapon
  • 3rd player : can take 1 weapon
  • 4st player : can take 1 weapon
  • 1st player : can take 1 weapon
    Text turn the last player who took a weapon get to be the first one to take one and the first who took become the one who select the weapons for the team. by those rules the order will be :
  • 1 (select), 2, 3, 4, (1)
  • 2 (select), 4, 1, 3, (2)
  • 4 (select), 3, 2, 1, (4)
  • 3 (select), 1, 4, 2, (3)

You have a cake, the first player cut it, the second get to choose what part you get, this would force player to think for the team not for themselves. Also if it's a rogue lite some weapons will always be fav and other will not be liked a lot.

An other idea would be to make it completely random. And having item influencing chances to get good items, of securing you a good one if you survive X amount of rooms

Rogue likes and Rogue lite introduce a complete other way to build a weapons arsenal for a dwarf, and I'm starting to get why it was completely impossible to introduce to the base DRG game.

I already imagine a modifier that would randomize the player loot, or give it a flat buff. The ideas are quite limitless.

dapper thistle
#

when a gun runs out of ammo during a run and theres no chance of reloading, let the gun be thrown with each one having a unique effect. Like the cryo gun could be overcharged and act like a stronger cryo grenade.

restive quiver
#

Effect of resource gathering on upgrades: possible on type or grade

tulip citrus
#

A cool and unique type of event that can bring the player some type of reward, like better loot for the run, would be constructing your own mini boss

The idea is there's an abandoned station that had a security system that's deactivated. You can activate the robot, and it gains different attacks and abilities making the fight more difficult and rewarding for what you put on it before reactivating it.

For example, you can activate it with Tier 2 Anti-Swarm Protocols giving it a flamethrower and heat damage on its gun, while also giving it Tier 1 Area Defense which allows it to set electric traps that arch energy from one another when activated.

Think of this as a matrix core event that can reward the players based on how far they are willing to go on the difficulty scale

timber swift
#

I want one of the classes to have this duel weld grappling hook that can be used to sling yourself across the map really far, grapple onto to heavy objects and pull them towards yourself, and pull medium sized enemies towards you so you can power attack with your pickaxe to deal very high damage and squish small enemies. the recharge on the pickaxe for the power attack would also recharge much faster.

viral jacinth
#

add cinema room where dwarves can watch highlights of their previous mission

azure talon
#

I hope that rogue core will have lots of new guns. The weapon system in drg was fun but it made implementing new weapons a huge investment with meshes, mods, and overclocks. I hope we'll see lots of new guns as well as simplified returning favorites. The fact that reclaimers are special units should mean they have access to special weapons.

Some ideas:

  • Armskore 20mm Grenade Rifle: an assault rifle sized weapon that fires high velocity 20mm grenades (hitscan) from a magazine. Deal direct and area damage. Semi auto with a medium rate of fire.

  • Electricity Cannon: fires hitscan lightning bolts up to medium range, that bounce between targets. Has a windup time before firing. Holding the trigger fires in pulses. Can stun and electrocute enemies. Subject to overheat.

  • Guided missile launcher: holding the trigger over an enemy for a few seconds locks on firing a guided missile on release. Can be dumb fired without lock on. Rockets could be smaller with a multiple shot magazine or be one big rocket

  • Heavy Plasma Cannon: normal shots fire arcing plasma balls that detonate on impact dealing direct and area damage. Holding the trigger charges up before firing a continuous beam that deals direct damage in an area. The center of the reticle can hit weakpoints. Subject to overheat.

  • Dual laser pistols: pew pew laser guns. Fires from an energy reserve similar to the mining laser. Pressing fire quickly fires one pistol then the other. Lasers are hitscan and can ignite enemies. The pistols receive a damage bonus against ignited enemies. Pressing reload rapidly expends both energy reserves in a quick volley of fire.

sleek roost
#

Summary: Chunks, with interesting breaking mechanics. Fun reactions between things

Fx.

  • Walls that require 4 holes to be dug in them, for the whole thing to collapse. Otherwise unbreakable.

  • Floors that break if big enemies are on them - Pods/tools too?

  • Tools that break certain things better. Found, or bought or class specific etc.

  • Mini hearthstone-like ores, that demand shenanigans aquarq autocannon

boolo+ 🩸 = ?

  • Explosive mushrooms, but complex, basicly - Something like driller's ability to burn gasses and such - maybe "blood" could make certain plants change behaviour
    • Plants/rocks that give buffs if you kill enemies near them
    • Plants that do the opposite - Do you tank it?
    • Plants that debuff you, but have upsides if endured. - Not unlike the magma speed buff
    • Plants that initially help, but eventually hurt/inconvenience you - Maybe easy to confuse?
    • ---Maybe they're all the nearly the same model, with random colors? - Experimentation required! ...Or maybe you can't afford chances right now?! 👻

-# I got about a 1000 more, hire me pls lol

normal citrus
#

More Cosmic Horrors.

steady canyon
#

I'm hoping that rogue core could have an immersive drop sequence, where you're actually in the pod or drop ship instead of a 3rd person loading sequence with a computer voice saying "estimated time till landing 30 seconds" or something like that and flashing red light indicators when you're getting close to landing. The ship could start shaking during re-entry, all elements to the beginning of a run to really hype you up or instill dread if it's going to be a super hard mission.

slate quartz
#

I do like DRG's perspective of the pod going to different places though. It'd be cool if the loading screen pretty quickly went instead towards being more like the Deep Dive one, where you can see it forcing its way towards deeper caves - that would fit well for Rogue Core too, particularly as it uses elevators for later transitions. A semi-procedural drop screen where you see the pod pass by different caves and whatnot based on region would be really cool

feral zinc
#

A toggleable option for the host between the previous two suggestions?

distant steeple
#

It might change, but at the current moment it seems like the ramrod and the team of 4 are the only reclaimers, which definitely plays into the elite crisis management force idea. But, if these are the only 4 reclaimers, I think it would be nice to have a better explanation for the team going down. In DRG it’s basically completely gameplay related and that’s fine, but for rogue core what if the dwarves get teleported out or something similar? For me it would make it feel more in universe and also play into the roguelike feel.

”one day, we’re going to teleport back and our arms and legs are going to have swapped places.”

azure talon
#

A medic class for rogue core. His ability is he commands a medical drone named Med-C. This drone uses a red sugar powered energy system. It starts with a bit of energy which it can use to heal up allies over time. To get more energy it has to mine red sugar or be resupplied. It can also perform revives on allies with a cooldown. If you are the last one on your team to go down Med-C will come revive you if his revive is up

azure talon
#

Dreadnaught bosses that have a chance to spawn. Dreadnaughts that have had longer to incubate tying off the loose end from DRG. Some ideas:

Dreadnaught Wyvern: A dragon like dreadnaught that does flaming fly-by's. Could lay eggs that hatch into whelplings that shoot fireballs. Weakpoints on the flank.
Dreadnaught Stormtail: A scorpion like dreadnaught that shoots lightning from its tail. and can impale dwarfs dragging them around until rescued. Attacks with its claws and mandibles and electric attacks. Weakpoints around the tail.
Wooly Dreadnaught: A furry dreadnaught that attacks with ice attacks and can freeze dwarves.
Dreadnaught Horror: A void themed dreadnaught covered in tentacles. It can summon tentacles and has void based attacks.

hasty galleon
#

Ik this is probably way too late in the development but what if the ramrod actually rammed into the planet to get you to the mission area. A blue shield could form around the ship, the same colour as the engines or the launch bay shield (to prevent like cracks in the windows from the rock). As you are going down maybe a dreadnought could fly on the window and needing a windshield wiper to remove or something since yk its a bug. Plus since you never technically left the ramrod it could be a way to bring beers into the mission.

To get people to leave the ramrod maybe like 10 seconds after the ramrods arrived , a bosco can grab the dwarf like the death animation in drg to get them out of the ship and into the mission. Afterwards it teleports out back into space leaving a gaping hole where it dug through the terrain letting natural light in behind the dwarfs as they go into the cave system. Soon after a cave-in follows suit to prevent dwarfs from trying to leave the mission zone with the bedrock being a tiny bit behind the dirt.

tldr: ramrod as loading screen , does nothing but looks cool fr fr and takes up time for the developers.

real mulch
#

I want an axe

A really big axe

I want to pick my axe that I get

A big pickaxe if you will

Seriously though, more melee weapons would be fun

safe birch
#

How about a weapon that can suck the "blood" out of enemies at close range, doing ticking damage to a lot of targets at once and after collecting enough "blood" you could switch firemode with the reload button and shoot out projectiles doing higher damage to single targets at longer ranges.

fierce quarry
#

After defeating a really large boss or enemy, unlock a different kind of weapon for future runs, and increase the chance of that weapon appearing in the future

I kind of want a claymore made out of a praetorian or oppressor

make it spicy with the dreadnoughts

let us call praetorians stevari, and normal grunts get to stay steeve

finite sable
#

a more complex cosmetic screen? idk how else to word it, you would be able to fine tune your dwarf even better with adding color to parts of your body that you can choose, and being able to mix more then one armor set, lore reason could be that DRG dwarves cant afford completely customizing there armor

azure talon
#

Just a general design pattern for new weapons.

Several weapons in drg have a normal shot/ charge shot mechanic:

  • EPC
  • Goo Gun
  • M1000
  • Smart Rifle

In all 4 cases the charged shot is held and then released to fire. This design pattern concept is for weapons where the charged shot winds up and then continues to fire as long as the trigger is held and there is resource in the magazine. Normal shots (tapping the trigger) would be a separate type of attack. Some examples:

  • Cryo Lance Rifle: normal shots fire ice bullets that are fast moving direct damage projectiles that have a momentary delay before firing while the projectile condenses. Charging up the weapon charges up a continuous precise long range cryo beam that freezes enemies that you can continue to fire as long as you have energy in the magazine.

  • Plasma Cannon: Normal shots fire arcing plasma bombs that deal area and direct damage. Charging up the weapon will wind up before beginning to fire a short range plasma beam that will continue to fire as long as the button is held or until the gun overheats.

  • Shock cannon - tapping the trigger fires arcing ball lightning. Holding the trigger winds up before firing rapidly discharging short range shotgun lightning blasts as long as the trigger is held or until the gun overloads.

  • Electrolaser Rifle - tapping the trigger fires a short burst of electrocuting laser beam. Holding the trigger winds up before firing a continuous precise laser beam. Feeds from an energy reserve like engineer's laser.

It would be cool to see new weapons with this design type

viral jacinth
#

if we get a gym, add a mini-game where the dwarf will do push-ups, lift weights, etc.

still quest
#

I think it will be a good skill to have a marker. I mean so that the marked object is visible in the 3d-map-scanner thingy.

haughty hedge
#

That is literally in DRG, so I bet it'll also be in Rogue core, in DRG CTRL+E will mark sth for you, just for you though, and it is visible on the map too

still quest
#

I also think this marker should be visible for everyone and not disappear until the player point to something else or remove it somehow

distant steeple
#

Don’t know how practical it would be, but it would be funny if you could ride the Falconeers shock drone, if you manage to jump onto it. Or if you have the grappling hook, grappling it too

distant steeple
#

The ability to randomize the cosmetics of your guns that you’ll find in the cave; they aren’t your guns, so I think it would be cool to get a random framework and paint job from your collection everytime you find something, to signify that this was some other miners equipment (I don’t know how weapon cosmetics are going to work, but if it’s like drg I think this would be a cool option to have).

humble knoll
#

the ability to add charms to your weapons would be pretty cool. i mean, we already have danger dice, why not add it as a a charm along with others, like molly, Lloyd, Bosco, Dotty, and even the dwarf slap thing from the abyss bar! all great ideas for charms which should be added to the game.

sleek bronze
#

Since you have a fricking katana i would like to see an electric wip
I think it will be compromise between true melee and shotguns, but it would have crowd control,
and maybe long click will extend it to long single target hit. And a mod/oc that would turn it into grappling hook or grabbing hook

runic magnet
#

It might be interesting to have dangerous varients of usually passive creatures like silicate harvesters down in the depths

Something to take the player by suprise the first time they go down there and drive the point home about how dangerous this place really is

tulip citrus
#

Allow for unique grenades to be picked up. You can unlock a few grenades to start with, but eventually you should be able to get more unique grenades.

An idea

Elf Grenade: A damaged Yuletide elf decoration has been modified with a bundle of explosives. It distracts enemies that walk on the ground to follow it. It explodes after 10 seconds or after it's damaged enough by you or ground enemies

azure talon
#

Traversal Tool: Helicopter Backpack

When activated a rotary blade emerges and spins up. Takes a few moments to get started. Flight control handles emerge. The pilot steers with both hands and is prevented from shooting or mining while flying. While in flight a rope dangles down another dwarf can grab on to to get around. The helicopter backpack has limited energy. Flying costs fuel and the backpack overheats with prolonged use. Shift to go down, space to go up. Fly over a dwarf in danger to provide them with a quick escape. Carry your team in and out of or over pits. Optional: Comes with a speaker that plays Flight of the Valkyries when in use.

pure valve
#

An enemy that moves around using tendril whips, like the protagonist from Carrion or the monsters from Still wakes the deep.

bleak basin
#

Just like any form of turret please <3

delicate igloo
#

opposed to DRG; if it is applicable; I would really like the change where tasks do not have any hard speed caps:

For example dreadnoughts having damage limits per damage phase, which means you cannot one shot them.
And fluid morkite extraction always getting damaged 3x times, regardless of how well you kill the monsters.

I don't know if rogue core will have similar objectives but I think this change will bring an extra layer of competitiveness for those interested

azure talon
#

New Weapon: XR40000 Laser Pulse Rifle:

  • 2 shot burst rifle that fires split second laser pulses. Pew pew.
  • Hitscan
  • base rate of fire of 8 shots per second. (4 bursts)
  • can ignite and fear enemies.
  • can gain bonus damage to weakpoints and against burning targets.
  • pressing reload toggles a magnification optic. While using the optic movement speed is reduced but so are recoil and spread.
  • uses an energy reserve like the shard diffractor
kind jetty
#

I am once again requesting a lootbug jumpscare

runic magnet
#

i hope we get environmental equipment to use for ourselves in the caves (possibly also reused/improved stuff from the main game)

nanite bomb dispensers to break through a blocked passage (by cave in, biomass or hostile crystal growth like we see with ommaron's)
turrets (maybe that you need to refill first, by bringing a cartridge box the room before it, risk reward of carrying something big in return for an easier main objective later)
maybe someone in r&d managed to re-purpose parts of the omen for defenses that wont glitch on site (but maybe you need to power it first by connecting an oil shale powered generator)
acid containers that were used to soften certain rocks for mining that can be shot to create a walking hazard for enemies

stuff like that could make the caves feel more interactive, like an actual facility, and could open up some interesting choices for players

humble knoll
#

a grenade that is just a bug that we throw at the enemies and will start biting them.

tall brook
#

Hello, I just watched the State of rogue core video from 2 months ago and was thinking that there should be an equivalent to the shield of the gunner into Rogue core
-it would be a perk for a class which could be the guardian or another class
-its a shield integrated into the wrist "gauntlet" used for perks
-a wrist shield that would either last around 20 seconds or would need to absorb a certain amount of damages before breaking and having to recharge
-As it is only just a wrist shield, it would protect what is in front of the player only and wouldn't protect the sides or behind the player
-it would be useful against attacks from the scorcher or other distance attacks
-it would also protect against the damages from the ramers but wouldn't protect us from the pushback it gives
-using the shield would make you just a bit slower, just enough so you can't escape a few type of enemies

Anyway, thank you for reading this and have a nice day

frail tartan
#

Gonna repost it here lol

Idea for a Dwarf who is either Bulky or has a Special Armor Rig that enables them to pick up other nearby Dwarves and have them ride on their back while facing the opposite direction, enabling them to focus on firing with better stability, possibly helping each other reload, and also enabling the Dwarf to pick up fallen Allies so they can move them to a better location for them to be revived.

And as for their Build Focus, you'd be inclined to work on their HP, Move Speed and possibly Armor Shield (if thats returning and upgradeable)

Would nickname them Paladin or Hauler.

round peak
#

The sucker charger mobs that turned bet-c against us as fightable mobs.
they slowly crawl toward allied gadgets like turrets and turn them against us until we shoot them of, or if we fail to shoot them on their way to our stationary tech.

feral zinc
#

Idk if this was suggested before, but a weapon or two like an anti material rifle that could be held and used by one person, but would reload faster, be more accurate, and fire faster with two people like in Helldivers 2. It could tie in with the hauler idea The Watcher of Clouds had where the carry rig can be swapped (by the carried dwarf) to either be in "assist" mode or "cover" mode

untold sorrel
#

Like other games, put in a voice ui to ask for things like low ammo, etc. To improve communication between dwarves.

mighty folio
#

Give the dwarves a Ma Deuce .50 cal. I just think it'd be awesome

real mulch
#

Please please please have a mining mech and my life will be yours

humble knoll
#

add an obrez. "what's an obrez?" it's literally just a mosin nagant that was cut down to be a hand canon. just make it am M1000 that has less accuracy but is generally faster and has no focus mod, job done.

fading fern
#

If there is some equivalent to a mission control in RC, then, in my opinion, as you approach the core, the signal should become worse, giving less information about the situation

fading fern
#

BB-G
[ Long range / Rifle / Explosive]
Revolver fed semi-automatic rifle that shots 20mm grenades

By holding "r" you can change the type of projectiles in the following sequence: HE (digs up the ground and has an increased chance to scare) - WP (sets enemies on fire and leaves sticky flames on the ground) - AP (increased damage to weak points and increased armor penetration). Modifications can replace some ammunition with others. Example: HE changes to NUKE

I have an idea that every time you find this weapon you get random ammo, but I don't know how likely that is.

brave leaf
#

We need high-tech weapons.

pure valve
#

A gun that spews out molten thermite instead of bullets. Could act like a hybrid of the flamethrower and sludge pump.

fading fern
#

E11-Z.A.b
[ Exotic / Heavy / Hi-Tech ]
Zone Alien Blocker - experimental tesla cannon that shoots a large number of weak electric beams to prevent enemies from attacking by inflicting long duration stun effect
Has a very short range (±like burning hell)
Has 0.6 seconds of time before starting to shoot
Depending on the number of enemies in front of the weapon, the number and strength of the electric discharges as well as the use of ammo will vary with a maximum of 10 enemies
If there is no one in front of the weapon except allies, the weapon will quickly recharge and increase shields
Can destroy projectiles very easily (like drills)

fading fern
#

BHLite
[ Exotic / Heavy / Hi-Tech ]
BHLite - portable particle accelerator that accelerates atoms to (±) the speed of light, then collides them and releases a small black hole
Requires holding the fire button and a long preparation to create a black hole
Due to instability, the ammo are used continuously until the black hole leaves the containment field
Pulls all enemies together (even flying ones)
Can pull projectiles
P.S. Holding down the attack button will cause the particles to accelerate, consuming an increasing amount of ammo. The longer the acceleration time, the greater radius and damage black hole will have

ornate onyx
#

Beard Leveling and Overclocks

A progression system where the length and glory of beards increases as the player gains XP / levels, either as a primary feature or alternative game mode.

Dwarves start with a modest stubble, goatee, and/or thin mustache depending on class or whatever, but as levels are gained the inches grow and more styles are available. Eventually they can grow so long it's a mystery how they aren't being tripped on while running.

Maybe even Overclocks for the beards with a minor gameplay effect, 1% chance of fear effect when saluting... mentioning somewhere how everyone mistakenly refers to all Matrix Cores as Overclocks, and now they are all Overclocks.

fading fern
#

"D'oh"-blet
[ Long range / Rifle / Hi-Tech ]
A special purpose rifle that serves as a high-caliber version/varioation of the Lok-1
When the weapon is active, a target is placed on the enemy with the highest health, which will serve as a guide for subsequent shots
The first shot releases a dart filled with a life-threatening explosive that poisons the target
The second shot fires a bullet with a sensor that, when fired at a short distance from the first shot, activates the explosives, causing enormous damage. If this does not happen, the dart will inflict a strong electrifying effect.

feral zinc
#

Weaponized Tesla Cannon: an electrical weapon that, when hitting an enemy, will "jump" the beam to another nearby enemy dealing half damage, then "jumping" to another enemy, dealing half of the previous enemies damage, ect. (I dont have a fun drawing for it)

fading fern
#

It would be nice if a laser pointer was built into the gauntlet of our special forces dwarves. It would be even cooler to be able to shoot while pointing, but that's just imagination

ornate onyx
#

Rogue Robots

I'm talking evil, mirror universe, edgey, red/black, goatee-sporting bots reprogrammed for murder... from Bosco, Molly, Mini Molly, Doretta, Hack-C, mining rigs. Everything except Bet-C, she's already had it rough.

eager dove
#

Probably already existing in ideas but a Tank Class, where the active ability would be a huge frontal shield similar to Reinhardt from Overwatch, but more curvy from the top to protect from ceiling attacks too, so the more DPS class could hide behind you during boss battle.

I'll be your shield my friend.

fading fern
#

PTSD-1
[ Utility tool ]
Portable Turret Swarm Deployer - a tool designed to quickly cover large areas with high firepower
has a magazine of 3 mini-turrets and fires them all in one shot
Each turret attaches to walls, ground, and ceiling

Turret stats:
TL-1 - small battery-powered turret that fires a continuous laser from setup until it runs out of ammo

P.S. I think it could have just been a grenade

elder shoal
#

Add enough pickaxe upgrades that using your pickaxe as your primary damage source is a viable build

coarse otter
#

So I saw this mod for the main game that swaps the coilgun with one of the most badass railguns I've ever seen in my life (The Kinetic Accelerated Rail Launcher mod by Dirantai, his works are all masterpieces), and I was wondering if it would be possible to have either this thing itself (with proper credit and even compensation for the model's author) or something inspired by it as an official weapon in Rogue Core. If it's possible, I myself would be immensely happy.

pure valve
#

A Korlok tyrant-weed mutated into a corespawn (corestone?) variant, it's the size of a Caretaker and can only be opened by rock crackers.
In place of the sprouts, it spawns fleshy pods that periodically spit out lesser corespawn.
Instead of the healing pods, it spits out flying nodules that charge up before releasing a burst of energy, destroying themselves in the process and restoring a large chunk of health to the tyrant-weed.

crystal pond
#

Energy plasma shooty Bow 'n arrow
Uses hot blades similar to breach cutter

left arrow
#

So this suggestion, yes is heavily inspired by Metroid Prime, but I mean it genuinely cuz I think it would be cool.

Okay so, picture this. You and your buds are walking through caves. Fixing equipment, bragging and arguing over who’s got the best upgrades and gear.

“Dude, I’m telling you, this Assault Rifle rocks!”

“No way! This mag size upgrade is better, I’ll never need to reload!”

They’re your buddies, their bickering, it’s a normal Tuesday at work. Then, you see a small glint and a heaving footprint that almost sounds like crushing an apple. You look around.

Nothing. Silence except for your teammates voices, fading cuz they’re getting farther. You ignore the signs and catch up.

You hear it again. You think nothing of it, you stayed up late last night, your slightly hung over.

You hear it again, and again and again, louder and louder, like the sea crashing against rocks on your eardrums.

In a panick, you pull out your flashlight, you see a tiny glint 30 or so meters away, like a light reflecting off of soda can. You’re too paranoid at this point, so you flick a switch on your flashlight and the light changes from whiteish yellow to a blue-y purple. In a very clear teal and cyan outline with magenta highlights and hot pink accents, you see a gargantuan bug the size of your house, start barreling towards you.

You whip out your plasma shotgun, you need to reload. Should’ve taken that ammo upgrade. Your buddies hear your shotgun fail to charge as it spurts out sparks, they whip around and melt the bug with lead.

“Why didn’t you say something!”

“It was BRIGHT BLUE AND PURPLE, more eye catching than your mother!”

Okay this is just a very long story for me to say I want Metroid Prime like visors. In Metroid Prime, MP, they let you see invisible enemies, hidden doors behind walls and even electric panels with a Thermal Visor and X-Ray changing the gameplay the most.

Having either a flashlight that can swap modes would be really cool for spicing up gameplay

left arrow
#

Okay this next suggestion is completely irrelevant from the last, and I can’t remember the exact thing I’m thinking of, but wrist/gauntlet devices, even if it’s just cosmetic

If you’ve ever seen The Martian or a Sci fi movie with those fancy wrist/gauntlet devices, I want that, even if it just replaces the laser pointer.

Visually, in my head I’m imagining a dwarf use it like the gauntlets that Boba Fett or the Mandolorians have, maybe with a little screen like the one in the aforementioned movie The Martian.

I mean all it has to do is just replace the laser pointer or map tool, or if you’re interacting with a machine or computer.

Like, instead of pulling out the little computer phone you use for hacking or to open your map, you just bring your Apple Watch closer to your eyes

pure valve
#

Occasionally the Rogue Core dwarves could mention the kinds of insanity the mining expeditions get into on their free time, like engie crossing a jackhammer with a pogo stick, or driller attempting to 'perfect' his weapon's lethality, putting the whole rig in danger in the process. Just something to lighten the mood between fights.

simple pier
#

Achievements/progression in rogue core transfer as cosmetics or a space rig decoration in drg

distant steeple
#

A perk or upgrade for the falconeer that makes the drone follow where you looks and do bonus melee damage. Basically turns you into Yondu

Just realized that this is basically what plasma missiles is, so basically that for the shock drone

pine horizon
#

(not sure if this is already confirmed)
I'd like some way to have like 10+ "minions" (sentry, drone, etc). Leading an army of lil things just sounds fun

viscid ember
#

Add the remains of the miners that preceded the reclaimers, perhaps with a little bit of envioremental story indicating to how or what they died from

tawdry harbor
#

A proper full Melee Class
I recently saw a video of someone talking about some of the recent stuff that has been shown about Rogue Core, and it showed a class that has an ability or something that apparently uses a energy sword or something, and I just think that the devs at GSG should just go all the way and have one of the classes or roles that specialize in at least having their secondary weapons be melee weapons.

I'm not entirely sure what they should name this sort of class, but I think that it'd be really cool for a game like this to allow for even more freedom of choice.

I know it might be a little unimaginative, but it'd be nice have a tanky sword and shield combo, fast dual "berserker" axes, and a two handed hammer that's pretty much an astartes thunder hammer from Space Marine 1.

Just search YouTube for the trailer for the weapon to see what I mean.

I just think it'd be awesome to have a full class or role that allows players to get up close and really smash some bugs and bots.

And sure, while I'd say such a class should have access to ranged weapons as well, maybe some potential bonuses for surviving being up close and personal with the enemy.

left arrow
#

Once again, for the 4th time, this suggestion is partially from Metroid Prime/the Mandolorians from Star Wars.

In the trailer/gameplay reveal, we see a cool fancy gauntlet tech pad on the dwarves left wrist.

Let me customize or upgrade it to have cool stuff. The Mandolorians had cable to lasso targets, flamethrowers, the darts, the whistling birds that Din Djarin had, tracker darts, etc.

I keep getting the vibes that rogue core is going to be more high tech and involve more machines and technology, so I think this would be a cool way of incorporating that feel while adding a more varied kit.

distant steeple
#

A perk for the grappling hook that lets you pull enemies to you if you hit them with it, maybe stunning them for a second. I like the idea of snagging a random high priority target as the slasher then obliterating them

cedar crater
#

Okay, I'll say it: asbestos-laced apples. The (non-collectible) sterling club plus apple, with its (up to) 70% asbestos, has the unexpected effect of smelling delicious... for the local fauna.

rocknstone Whenever surrounded by a large group of enemies, throw a bunch of apples (as if throwing a single grenade) and a matching number of enemies will go get them, instead of attacking the dwarf, and eat them, which will take more than a few seconds. This allows allows the dwarf/dwarves to diminish the number of enemies to deal with immediately and pick off the remainder of the horde one by one.

tothebone Although asbestos is poisonous and kills the local fauna in the long run, in the immediate aftermath of eating an asbestos apple, the individual gains fire resistance, strength and a small increase in resistance to electrocution as well (asbestos was used in construction precisely because it's strong, is amazing at being a fire retardant and also is resistant to electricity), making it harder to kill.

✅ Since it's "up to 70%" and not "exactly 70%", each apple could have an individual percentage of asbestos on itself (40%..70%, or up to 60%..70%, if DRG finally takes seriously the tolerance for margins of error in its industrial manufacturing, FFS), which will yield a proportional increase in strength and fire resistance for whichever animal ate it.
❎ Don't even think of letting dwarves eat one of those, not even as a "challenge". Those things are extremely unhealthy for dwarves, AND no medical insurance will cover these.

safe birch
#

What do you think about a Lithophage "Zombie" enemy which is just a dwarf overtaken by Rockpox? It would add a little more horror to the game. Maybe there could be a chance it drops some loot like ammo or even a gun after killing it.

tawdry harbor
#

All I want for Rogue Core is for the game mechanics and progression to be good and for the difficulty to be reasonable and not cheap.

I just hate how sometimes in DRG you can just get dropped in the worst situations and barely be able to do anything because the game decided to spawn a bunch of enemies right behind you or something.

I'd much rather there be more real challenges on the harder difficulties instead of even the smallest enemies getting a giant damage boost or whatever.

celest ferry
#

so you know how the rig has jetty boot? it would be a nice idea if the base in rouge core had non-descript space invaders or something

left arrow
#

Now this isn’t rogue-core exclusive, but I think it would really help the universe building if they implemented the following.

Environmental storytelling of other crews and remains or signs of other teams and equally intelligent species

Lamens terms: if we saw bones or skeletons of other dwarves. Every salvage operation starts with “another crew lost their lives doing so and so” but why can’t we actually see possible signs of their death. Including blood/beer trails, ammo casings for a weapon nobody has equipped, floor imprints from going down, etc

I think rogue core could put good use to this to heighten the horror and to also illustrate “you’re not the only company here, but that’s not an outright bad thing.” Like when irl contractors have to hire painters or plumbers or whoever, they’re not taking money away from you, they’re just doing a small part of the same job.

To expand on this, what if we saw or interacted with other equally intelligent species? Like the Yuletide elves or gnomes? What if we actually saw a candy cane sword lying on the ground with some gumdrop bullets or something.

TL;dr , dwarves aren’t the only small/shorter dwarves being asked to go into the caves. I wanna see environmental storytelling of halflings, gnomes, sentient rock creatures, the minish from TLoZ, etc

crisp sand
#

I think more little buttons while choosing upgrades would be nice. Buttons and tags like “I need this for my buildrocknstone ” or “I dont need thistothebone ” would make communicating quicker and more accessible to ppl without VC

pure valve
#

Special cosmetics for people who own both DRG and Rogue Core. Another indie company called The Behemoth did the same thing, although maybe you shouldn't go so far as to add a whole new playable character/class like they did with Battleblock Theater and Castle Crashers.

plucky jackal
#

When picking upgrades as a group, there could be an option to improve an existing upgrade that you've already picked (maybe by x% or increasing rarity?). This would be helpful if you're last in pick order and the available upgrades don't help your build.

wicked trellis
#

if rogue core isnt going to be infinite (i meant the rogue mission variant) please make like maybe an assignment wich lets u change the mission difficulty to ''rogue'' and make that infinite

crimson temple
#

Hey team,

First off, loving the trailer for Rogue Core —it's exciting to see a fresh spin on the Deep Rock Galactic universe!

I wanted to suggest adding support for a higher Field of View (FOV) setting in Rogue Core, either through an in-game slider with a wider range or official mod support. In the original Deep Rock Galactic, using a modded FOV significantly improved the experience for many players, especially those on ultra-wide monitors or who are prone to motion sickness.

Having a more flexible FOV not only makes the game more comfortable and immersive but also helps with situational awareness during intense combat or exploration moments. It’d be awesome to see that same level of visual customization available in Rogue Core!

Thanks for your work,
rock and stone!

fringe ginkgo
#

I will say it right now that I do not enjoy playing with random upgrades in most games. A good chunk of my enjoyment in games comes from handcrafting optimized builds to fit my tastes and the developer’s Q&A seem to suggest that my play style is actively being discouraged in rogue core. DRG is my most played game on Steam and I’m always experimenting with new builds and I play all classes fairly regularly so I’m not someone who only plays one build. However, I’m really hoping I won’t have to deal with the same upgrade frustration that games like vampire survivors or risk of rain create. I enjoy having options and the freedom to choose whatever I want before the game starts. I don’t like being forced to play a through the frustrating experience of an unlucky run where I got lots of bad (or just unenjoyable) upgrades. There’s ways to do it that are less annoying (such as vermintide II’s randomized perks during their “rogue-like” mode while still letting you choose your starting loadout) but I absolutely despise being forced into a build I don’t like.

That said, DRG is my favorite game of all time and I trust the developers will do a good job with Rogue Core regardless of whether I like it or not. I really hope I do though. Maybe an option to pick from all available upgrades like Deadlock has would be possible. You still have to be able to afford the upgrades/perks but you’re able to make your build however you want.

Possibly an unpopular opinion but I wanted to share.

glacial crystal
#

First off the trailer for Rogue Core looks great and I can’t wait to play it!

I think that Rogue Core should have modding support like DRG if that hasn’t been planned already.
I would put this in a questions channel for the discord server but I’m not sure if the server has one since I’ve had a look and can’t find anything.

Also maybe a way to spend minerals found in Rogue Core runs to Reroll the team upgrades? Maybe you would need everyone to vote on spending minerals to Reroll the upgrades? Maybe you could only vote to Reroll the upgrades at the start of the voting process before picking/obtaining upgrades.

I’m really looking forward to Rogue Core! 🙂
Rock and stone!

distant steeple
#

An option to customize the pitch of your reclaimers voice would be cool to have (if it’s not currently class specific)

left arrow
#

So I just watched the Alpha gameplay trailer, GSG, it looks amazing take my money but I have one thing to say

I don’t know if we’re getting the laser pointer back or how it’ll work, but I think Rouge Core needs some preset voice lines that aren’t just “You there!” And then pinging some nitra

If there’s a time limit for getting to the elevator or objective, we need a “HEY, GET READY TO HAUL ASS!” Voiceline to really say, “were about to get our shit rocked and miss our flight if we don’t start booking it right now, start running”

Other voice lines could be

“Anyone seen that big creepy crawly? I wanna make sure they haven’t gone missing” for saying, “hey you know that guy that kills us one by one when we’re one our own? Anyone seen him?

“Gah’dam it, low energy!” For saying “hey sorry I couldn’t use my gauntlet, it doesn’t have enough ammo/energy. I literally couldn’t use it stop yelling at me”

“No footprints left behind if they’re scorched away!” For picking up the Hot Feet perk shown in the trailer. I don’t know if this will have friendly fire, but it’s better to tell your teammates of this kind of hazard.

“Eeeeyy good job Fallon!” For when the Falconeer just used the gauntlet, so teammates know it just got used up or its cooldown just started, whatever.

A lot of these are generic voice lines similar to Overwatch’s quick chat lines that quickly told your teammates need to know stuff. Like “group up” so your teammates can get the most out of an AoE buff

I know voice chat and game chat can help eliminate this, but many people simply don’t have or a mic, let alone want to use it. And console peeps take forever to type out important messages which could leave you vulnerable, so a way to tell your whole team “pls help the entire swarm is on my ass” in half a second would be great.

I put this in here and not #suggestions because I feel like Rogue Core will be more heavily reliant on complicated messages

eager dove
#

I already suggested a way to encourage team work in weapon sélection and avoid frustration. From the image it will probably not be the case in the closed alfa, having choices where only one perk looks interesting or straight up better than the other 3 is a bad idea. Obviously it will be taken first by anyone in turn order no matter synergies and logic. So just place 4 item of the same value everytime. So nobody get jealous. I think binding of Isaac does this with item value in coop.

humble agate
#

Anothre suggestion on the perk ting is maybe to take inspiraton from nova drift wher the less gud lookin ones unlockes bettter ones down the lyne n also perk synergies wher if 2 seperat dwarves hav a certain perk they get a souper perk, for instanc i saw 1 in the trailer wher if u take dmg u get a buncha stat buffes for a few sec so wha if ther was 1 wher u get a couple o buffes after deelin dmg for like 0.2 sec n then latre u would get a souper perk tha u both hav 2 choose tha would make it so if the 1 with the stats on deelin dmg shoots the 1 tha gets buffes on dmg taken they both now gain the buffes n also for significantlee longer or somethin like tha

round peak
#

Add shove mechanics to the tank class (who's name i forgot) so that he can open up groups of mobs for the team, or keep back heavier units approaching, to buy time for the team to position or set up

spiral finch
#

This probably doesn't exactly align with the game's approach to rogue-like games, but I would be more than happy to see 'horror' elements in the game; from the looks of it the game takes itself more seriously with many elements in it - enemies seem less cartoony, the dwarfs are considered an 'elite team' to take care of a more serious problem, and even more coop features that players must rely on to win.
With that being said, having enemies jump on players when they least expect and without any warning, or hell, even some kind of jumpscare would make this game a much better experience, especially when darkness and exploring the 'unknown' (randomly generated caves) are core elements of the game

Looking at this from a dev standpoint, having horror elements mixed with guns could be problematic; many say that being able to kill what you're supposed to be afraid of is a bit contradictive.
However, if executed well, this still can work out by using the element of suprise - when you don't expect to have something scary jump at you for a split second, you still get spooked most of the time. using that, horror elements could be used as new enemies (for example, an enemy that jumpscares a teammate and latches on their face until it's killed by another, kinda like leeches in DRG, but actually scary), taking away core features that players rely on temporarily (being thrown into something new out of nowhere can be scary too, such as taking away the freedom of movement and force players into thin maze that they need to traverse while fighting enemies that follow right behind them), and so on.

Using horror elements in Rogue Core also means that dev's are able to market the game as a rogue-like-horror-coop-shooter.
sounds scary, but basically it's like giving the game another twist. Not to mention the rise of horror-coop-games lately (REPO, Lethal Company, Kletka and many more), so the game could also get more attention, and put a major difference between DRG and RC.

rain shadow
#

ellis (if i remember the drone mule’s name correctly?) should come with a built-in Lloyd, shrunk down to size, that pops out whenever a safezone is reached. alternatively, safezones could feature a couple of mugs laying around on the ground that when picked up, causes a Lloyd -hidden inside ellis by the reclaimers- to pop out of ellis and refill your mug when you get close to it / refill your mug when it’s activated

pure valve
#

A setting where a research team attempting to modify the crassus detonator mutation to produce expendite instead of gold saw limited success before going dark, and it's up to the reclaimers to get the automated research systems back online. It could probably feature the robot from the april fool's video.

fading fern
#

I think it's too late to add, but something like a DRG upgrade system would be nice. Maybe it would add more variety and a little less randomness
You can find a weapon upgrade table where you choose upgrades from rank 1 to 5, where each rank has 5 options (for each use of the table you can only apply 1 upgrade). You can choose any upgrade from rank 1, then any upgrade from rank 2, and so on. You can also take all the improvements from rank 1 and only then take the second level improvements.
This allows you to customize your weapon even if you don't get strong modifiers.

stark herald
#

Have stage debuffs that have a chance of happening upon entering a stage, or it is unlocked on harder difficulties as to make the game more repayable
for example, have a stage covered in darkness making all light sources make less light and making the enemys harder too see

stark herald
#

New Upgrade idea: Liquor/Beer... (any sort of alcohol), works like a health potion that you can even give to team members, and it heals a fair amount (like half your health at max upgrade)
BUT every use makes you more drunk just like deep rock, and it lasts until next stage... Use at your own discretion

olive anvil
#

A bunch of weapon prototypes were shown off prior to the launch of DRG's Season 1. Eventually, all of them became a reality, except one: the rocket rifle.

I say bring the rocket rifle to Rogue Core.

grave jay
#

In terms of mission variations, Drg has modifiers that cause low gravity. It could be interesting to play with this concept in rouge core. On the physics side of things gravity depends on both mass of an object or planet and it’s radius. If the core is super dense compared to the upper levels of Hoxxes gravity could theoretically be stronger in certain spots near the core. Gravity could also be lowered near the core depending on how far the dwarfs are away from the center.

Mission variations could maybe include heavy gravity or wild gravity with the gravity in a mission changing in certain spots. Not sure how this would effect gameplay but wanted to throw it out there

rigid wasp
#

if drillers axes are in the game make it possible to recollect them even after throwing it into a enemy (could be a perk or just how it works by defualt)

pure valve
#

An upgraded version of BET-C made for outpost defence called BRTH-A (Breakpoint Resource Transport Hardwire - Assault specification). I put this here specifically because I believe the design would have improved since the initial rollout several years ago, fixing the flaw that allowed the charge-suckers to hijack the BET-Cs so easily (making Hoxxes develop an entirely new control method out of spite and making the aquisition process basically the same) and adding new targeting functions, like being able to intercept enemies or projectiles midair with the bombs.

dawn swallow
#

The UI of the upgrade station looks pretty good so far and I know some of it might be placeholder art but I think if the devs could manage to make the upgrade decisions into physical items in the upgrade room (like imagine having to actually pick up the gun you want or attach the modification you chose to either your equipment or your armor). While that all seems cool I think the biggest advantage of this setup is that you would be able to talk face-to-face with the dwarves you 're working with while discussing who gets what and it would add a lot of the similar immersion that normal DRG has. It would be similar to the when the jetty boots deploy at the end of the drillavator sequence.

distant steeple
#

Reclaimers should have a chance of saying “rouge sugar! Heheh” when pinging red sugar

terse knoll
#

A fun but small feature you could add if you don't already have plans for it is to be able to see the feint outline of the space rig from the reclaimers ship and vice versa, even better if the location is a sort of random and not always seen considering the fact that the location of the space rig and reclaimer ship are most likely constantly changing

crisp sand
grave jay
#

Unsure if there are plans for this, but we have seen that the dwarfs in the core have some pretty interesting technology. In Deep Rock BET-C is an enemy based on dwarf tech gone rouge already. It could be cool to see other Tech gone rogue. Rouge, Core technology if you will.

Depending on what machine went rouge it could possibly drop minerals on defeat

royal sentinel
#

An interesting idea I have; I feel like the core spawn should act different from standard enemies like glyphids in the base game. As you fight them, they could adapt their attack behavior to how you play. (Ex: Protecting ranged enemies, baiting out attacks, retreating when low on health, hit & run, tanking hits for weaker enemies)
This would make then feel smarter than just a standard enemy, and it would be cool to see players and enemies try to outsmart eachother; It would add a certain level of dynamic game play so fighting them won't get repetitive. This would also emphasize on the rogue-like game play system already, where you'd potentially have to add variety into builds so you make your patterns less predictable. Of course this would require a more complex AI system, and would be difficult to program, but I feel like it would be pretty neat to see.
Oh, side note: Depending on hazard levels, (if there is) it can either slow or increase the rate in which they adapt to the player(s).

bleak quartz
#

I don't know if anyone has said this yet but making a tool/weapon that is effectively two Driller axes chained together (designed to look better than just chained together though) might be interesting.

Right and left click could have different functions, like spinning a fast and tight circle right in front of you versus a slower, larger radius swinging around you.

And then pressing E could switch to a different mode of throwing; left and right mouse buttons to throw the respective axes. If you only throw one, then you can click that side again to reel it in. If you throw both, you have to go get it.

This would also have the downside of range between axe locations 'cause of the chain. Also probably the downside of being slightly nerfed from DRG axes since they're a bit too good right now to be that reusable.

marble raft
#

Frog like passive creature

distant steeple
#

Enemy “addons” like risk of rains aspects would be a cool edition. Sort of like elite enemies, but more specific buffs. Like being significantly faster, giving it a unique attack, debuffing the player in some way… it’s a great way to increase difficulty without just high tier enemy spam, which I would imagine is a concern for performance late game

grave jay
#

In DRG there is already a rare chance to find a lost helmet leading to a lost pack. This rewards players with a cosmetic and minerals. Finding something equivalent in rouge core may be something cool to mess around with, given the reclamers will be exploring abandoned mining sites. Finding reminents of who was there before would be cool

fresh terrace
#

A class whose ability is a what is essentially a glorified frying pan, and can serve the role of what may as well be a portable red sugar dispenser by means of "food"

forest hamlet
#

I'd love to see meta progression done in a non-stereotypical way. Something more like Enter the Gungeon where meta progression unlocks more useful and rare items and skills rather than just give you random stat bonuses. Although that could also work for RC's formula, I would just prefer seeing something unique

faint anchor
#

ive watched a bit of rogue core footage and i feel like the voice direction is a little too similar to normal drg...? for how different the ramrod's crew is characterized i dont think they talk differently enough.

also i still dont know if im seeing this right but those are girl dwarfs right? if i am seeing that right we're getting a voice for her right??

quasi crown
#

The only thing i can think of is that baseline zero unlocks start of the game difficulty is a little high. Or, rather, that i don't feel like armor does much.

silk berry
#

Some points I got from the latest stream:
Cams - connect to infrastructure (add around location it spawns, or preexisting. It looks out of place when just loosely connected to a random wall or ceiling)

Glass cannon - less HP loss (80/75% seems a little more forgiving and balanced with the damage boost)

Falconer - subtler drone status (change the preexisting / add another light layer around ability icon, with color coding for what state the drone is in, ex, green for ready, red for attacking, etc. Or maybe some symbols around the ability icon)

granite aurora
#

make only weapon choices group based, it will be nigh impossible to properly coordinate perk choices with a group, and unlike weapons some perks are objectively wore than others depending on your build and others could make your build way stronger, meaning that you could easily have your teamates mess up your builds

long glen
#

After seeing a few videos of the closed alpha i think that you should put most of your effort in a rework of the upgrade system:

A lot of the fun from the main game is building your weapons, thoughtfully selecting your mods and overclocks but roguecore's upgrade system seems a bit too simplistic and lacking the beauty of those calculated interactions

I think the upgrades should become more "physical" instead of "aura like" in the sense that instead of magically affecting your dwarf they should go into your equipment allowing you to unlock upgrades intrinsic of the equipment itself (for example by unlocking a tier of mods but i'm sure you can come up with something even better)

past valley
#

I'd like to recommend gamepad support for my old, stiff hands 🙂

leaden jay
#

After seeing some of the footage put out today, might I suggest renaming "damage reflection" for the pickaxe to "reclaimer's rage" or "reclaimer's revenge" since you're not really deflecting the damage, but increasing your own against enemies that hit you

modern harbor
#

Have the Glyphids show up occasionally in more shallow sections of caves, but become less and less prevalent the deeper you go, until they’re completely absent.
Maybe have a very small chance for a swarm of Glyphids to show up, or maybe even a dreadnaught. But keep them uncommon enough that they don’t overshadow the Corespawn.

tulip citrus
#

Guardian specialist gadget mod ideas

(Lower level mod) Supersonic Vibrations: When activating the energy barrier or a direct energy blast, you deal a large amount of additional damage only to the enemies armor.

(Higher level mod) Elemental Release: When you are effected by an elemental status effect such as fire, ice, and electricity, activating a energy barrier will greatly decrease the heat/etc meter. A direct energy blast will additional cause the enemy you hit to take the elemental build up. (What this means is if you are about to freeze or catch fire etc, you can barrier to reduce the meters negatively impacting you, and using a direct energy blast will cause them to freeze or catch fire etc, effectively giving them your ailment)

molten blaze
#

Minor suggestion of placing the wave timer on the checkable/pullup map instead.
Or have a mission mod/risk vector that hides it completely

noble reef
#

A very important suggestion is that cosmetics from Deep Rock Galactic carry over into rouge core (At least the hats because armor would not fit the classes). This would allow for some easy cosmetic choices for player before completely new cosmetics later down the line.

strange sky
#

A simple change that I feel would help a lot in making rogue core feel more different than drg is altered / inverted biome color schemes, assuming rogue core will remain using the drg biomes in its missions. For instance, salt pits theme would change from red and white terrain to a dark maroon and pale white, or to gray replacing red elements and red replacing white elements. Since these missions are much deeper in the core, it'd help impress that feeling by having darker or different color schemes to the levels in shallower depths higher above it.

sweet spoke
#

^ or just having more unique areas, though I feel like GSG is using DRG biomes since they're already finished and ready to use

eager dove
#

As what I saw from few streams of the game I didn't saw any idem influencing drops or rarity or huge game rules changers or risky trades. To name few idea I love in the binding of Isaac;

  • D4 - rerolls the player weapons
  • D8 - rerolls the player stats
  • More options - give the player twice more choices when picking a weapon, but only one can be picked.
  • Damocles - Double any stat buff/weapon but in trade a unknown timer starts after taking damage, when the timer hit 0 it kill the player (or trigger a bad event) (I don't know how RC will handle death of the player in multi-player all I want to point out is the high risk, high reward game feeling in rogue lite/like I really like).
    I know the binding of Isaac is one of the most brutal form of rogue like game with game breaking combo, and unfair boss fight needing thoses breaks at some point (Delirium)

I would understand if RC Avoid such drastic game breaking item; to preserve game balance. But the game doesn't look like it set up item that change the game rules. And I feel this is a missed opportunity. Thoses items need to be implemented rapidly in the development obviously for the risk they represent for the game balance, so they can be properly balanced.

leaden jay
#

As a risk vector: a new kind of work bench that gives players the option of an overclock for their weapon.

These over clocks could simply be a combination of significant stat changes that make weapons slow but heavy hitting, crowd clearing, fast and higher ammo with lower damage, etc. perhaps only available on more difficult missions.

celest sky
#

I'm sure it's probably been posted already but wanted to flag a major issue for rogue core that I found when I got access to the beta today, happened to have my rog ally with me at work so played it at lunch so was on controller mode and there's no binding or binding option to set for the special ability for the class! (Q when you attach a keyboard)

distant steeple
#

I think combo risk vectors could be cool; ones where the buff and debuff interact

For example, a Risk vector that causes expenite to appear much more frequently, but also causes mining expenite to make the corespawn swarm timer go faster. Turning the entire level into a sort of mineral rush event

rough quail
#

Hey GSG!

It doesn't seem like the newsletter keys you sent out allow us to invite a friend to join on steam (I cannot find a way to invite a friend since activating the newsletter key, and other users are reporting this as well).

Would you consider sending out a second key to those that have already received the newsletter key so that we can then invite a friend as our +1?

And if you're amenable to this what about sending out two newsletter keys going forward so other players can more easily invite a friend until the playtest steam invite beta gets sorted?

modern harbor
#

Make the abandoned mining sites feel more lived in. Add the occasional Driller tunnel, Scout flare, Engineer Platform and Gunner zipline. Maybe an abandoned supply pod like in original DRG? Really make it feel like there were dwarves here before us.

mighty marsh
#

regardless of the fluidity of builds, I still would like to get a bit more class identity. I want to scream I am an x class main yaknow. The whole Driller c4'ing Scouts is because of that class identity, and I would like to see that back in Rogue Core.
May that be through more in-depth customisation of your class to the point you might want to call it a subclass, or by having upgrades/sidegrades in-run that are specific to your ability, such as the Slicer doing a longer range thrust instead, with insane damage. Maybe even a combination of the 2?
Anyway, I think class identity is important and I hope I can call myself a main of a class proudly in the future!

weak meadow
#

The Space Ship in Rogue Core definitely needs a Bar or at least a beer can dispenser / vending machine / something something.
We have already the perfect area for that on Board, next to the Jukebox and Dining Table is a circular countertop, it just needs a barkeep and beer.

misty halo
#

An icon on the HUD that shows when you're sprinting would be great. It can be hard to tell if you have it toggled or not in the heat of battle, I often find myself hitting shift like 3 times before I know if I'm sprinting or not. I'm thinking something similar to Overwatch's crouch icon

rigid wasp
#

Can we pretty pretty please get one (1) new shotgun nice

edgy flare
#

At the point where you’re getting a new voice actor for one (1) new class just let the player choose if they want to be male or female. There’s barely any class specific dialogue in original drg so I doubt there’ll be a ton in Rouge Core. It’d take more time, sure. But it’d add tons to customisation

gleaming lintel
#

Maybe the slicer can have a rare voice line when upon getting a kill with their laser blade they’ll say “now THIS is a knife…”

plush temple
#

I think the reclaimers should be more unique. Maybe give them each some passives and different stats that make them more distinct from each other

ivory solar
#

Add a escape sequence the end of a mission feels weird without one

Edit
I just realized the dwarves don't really need to extract because all core spawn are gone at the end of a mission because you sent there boss to hell and omega says it's safe to send workers back to the labs so maybe the dwarves just walking back to the elevator would be enough but idk that makes a extract kinda pointless but it shouldn't just cut to black as soon as you finish a mission either

potent nebula
#

Hello, guys. It would be nice, if we can use a melee weapon builds. Not just simple pickaxe, but something like chainsaws, swords, hammers etc. It shouldn't be one powerful strike in 20 seconds like with pickaxe. But more stable and valuable melee weapons

hexed surge
#

Add a massive emp pulse or somthing at the beginning of the first level when you open the door for a blatant explanation as to of why we came in with no guns i feel like the whole door opening thing at the start isnt really signifigant

tulip citrus
#

Rare line idea for Guardian when activating a energy barrier

"STAY BACK! I'm allergic..."

(Yells stay back with all their might. Says "I'm allergic..." sort of pitifully)

granite maple
#

Random event or activity during mission.
During Mission you find the old rusty but still able to work Drilldozer.
It can be found on some sort maintenance platform, random drilled tunnel or simply on the map.
The Drilldozer is damaged, head is missing, and the fuel tanks are empty.
The missing items, fuel canisters are scattered around. Bring them to Drilldozer in order to fix the machine.
After successfully repairing the Drilldozer you can restart it, to continue its final drilling route.
Drilldozer will drill thru to it's designated place and will simply turn off.
In the now new found area you will be rewarded wit some bonus loot for your effort.

Yeah you can simply go with predrill and don't bother with fixing Drilldozer, but you could simply put some sort mechanic that map won't show you this closed room where Drilldozer was heeding or simply make that this area is surrounded with very hard material that makes you mining tools like -80% effective.

P.S
Bring big miming machines to Rouge Core.
Bring Drilldozer's, conveyor belt, forklift,, liquid morkite pipes to the game surrounding.
P.P.S
Ghost Ship!!! Give me access to Rogue Core and my sleep schedule is yours!!!

fluid ermine
#

The core rifts in the level becoming more dramatic as the timer ticks toward red. For example, some early rift cracks are thin and less visually disruptive. The later rift cracks are wider, more particles and visual distortion. Maybe even earlier rifts that are thinner expanding as the timer counts down, showing the change if you return to a section. This would act as a sort of visual indicator of the core spawn threat breaching the current stage.

still quest
#

I think it would be fun if there is a new enemy that sticks to your back or head and you cannot shoot it yourself. It hurts you gradually but you can still move around.

It's like cave leeches and mactera grabbers minus the immobilize effect.

tulip citrus
#

Weapons ideas for Rogue core (as in weapons I mean how we have a shocker pistol, you get the gist)

Large Gunner esc Shotgun

Rocket Propelled Grenade (RPG)

Bolt action rifle

Lmg like gun that's a hybrid of a gunner primary and how a regular primary performs

Saw blade launcher or gun that has natural ricochet effects

Level action rifle or Shotgun

knotty steeple
#
  • You should not be able to advance to the next floor if you have teammates that are downed. It feels pretty cheesy to be able to ignore downed teammates, sprint to the elevator alone, and then revive them right away on the next floor for pretty much 0 downside.

  • Bubble shield is way too strong and should not repair armor as quickly as it does (if any at all). It already acts as a team-wide invincibility zone, and allow risk free revives/interactable usage. This item is pretty much a guaranteed win runner if you get it in its current state.

  • I would like to see a bigger variety of unique on-hit/on-kill effects. Perks like magic missile/explosion on death feel very satisfying to use.

  • There are too many perks that only provide value AFTER you have taken damage. Pretty much across the board in all roguelites, avoiding taking damage is rule number one. The best defense has always been a good offense (or high mobility).

  • Melee weapons/better melee perks

  • Runs seem to end JUST when you feel like you are getting some really crazy synergies and combos going. I feel like I don't have enough time to enjoy and play around with a strong/fun build towards end-game.

tulip citrus
# tulip citrus Weapons ideas for Rogue core (as in weapons I mean how we have a shocker pistol,...

a blunder buss esc weapon, and propells flak rounds out of its barrel at high speeds. It had a slower rate of fire than the Jury BS and the Warthog but this is to compensate for the wider spread and better crowd clear capabilities. It has a good amount of range on its regular firing mode, but by holding R, you can switch it to compact the flak round, making it act as a large slug for a target far away, splitting into shrapnel upon impact.

It's design is that of a gunner primary. Initially firing the weapon gives no slowdown, but contious fire allows the weapon to fire faster at the cost of slowing you down (Weapon is semi automatic, clicking it rapidly to cause it to continously fire, then giving you the fire rate boost, but then will slow you down like other gunner primaries)

Base features:

  • Bullets have 2 penetration by default

  • Damage isn't counted as kinetic, but as piercing like the boltshark

  • Starts with a large armor breaking bonus

queen flicker
#

the mandatory everyone stays in one circle mechanic for getting most upgrades in the middle of combat just ruins the fast pacing that rogue core brings and people who have tried payday 3 know how deep throating circle mechanics can be annoying

the pacing issue can be simply solved by allowing players to get their own upgrades with their own upgrade pools at the end of each stage so that all the fast pace action and slow paced upgrading sections are entirely seperate and not disrupting each other frequently

serene stirrup
#

loop button. or to sound cooler, a "drill deeper" button. so you just keep going as it get gets harder and harder

opal path
#

think the exp-upgrades should appear as a couple of nodes (like how there are 4 nodes that each player can interact with a blank matrixcore) on flying molly rather than a paused feature that triggers when every player is nearby. Think it would help game flow, probably need to tweek the level time to adjust to the live decision making. It keeps the shared pool, but there is a new dynamic of sniping upgrades.

Possible solution.

zealous bronze
#

Could robotic “familiars” work as a form of equipment/upgrade…? I’m not talking about bosco/cooper or a robotic version of Steve, but rather little drones that specialize in doing one action automatically (or perhaps only when commanded to, idk)

outer relic
#

I assume they will be tweaking the balance/mechanics of the returning DRG weapons like the minigun (assuming they haven’t already done so, like with the zipline). If so, it would be nice to have some cosmetic changes and maybe even a name change, if for no other reason than to avoid the Wiki having to have two pages with the same name. But also it would be good to communicate to the player that this isn’t quite the same gun you’re used to.

Even something as simple as naming it the Mk 2 would give a reason why the gun isn’t identical to the original version.

dense citrus
#

a enemy type similar to the shellback but it bounces in the caves witch it will make it a very good team co op type force shall i say which means that every class has to work to bring it down also it isnt a boss and theres litlle versions

simple vessel
#

With Rogue core having even more focus on speed and communication, a radial wheel of voice lines (group up, we should head to the elevator, Yes!, No!, Ready!, Not Ready!, etc.) would be helpful.
On KB+M it wouldn't be a problem, but I can see this being an issue on controller with limited buttons to put stuff on.

fresh terrace
#

Currently, there is no extraction sequence of sort after completing the final stage, although there is meant to be (but not because of alpha).

A simple run back to a drop pod wouldn't make for a very fun extraction imo, and given that the facility was reclaimed, there should be no expectation of a proper swarm within the facility.

I suggest that the extraction should be done through jumping into the core pit, after one final resupply and sort of taking advantage of the dimensional rift aspect of the deep core to have one final run and gun, culminating in an escape beyond the barrier through a rift, or potentially going further deeper in (this could possibly segue into an infinite mode, though that's not the point)

restive pollen
#

Upgrade: When one weapon run out of ammo your other weapon reloads.

fresh terrace
#

A common complaint by many users is that the team upgrade system hevaily disrupts the overall flow of the game, as well as induces alot, and I mean alot of waiting around during a run.

The critical issue mostly comes from everyone having to group up at Ellis, which can lead to 2 issues:

  1. Someone is on the other side of the world, while everyone else is waiting
  2. Things are getting heated during a swarm, then suddenly upgrade menu appears as dwarves are naturally grouped up during the swarm

My suggestion, is while maintaining the shared upgrade pool, as well as the randomized ordering:

Once Ellis has acquired enough Expenite to initiate an upgrade, signal to each dwarf that an upgrade is available. Ellis can then travel to each dwarf so that they can select an upgrade from the pool.

For everyone (including the one being upgraded), have a button that can bring up a [gauntlet|tablet|screen] which will allow them to favorite upgrades, as well as see the shared loot pool on their own time, from wherever. This screen can also allow the dwarf to see fellow dwarves builds (Can aid with coordinating upgrades), as well as see numerical stats on their own self (such as crit chance, among other stats)

Understandably, this leaves it open to griefing from bad actors, but the current system suffers from the exact same issue (not selecting an upgrade, keeping ellis stuck on you, vs not grouping up to initiate an upgrade)

restive pollen
#

When upgrading show all players loadout so you can make the best decision for the team.

topaz yarrow
#

destroying enemy armor. Like it was with glyphids so that when they hit, more of their parts would break off.

restive pollen
#

Show the cable on the terrain scanner.

gloomy sequoia
#

Time before red alert slowing down, scaling to each dwarf missing.

Many hands do quick work and mining exponite is time consuming for solo players to the point of reaching the time limit before fully exploring the caves/levels.

forest ocean
#

Got several dozen ideas on a document but since I can't find my last post asking where to put said document (and thus I'm assuming it got deleted), here are a few basic ideas:

  • Up the 20% recharge speed, interaction speed and similar upgrades to 25%. I ask this primarily so that the Slicer's blade gets 15 seconds cooldown, rather than 16.

  • Increase the time it takes to reach threat level red to 15 minutes rather than 10. To keep people on their toes, add an enemy called the Core Spawn Observer, that crawls along the roof, doesn't attack, and increases the speed that the risk increases as long as it has a line of sight to any dwarf (maybe Omega announces that there's one nearby).

  • Make it so that the Spotter's dart doesn't fire automatically when you release the Q key, and only fires when clicked (like all three other class gear items).

Side note, please add an Omega voice line saying "Team; You have been spotted. Aim for the head and may Management look away." (Warframe reference).

topaz yarrow
#

Make Omega's voice more like something like Vega or Samuel Hayden from Doom. (now he sounds more like a coughing grandpa). This voice I think suits him better and makes his speech more understandable.

cerulean swift
#

Few thoughts:

-The flare gun feels really hard to pick compared to the other tools, even when it rolls a high rarity. Our personal flares are rather powerful and most objectives are easy to see or visible on the terrain scanner, plus the caves are generally more lit than in DRG. Feels like it could have a new secondary effect tackled to it to make it more "valuable" a pick. Maybe it's more pickable with a player count of 4, but with 2-3 players, it's a bit meh. In contrast, ziplines are absolutely amazing.

-Battering ram event would feel a lot better if it didn't force a player do to an entire back and forth again the entire length of the tunnel in order to deposit the reward. It'd be funnier if the crystal got flung all the way out of the tunnel from the force of the rocket impact and you have to go get it wherever it decided to bounce to.

-I don't mind grouping up for upgrades at all, since we can wait and do a bunch of them back to back when convenient (generally when grouping up for the swarms) but the weapon/equipment/grenade box kinda kills the gameplay pace as everybody needs to drop everything to go there while others wait, and it's the only thing that really requires it. I'd prefer if it was like the artifact, you deposit a thing and then grouping up later lets people make the pick. To compensate, someone might have to do something to get the box unlocked.

-Going for revives after the elevator is called feels rather impossible unless you have shield or lures, even with the perk speeding up revives. There's just too much stuff spawning from every direction including ranged enemies. Again, might be doable with coordination and 4 players, but with say, 2 players, it's too risky, that teammate is better off staying dead on the floor and acting as a permanent lure to help you get in the elevator. And it's weird feeling going from DRG where we have the tools to leave no one behind, to RC where it's more "my death for the greater good, as long as one person's in the elevator we're good".

eager dove
#

Random cosmetic idea ; since the weapon you get in RC get upgraded during the run and you lose any upgrade at the end of a mission. Maybe give up the DRG paintjob / frameworks to instead update a visual of the weapon depending of the upgrade you put on it; like a bigger magazine if you pick a ammo upgrade.

More impactfull gameplay idea ;
It would also be nice to get a Metro Exodus like workshop when you upgrade your weapon. Where you pick parts to upgrade your weapon. And get a minigame where some parts giving bigger bonus are uncompatible with other. And the ability to give to your teammate unusable équipement for your build.

peak badge
#

To further separate DRG from Rogue Core, the biomes should be changed to feel familiar, but make them feel like new experiences. My reasoning is that the event that sealed the mining colony inside also has had an adverse effect on the flora and terrain. New names WIP.

The Pale Weald is the new name coined for the Azure Weald inside Rogue Core. Due to the Azure Weald being cut off from fresh nutrients, the once beautiful teal-blue has been replaced with a sickly pale seafoam green and the fauna and flora have become hostile in an attempt to survive. Due to this, Cave Angels have become extinct in this area, with the only remnant of their existence being bones. To continue, Bloopy Fruits, Oripricots, and Pulsa Stickpods have become dried and shriveled, stepping on them now only emits dust. Void baskets will now impair your vision when looked into, similar to becoming drunk, however it wears off sooner than alcohol. Gurken Shucks and Callow Seeders now spray dangerous spores that eat through armor. Orchey Shys will now start off shrunk, and swing at approaching dwarves, dealing minimal damage. Comba Buds have become volatile, causing them to explode if shot at or had enough force delivered to them. However, they have also shrinked in size, allowing them to be carried and tossed by dwarves for an extra edge in combat. Finally, Nectar Rinds now -- for lack of a better term -- act as sawblades to anything that comes close.

The Hollow Bough, an already bleak biome, has become bleaker, being nicknamed The Scarlet Bough. The red parasitic vines have become incredibly desperate, completely replacing the once brown petrified wood with their red vines. Due to this, goo sacks and other flora that were once plentiful in the hollow bough now have nowhere to grow, and are therefore extinct in this zone. Deeptora Wasps however have grown accustomed to their new living arrangement. Corpse Feeders also will nip at passersby.
More biomes will be covered l8r

forest ocean
#

Here are a few more random ideas:

  • 1️⃣ Instead of having to group up as normal to unlock upgrades, make all of the things like the Bio-Booster, where unlocking lets you choose multiple options that the team can claim seperately. Same for unlockable pods, which would allow Ellis to not get locked in place when someone interacts with them, and means people can continue depositing Exponite smoothly.

  • 2️⃣ Glyphids are everywhere, so make a reason they're not here. Add Glyphid Husks, which the Core Spawn will perform the attacking animation on, similar to a downed dwarf (although they turn away and attack the player once the player gets close or the core spawn takes damage).

  • 3️⃣ Allow a reroll feature. One reroll per player per mission if my idea about bio-booster-esque upgrades is accepted. If not, then make it that the whole team has to agree to reroll.

Since I'm suggesting multiple things, I'm adding number emojis to correspond. Please notify me if this is not OK (plus subtract 1 from the total votes / likes for the comment).

idle folio
#

Just gunna put this idea here in case it hasn't been said yet:

I like the concept of the Ommoran Heartstone, a living rock that can fight back, so I'd like to see an expansion on how it's developed/created/otherwise how it does it's thing.

The core idea for this would be an Ommoran biome where budding Heartstones can be found as resources, maybe like Ebonuts, and have the power of Ommoran cores further developed.

This can be as simple as naturally occurring Beamers, acting similarly to the Electrocrystals in the Crystalline Caverns, shooting lasers in random directions.

Or something more imposing like an Ommoran Golem, a mobile variant of the Hearstone. This could take the form of anything and have a variety of abilities. Initially, I was thinking of making it a chimera between an Oppressor, Shellback, and Trawler. Something that could really knock you around while able to burry to dodge attacks. Maybe treated like a Rockpox Corruptor with it just being around, but should you engage and destroy it you'll get some nice rare mineral rewards.

And maybe for fun, a hybrid/developed version of the Ebonite Glyphids that can be a variant of their Rockpox cousins. Shooting lasers and having Hearstone nodes instead of infected spitters and boils.

(Though tbh, I just wanna fight more rocks and stone in a combat mining game.)

peak badge
# peak badge To further separate DRG from Rogue Core, the biomes should be changed to feel fa...

Up next is Salt Pits, now, not much has changed with Salt Pits as it was already pretty dead well before the Core acted up, however, due to the abandonment of the mining colony's machinery, nobody is there to fix anything that breaks from falling salt stalactites. This makes the mining areas more treacherous to explore due to destroyed catwalks and busted up lifts from the before mentioned stalactites. The glowing salt crystals have also stopped emitting light. All other salt crystals in the area have become incredibly brittle, and will eventually break if a Dwarf is standing on them.

Fungus Bogs has stagnated, turning into Fungus Wastes. The once annoying slowing goo is now hardened to the point that you can traverse it with ease, however; if you choose to shoot the hardened goo with any terrain damaging weapon, it will reveal the still sticky inner goo. The assorted mushrooms here have also become gigantic, matching in size the vanilla DRG large xenofungus in this cave. Also, the Brown Puffball Fungus that emit purple gas can now hinder your vision in an entire cave room. Glow Trees are now always on but subtly flicker, they will turn off permanently if the bulbs are damaged. Steam geysers now spew out slowing goo similar in effect to webspitter webs, destroying the geyser will coat the nearby ground in goo. Poison Spores Fungus are now harmless as the poison they spew is no longer potent enough to hurt a Dwarf. Exploding Plants have been left alone for too long and have become even more volatile, now just making sudden movements near them will detonate them, this also applies to the ones found in Dense Biozone. Finally for the Fungus Wastes, you can find already opened Glyphid eggs in this cave as set dressing, same can also be found in the Dense Biozone.

teal warren
#

Currently there is no negatives leaving the downed teammates behind and rush to the elevator, as they'll just spawn nearby in the next stage.
It feels a bit illogical, and also encourage dwarves to abandon their teammates in a indirect way. This doesn't sounds like Rock & Stone.
(In previous DRG, any dwarves didn't made it back will put a nerf on the reward at least)

I see Phil said above that we should not be able to advance to the next floor if you have teammates that are downed. I'm not totally agree with that, many times, it's just too risky to revive.
Instead, maybe let any dwarves remain alive do a rescue event in order to bring teammates back. Addtionally, the elevator to the next stage cannot be actived without rescue event complete.
So leaving teammates won't be that perfect tactical decision. Taking the risk now, or put extra efforts and time later.

Some cheap ideas about the event:
① Deploy, charge, then active some kind of emergency teleport device
② Send R.E.P.D. back upside to carry them back (after all, corespawns won't attack drones,right?), this will also draw a wave
③ Downed teammates has been captured in a corespawn jail, exterminate those guards to free them
④ Same as ③, but jail needs addtional operations to unlock, the good news is you may going straight for the jail, as long as you got somebody(or thing?) draw attention/ provide cover

grave river
#

A stingtail, web shooter and oppressor equivalent of a corespawn would be nice. Maybe one that has a super long chameleon tongue for the stingtail equivalent and the web shooter equivalent shoots goo

forest ocean
#

Again, three short ideas. If any devs check this, I have a multi-page update with a bunch of ideas and overhauls for RC, and some enemies and overclocks for DRG.

  • 1️⃣ Change Core Spawn blood to purple, and have the rifts back to purple as well. A minor change, but any parents that don't like violence will hopefully react less to purple blood then they might to red blood.

  • 2️⃣ Add Core Spawn Crawlers like in regular DRG, but have them be more dangerous. Not through stats, but for gameplay. Their dark colours would let them hide on ceilings, so have them wait in ambush, and slowly follow groups of dwarves. Once someone leaves the group, then the crawlers pounce.

  • 3️⃣ Add some penalty for ditching teammates. As much as it is useful to be able to, it doesn't feel very Rock & Stone. Introduce some negative effect, such as the mission hazard and crate being randomised if you don't have everyone at the lift.

rotund wigeon
#

If it’s possible then maybe have a chance for the Reclamers to hum the Rocky theme while punching the punching bags

restive pollen
#

Make anything invisible, 100% invisible, with a 100% black shadow with only the shadow seen in light.

royal sentinel
#

An interesting idea regarding cave generation, I feel like it would be a relativley interesting idea to see the implementation of vertical caves? Sort of like the image that I just posted. (Specifically, the cave fog below, but like the facility has a sort of stairwell-tower esque sort of structure that may branch off into smaller caves that are a part of the larger vertical cave)

pine horizon
#

So i noticed in some YouTube vids that there is that drunk affect thing when a dwarf goes near a portal. It makes sense lore wise but maybe just make it a visual thing on the screen. My friend gets irl sick when he looks at it to long so yee

royal sentinel
# royal sentinel An interesting idea regarding cave generation, I feel like it would be a relativ...

Another interesting idea I had to expand on this one, was the implementation on aerial combat within vertical facilities. I'm not exactly sure how this would be implemented into standard gameplay, (As in choosing whether to have a run of mostly vertical caves or horizontal caves to cause minimal disruption to run-builds) But my idea was that in these kinds of stages, reclaimers could be given a pair of jet boots, or something similar at the start of the stage to be able to progress up and down the facility without causing drag on the already fast-paced gameplay. The spawn rates would also spawn airborne enemies more commonly, and make ground enemies less common due to being able to consistently evade them. But it would be really cool to see some sort of air-combat within the game, in order to change up the gameplay without completley negating the flow of Rogue Core.

torpid mural
#

I would love some Remixed versions of the Orginal OST in Rouge Core, to give it the Same Feeling like DRG but still Different, maybe More Intense Versions of Tracks Like Dance of the Dreadnought, Follow Molly, Theyre Here, but also the Calm ones would be nice.

Of course new Tracks as well but some of the Original ones as Remixes would be a nice Easter Egg/ To Remember Greybeards where they Came From and that they Helped to shape DRG what it is Today (and no matter what they encounter, everthing between them and their Paycheck/Beer should fear them).

I Also would love to see a Feature of Dynamic Music in the game: The more enemies/less Dwarves are Standing /longer the run, the music during Swarms gets more Intense with more Instruments to Channel the Karl in everyone when in a Pinch.

(Inspired by the Music Feature from a Racing game of a Certain Italian Plumber 👀)

royal sentinel
#

I have an idea for end objectives in runs. So, after what I've seen, the current end for a run is a boss fight. Rather than having a boss fight at the end of EVERY run (probably with different bosses), I think it would be a LOT more engaging with different objectives. For instance, when you get to the end, there is a large rift on the wall, one that is dormant. Across from this rift is where a vehicle or large station is positioned, where the objective is to launch large disruptive projectiles via a cannon into the rift. The beginning of this objective could be activated by powering on a signal antenna, which causes frequencies to travel through the rift and agitate the corespawn, making it open up. The main idea behind this is that it's an end that needs to be finished as quick as possible. The station, or vehicle, would act similarly to Doretta, where it takes damage from corespawn, and has to be repaired or else the whole station breaks, resulting in a loss. Atop the station is a high-powered cannon that is aimed and controlled by a player, and can either be shot at corespawn, or the rift to progress its destruction. Ideally, the cannon would have to be manually reloaded after each attack, and would need a cooldown to prevent a way to easily skim past it. Firstly, the ammunition would have to be scattered in a large structure or some other tunnel system, accessible after it starts. Players would transport the ammunition to the station and load it into the cannon itself. The projectiles would be powerful electric bombs, where when shot at corespawn, it electrocutes in a large radius, but when shot at the rift, it agitates more to come through and progresses. Over time, the steady wave of corespawn should increase in intensity, incentivizing quick gameplay. For specific end-of-run objectives like these, there should be certain soundtracks, making it feel like they are rushing against time. Having different ends to runs would make it a lot more replayable too!

terse compass
#

(Tysm for making me able to chat!)
This is a concept of mine inspired by the monster from a quiet place. It would be the fastest runner corespawn and give lots of knock back due to their long strong arms. It would also carry corespawn creepers or other corespawn around that size to your current location
(Creatures suggestion)

nimble bramble
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I think you should be able to hold down the jump key to keep jumping

I use a mod in regular drg that adds this and it’s really nice

tulip citrus
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Rare Slicer voice line when slicing enemies with their plasma blade:

"IS IT CAKE!? Naww just Corespawn..."

cedar crater
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Voice line (in an irritated tone): «It's an Remote Expenite Processing Drone, not an "Autonomous Surplus Storage". Leave the mules to the miners.»

ruby river
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About difficulty adjustment

 I watched one of the streams not too long ago during the first Alpha release, and noticed there was a question about difficulty customization. It was mentioned to be leaning towards not letting players choose a difficulty level, which I would suggest against.

 I understand Rogue Core is supposed to be a more fast-paced/difficult in general compared to the original. It still can be, despite difficulty scaling being chosen by the player. Allowing players to customize difficulty puts more control in their hands, tailoring their gaming experience to their own needs. If implemented, perhaps these difficulty adjustments would dictate similarly how bugs scale, and also time player(s) have to complete deepsites.

 Rewards would also be scaled, granting more to those who push themselves to be challenged, while those who want a laid back set of runs receive less, though not too little to prevent lower difficulties becoming unviable.

 Hopefully someone shares these sentiments with me, and thank you to everyone at Ghostship Games for all the hard work you put into your games. If any of you read this and take it into consideration, thank you. Your community-based mindset is extremely appreciated. I hope you all have a great day. Rock and Stone Miners/Reclaimers! 💙
glacial turtle
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Suggestion:
change the timer system so that instead of having a few minutes before being swarmed the monsters just slowly get stronger over the course of the run ala Risk of Rain 2.
or make this an option when selecting a mission "fast timer" and"gradual timer"
with a short time you get breathers but with a gradual timer you ALWAYS need to be quick.
while im at it: armor is kind of useless. its just a tiny hp bar that doesnt last long into any mission. lets you get hit once or twice per ammo cache.

solar inlet
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I think it's illogical to give the player a choice of weapons of different rarities in one pool. In most cases, it will be more preferable for the player to take a rarer gun, and in the case of a co-op, such a gun will be the most desirable, which is why the first player will most likely take it. So it seems to me that it is better to give a choice of weapons that are equal in power, with one rarity, or at least so that the difference in rarity is not so strong and there are no situations when you choose between an item of yellow rarity and two gray ones, because taking a gray one is not profitable.

copper linden
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Another possibility would be for weapons that start at a low rarity to receive larger buffs from workbenches. This means they would have a long term benefit to select over ones that come already upgraded.

light rapids
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Suggestion: Allow Falconer's bird to pick up and bring back small items to the player like camera or Bosco data

verbal schooner
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suggestion: allow the rerolling of upgrades at a workbench if its already maxed

abstract pulsar
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The "Constant Pressure" Bio Booster effect for the Falconer kinda sucks. Not only is the bonus pretty medriocre (15% reload speed), but it also has a pretty notable condition (your ability cooldown must be below 50%). It makes this effect very difficult to consider taking when it appears, it would be nice if either of the percentages would be more favourable or if an additional bonus was added to make it more worthwhile.

eternal badger
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LEVEL MOODS, classic in any roguelike
edit: it fills me with great sadness (and old age) that people dont know what level moods are.
basically stuff like "Its hot down here! (more fire hazards)" or "there's been a chemical spills (pools of corrosive goo cover the level)"

whole tartan
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Suggestion: implement a "reinforcement" system, where players can late-join specifically to fill in the slot of a DC'd player, but the catch is they have to use whatever class and loadout the DC'd player was using. This could be a fun challenge unique to a multiplayer roguelite.

foggy zealot
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Reroll Station

  1. A station that lets you reroll one or a few perks, allowing you to tweak your build before the boss fight. It could replace one of the ammo pods during the boss stage — I've noticed that some resupplies often go unused anyway.

  2. A station with a fixed perk for all dwarves, where you can trade one of your random perks for that specific one (basically like the printer in Risk of Rain). This would give players more control over their builds and allow for stacking the same perk

formal sluice
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the ability to purchase more ammo crates instead of an upgrade, similar to health
for some reason, ammo is a consistent issue in my runs, and id be fine losing an upgrade to get more ammo in a pinch, just to keep the run from failing.

young glacier
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Havent seen many people take granades over guns or artifacts so maybe you should get a granade and a gun when you start the mission

round tartan
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A dragging function would be nice. Like Melee + interact makes you drag objects or team mates by your pick axe. I could imagine all the things you could do like dragging your downed teammate down precarious ledges or into the elevator for revive. Or simply objectives where players have to balance who defends and who drags the heavy object. Or maybe harvesting something by dropping onto it and dragging it into the ground. I think dragging stuff as silly as it sounds might open up to fun new dynamics on this time based game.

ruby gate
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I think it would be cool if you add a "I don't want this" option when picking up upgrades.

whole tartan
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I would really appreciate an auto-join function, both as a client and as a host. I get that the game isn't as populated as it will be once released, but, even in base DRG, having to just stare at the deep dive listing until one pops up that suits my needs or having to go afk until my deep dive lobby is filled is peak insanity.

There needs to be a system that makes it so as soon as a lobby that falls within the parameters I set is available I immediately join it.

terse compass
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The corespawn refiner! (Or juggernaut) another corespawn creatures suggestion, info is in picture but basically: large rancor looking dude eats expenite and gets high and very strong.

whole tartan
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Give Slicer a second mode for his ability where, instead of swinging his sword in a wide arc, he thrusts in the direction he's pointing and deals massive damage to whatever he hits. Possibilities:

  • Can be used to charge through multiple small to mid enemies
  • Can be used to deal massive damage to a single target
  • Can be used for mobility purposes, like a dash or even a jump
frigid siren
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The option to go through the first weapon room with no weapon and use your fists to punch the evil core monkeys like the punching bags in the ram rod

reef steppe
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Just a small detail but there could be a small screen on the ramrod that could cycle through advertisements and breaking news and maybe even a “Have you seen this dwarf?” and it could be random dwarves that were lost in action working for DRG

reef steppe
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Just throwing this out there but I think the new class could be called something like "Chronowinder" based on their sort of time travel ability

haughty hedge
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Call the 5th class "Timeforger"

feral zinc
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Perhaps the Clockworker? Cause they have clockwork elements and are a worker

north viper
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Instead of always spinning a gun around, have the 5th open a pocket watch to check the time. This type of unique interaction could go for the other classes too, IE falconer could pet the drone on his arm and say “good drone” or something

royal island
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On the concept art alone, i'd name the new class Scientist.

On the abilities, either Shifter or Phaser.

terse compass
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since the dwarves are called reclaimers, maybe rewinder would sound good? it would also fit the ability

whole tartan
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Give the new class a chance to yell "ZA DWARUFO!!!" upon using its ability.

low cairn
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Variations for the corespawn biome. Might get too repetitive when the later stages of the run feels like the same brownish biome each time. Maybe there could be corespawn biome variants that are more reddish, purple, white-gray with unique structures and terrain differences that sets them out.

Example the current being generic core biome and maybe some 'white granite' biome. Maybe some with hazards like radioactive/toxic stuff and stationary biome specific enemies.

Additionally, maybe in the deeper biomes we could see some odd structures made by the corespawn, like a nest, village, totem poles and worship areas, would give some extra lore to them.

slate urchin
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Have alternate/secret exits that the player can discover (either through a simple task or by complete accident).
These pathways provide a more difficulty challenge but have more rewards (perhaps exclusive rewards)

This is also an alternative to the current Facility system which I feel is too similar to how DRG handles difficulty

crisp sand
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For the 5th class, add a Phase Indicator (like the resupply beacon) to let your team know where you once were prior to your Time Phase.

Can reduce friendly fire (detpack), inform your team, and allow them to place useful boosters and gadgets there before your return. (All info based on my current comprehension of the class)

I would like his name to be “Phaser” or “Warper” Sconk

(Sorry for the crappy drawing it was made hastily for simplicity)

north viper
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Adding in hidden cosmetics like in DRG but maybe as an event instead of just finding it. Maybe when everyone claims the cosmetic a chunk of the timer goes up, giving you less time to finish your mission, a high risk high reward situation.

Adding in a few cosmetics that are call backs to the original dwarves (like maybe their hats or something)

Adding in a brood queen to guard the captured players that weren’t rescued last round. Nothing too difficult, just something to visually imply HOW they got webbed.

A pingable object to annoy Omega

topaz dragon
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enhancement rarities do not seem like a good fit; they give you a false sense of how good a perk is when many grey/green perks are very good, they mislead you into thinking there are multiple rarities for perks when in fact very few perks have multiple rarities and its unclear. I suggest removing rarities entirely, equalize all the enhancements so you cannot get a "bad hand" by rng. Getting duplicate enhancements increases the quality just like guns and workshops. This could even allow some perks to have non static numerical progressions (i.e. getting multiple +armor perks could give not just more armor but improve how armor works/is retained)
Ontop of the ever present Health Reward, add a "Random Upgrade" option so if you want to skip the selection of perks, you can randomly upgrade one of your existing perks, this would ensure almost always getting something good no matter the draw.

terse compass
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I noticed that they were replacing old assets like the bartender and the mule and such so I came up with a concept for a Bosco replacement! (For rogue core) it is a part of omega inside a titanfall 2 tick-like robot that can do everything that Bosco can with his own versions (those are hard to see when you can’t tilt your screen so ima write them here): it mines with two little Bosco arms at the front and attacks with its sharpened front legs (think slasher) and like Bosco could shoot missiles this guy can shoot a charged laser shot from its singular eye. It carries items with those affermentiond Bosco arms and lights up areas by jumping towards the marked location and inserts a strong scout-like flare via its underside. It Heals a reclaimer by performing surgery with its legs. Simularily it builds like a irl spider spinning its web in its legs. It can walk on every surface bc of its spidey legs

frigid siren
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A expenite event where you have to find a keycard or passcode of a dead drg workers skeleton in a office (or just a abandoned office no dead body) but corespawn are using that area or body as a whatever maybe a spawing ground or they need the body to eat or they could just be there and you have to fight them off get the pass code and open a locked off vault with a expenite chunk.
I feelthis is a somewhat good idea and it won't be a time burner

fluid lantern
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I find myself wishing the Gotoorak Gatekeeper had animation easing in how it moves across terrain, the way it is now with it's tall head that rotates and bobs around at the whim of the perpendicular angle of the floor is aggravating to track and hit. Especially if you're solo and using a single shot type weapon

quartz acorn
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Here's a list of feedback and suggestions. Hope this helps.

---Feedback---

-Ability to choose which slots new equipment goes to.
-Hold tap to view upgrades.
-Better explain how upgrade choice works.
-Teach new players how extraction works. I was confused as where to go on facility 1, level 2 when things suddenly went critical. Especially because I was getting constantly attacked with no room to get a breather and get a grasp of my surroundings.
-The mission criticality display should look more like a timer that runs out. (Right now it appears as an objective you are completing, which is missleading to new players)
-Better indicate that you start the boss fight by interacting with the orbs (by displaying an icon above them for example).
-Equipped active and passive perks should be displayed in the heads up display.
-Make it clear to players that bio booster decks are not passives you bring into missions, but rather make up a list of possible upgrades you can find during missions.
-There should be an index for viewing mission upgrades you can acquire. (That makes it easier to suggest new possible upgrades, as it's hard to know what already exists).
-Enhancements seem bland as of now. Perhaps add multiple enhancement trees in which you select the one that fits your playstyle the best? That would also allow room to add more in the future for further point spending.
-There is a lot of randomly generated structure that leads to no objectives. To me these structures could be an opportunity to guide players, by having objectives spawn in close by.
-Ionization Infusion is incredible powerful against the final boss. Perhaps remove all stacks when boss becomes invulnerable.

whole tartan
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Allow equipment (drills, zips, etc.) to be upgraded at workbenches. This would allow workbenches to still be useful in case you don't like the provided weapon upgrades or if you already have maxed out weapons.

terse compass
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In the latest qna they mentioned if there are possible communicating ideas and I have 2
-when a team gather event is going on there could be an mule-like trail of lights towards the point. This would allow for more clarity on how to get towards the point or notify that there is smth going on.
-an in-game friends mechanic. This would allow for those teams who you spent a few runs with who you already understand and connect with, to start other runs together in the future, hope this helps!

frail tartan
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more enemy variants 🔥

hidden thorn
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just watched the Mid-Summer Update video. It was awesome hearing the news about the game! I am in full waiting mode for the game :3
Wanted to add in on the late joins question. I do support the idea of run being a stand alone experience and it is nice to think of it as a complete journey of some sort. However sometimes, when disconnects happen, it can ruin this experience of this journey a lot.
So in short - It would be massive, to have an ability to return and continue the run after disconnect

boreal notch
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I also watched the summer video and i think something to help the communication problem would be a communication wheel like helldivers where you press a button and a wheel appears. when you mouseover and release the communication button your helldiver yells what you want them to say ( i forgot about the slowmode and cannot upload an image now so here's the link to the image https://pbs.twimg.com/media/Gjw59b_acAEbbM8.jpg

fierce sphinx
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After searching this channel for any mentions of biomes, I believe there's a good number of players that wish for new or changing biomes mid-run. My suggestion is a combination of a few peoples suggestions in this channel.

First, I enjoy the idea of starting missions in the old DRG biomes, giving player a sense of familiarity with DRG and helping remind them that they are on the same planet.

Second, after the first elevator, I think it'd be really neat to go to an evolved biome. To explain, I do not want the biomes to shift completely, but rather I'd like the biomes to have a "deep" version of themselves. Maybe glacial strata evolves into a permafrost biome (or whatever would logically be under a glacier). Maybe Hollow Bough evolves into a Root biome (or a big potato, idk). Whatever the devs come up with would be awesome, and it would really help with making the game feel unique and make it feel like a journey to the core.

Finally, the last biome would be either the current deep core biome, or perhaps a mixture of the evolved biomes and the deep core biome (though making a mix biome for every biome would likely be too much dev time) Overall, I think the last biome should be creepier and eerie, with the entier cave feeling absolutely unnatural to go along with the boss fight.

exotic field
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Sorry if this suggestion has been made before but if the melee class had the capabilities to market garden large targets to take them out that would be super hype like a high risk high reward playstyle

wicked pilot
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Hey

I don't have the game yet, but from the gameplay i have seen so far i think this could be a good late joiner solution:

Have a few pre made weapon builds, each with a pool of good and "bad" upgrades (like a common health upgrade). When someone joins late give them a random weapon which doesn't exist on the team yet and draw from the pre made pool as many times as the other dwarves have upgrades.
For example This could be a simple crit pool for a warthog build:
You get a Warthog, Killing an enemy gives dmg up, +15% Crit Chance, Killing an enemy with a crit reduces CD, +20 health, etc

Then you could already be pointed in a direction when joining.
If you want to go even further you could also make class specific builds(Slicer melee build), but that may be too much work and i don't even know if that makes sense :)

cursive badge
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needs random boss encounters through the run, bosses could drop large chunks of exponite. it would also be awesome to see a facility biome, a large sprawling lab of sorts taken over by faulty tech. This would greatly improve run variation as well as expanding upon the run down feel of rogue core.

stone crater
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Item pickups that weaken the player for the run but translate into currency for the team when the run completes. Gives incentive for players that get OP gear early to increase the difficulty.

whole tartan
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I get the argument made against late joins, both for immersive and technical reasons, but please understand:

If we don't have a means to allow late joins to the first stage of a given run, the game will turn into "Lobby Simulator". Hosts NEED to be able to start a run without having to wait for a full lobby, and guests NEED to be able to jump into lobbies without feeling like they have to wait around.

And before anyone says something like "oh it's only a problem right now because the game isn't saturated with players", consider: sitting around and twiddling one's thumbs is an active and continuing problem in base DRG with DDs and EDDs. I didn't buy DRG just to sit around and either stare at lobby listings or wait for my lobby to get filled, and I’m not gonna buy Rogue Core if that's what it entails.

Just allow late joins into the first stage before the timer reaches the halfway mark. Players can spawn in the starting room, where they can choose a weapon and tool, and then they'll have enough time to run to whatever other upgrade stations have been activated before the timer runs out.

junior cloud
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I'll get straight to the point.

My conceptual idea for Late Joining

(Disclaimer: I don't consider this idea to be entirely original, so it's possible that something similar has already been suggested or considered before. Still, I want to share a simple conceptual idea for late joining, something I believe could work.)

**Here's my idea:

Every time a player joins a match late, "lost upgrades" will spawn across the map. These are upgrades the player didn’t acquire but can now find, either buried or out in the open as they explore. These upgrades are exclusive to that player. If the player misses a lost upgrade, it will reappear in the next level.

This way, the new player gets a sense of progression, whether they join during the early or late stages of the match. It's a much faster progression than that of other players, allowing them to reach the required level.

With this mechanic, new players who join late are punished for not having upgrades. They’ll be forced to stick with the team until they find all the lost upgrades, and they’ll have to invest time in the match they just joined in order to reach the proper level. Otherwise, they’ll be overwhelmed by high-level enemies for the rest of the game.**

Just a reminder that this is only a conceptual idea and could be implemented in many different ways. Though to be honest, I haven’t been able to play the game yet, so this idea is just coming from the perspective of a simple spectator. Still, I just wanted to share my little grain of sand. Good night, everyone :3
-# (Just to clarify, this only covers the topic of upgrades. The matter of weapon acquisition is a separate thing, although it could also be handled in a similar way to this conceptual idea.)

lone flame
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Concept for an ambient prop: a small, locked and cramped bunker with dwarf chatter coming out from inside (ex. scout panicking, then driller complaining he forgot a lunchbox...; gunner asking "what's this?" then engi having smart stout moment). You can't open it during the gameplay.

If you rock and stone, NPC dwarves give a muffled rock and stone back.

It may be turned into something more than ambient by revealing a tiny bit of intel, say, providing a list (not necessarily coordinates) of all events on a given floor upon interacting with comms terminal on the exterior.

elfin charm
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Making the mobility tools visual reflavored (if not actual mechanical ones) would be a good way of perhaps making the reclaimers feel more elite

Such as instead of drills, you have a wall disintegrator/laser array
Both dig out holes, but one feels much more technologically advanced and more like the advanced gear a reclaimer would use

Would help with distancing the reclaimers from the miners, as well as other benefits

verbal widget
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heres an easy suggest medic class with stimms and a submachine gun

grave jay
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I heard some primaries were not in rouge core as weapons.

They could maybe play around with adding weapon effects as player upgrades

Like if you take damage you make a massive corrosive sludge puddle and get a move speed boost, like an octopus inking to run away

naive rock
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a perk that if your teammate goes down you can pick up and carry them

shut plover
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If a solo player like me, perhaps scale enemy difficulty in the triggered events to match the number of players better? Most of my playtest runs have ended because I triggered the event to figure out what it was and the boss monster was too strong. Especially since I’m only really getting my feet wet and figuring things out on hazard level one, I think those monsters should be dialed back a bit.

pure valve
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I'm curious if the "advanced dwarf pinging techniques" I forwarded in the discussion channel would work in Rogue Core. Just replace the classes with their support tools.

olive anvil
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If they don't want Engineer's sentry gun as a support tool, maybe it would work as an upgrade. It could function similar to the Decoy upgrade, which deploys a LURE when you drop below a certain amount of health.
The trigger to deploy the sentry could be something different though. Maybe just stand still for a couple seconds? Or something else, idk

terse compass
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Big guy boss, read text for what he does
(Ofc he should be more detailed)

pure valve
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A full-term dreadnought, infused with expenite as a result of corespawn activity triggering a dreadnought to arrive. Kill it to extract the expenite fluids.

elfin raptor
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We appreciate the constant updates on the Rogue Core development process. I think the game fundamentally is a good idea and I've enjoyed playing the alpha, but I do have some basic feedback.
1, ditch the Omega character. I just don't think the character works. At best, we've seen that kind of character before, and at worst, it's repetitive and annoying to listen to.
2, new voice lines are a fine idea, but I really wish the team would focus on implementing a system where your character is restricted from saying TOO MANY voicelines at the same time. This is a problem that has carried over from DRG and has only gotten worse with time. Part of the appeal of the earlier builds of DRG was that the dwarves WERE in fact funny, but they didn't speak as often. So it felt appropriate whenever they did speak. There's so many overlapping voice lines now, it's detrimental to the sound design and I would actually prefer if they didn't speak at all.

pliant quail
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so i just had an idea for an AMAZING expenite event, exponite resonance crystal that when you activate it, lights up 2-4 clusters to be refined in the cavern forge

olive anvil
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Minor expenite "event" in the vein of the expenite lootbugs or broken MULEs:
Lost resource bags like the ones left behind by disconnected players in DRG. They'd be found partially embedded in the terrain like cargo crate batteries. Dig them up and deposit them in Ellis to receive some expenite.

small bone
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i think an event that can add a permanent member of your team that can fight back (like bosco) would be very intresting especialy if he has a simular way of being upgraded like the player and could do things like mine revive players or fight the corespawwn

humble knoll
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how about giving us sandwiches but no beer?

brave leaf
#

You can throw your weapon (as a physical model) to your teammates.

modern basin
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new class called "ironsmith" who has electric furnace on his back that looks like a toaster for his double edge short handle throwing axe that get damaged after throwing 3-5 times and need to be heated up and hammered to be useable again. later in the game he would be able to craft upgrades for his teammates from materials he finds deeper. in game it would be fun to have someone who need to be taken care of till he grows into someone who makes the team stronger.

neon shoal
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An infinite mode for people who wanna push themselves? Imagine floor 50 gameplay

pliant quail
subtle knoll
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a support grenade for spotter (or guardian) that works sort of like the gunner shield in base DRG, has a max of 2, a much shorter duration, and a smaller radius then the gunner shield (also its orange instead of green so it looks different)

scarlet bolt
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a modifier for the grapplehook that allows you to grab downed teammates. while RC and DRG have plenty of tools to clear an area for pickup, I think it would be nice to explore more support oriented gear for RC, and more experimental things for DRG in the process.

karmic cloak
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Spy TF2 inspired class, stealthy dwarf that can avoid aggro and rewards good positioning

We have Scout, Gunner, and Engi in the base game, would be cool to see more TF2 inspiration

compact gorge
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When you "Reclaim" facilities, you get to see dwarf npcs come in and help you escape.

karmic cloak
tulip citrus
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I think it would be cool if once you beat a run with a weapon, you unlock a dictionary that tells you about its base stats and a little bit about its lore/functionality.

Also I assume there will be a beastiary like in DRG once the game is finished, but if not add one please. Its fun to learn about the things you blow up into pieces

fierce quarry
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Co op option that allows you to empower your teammates by donating your upgrade pool, enhancing rarities or effects in some way or another

could potentially put the entire operation on a single person, or to help that one teammate that doesn't get the best RNG to balance out the team

also buff zipline

sour slate
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warning: game breaking suggestion. when a reclaimer is downed pour beer on them to revive them. The reclaimers are so superior they thrive on beer rather than getting inebriated. lol

fierce quarry
dusty fossil
#

It would be amazing if you guys have plans for adding other unique artifacts. If you do, you should make one of them a Core stone from DRG and the miner crew that opened the portals are long gone and it's your job to take the core stone down. Either as an artifact or a boss would be nice.
And people are always skipping the flare gun. A solution to that could be to level it up even more or just buff it a lot.
Edit: A bioboost for Spotter to explode the crit dart for high area damage or high single-target dmg

real mulch
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Sandwich Bar on the Ramrod. It's a bare necessity!

tiny swan
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Yo add like a rare swarm event, a pack of powerful deep dwelling glyphids that come thru the cave (either with the other swarm or just them alone). This would be a cool homage to the original game, they should be tough glyphids as they are in the deep caves, like a biker gang of glyphids, really big similar to elite bugs, have like cool armor like a dreadnought or glyphid guard. I think a slight colour change would fit nice, like a deep red hue. Really makes the hoxxes wildlife seem more like an ecosystem. Is this a cool idea? like a rare event like a pretorian pack in the main game? Never posted in a suggestion before so do your thing if you think its a good idea maybe

tiny swan
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Maybe each could have slightly different models similar to the dreadnaught twins. Could have a leader , fighter , guard as they work in a pack

unique veldt
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Corrupted upgrades - if a Reclaimer falls before getting to new stage and gets put in a timeout, at the beginning of new stage with R.E.P.D. filled, there could be a possibility to start upgrade process, where alive Reclaimers get regular upgrades and fallen get alternative versions with both pros and cons

dusty fossil
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I hope mission control does the briefing before entering the greyout area like in a previous version
Also I REALLY love the purple color for artifacts, more than the red one, please don't change it!!!

flat rampart
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Bar food - combine them with different beers to create unique effects, buffs, or debuffs (debuffs grant more XP).

mighty sun
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on deep rock galactic rouge core i would like if i can use the map wile the hud is deactivated. it gets annoying having to constantly switch wile tunneling with driller on the first and would like to avoid annoyances with it on rouge core.

lunar kraken
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A grapple gun similar to Scout's from base DRG. But you can flip a switch (press a button) to make it pull things to you, like a harpoon. So you can have it for mobility and switch it on the fly to grab items, and/or maybe even enemies.

lime lance
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hi; loving the alpha first time playing today! Voice comms during drafting would be appreciated! Reallly impressed with what i have seen so far; looking forward to whats in store next

burnt spade
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you should add an upgrade or perk or something that removes the slowdown at the end of the slicer dash, allowing you to keep all the momentum you gained and launch yourself greater distances. A downside could be that dashing no longer saves you from falls unless you dash upwards.

broken rune
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just wanted to make a suggestion, dont know if a idea already happen or mention, I think it be pretty neat to add ammo scavenge points similar to armour scavenge points where single character can resupply 25% ammo since I played a bit but my biggest problem is running out of ammo too quickly, and since there not a option to summon a resupply pod (which is fair since that would remove the intense survival aspect) and the only option is the abandon resupply pod which is so far off an separate that it creates kind of a problem and that it also give you armour when you don't need it too much, another suggestion I have is for more of a co- op aspect, when going down the elevator after you complete the floor, there can be a option to trade, the trade is where you can exchange armour, ammo, perks and even weapons, this is mainly incase you have a perk that doesn't fit the build that probably fit a different build or a weapon that you don't like too much in the early game, of course weapons traded still retain the stats they got from the workshop, that really it, just a aspect where you can trade whatever you gain for more flexible choices, that about it

safe mural
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PLEASE reduce the amount of audio ducking. I try to turn MC and dwarves down and whenever they speak it lowers the volume of everything.

charred fern
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This might sound really minor, but on the ship the doors hitbox should go away like. Half a second sooner so you can sprint through them without getting bumped the bottom lip of it for a second.

blissful mortar
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So...the 'relic opened by weight' thing, the number of barrels needed to trick it really needs adjustment with the hard time crunch and the mega slow down on the barrels/distance they can be from the plat form, it feels...not fun to have that as one of the options and basically just get a penalty without a benefit due to the process of trying to open the thing up

tepid chasm
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Personally I would like to see a dwarf who can control the Rocks and Stones themselves, like diamonhead from Ben10. Like they could create walls and domes and maybe even shoot Rocks and Stones at the enemy like darts. Obviously the creation would have to disappear after a while for lag and trolling reasons but I thought this sounds cool.

tall fossil
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I would really like to be able to access the game settings while the players are in the elevator. It's a perfect time to do so.

tulip citrus
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What if there was a grenade launcher that could be bouncy and roll on terrain to hit enemies, or you could hold the firing button/key etc to add velocity to make direct impact explosions that cause greater direct damage.

The bouncy grenade let you hit tunnel walls so you can hit around tunnels or corridors, but you can miss easy because they abide by gravity logic

I just like that satisfying bouncy grenade type shit some games give you.

little plover
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Not necessarily important to gameplay but I think it'd be really beneficial to have the option to make class-specific control layouts/bindings

topaz pond
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The Weapons and equipment from DRG very much feel like theyre from DRG, which in a game set in the same universe isnt an issue, but it would be nice if the frameworks were slightly different to add to the immersion. Obviously they can function exactly the same but it would make sense for the Reclaimers to use different issue weaponry and equipment than the miners. It causes a sort of disconnect in my opinion. Aside from that small nitpick keep doing what your doing ghost ship im very impressed ❤️ (especially with the visuals/effects/animations/etc...)

hexed ridge
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Shorter walk when you fall off the drop pod when starting a mission or some railings? It's a long walk of shame

copper linden
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Something like overclocks for the suit abilities. I just really want to trigger an explosion when ending time travel. Or every sword slice triggering an explosion. Stuff that's more complicated than the usually simple stat changes from bio boosters. Mostly we need more explosions.

copper frost
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Not sure if already suggested:
On the upgrade screen, I notice when players are suggesting upgrades to others, they will circle the card for the upgrade with their cursor.

My idea is a 'nudge' ping that can be made on the cursor (with a small ripple and sound), bound to middle-mouse (MMB) as a quick, non-verbal attention grabber.

If there's a need to go further or make it more explicit, the card could have a slight outline/highlight with an arrow above pointing down (player-coloured), with the player's name above it, between the [❤️ + name] desired call-out, and the top of the upgrade card.

kindred sorrel
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Rogue core always struck me as a game where the interlocking rules of the company of deep rock don't often align with the morals

What I mean is that deep rock galactic is very corporate and simple with the equipment it provides. There are some exceptions but for the most part it's cut and pasted to the letter

Rogue core strikes me as a sector of the company that will do anything and everything to get what it wants. So why now reflect that in its weapons?

Why not make weapons that are indicative of this desperation and drive? For example, a heavy burst rifle built from the remains of old rival burst turrets? Or a Tesla cannon made from old stunning sweepers? Or an acid sprayer built from the acid holding organs of a praetorian? Hell we have dwarves who can use time manipulation now! I firmly believe that this new game can be used to get even wackier.

So why not add guns built from our enemies?

undone island
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This game already has good potential for melee builds, it would add a lot if in the workbenches you had the option of adding a mod to your pickaxe; elemental damage, critical damage, armor break etc.

tall fossil
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I think it would be better if there was at least one more traversal tool added to the start. This would add to the rougelite element as the selection of traversal tools would no longer be the same each time when playing in a group of 4.

lyric sigil
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be able to "disarm" (pick back up) or just deactivate the gravity fields

fleet pollen
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i want cooper the solo drone to have the ability to upgrade along side the player, as you go through the level you might find a little something for him too, maybe as you explore you find another downed drone and pick up a flame thrower off its corpse or a sawblade melee, i like that cooper has 2 guns currently (machine gun and rocket) so maybe being able to swap them between these 2 slots just like the players gun slots adds a little charm to the game tho i also imagine i'd be an absolute headache to program so who knows if its a good idea

sinful stag
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I would really like solo to have a little bit more time before the infinite monsters start spawning. Trying to solo is fun with upgrading bosco along the way but I do not have enough speed to try to get expenite/upgrade while fighting a million monsters.

hasty sentinel
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three things

  1. a shooting range PLEASE i want to test builds and min/max so bad
  2. an enhancement for rerolling workbenches, drone upgrades, etc
  3. since theres far less in the way of creating unique builds (no permanent weapon upgrades system, overclocks, bosco/cooper upgrades) i think a good replacement could be building your own bio booster decks
edgy flare
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Please make Retcon trans, I would literally die (metaphorically) if she got even a single line that subtly hinted to her being trans.

gusty geode
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  • If you enter the elevator with unclaimed upgrades, you get to pick them before you go to the next stage.
  • if you decide to replace one of your weapons or tools, the old one drops to the ground and a teammate can grab it if they want.
  • When you are at weapon or equipment crate, in addition to choosing +25% max ammo, you should also get the choice to "overclock" a weapon or tool, granting the possibility to add one more workbench upgrade, past the maximum of 5.
  • improve movement in the gravity thing, its horrible.
olive anvil
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Different pickaxe backblades for different melee attack effects.
The current axe-head could be the highest damage, a hammer could have chance to stun, a big spiky mace could break armour

dusty fossil
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IK it's probably a lame idea but the ramhammer should kill you if you stand:
1: On it (highlighted)
2: In it's way
3: Close to the expenite rock thing

flat brook
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I have made a mockup for a Beastmaster class in Rogue core that i thought was pretty good and wanted to share it, im by no means an artist so any feedback in general would be awesome to read

done in krita on mouse and keyboard with a little bit of tracing to get the proportions correct

tawdry harbor
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I kind of want to make a request and a suggestion.

Request
I would like to just request that the GSG devs please release a at least 15 to 25 minute long video where they just focus on talking about what the classes are going to be like and such.

Because I know that they've mentioned the classes a bit here and there, but I would just like to get a slightly more solid idea of what they're wanting to go for with them, in a general sense of course.

They don't have to have tons of gameplay footage in the videos, or even lots of concept art, as I would just like to get a general idea of the different classes in Rogue Core may be like.

Suggestion
I would just like to suggest that the devs maybe add in some features or something that alters the whole roguelike aspects of the missions and all.

Because admittedly, I'm a fairly apprehensive of Rogue Core, as I'm not a huge fan of roguelike games, mainly because of what I've seen a number of people talk about them on youtube videos, I'm not overly fond of the idea of actually losing resources or a bunch of progress if I fail a mission or something like that.

I'm just wary of that genre of games because it feels like it caters far too much to the hardcore gaming crowd rather than the rest of us.

I mean, I like a good challenge and all, but I'm not fond of the idea of getting punished if a teammate gets dropped from the game or some unforeseen stuff happens.

tall fossil
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I would enjoy playing an endless mode (infinite floors) with a save-and-quit feature. Idk how difficulty scaling should work but it should probably get progressively harder on each subsequent floor to counteract the ever-increasing number of upgrades. If needed, perhaps it could only be done once or twice a week like a Deep Dive.

gaunt badge
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Idea
a class that benefits from having less health/taking damage. ae: a last stand character

olive anvil
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A pump-action crossbow