#rogue-core-suggestions

1 messages · Page 2 of 1

umbral hill
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Dedicated melee weapons as primary's or secondarys would be awesome like a sword as a primary would be awesome and make them have a shooting option so it doesn't lose out on range kind of like those weapons from destiny (forgot the name but it's like a spear with a ranged fire option) I think it would be very cool and work well for the game seeing how it's much more fast paced than drg.

snow hearth
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A nimble quick character. Something for all the Adhd machines out there. lemme zoom and dash senselessly

Maybe a melee monk character. punches rock and stone. punches enemies. inherits affects to punches based on gun type, resolve meter, after it drains from hitting enough enemies, it is able to "reload" to refill some sheild and resolve. dash to allies and aoe knock back? increased movespeed and jump height maybe for the adhd brrrr

abstract sandal
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I would love to see some upgrades in the work bench, with great upsides but come at the cost of losing something. (Example: double clip capacity, but at the cost of losing 33% reserve ammo. This could even extend to character upgrades. 🤷 )

sturdy sapphire
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Exponite event suggestion:
Broken Doretta (or another giant drill machine ah la the dorreta replacement in drg survivors), requires finding scattered pieces nearby and repairing the armor/broken machinery. Similar to a giant version of the broken mini mules in DRG. Once repaired it mines forward for a bit, uncovering a chunk of exponite similar to the surveyor, and activating dorretta/the machine would summon some enemies, but not trigger a full swarm.

Random spawn suggestion:
Exponite huuli horder

Weapon Suggestions:
Heavy weapon: Shard Cannon, a large cannon held like heavies primary's. Fires a single large crystal that deals high single target damage, or shatters on impact with the ground into short range spray of shards for some aoe. Better single target than the grenade launcher, with the tradeoff of worse aoe that only activates on a 'miss'. Also I just think a large bore cannon is cool.

Normal Weapon: Rocket Rifle, a battle rifle styled weapon that fires the same rockets as the hurricane. No targeting or tracking, but faster base projectiles to help with hitting targets, good for medium to close range and better aoe than other rifles and machine guns in the game.

Normal Weapon: Dual Six's, styled more like Mateba revolvers that fire from the bottom cylinder. Very low recoil and decent accuracy, charging attack to 'focus' before releasing a quick 4 shot burst, 2 from each revolver. Acts as a medium-long range pistol option due to the slowdown from focusing being bad for close range, a foil to Zhukovs which prefer spray and pray close range. Also I just thing dual revolvers are cool.

Workshop Suggestions:
Scrap any piece of current equipment/weapon to reroll the workshop, gives an ability to get rid of unwanted gear, and allows some rerolling to be added to a very limited mechanic since only 4-6 workshops will ever be given, and some are duds

Upgrade equipment at workshop, ie movement tools and equipment crate unlocks

olive anvil
#

If a Reclaimer does the robot dance, give a small chance for them to say "Look! I'm doing my Omega impression!"

polar chasm
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Perhaps when a player goes down doing a stage, before they are retrieved on the next they could receive a "core spawn corruption" perk they would choose from a select pool? This corruption ability I imagine would work like a stronger perk but would have a negative caveat attached to it, or maybe it even fundamentally changes how the dwarf's abilities(s) function. I'm thinking like lunar or void items in RoR2.

abstract summit
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enable collisions for r.e.p.d. when flying - a quick way to get back to teammates requiring a bit of coordination - asking someone to request r.e.p.d.

edgy flare
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It’s so annoying to be stuck taking a negative trait on an artefact because your team took all the ones without downsides. Either none of them should have downsides, or all of them should have downsides.

sour slate
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idk if anyone has suggested this but instead of slicersdash being just a boring dash, have him use his blade during the dash, sort of like a piercing attack instead of slash, so it can be a mobility ability and be able to dash through enemies doing damage. I can see some sick combos being done with the regular slash afterwards

solar cedar
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The UI elements signaling there will be new abilities at certain levels with characters seemed to have disappeared.

It feels like the intention to change abilities is no more. Could I suggest sticking to the course? I feel like character ability modification/swap would help a ton for the longevity of the game.

fossil karma
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So, based on the many hours of footage I have reviewed of the most recent playtests (Since I did not have access to the alpha), I have many good things to point out about Rogue Core, and some suggestions about the direction of the game's identity.

Music: First thing I want to point out is that so far, I really enjoy the ambient tracks and think they do a good job at giving it a tense, abandoned, or eerie atmosphere. I wish that I were able to name the songs that I found really good, but all of the WIPs have not been publicly released. As for the elevator and swarm music, a lot of them felt unique, and I liked the consistency with the energy in some of those songs. I feel like some could use a bit of intensifying, but overall, I think they sound good so far. I also really enjoy the boss music, especially the one shown in the Sneak Peak video with the title: RC_RAM. I found that specific song fit very well in the fights and felt very cinematic.

Enemies: As of now, the enemies have taken on a direction that I think looks quite good. My favorite designs are the Corespawn Bruisers, Clamorheads, and the Edgestalkers. Each one of these enemies, I think, has a good design element in them. Firstly, Corespawn Bruisers, with their design being bulky, more dangerous variants of the Corespawn Creepers, I like how there is a definitive weakpoint on their face that contradicts their toughness, which (to what I can tell) looks like a smooth, slightly brightened fleshy pad. Clamorheads have a very armored look, and what I like about them is their well-defined face plates. To what I remember, they have 5 or 6 faceplates that are all individually visible, and they do a little rumble as they walk towards you. Lastly, Edgestalkers have a very gangly and warped appearance, and I like how that complements the fact that they stay hidden in the dark when firing at you.

(Thanks to Discord's word limit, the next section will be in a separate message after I send this one.)

fossil karma
# fossil karma So, based on the many hours of footage I have reviewed of the most recent playte...

In continuation of this message, here is the last sections

Visual Identity: As a game that takes on a more militaristic and horror-based atmosphere, so far, Rogue Core has been doing well in terms of separating it's identity, but keeping it's base roots as DRG. DRG as the base game, with it's low-poly asethetic and blockiness to it, has a definied look, making it recognizable as DRG. Rogue Core also needs to have that identity too, where it still represents DRG, but has its own distinguishability in a screenshot. Rogue Core should have a more detailed, military look, and should really lean into the horror aspect, just enough to cause an eeriness. Some examples are the charge-pistol, the design of the classes such as Retcon, Slicer and Guardian, and the rifts which all have detailed models and smoother animations with a lot of VFX. These all have a distinct feel in contrast to some of the other placeholder models in Rogue Core such as the base game weapons like the plasma carbine, bulldog revolver, and the boomstick shotgun. I feel the weapons' models need to meet the detailed and more smoothened appearance and performance that the weapons exclusive to Rogue Core do. On top of this, industrial buildings in Rogue Core should also feel this way. I feel that the structures should also be more detailed to this quality too. The core biome towards the end should also have some more warping or sharp and corroded-esque featuring to it, to show it's like a corruption of the terrain.

Level Generation: I also want to suggest that I have an idea to make facility gen more exciting. For each facility, a type is selected for generation, being industrial, or open-spaced. Industrial presets would use more structuring, and feel more claustrophobic, while open-spaced would have more scaffolding or open structures scattered in the caves. I also feel extra detailing like wiring or pathways would also help really sell the idea that facilities used to be a heavy work environment.

tawdry harbor
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Suggestion: "Weapon Forging"

I just got to thinking about ways in which the GSG devs could improve from DRG and all, and I thought that why not just allow players to make their own custom weapons through the process of "forging" them.

I think that could kind of be DRG's dwarves' nod to dwarves usually being known for forging weapons and armor.

I will say that until we know for certain that the new classes are actually more than just a few small abilities and such, I just think that it'd be kind of smart to consider other options for how to give the weapon customizing a lot more depth and options to play around with.

I'm just saying, I'd rather have the guys at GSG try to do something more than exactly what was done in DRG but with a couple new weapons and that's it. And forging your own weapons sounds pretty cool to me.

dusty fossil
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If you call for the elevator while you're about 5-10 seconds from the red zone, the little ticking stops. It would be nice if that's fixed.

dusty fossil
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For the Expenite Transmutator, there should be a little glass or holder where the expenite is formed. The expenite chunk floating in the air before it drops just looks silly.

tawdry harbor
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DRG or Rogue Core Suggestion: Introducing Rival "Battle Droids" enemy.

It's a fairly simple idea.

The devs could possibly add in a new type of basic "battle droid" enemy into the Rival's roster, be it in DRG or Rogue Core, mainly to give them some more flavor of common enemies beyond just patrol bots, shredders and turrets.

I don't think they need to be too crazy, just a basic battle droid style enemy that has a blaster that they fire in 3 or 4 round bursts, but something that can follow players and such.

And I think that how they could go about the caves could be via fairly simple jet/hover packs that allow them to follow the players around the caves.

tight lake
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when rogue core releases, please. i beg of you, just make sure its optimized just as well as drg is. i have no other worries about the game, just please make sure its optimized

tawdry harbor
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Please make a video about the Classes in RC

I know I've asked this before, but I would like to request that the GSG devs please, please, please release a fairly short video about what their general roles and capabilities that the devs are aiming for with the different classes in Rogue Core.

I've recently seen a few videos that mention some of them, but much of it seemed pretty vague and not really explaining a lot, which has got me a little worried.

And I'm just worried because I don't really remember anyone from those videos really mention stuff like class specific weapons and such, and that seems like it might be some needless risk taking on the part of the devs.

So I would really just like for the devs to make a video that gives us nice general idea of what will really be different between the classes in Rogue Core.

And I will just say that if the devs were to try to just change things up and allow anyone to carry whatever weapons they want, then that would end up with the different classes meaning very little in the end, and I doubt many players would be overjoyed with that either.

tight lake
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remember to make various things pettable or have other neat interactions, like when in drg if you rock and stone to bosco, he salutes with you, and how we can pet the lootbugs and steeve, i wanna see this extend to rogue core in some capacity. not everything has to have something like this, but please make sure theres some things here and there that players can interact or be friendly with at some point

and on a side note: i would love to see the rivals explored in game way more in rogue core, seeing as theres not THAT much to go off of in drg to really know what they're getting up to besides automated data collection that has automated guards. show us what they're up to, maybe we come across old rival tech bases that have locked doors, or buggy,busted up systems like malfunctioning security turrets that are meant to protect the halls. give us more rival stuff, its always really cool to see them, they have so much potential and mystery, lean into it,please

jaunty jacinth
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Please add in game Emote wheel , I want to dance mid battle.

fossil karma
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Two small suggestions:

Firstly, I would find it cool to see something reminiscent of the core stone event in Rogue Core but on a larger scale, perhaps an expenite event, or a cave hazard that should be destructible by enemies, maybe even specifically by the rafkan's ramming attacks. I'd think this would be neat, since in Season 5 of DRG it's implied that there is activity in the core making it to higher levels, and having larger or similar things to the core stone event in DRG would be cool. Of course, the best way to make this unique is not make it too similar to the core stone event, since if it were one-to-one, it would most likely feel out of place. But something similar to that same material the stones are made of or something.

The second suggestion is about the rifts. I've always liked the rift colors and designs in DRG season 5, with the large protrusions in the caves, and especially the purple light paired with the floating particles, which was what I found most cool about it. Now I've seen in Rogue core it turned to a green/red color scheme, which as of right now, actually fits the game's colors with enemies, weapons, and overall aesthetic. Personally, I think it would be a lot more atmospheric with the purple rifts or overall 'corrupted' feel. But if not, the rifts and color identity as of right now is still pretty damn unique, and I'd still love it either way.

edgy flare
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I think primary and secondary weapons should have different paintjobs. I have two reasons, and a third one that’s kinda iffy.

  1. It’d make it possible to tell which gun you’re using if you’ve got two of the same gun. Weapon upgrades can make two of the same gun feel very different without making them look any different.

  2. It can help with remembering which gun is actually your primary when using quickswap hotkeys. Every time you look at your weapon is a reminder of which slot it’s in, you wouldn’t even need to think about it. 1 = red gun, 2 = blue gun.

  3. 𝙄𝙛 there’s gonna be any cosmetic weapon customisation, it’s 𝙥𝙧𝙤𝙗𝙖𝙗𝙡𝙮 just gonna be paintjobs. And if primary and secondary weapons had separate paintjobs (like I’m suggesting) then you’d get twice as many weapon customisation options.

wary anchor
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suggestion: If loot bugs are in this game can you make a mimic type look bug that eats you or steals your loot? i feel something like that would be really cool!

viscid totem
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fat loot bug that ate all the other lootbugs to the point that they actually explode and coat the surrounding area in a solid layer of various minerals like the crassus

boreal umbra
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make the weapons look similar to the weapons of drg, like the reinforced power drills shoud look diferent from the orignal counterpart, because drg (the company) wants the reclaimers to come back alive

maiden geyser
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Based on most recent dev diary, personally, not a fan of the workout minigame for beer. My reasoning and alternative suggestions:

  • Beer in the original game feels like more of a social mechanic. It's something you do to unwind and goof off between missions or after a long session. Putting a minigame behind it feels slightly counterintuitive. It'd be like having to play Jetty Boot or score goals on the barrel game before you're allowed to order beer from LLoyd.
  • Instead, to better emphasize the idea that Reclaimers are more responsible, finally take the opportunity to add food. Varied snacks and small meals the player can buy (sandwiches, peanuts, wings, fries, popcorn, etc) with a limited, rotating menu. Never drink on an empty stomach!
  • To tie this more fluidly into gameplay, have the foods replace buff beers. In this way, they essentially act as an additional, optional extension to the roguelike gameplay loop. The buffs the foods provide are just specific enough they get you thinking about which might pair well with your intended build on your next run, but just small enough they don't feel like a hard requirement.
  • If the player wants no buffs/wants to remove a buff, etc, introduce the Leaf Lover's Salad, a bowl of iceberg lettuce, stale, unseasoned croutons, and no dressing. Nutritious and healthy, exactly what a good dwarf hates. Eating it makes you feel hungrier than you were before, somehow
torn stream
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I have not played rogue core, but it has come to my attention that the terrain scanner in it is better than the normal one. I then must ask why it is also called the terrain scanner mk3 and not the mk4...

low cairn
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variety on the corespawn biome. Seeing brown all the time at the last stage might be too yk, gives the impression theres not much variety and just one biome slapped on the regular DRG biomes

Maybe a biome thats dark purple, red, white, pitch black with magma lines and stuff like that. Make it seem more evil, deeper, darker and primal. More corespawn biome variety would also make the game more attractive to people who think its just another DRG mode

maiden geyser
# low cairn variety on the corespawn biome. Seeing brown all the time at the last stage migh...

Bouncing off this idea: Proper transitional biomes to the Core biome. The deeper you get, the more warped the normal terrain features become, until you're left with the regular old core. Like, the mushrooms in Fungus Bogs get progressively creepier and weird, the salt crystals in salt pits become jagged and misshapen, crystalline caverns becomes so densely covered in crystals you can hardly see the underlying rock, etc etc. And mayhaps a variety of "final" core biomes would be nice. Definitely feels like they could stand to make the boss's arena a little more interesting

flat rampart
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Add a splash guard and a bidet for the toilet blender design, management doesn't want us to spend all day wiping our arse with cheap corporate toilet paper.

dusty fossil
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A voiceline for when you kill a Scorcher: "I spit back at you Scorcher"

young mica
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A new perk or ability? Forgot which one it's called, haven't played drg in a while, called spinaxe, which, allows you to spin the pickaxe, knocking enemies back, or becoming driller for a short amount of time (5-7 seconds.)

lone dome
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This is a suggestion for a Gorgon rework that I think might make it fun to play, but it's hinged entirely on my perspective of the character model.

Gorgon's design reminds me of an alchemist or a chemtech type of character more than anything else (like Lavos from Warframe or Zaun characters from League of Legends). If there's any desire to bring it back, I think it'd be cool if it became an elemental damage focused character.

Its three abilities could be along the lines of aoe elemental attacks, granting buffs or debuffs, or changing the composition of materials in the caves like firing out a vial that turns part of the cave surface into other types of surfaces or create different hazards. I think it'd play pretty well with spotter or slicer given that context.

The vial could react differently depending on the material it lands on.
i.e. Organic matter, plants, fungi could create a goo that slows enemies, stone could turn into a fire hazard, crystals could explode or become electric hazards, etc.

Alternatively, he could have three different vials as three different abilities, and the combination of different vials could result in different effects. This could make him a pretty good support character instead.

That being said, gorgon might not be a suitable name for that kind of a rework. Maybe something more chemistry or alchemy related. Still could reference something in Greek mythology I'm sure.

Thanks for the work that you guys do. I'm an avid fan of DRG, and I look forward to playing Rogue Core.
R&S

lone dome
#

P.S.
Here's a side-by-side of Gorgon, Urgot (League of Legends), and Lavos (Warframe) to illustrate how I made the connection to the alchemy/chemical weapon idea. The monstrous-looking helmet, the tubes all over his back and head, and the gauntlet's vial-like protrusions all reminded me of the other two characters.

maiden geyser
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Since the devs have changed stances and gone full steam ahead with character customization, I would once again like to suggest making gender a toggle, so that any dwarf could be any gender. It'd be a fun way to amp up the variety in options, and I'd personally like to make an all-girl team of Reclaimers, just for funsies :3

I know it'd be a fair bit more effort than simply cosmetic assets, but I think it'd be worth it- especially if added fairly early on while tech debt is at a minimum. Effectively doubling the customization options for every dwarf is a tempting idea, imo.

(I should note, I'm going under the assumption that a gender toggle would mostly involve a head swap+adjusting the position of facial cosmetics, because the armor designs for the Reclaimers are so bulky that I don't think they look particularly gendered otherwise. There's also voicelines to consider, but to be fair, the only additional voice lines that'd need to be re-recorded are the class-specific ones- otherwise pretty much every voice line should already have an equivalent as it is.)

honest vault
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Eventually seeing more melee weapons down the line would be super cool. Axes and hammers of some kind would be awesome to see! Also, allowing all classes to toggle between male or female would add a lot to customization and would definitely be appreciated, though I’m sure it would be a lot of work. Good job you guys, the trailer looks fantastic!
R&S ⚒️

tawdry harbor
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I would love to see some melee weapons be added into both DRG and Rogue Core, or at least the Slasher's plasma blade attack be improved to actually be far more powerful than just a single attack.

It should be a "berserker" type ability where he whips out dual plasma wrist blades and starts swinging them like crazy and doing a pretty good amount of damage per hit, and maybe getting health back for every kill he makes with it, so that it can actually make such a melee ability far more viable.

Now that would be a great way for me to get on board with Rogue Core.

cinder yew
#

Hmmm
If there were to be another class, I think a class that could turn invisible and cause disarray among Corespawn ranks would be cool.
There's nothing like that really, and the story could be, like, DRG studied how the Glyphid Stalkers get near perfect camouflage and implemented it into some reclaimer gear.
I'm not 100% sure what the other ability could be, maybe something with shocking the corespawn like how Stalkers disable your shields.
And perhaps a quick-revive like the Field Medic perk in base DRG.

lone dome
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I think it'd be nice to have a weapon that behaves like a scorching tides crispr in rogue core without needing to implement overclocks. I think a Winston-style tesla gun could fit that role.

The primary fire could work like an AOE held-trigger arc weapon. The secondary fire could work like a coilgun shot that has less penetration but more electric status.

dusty fossil
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Retcon should have her ability as a resource meter with approximately 20 second cooldown between uses instead of one use per 70 seconds.

It makes her underwhelming

fading cargo
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A weapon like nerves of steel from dead cells, where you have to time the shoot to deal extra damage. You would have a choice to fire rapidly to deal highest dps or charge to save ammo, maybe it has aoe effect when charged. It would be similar to scouts classic but with higher skill ceiling.

polar tide
#

ok so how would we feel about Rogue Core also being an extraction?
so people who like loadouts can also have their fun.
Perhaps in a way you can do both or either?
Maybe you don't spawn in with everything but get more and more of your loadout as it goes,
but also w the ability to swap things out and swap things w teammates for further experimentation and fun?
I like Rogues & Loadouts both so much, idk how to feel.
Really the only thing I know is ROCK & STONE

rugged viper
celest summit
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i would like a heavy weapon option that's more like a railgun, maybe like a wider/higher damage version of the armskore coil gun, that would only show up in heavy weapon missions

shell adder
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can you add a free text box for any additional comments on the feedback form the game links you to, i feel the feedback questions are a little shoehorned into 1 thing you liked/disliked and would be nice to have a final 'anything else' box for those who dont wish to join discord and share here

open axle
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A Pinging feature on the terrain scanner would be cool as an idea to throw out there lol

shell adder
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would be good if the equipable upgrades you can select in the loadout only shows the higher tier upgrades as equipable, ie if you have health +25 and health +30, only the +30 one is shown as selectable as its a direct upgrade from the previous one

civic maple
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A tool that is a crank up flashlight.
When you hold it out you need to spam left and right click to crank it. It's strong enough to light an entire room while you do so, it even puts out so much power that it ever so slightly damages right in front of you.
the drawback is that it takes up an entire tool slot and that all the light goes away when you stop cranking.

It's basically a inf. ammo and more powerful version of the flare gun, in terms of lighting cpacity, but it has its drawbacks.

nova folio
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Would like to be able to have an "always auto sprint", every action seems to turn of the sprint at this point.

silver topaz
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maybe add some personality in everything?

drg have it's own standing out style that people love and remember and that rogue core are killing.

like, alice is just a grey bot, what looks very bald and boring, it's even untouchable while flying which is killing that fun that old mule created.

why omega is not so interesting?
maybe add some character to it? like glados or something. ordis and other cefalons from warframe is a great example of ai with bright personalities.
players listening to this voice 100% of the time and it talks too long and straight, without any accents or emotions.

hub, maybe it will be added later, I get that it's so big, cool and brand new but it's too big, and all this rooms and corridors don't show us anything interesting, if they were deleted - no one will notice, I'm sure.
It's not empty enough to feel like only ai is there most of the time and dwarfs are sleeping in cryos and not mess enough to feel like they are living there.

same problem with monster designs, they are much more brutal then old bugs, it's cool, cooler team goes to fight cooler enemies, the blood is not green anymore and all that, but there is Only monsters designs that are brutal, and that's all.
the music doesn't have same attempt, their sounds are like an old ones for now, and the world itself doesn't show us that tragedy and fear.
if you wanted to add this horror spicy feeling, it needs to be in more that one thing.
maybe claw marks and barricades that attacked dwarfs made to survive.
maybe some places with closed rooms which looks like it was the last plan.
for it was not just some old ruins, for it felt like something actually has happened here.
not just the broken vehicle, but vehicle that bumped into the wall and burned down, because something happened.

formal hemlock
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make an acessibility option in the menu to turn off blood or/and change its colour, some people are very sensitive to seeing blood so having an option to turn it off would make the game more accessible, leading to more people playing it!

maiden geyser
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Tommy guns. I think it'd be a missed opportunity not to add one at some point.

supple grotto
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I dont know how much others will find this suggestion, but i do think the progression (passive tree and per class slots) is needlessly unified and honestly fairly boring, a separate tree for each class seems more fitting, closer to Darktide feel: you go through your first 25 levels on say Falconer, you unlock 25 falconer skill points, split them across a larger and more unique to the Falconer skill tree in a way that doesnt limit passives to being 'general'. Maybe you can overinvest in the skilltree into 1 passive branch that at the end say gives the falconers falcon large AoE boost or changes the attack pattern completely 'Falcon now has 10 charges, decreased damage, increased AoE, Falcon attacks now cover enemies in goop'

My reasoning is currently mid-run in a workbench you caan upgrade your abilities, but they are not only fairly minor, they compete with weapon upgrades, so shifting those out into a tree makes them more usable.

dusty fossil
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A few things:

  1. The timer doesn't feel too punishing like in other roguelites (especially when the tentacles sometimes don't spawn).
  2. The Artifacts should feel like massive upgrades coupled with massive downgrades, but some of them feel like they're just legendary normal upgrades.
  3. If the game wants to push the player into going faster, skipping Expenite veins/events would be punishing instead of rewarding (because less upgrades=weaker dwarf)

These feedback suggestions are from a guy named Gadder on Youtube. I saw the video titled "Rogue Core has an identity crisis" and I wanted to share some points from it, to here. Credit goes to that guy for these suggestions, and he could explain it better.

But here are some of MY suggestions:

  1. The game needs better progression.
  2. Retcon feels a bit underwhelming compared to the other Reclaimers. Maybe you can change the cooldown of her time rewind gauntlet to a resource meter with a smaller cooldown between usage of course.
  3. It feels repetitive to fight the same Sentinel Specter for an Artifact. A variation of other ways of obtaining Artifacts instead of just fighting the Sentinel Specter over and over again would be a nice addition.
idle swan
#

Love the overall basis of the game but I would recommend a few tweaks. 1. Instead of armor that feels week and boderline useless, then have to go scavaging around for armor boxes. I reccomend just bringing back the orginal shield system from the first deep rock. Much simpler and one less thing to go scavenge for after all the new items in Rogue core that require you to run around, unlock and open. 2. Ammo system feels very fragile. Every sector I run out of ammo very quickly and have to run around just like the armor boxes. Instead of only having to find ammo, I recommend also bringing back the original ammo system using Nitra and drop pod from the first one. At least add an option to call down additional ammo in emergencies. Every sector I'm dry on ammo fairly quickly. 3. Some of the enemies can be quite difficult to see especially when moving fast. This I will just leave as an idea or complaint to the DEV team. 4. Lastly many of the upgrades feel repetitive or just overall useless and weak with no real major effects. I would personally reduce the amount of upgrade options and just take much smaller selection but stronger and simpler upgrade approach. Thank you for the awesome early play test and I look forward to seeing improvement upon early access release.

dusty fossil
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When there are remaining corespawn after the gatekeeper defeat, they should all slowly freeze in place and wither away, for cool visual effects.

topaz pond
#

The structures in the later levels should be partially destroyed/taken over by the deepcore biome

edgy flare
#

I’d love if there was some kind of Steeve equivalent in RC. Like maybe an upgrade that makes it so every 20th enemy you kill gets revived as a minion.

bitter gazelle
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i beg you ghostship, add somethings to reconnect in case of a crash or other, cause when you are going on your 6 floor after 1h and you just crash... i don't need to explain more.
exelent game btw.

errant rampart
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Im missing engineer's turrets, any chance we could see it appear for the grenade slot if not the equipment slots? (If its already in the game and im being dumb sry, havent played much.)

weak forge
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I cant play if I have to wait for everyone to pick upgrades and weapons every time
Fix: make whoever clicks first get the upgrade and then they can go back to playing the game instantly (Im guessing now it waits because the game timer stops, just keep the game timer going.) Total time: 10s
dont pick in time? Get one at random

is this rogue-like game or noob-like game?

If you must have everyone wait for one person to pick at a time, make it between the rounds/dives. Not in the middle of the game completely ruining the flow.

knotty knot
#

A rare grenade that’s just a miniature nuke. Kinda like the ones from fallout. Maybe the dwarves could huck it like a football?

woeful kestrel
#

No class duplicates is genuinely unbearable, please add an option to enable class duplicates and have it set on by default

Also game crashes are pretty frequent, please allow exp earning based on progress when not host in case of crash, sucks to get have a run end 40+ minutes and get nothing

lone dome
#

I think it'd probably make more sense to have every player pick from the same pool, but allow duplicates. i.e. everyone can select the exact same thing if they'd like, that way nobody has to wait for everyone else to get their items.

This does get rid of some of the player-to-player friction, but I think that the more independent nature of the gameplay itself creates decent friction.

Also it's just kind of cool if everyone rolls out with some kickass weapon on a lucky roll. That way every dwarf eats good. I figure if it's fun enough, it's worth adding.

If the friction is important, then maybe just do a first come first serve thing for the weapon/upgrade selection.

wet kestrel
#

please change the color of artifacts back to red, dark purple on a dark gray background is completely illegible🙏

tender mist
#

remove the workout requirement for drinks

livid wolf
#

I hope there will be better incentives to leave early so you don't get out classed if you speedrun.

fading cargo
#

Maybe Omega isnt polished enough yet but in my opinion Omega is boring, the only thing going for him is that hes ai. Its category like: A white man. It dosnt bring much. So maybe to emphasize who he is his personality changes through the run. For example from being normal omega he slowely becomes more and more sadistic towards those otherworldy creatures, or he becomes best buddies with the dwarfs. After the mission tho he comes back to normal. The lore could be that the dwarfs get copy of the Starship Omega and the things he expieriences on the mission arent sent back to the original omega. Also, is omega maybe the stolen data from rival tech?

woeful kestrel
#

with trigger dicipline 4 removing friendly fire you might as well just remove friendly fire and the perk. it's going to be an auto slot on every single build anyways

acoustic mason
#

Remove duplicates from late join players, I had a lobby where 3 of us had drills and half the maps were verticals so we had to termite around

uncut gull
#

not really liking the "shared" and voting for upgrades, especially as there are no rerolls or fair compensation. If a legendary shows up, whoever goes first is going to take it every time, and there are no good trade-offs to consider. I.e., out of the 3-4 choices, one can be legendary, and the rest can be common if a legendary appears i feel all optionis should be legendary or one less in rairty so other players dont feel robbed by trun order.

lucid thistle
#

After about 10 runs, i have to say, while bosses are cool, we spend more time running around during their invincibility phase than actually fighting them.

I would like to see maybe bosses with a more direct approach, where we have to target it's weakspot to break the armor and then damage HP pool.

tame goblet
#

Remove glitch effects from OMEGA voicelines

uncut gull
#

Can Slicer get some buffs? He's my favorite, and trying to build around his blade and trying to give it the fastest cooldown possible is really hard. His dash is nice, but it only goes forward. Could it maybe be omnidirectional? A frenzy mode would also be cool, where for like 5 seconds you can swing the sword back and forth, it would be really cool. An upgrade to the dash could be cool, where you point the sword forward and stab anything in front of you. kinda like a lunge attack, his shield is very useful, but doesn't feel very good. Is there a way to maybe allow it to generate a small amount of armor either passively or convert damage blocked into armor? Can kills with the pickaxe, also gives out small amounts of armor? I think some of the tougher enemies should drop exp crystals on kill, too. Is there a way to possibly change up the elevator mission? Like, maybe instead of just pushing the button, we need to find the power generator to power the elevator? Or fix a broken elevator, or better yet, fix up an old Dorretta drill and ride it to the next level?

lucid thistle
#

Make it possible to "Rock and Stone!" while on the elevator loading screen with dwarfs.

real mulch
#

Idk if these are voicelines already because I don't have the game, but...

New voicelines when killing a scorcher:
"Haha, feel the burnnnn"

"Looks like somebody couldn't handle the heat!"

"I'm too hot to handle!"

"Hah, scorcher extinguished!"

"Feeling a little 'burnt-out'?"

fading cargo
#

The reason for the simple and straight structure of the levels is that its unintuitive to travel to the other parts when you follow the cable. But it would help variety a lot of if there were other layouts, so why not make a big door that you need to open in other parts of the map? There could be smaller cables extending from the door taking you to deeper parts of the more complex caves. But not to make it strict for players that want to get deeper quickly you can always mine besides the door to the other side. It would guide new players towards upgrades and fight against repeterivnes of the liniar path. The tasks must be very quick, maybe the creatures that are on bet-c are hugging the terminals and you need to kill them while they wont be fighting back. I probably proposed something that was already tested or thought about.

tame goblet
#

Make Cooper be targetable by enemies. Can be damaged. Can be repaired. Can be killed. Can be revived

distant girder
#

I am about 70H in and I feel there is a significant gap between elemental weapons and non-elemental sharpshooter weapons, the issue I feel does not exist in the weapons themselves but the lack of enemies that can resist splash / elemental damage. Shock is the solution to all problems currently.

That and the rift spawn points themselves are a point of pressure for the enemies as they are heavily grouped up when they spawn in and get bursted down quickly, possibly adding some elemental damage resistance for a short duration right when they spawn could help this.

mellow quartz
#

so it might be just me, but ive always wanted more interactions with mission control / omega. honestly id love to see more ways to interact with em.

  • Giving the Bar Omega a cheers
  • omega recognizing when you rock and stone in front of his cameras
  • recognizing if you spent alittle...too much time in the gym
  • standing on top of the vac bots
  • looking out the window for an extended period of time
  • occasionally being AFK for too long, asking if your head is empty or something
  • noticing his camera in the bathrooms (i made a joke about that in #gallery-alpha )
  • rock and stoning extenssively

stuff like that. ive also noticed back in the normal DRG, there were a bunch of games n stuff you could play. maybe some stuff including omega would be dope? like a game of checkers, or RPS.

idk, ive always been a sucker for dialogue lol

fading cargo
#

Tool that would be thrown like a granade, it turns (almost) all the materials in its radious into new material. You can destroy it with one pickax hit to create big holes, and it also behaves like ice on crack, when you walk on it it will give you a lot of momentum, you can keep it when jumping. You could travel horizontaly over canions or use it on walls to create tunnels.

tame goblet
#

Remove sprint ability and apply sprint movement bonus by default

uncut gull
#

I noticed that the axe side of the pickaxe is used when hitting bugs I love that can we potentially get more dramatic skins for the pickaxes to make them full axes or even swords? I know swords arnt good for mining but these are reclaimers their muscles and tech make up for that!

lost sand
#

A shooting range on the ship would be a nice addition. It could be only weapons you’ve previously used, and selecting a weapon you haven’t used before would unlock it in the shooting range.

Also id love to see something that lets you influence what type of weapons you get at the beginning (sniper, SMG, assault rifle or whatever). Dont know how it would work in multiplayer tho.

tame goblet
#

Remove self damage

tame goblet
#

Unlocking cosmetic unlocks it for every character

tame goblet
#

Increase base movement speed for dwarfs

dim monolith
#

I noticed all the dwarfs in RC have BROWN eyes. Why change from the crisp green eyes in DRG or even make em blue? How about let us change iris color as part of cosmetics, at least linked to skin color. Not to gate off those who prefer brown eyes on their dwarfs. But.. options

random lintel
#

There’s been some chattering the last few days about the deep core biome being kind of lackluster, so I think it could really do with some hazards beyond the occasional pillar of hot rock.

I don’t have many good ideas for specifics, but some bizarre warpy stuff would fit imo. That or more sentient rocks. Maybe small core stones that shield nearby enemies? Anomalies that from time to time drag a dwarf into it, like a reverse wind gust from the sand zone? “Trip mines” that summon a cage similar to the Omorran?

I’ve also seen some people suggest that the type of gatekeeper at the bottom could modify the hazards

maiden geyser
#

^^ seconding this. In addition, I would really love some unique "flora" for the deep core- I feel like the further you go, the more alive it should feel, in a creepy way. Weird alien growths, cocoons with Something inside them, grass that's actually wiggly tentacles, the cave eyes, stuff akin to the wall grubs from Hollow Bough, etc etc etc. Weird Corespawn equivalent to the maggot, but with a humanoid face that stares at you, perhaps.

Not necessarily harmful or gameplay impactful stuff, but currently the core feels awfully barren/plain. Take the design language of RC's unique enemies and extend it to the biome, methinks.

rugged viper
#

Adding on to this as well, possibly humanoid (dwarfoid?) features in rocks

dim monolith
#

I would suggest some future classes. Would love to see them color coded orange and purple ( yes Falconeer was once purple and spotter orange, guardian was magenta which is pinkish ) and retcon red, slicer was yellowish ).

dim monolith
#

My bad didnt notice slow mode texting with 6 hour cool down. So heres my suggestion + question regarding class related stuff.
First off.

1: Why did you change the colors linking the different current classes and ended up on the red, blue, yellow, green + grey? If those are set in stone for current classes, any chance ( would love to see it ) purple, orange etc be linked to future classes?

IF up to change until full 1.0 release of Rogue Core. It would be neat with different colors from DRGs combat miner class colors in general even if separate games.
As a bonus it would be clear from the get go ,differentiating them all if the DRG classes ever, if at all get added. Hypotehtically of course

Lastly:

2: Have you devs brainstormed future classes in the midst of developing Rogue Core and its current 5 classes?

Sidenote: I think Jacob in the " Horsing around " dev stream mentioned and thought a Beastmaster class would be cool ( agree 100% there! ). Bringing glyphids along to fight Corespawn maybe? Having orange as it color even
I also even see a potentiale for a stealthy Shadow/ Assassin . Purple color coded could be fitting. A class with an Active Camo ability for those hefty backstabbing hits. Certain skills screams for such a class to specialize in them.

exotic wing
dusty fossil
#

Please revert the Artifact color back to purple it was nicer that way

EDIT: It is bright red now

real mulch
#

A really big dwarven hammer! DRG has not really explored melee much so it'd be nice for Rogue Core to lean into that more, I get there is the slicer class but melee centered builds would be great.

Yes, I know this suggestion is recycled probably. Still a cool idea.

woeful kestrel
#

Some equipable melee weapons might be nice. The game already had lots of melee upgrades so maybe being able to find an axe or a sword for even better melee than your pickaxe could add some spice.

dim monolith
#

Other things I would suggest:

1: Separating hairstyles from masks/ helmets etc in the cosmetics menu. Would be neat to have fancy shades and rocking a stone solid warrior hairdo of old or any other combo etc.
Only thing besides option to change eye colors I would like to see for maximum dwarf customization

2: Having all Ability icons with white frames instead of orange. White on black icon background would be neutral and clear, no matter the classes color identification.
Regarding default color identification of icons etc for classes,
I would love too see the colors reverting orange back to Spotter ( or give to Retcon ), purple to Falconer ( or give to Guardian ). Slicers color back to a more yellowish hint of green.
Sure would like to see that, unless... Orange, purple, turquioise, magenta etc are saved for future classes. Yellow, red, blue, green is such a bog common color theming in class based games, I loved the fresh, new take you GSG went for, watching earlier RC alpha gameplay

trim mason
#

Add it where goggles and other accessories are in the eyebrows section and helmets are in the hair section.

past zinc
#

Suggestion:
A shaped charge mobility tool that functions like the satchel charge, but blasts a long, straight tunnel in the direction you were looking when it was placed. Could be used to create traps, or quickly dig tunnels.

acoustic mason
#

Not gameplay related but it would be nice if later into development the old guns got some more love and have new weapon inspects unique to each gun. The new models for them look really good but the older guns mostly having the same gun roll inspect and it's a bit outdated compared to all the new inspects being made.

lost moon
#

I'd have loved to see the enhancements be truncated so you only see 24 skills to be chosen from rather than the full 96 (and when you choose, for example, Sweet Tooth IV it replaces the available one to Sweet Tooth III)

edgy flare
#

Bio Booster and Enhancement descriptions should feature green numbers. For Enhancements it's more about consistency than necessity, but for Bio Boosters it's important to know what numbers are being added when you get duplicates.

acoustic mason
#

A hot take to some but I think Corespawn need an elemental resistance when spawning in to prevent insta killing the whole lot as they appear in the rift, if Corespawn began with an elemental resistance that decayed to their normal amount in around 3-5 seconds it would prevent insta AoE kills but still allow you to kill enemies with raw damage and kill high value targets as they spawn if you wish. They could also just spawn further apart like Shaterclaw swarmers do but they enemies crawling out of the Rift does fit well in game and in terms of looks

dim monolith
#

Long suggestion, grab a drink!
I came up with a possible Class idea for the future, while waiting for RC EA.
Have refined it somewhat. But its NOT fully fleshed out ( Bio booster decks etc )
Its a foundation, baseline.

So I humbly present the following:

** Stalker/ Shadow/ Striker/ Skirmisher ( many options for Class name ) **

  • Color coded purple. ( Map arrows, dwarf portrait class icon etc )

  • Main reason/ inspiration?: The Stalker glyphids from DRG. And some of Rogue Cores Upgrades. Flexible class using his/ her Active Camo for support and offense. Opportunist from the shadows

-Male/ female dwarf? Up to the devs ( though female would make one of my siblings extatic, she loves dwarfs AND purple 🙂

  • Main Class Skill abilility ( Active ):
    Active Camoflague. Hide or bring death from the shadows or at least severly injure foes with this high tech spec-ops cloaking device. The cloaks sensitive field will overload and temporarily break when doing abrupt actions like shooting, throwing and melee. But NOT mundane interactivity stuff like activate elevator, workbenches, bio-boosters etc
    Has a cooldown and it reveals you after attacking. Guaranteed critical hit and damage OR double Weakpoint dmg to the sides or rear of enemies.

  • Besides the Main Class Skill.
    One of two options:

1: Active: ( A main Class skill variant )
*Shadowwalker. A stronger camo field generator.
No cooldown. Set amount of uses per mission/ supply. Lasts 30 seconds for example. But you wont get auto crit for attacking enemies, though the active camo wont deactivate no matter which actions you do either.
OR
2: Active: ( Team focused Skill )
*Lending Cloak . An attachable but limited use cloaking device for the reciever, similar to the giver.
You can give ( attach a temporary cloak device ) another dwarf. Active Camo with same auto crit chance and hit like the givers main skill, BUT instead of revealing after attacking it have limited time ca 15 seconds etc

thorny wigeon
#

Just got into the playtest for the first time and noticed some things about lighting:

  1. The flashing of the terrain scan and especially flashes from mining expenite gave me a headache almost instantly.
    For context I'm not usually sensitive to flashing and have had no issues with classic DRG, I am running 1080p native with ultra settings and base gamma, no HDR.
    I also feel like this is just way too much when the screen is flashed every 4 seconds and way worse while mining, all up in your face green flashing with every pickaxe swing.
    I even turned on the photosensitive mode but that didn't help at all with the flashing.
    This effect might be amplified by the difference between visible and radar-rendered (the terrain polygons) zones. I don't really understand the decision to make light spread so little and then render the entirety of the terrain with those polygons. It gives the techy feel, almost too techy (more like you're in a simulation than a real cave, since it is the majority of what you see), but you can already see everything, it's just that flares and other light sources now add colour to an otherwise blank matrix.

  2. The UI feels blurry or misaligned. Even the straight lines like on borders, aren't consistent. I have tried all sharpening settings (no upscaling) but to no effect.

empty raft
#

This is just something that could be for both games but its, mainly a problem for rogue core so its a problem with get people to upgrade. 2 things that could help with this is. When a dwarf is far enough from another dwarf far enough, they cant hear them there voice could come in via a walkie talkie. I would image this will have that walkie crunched sound. But some people might not like that so maybe there could be an option to turn that voice affect off. But anyway also making the box that appears more noticeable would be nice at the vary least.

haughty hedge
#

idk what they already say so far, but you know the stuff the dwarves say when you ping the specific classes?
A friend of mine has suggested these for the Rogue Core classes:
"Are you the Guardian and, or Parent?"
"Spotter! Where are your spots!?"
"Falconer! Cuh-caw! Cuh-caw!"
"Slicer! I need you to cut this tomato!"

drowsy depot
#

Longer timer, or a resource to mine that increases timer a bit. Save time by reducing skill pick time or not forcing people to meet at new molly for selection instead

coarse blaze
#

if after the boss it always generated a long upwards escape cave system and made the drop pod be at the end so you could still "fail" if you get bogged down or have bad traversal tools etc. make the journey transition back into the non-core biome <even a different random biome than one you came down in>. they could make it super super over the top difficult but that you still essentially win if you fail, you just get much better score bonus depending how far you get, then you could stack other challenges like there is however many heavy objects you can try to get back to the ship or other tricky stuff to do along the way to push your luck and test your skill. this way we get the thrill of coop escape and traversal from original deep rock but it doesn't define the experience otherwise, and it adds a risk reward factor into taking traversal equipment rather than more weapons.

since you have all these structures now too you could add big different color keys you can find that are heavy objects and locked gates. you could even put them on the elevator and take them down floors with you, find a green key but no green door and so bring it down, maybe even getting certain keys to the escape sequence opens up new possible routes or secret bonuses like spelunky. there could be some colors maybe have known gate locations <perhaps tied to mission briefing>, others random, maybe with ways to acquire intel. wouldn't want the whole game to be about endless keys, not that i would hate that but i'm sure some people would, but definitely incorporate them in small doses.

they could double as permanent flares, like the blue key would cast blue illumination wherever it's at, and even further they could inherently or via special abilities from upgrades have cooldowns that when the white key for instance is shot it does a big freezing aoe then has to recharge so with the light and attack factor of it they would always do something interesting even if you don't get them to their gate

coarse blaze
#

various paintjobs for all structures so each run has more of a unique aesthetic identity <could be more than simply cosmetic, maybe X amount or combination of structure colors implies Y secret or modifier>

option to set all unlocked gun skins to random so each time you get offered them in runs they are different

make the orange portals enemies come out of be different colors at random spawning elemental variants of each <i would say have different core types or modifiers & assosciated portal colors but i would not want to limit only certain colors to certain runs, more variety all at once is better than a bunch of segregated variations>

sometimes elevator jams mid tansit and there is a bonus area above the next area you complete and then mine down from there

cross-polination of biomes. transitioning to core biome sort of does that so more core biomes is obvious. could have core variants of upper biomes as the stage for the final battles. i would like any end boss to be available in any biome though, don't limit fun possibilities for the sake of thematic continuity, you can come up with any number of thematic reason for anything as long as it serves to be more fun.

don't skip out on deep vertical shafts <with structures sticking out & tunneled into the walls> & vast chambers with sky islands, complicated traversal is very fun especially under time & combat pressure. could even have stages largely centered around verticality with scafolding, stairs & lifts, could be a big bore hole or a fisure. rarely at least

bulks <with elematal variants> & other new enemies that terraform by exploding, as well as the tyrand weed & other spitting plant dude, they look cool and are fun to deal with when they are in difficult positions. slime enemies & weapons, anything that changes up the terrain in real time. all old enemies are welcome in some form for easy variety

incrementaly more intense impossible enemies after reaper worms & further reasons to stick around longer

coarse blaze
#

keep adding more complex behavioral patterns to existing bosses so they never get stale. a boss that summons fire/ice/poison bulks & you have to blow the right one up depending on what phase the boss is in

challenge where at first 10 seconds of each minute all enemies are invincible, they glow during this time, each subsequent stage it increases until it's reversed with only a 10 second damage window each minute.

mission customizer where you can unlock & stack tons of wacky modifiers {plus some <team> vs modes}

paintjobs for the traversal tools

runs where all upgrades are randomly assigned {or sometimes the mechanism in normal runs jams and does this}

each player has 100 card deck that is the pool their upgrades are pulled from. everyone's deck starts mostly generic, completing missions & special events unlocks boosters that give you one time opportunity to swap out some new cards for ones in your deck, everything you pass up or remove is immediately transformed into currency that accumulates into more boosters as meta-progression. veteran players might draw their worst cards & vice-versa to shift the balance. new updates introduce new boosters into pool, special events offer chances to slot minor permanent upgrades to random card in your deck . cards could have 4 symbols & you have to have 25 of each in your deck, any card could potentially exist as any symbol so sometimes you need to make sacrifices to make room. have synergies for drawing matching or patterns of symbols, alone or between players. super challenging new difficulties for people with crazy decks & luck to push their skills. some with crazy downsides that effect level generation or add old secondaries in like collecting certain number of bolo caps to activate the cards effect etc, stuff wider in scope that simply tweaking weapon functionality. you could build off that framework forever while we always have incentive {beyond how fun the game is in & of itself} to crush out runs and challenges

haughty hedge
junior harbor
#

For the love of God add more FOV options. It feels so claustrophobic with the default maximum of 120.

coarse blaze
#

tentacle enemy with strip of exponite on its back that camouflages until you get close then grabs you like a pit jaw, having to approach each vein with caution while also trying to be fast is fun.

mini bosses like tyrant can drop keys to encourage you to engage them rather than skip, if keys can be brought down the elevator then it will protect against seeing X (key/gate) one on current floor and knowing for sure there is equivalent.

25% of the time power is out on stage and devices don't work and all the infrastructural lighting is out so it's pitch black without flares like classic drg, and you need to locate & repair a randomly placed power source first, as you touch down a scanner shows you where on the map the generator is so you don't waste infinite time hunting for it <harder difficulties does not reveal>. various causes like a lithophage outbreak on the generator or it needs a new battery, battery always at exit elevator so seeing it does not confirm the power will go out, generator maybe randomly placed or pinged when you pick up battery.

when you event ; random extra things occur so they don't get stale, rival incursion can interfere or the power could go out so you have to scramble because you might have waited until the last minute to event and now you cant even start the elevator until you replace battery.

you probably don't call resupplies anymore because they couldn't pass through metal, it would not be bad so long as it does not inform you ahead of time where it will land, if you call it and there happens to be hidden metal above you then it just lands up there. i'm not advocating for calling resupplies but you could call in battery packs and ability/event related tools, something like low oxygen but it gives you something like the flare gun out of nowhere, as soon as you disembark elevator, with limited ammo and where you shoot makes a big bubble like gunner's shield & you can only breathe inside of it and suffocate much faster outside

haughty hedge
#

New Reclaimer Idea:

The Frostburner:

His gauntlet functions as both a Flamethrower and a Cryocannon.
Active Ability Left Click: Flamethrower-like, using it will raise your heat meter, if it goes to max you start to burn and take damage.
Active Ability Right Click: Cryocannon-like, using it will increase your frost buildup and if used for too long at once you become frozen.
Ideal usage would be alternating the fire and ice to not overheat or freeze yourself.

Passively gets [balanced number]% of normal damage done as fire dmg, when over 50% heat up
and [same number]% of normal damage done as cold dmg, when over 50% freeze build up

Fire and Frost ammo recharges very slowly, maybe even shared.

Deck possibilities:
Pyro Deck, built mostly around using the fire.
e.g.: Getting bonus damage or speed on overheating yourself

Cryo Deck, built mostly around using the ice.
e.g.: Getting bonus armor after freezing yourself

Balanced Deck, built around going back and forth a lot between them.

Feel free to add/change ideas to make it fit/work better

dim monolith
#

Infiltrator Reclaimer PART 1 <<

Class: The Infiltrator
" From the shadows I strike! "

Color coding: PURPLE class icons and map arrow.

The Flanker is an adaptable class that uses its Active Camoflague to aid allies or to find the best vantage point from afar or near to disrupt Corespawns by a lethal First Strike at the cost of revealing themself for a time. You are NOT fully invisible but harder to see by most threats. Can still draw notice by sound though.

** Ability **

Active Camoflague.

  • Activation ability. Lasts until making an attack action.
    30 second cooldown after revealed.

Hide or bring death from the shadows with this high tech cloaking device. The cloaks sensitive field will enhance the FIRST melee or ranged attack STRIKE done.
The A.C will overload and temporarily break when doing abrupt actions like shooting, throwing and melee.
But NOT mundane stuff like activate workbenches, bio-boosters etc
Guaranteed critical hit and damage to the sides or rear of enemies, melee oR ranged.

** Class Skills **

1: Active: ( A main Class ability variant )
Shadowwalker
A stronger camo field generator that wont break with a first strike, but it wont give any guaranteed critical hit chance or damage. All other actions like activating terminals, workbenches etc wont break the A.C either.
CANT be used with main A.C ability.
Lasts: 15 sec
Cooldown: 90 sec

2: Active: ( Team focus )
Lending Cloak
An attachable but limited use cloaking device for the receiver, similar to the Infiltrators main ability.
You can give by touch, a temporary cloak device to another dwarf.
They get an Active Camo ability variant with same benefits like the Infiltrators main ability for the FIRST strike, BUT instead of revealed after attacking, they will still stay near invisible for 15 sec. Further attacks within the timeframe WONT give auto crit and dmg
Lasts: 15 sec
Cooldown: 60 sec
Uses: 1 PER Supply
***! I will post Bio Booster Deck and Workbench Ability Upgrades SOON ***

burnt parcel
#

I did a quick search and I couldn't see if this had been suggested - given there are five classes, would it be outside the realm of possibility to (at some point) make the party size five players as an option? Potentially through modding maybe. Just a thought.

lean mauve
#

I'll keep it short and simple for devs and ill only mention super important things.

in short.

1- remove tutorial drunk visual effect.
2- Change announcer
3- Fix level up system (no grouping up)
4- Fix progression system
5- Balance solo/duo time and difficulty
6- fix mobility OR caves verticality.

Explained abit.

1-Remove hazy tutorial, it made me think it was my computer fault and almosted uninstalled and lost hope in game.
2-Remove the current robot announcer his advices keep glitching and he is very annoying and I hate him so much >:O
3-People already insult eachother on VC and chatbox when they wander off alone and dont let the team level up...big problem...idk how you can fix it, each one level up alone without a pause? or ranged level up? idk you do you but its weird.
4-progression system is uneven (you progress some parts way faster than others)
5-Game forces you to play as 3 to 4 with max efficiency, solo and duo are kind of the same because bosco is better than some players and dont waste time, and time isnt really on our side in this game. sooo.. balance difficulty for solo/duo (More time for solo duo) like 30% more time minimum
6-caves are very unforgiving for not having mobility, making drilling and flares a death sentence specially for solo and duo who dont pick team based mobility to help, so either make caves more flat OR increase the mobility to 2 items from a workbench or smth more commonly.

exotic bison
#

Rogue Core lobby needs barrels. 😋

dim monolith
#

A continuation of my suggestion above for a future RC Reclaimer class named Infiltrator
No I dont have Nitro for longer posts so had to part it up

INFILTRATOR PART 2

** Bio Booster Decks **

  • Opportunist:
    1: Shadowsurge: The First Strike ( melee or ranged ) will transfer the energies of the registrated attack to enhance the Ability Cooldown by -10 seconds
    2: Merciless: After a melee First Strike attack, your next Combat Pickaxe attack deals double damage to Weakpoints
    3: Angled Advantage: Your First Strike will not only get a guaranteed Critical Hit and Damage to an enemys sides or rear but to the front and Weakpoints aswell
    4: Adrenaline Rush: Killing an enemy with First Strike gives you 100% move speed for the same amount of Cooldowntime for the ability ( 30 seconds )

  • Tactical Cover
    1: Shady: The Camo Device you give teammates lasts an additional 5 seconds
    2: Camo Catch: You can now THROW the device upon a teammate for it then to activate
    3: Blur: Your teammate will get 10% chance to avoid damage after their Active Camo ends
    4: Shadowrun: Your teammate will move 30% faster after their Camo ends

** Workbench Ability Upgrades **

Camo Burst Surge: After breaking by the First Strike attack, the A.C device releases a shockwave burst around the Reclaimer for 75 ( tweak numbers as needed ) Electrical damage. Also temporarily enhance your ranged weapon or pickaxe with extra 50% Electrical damage of their base dmg for 3 second ( s )

Active Camo Retention: The A.C device will retain the camoflague for 5 second ( s ) even after supposed to break by First Strike attack

Full Camo: The Active Camo will give you full invisibility that makes you undetectable by sight of foes until First Strike

Field Muffle: You wont draw notice from foes by sounds you make until First Strike

It all can be tweaked regarding numbers and such for balance sake, more fitting skills etc. Just a concept I had to share. Games like DRG and DRG RC easly trigger my creativity, so thanks GSG!

graceful idol
#

Upgrade suggestion: Gunblade (Name from ajdude9)
Basically, the game will now consider normal damage (gun, elements, abilties, ETC) to be melee damage. This works both ways, too. Melee damage is now considered to be normal damage.

If anything looks for melee damage, it will now look for all types of damage, excluding melee damage. If anything looks for any non-melee damage, or a specific type of non-melee damage, such as explosions, it will now instead look for melee damage only.
This affects:

  • Anything that causes a specific damage type. "Boom! You're Dead!" Now deals melee damage, not explosive, as an example.
  • Anything that boosts a damage type. using some of slicers bio-boosters as an example, Backstab/Close Quarter Combat will now only trigger on melee damage.
  • Anything that triggers it's effect on a damage type. Outmaneuver will now trigger on all non-melee damage. Vampire will now trigger on all types of non-melee damage.
    This has zero effect on elemental damage. +50 fire damage on a gun will now result in +50 fire melee damage.

Very important thing to note: When an upgrade doesn't specify any specific type of damage, that also includes melee damage. If a player has Gunblade, This is no longer the case.

As an example: Vampire checks for melee damage to trigger it's effect. Gunblade will make it instead check for all other types of damage. It will never trigger on melee damage.
As an example of a normal upgrade, Sharpshooter triggers on all sources of damage, including melee damage.
Basically, Vampire converted with gunblade to now accept non-melee damage will not operate on the same rules as Sharpshooter. I really hope I explaned this well.

Obviously, the usefulness of this drastically changes based on the players build. It can be a build-destroyer or break the ENTIRE game. In an unmodified form, it should be a legendary. If the affectiveness of the conversion is lowered, it could be an artifact instead.

safe ingot
#

Can yall please please please consider not gender locking the roles? I know that means slightly editing the models and doing extra voiceover.. but it would be great if this time around, players could choose the gender of their character.

muted mango
coarse blaze
#

please have a fully random mode where everything you obtain is random, no making selections you just get what you get, no guarantee of weapon, every floor can be any biome & complexity, it secretly auto-picks the modifiers when you go down the elevator, you don't know what the boss will be.

this way everyone just needs to work around what they get and if some people have weapons and the others dont then they need to protect them while they mine and support etc

i think this woud be the best way to get the most fun <for people like me> out of what the game has to offer so far. just make it unfair unpredictable chaos where you addapt on the fly and do the best you can. it's never about whether or not you can say you completed the run successfully but rather about how exciting it was to try & how novel each experience can be.

would love even if everyone could be classless and just get random assortments of their abilities & bio boosters from the same pool as all other upgrades and items, naturtally taking into consideration if certain things only work with certain things then they only become possible drops if you have the right thing first

please let us disable the text box when the robot is talking, i would rather just hear him say it only, the text on the screen is ugly to see all the time

terse isle
#

Add an option to always sprint by default and have the sprint key make you walk normally. There is almost no point in the game where I don't want to be sprinting.

(Also applies to regular Deep Rock btw)

copper jacinth
#

better water 😭

trim mason
#

Make it 5 players so we can have all classes.

coarse blaze
#

watched that "drilling in the name of" video about bunkers. very curious to find out how you guys address this. i don't want to lose ability to make tunnels and bunkers, but don't want them to be cheese either. needs to be a pressure where you can certainly gain advantage digging tunnels efficiently, but that you need to use them quickly & effectively or it starts doing you more bad than good.

it has its problems but i thought about if any dug out terrain eventually became corrupted and started growing a damaging slime on it. the main problem with this is that i don't know how the game would differentiate between tunnels & bunkers & just general terraforming to help you scale around the map or clear out a place to fight better etc. if there was some magical non-exploitable way the game could differentiate inside of tunnels from general outside mobility digging etc then this would be great. imagine maybe if once any terrain is dug, then after some time it becomes coated in the slime. it would slime faster and faster as the timer approaches the end sequence where the reapers start coming, the earlier it is the longer it takes for the slime to appear on any dug surface but by the time the reapers come then any dug surface becomes slime in like 5-10 seconds, so you can still tunnel around but the tunnel becomes unusable again behind you as well as spreading to any platforms/zips touching it. obviously there is still elaborate ways to technically cheese this but it would be more to prove you can for fun than actually advantageous.

what if every enemy in the game had a second tunnel mode that they only go into if it seems like thats the situation. this way they still act how you want them to act normally but have an adaptive protocal under the right conditions. i'm not sure what that condition would look like or that it too wouldn't be exploitable but outside of any of that you can't go wrong making the enemies have more types of behaviours to keep us on our toes.

neon pawn
#

Idea for Deep Rock Rogue Core: It’be cool if we can use a drill as a main weapon (Like a Gurren Lagann one)

coarse blaze
#

would really love if sometimes you take the elevator, but sometimes you take a subway to another biome, this could also have a whole different methodology for activating it like there could e a crane to move the cart onto the track or something cool like that. there could be any number of ways to go about that and i'd love variation on the elevator as well instead of always just guarding it wile it cranks up. also there could be be both present in a stage and have a different type of reward or incentive to do one over the other but not tie it to one or the other so that either could always end up being the advantageous one regardless of whatever meta or what not

or subway could be entire different game type where you go from one biome to the next through the whole spectrum in different orders at random & just a short intense stop at each where you balance defending the train & scouting out for objectives, {maybe like a third through you go down elevator & again at 2 thirds}, this mode could be segmented where you get on & off the train with different groups if you want to save and leave from the train in-between, maybe it just infinity trains forever and gets harder and harder until you lose & it only ever places you with people at the same stage as you

i'm sure lots of people would appreciate some way to play the runs in smaller chunks. i definitely like the long runs but i agree with people saying it would be nice to have a mode you can throw on and get a great experience but not have to comit to like 5+ stages or have to just abandon your team late in the game

coarse blaze
#

i'm not sure how this works so far, but in drg you would slowly unlock all your perks and meta-upgrades etc, this would take much longer than the span of a single promotion. what if in rogue core, this process was faster, where you would unlock much more of your meta in the span of 1 promotion tier, but, it would start over from scratch at each promotion, this way you could do a different skill-tree strategy each time but then start over each time to get the experience of starting weak and growing stronger over many runs that you otherwise would only get in each run alone.

since it's a roguelite, this would be a cool way of making it 2 layers of roguelite. each run is random upgrades etc within the context of that run, but also each promotion could have a fresh randomly generated skill-tree. this opens up possibilities for stuff in a skill tree to be different from person to person each promotion. and you could make it so that each successive promotion sort of levels your skill trees potential odds of rolling more significant options. & also you could make it sort of enforced that you take your promotion when its time so people don't just decide that they love what they have going too much to want to ever leave. on average only make the next nodes in the tree visible until you choose and then more branch out <unless special items etc reveal more>

you could then add another rare mineral make it like pink of cyan or something and call it rerollium or something stupid like that lol, letting you reroll options you really don't like on your current tree & maybe the more rerollium you gamble the higher the odds that it will be a higher tier option.

this way you can relive the magic of progression over and over but always be a new surprise and overall be leveling your tree's potential. and people can get really lucky and get really special options that nobody else they are playing with currently has available or went with.

each class would have its own ongoing tree

winter osprey
#

Not sure if devs added it yet, but please remove flare gun and replace it with grappling hook.

empty mica
#

We need to be able to direct-bind class abilities on MKB. There's literally no reason to HAVE to include "ABILITY TOGGLE" when playing on a keyboard.

let me bind my class abilities to Z, X, C without needing to hold Q to use them. It doesn't feel good on MKB to have combo keybinds like that (though i've got no problem keeping this as an option)

spice grove
#

The one thing I'd immediately suggest is to remove the little stumble after falling 10+ meters or however much it is, it does not feel very good at all, even just moving around the ship.

sullen skiff
#

As neat as the tutorial is and I am enjoying it. The blurry effect is NOT a great thing to load into the game. I spent a while trying to figure out if my graphics were wrong or something was messed up. When I first load a game I calibrate my controls and graphics settings and it's not a good first look at things. Drop the VR vibe and just drop us in a cave. We're dwarves after all we don't need handholding lol.

somber pine
#

Suggestion: make classes gender-independant so we can play any class male or female

elfin prism
#

Suggestion: The power pickaxe attack feels floaty, heavy, slow, and lacking punch. Perhaps not much can be done about the slowness for balance purposes, but I think the floatiness could be fixed while giving the sense of a heavy punch.

restive turtle
#

Reminder that this is a suggestion channel, not a feedback one.
If you wish to discuss a suggestion, you can head over to #suggestion-discussion.

thorny crest
#

Posted this in the closed alpha channel but now that it's out I should repost it here.

You know how when selecting an armor skin, you can toggle if it also changes the undersuit and gauntlet, to which it just reverts to the default skin if toggled off.
At that point, why not have the option to separately customize the undersuit and gauntlet?

It would be nice to be able to mix and match different skins, I.E. have just golden gauntlets along side other skins.

tulip jackal
#

Suggestion: Non-friend lobby codes to allow for easier lobby creation with randoms

wind gull
#

Suggestion: do ANYTHING different for the tutorials "look"

The dot matrix pixel effect from the "VR Headset" coupled with the continuously pulse rendering of the environment and 'rough' graphics during the training mission is going to have some people refund. I pushed through to make sure it wasnt part of the actual gameplay but literal squint / eye watering / is there something on my glasses what is going on?!

real wave
#

Highscores from the Gym should probably be saved across lobbies! Also not having to extract after bosses feels very weird

fathom lion
#

was playing with a buddy and we threw the toolkit into the pit underneath the final boss on accident and we couldnt get it back out, would be nice if this and similar items would get repulsed out of the pit just like the player

hasty dagger
#

The tutorial hurt my eyes and if I hadn't known this wasn't the games actual look I would have quit.

Just having played a few solo missions and I must say the game tries very hard to stress me - how about a slow mode for old folks like me who just want to have a nice evening, walk around, look at things and doing missions on their own tempo?

subtle nebula
#

Suggestion : Use more contrasted colors for the bio hack minigame

somber tartan
#

suggestion: a feature like DRG's sprint by default mod

sudden pulsar
#

Can you please ad in options the ability to bind Ability 1, 2 and 3. Me and my buddy have a mouse that has multiple buttons. He has a 7 button mouse. I have a mouse with 2 thumb buttons on the side. It default adds Ability 1 to front mouse thumb button and Ability 2 to rear mouse thumb button. But it currently stills has Q as toggle ability. I want to be able to just hot key Q to the third ability by passing the toggle feature completely. I don't want Q to toggle all 3 abilities just on the Q button alone. Since I have thumb buttons I want to be able to single tap those 2 abilities. Which by default I can. But also insta tap Q for the 3 ability alone. Which from what I can see you cannot do by default in the current state of the keybind layout on PC.

keen oak
#

I love this game so far! Its quite fun and definitely scratches my roguelike itch. HOWEVER, there are some problems that I have with it, and some problems that I've found that other people are bringing up. Specifically talking about the communal upgrades. Some people don't like it a LOT. I personally love this system in theory, however with how the upgrade pool is, it feels SO bad to be left with the bottom of the barrel. Why? It feels like 70% of this game's upgrades are just boring stat boosts. If GSG wants this system to work, it should be INTERESTING to get the leftovers still at the very least. at least 80% of the upgrade pool should be cool fun tools to play with rather than what we have.

One of my favorite examples to look at for this would be Rabbit & Steel, which has a VERY similar system (Players get 5 each and then pick one, when 2 players want the same thing its given to a random one, and the other player gets to pick from what's left) However it feels so much better there because all upgrades are more complex and have synergies, and ones that seem boring: [20% chance of dealing extra damage] are more interesting than most upgrades in rogue core since there are a TON of ways to affect luck, as well as abilities that trigger from other % chance effects, leading to interesting builds around % chances (Which is different from crits!). This would fix some of the problems I feel like people are complaining about, as it would funnel people down into a 'build' more easily since they have interesting upgrades to build around, rather than just a bunch of stat boosts. And by having people find their 'build' easier, they'll have less friction with other players since now everyone is looking for different things.

I have more to say but, TLDR: RG needs interesting upgrades (80-90% of the upgrades should be a Risk of Rain 2 green item in complexity/Average item in Rabbit & Steel) in order to fix a lot of the problems people are having with the systems.

north yoke
#

please please please
Biggest shame is that vanilla DRG guns are crazier and more fun and has more action and less farming than RC lol.
Listen to players, I saw many people suggest changing the timer and making more efficient maps to be able to actually play the game but after launch i saw that nothing changed am really disappointed.
also "this is a spinoff it is different" excuse wont work, your customers ARE drg players so give them what THEY want, not you, unless you wonna get new customers.

Based on my extensive experience in playtest and as DRG player I can confidently say the most important thing to do right now is.

1- optimizing maps or timer
ORRRRRR
2- make it easier to level up to reduce grinding

Lets people experience the magic of trying their build throughout the game, not just fight farm fight farm fight farm fight farm, LET IT BE FARM FARM FARM FIIIIIIIIIIIIIIIIIIIIIIIIIIIIGGGGGGGGGGGHHHHHHHHHHHTTTTTTTTTTTTTT.

If you dont know how to do it ill teach you how to develope a game.

1-Reduce maps to 2 segments only.
2-Increase timer
3-More spaced out enemies
4-WHATEVER

Just pick and MIX until its optimized to give more fun less grind, DRG was grindy, RC doesnt have to be even MORE grindy. we can level up more from killing why not? why not mix some features from DRG survivors? why everything has to be DRG spinoff? Why not exponite serve a different purpose than being the main purpose of gameplay? you do you but you better fix this or you will keep having negative reviews.

maiden geyser
#

I love that Omega gets salty when you throw stuff at him. More ways to interact with him in a non serious way would be great.

Honestly, I think the criticism that he lacks personality is probably rooted in the fact he doesn't have much opportunity to demonstrate his own quirks. Give him some more chances to drop the cold and calculating schtick and just be a little awkward or silly- maybe he really likes Lootbugs and gets upset when you kill them, or he has a spirited conversation with the vacuum robot when he thinks you're not listening.

As a side note, I actually really like the glitching vocal effects. Please don't remove them, they add a lot.

Also, we should be able to flush the toilets. Can't believe that's not already a feature smh

paper crag
#

Please let cooper recover cameras

toxic falcon
#

ability to bind both ability 1 and 2 to my mouse buttons.

junior steeple
#

i think that the slicer should be able to use his sword like an actual melee

dawn wasp
#

Just make them all female dwarves.

No need to change the voice acting or to remove the beards or the sideburns.

split meteor
#

In the tutorial, omega's voice lines should pause when you pause the game - Went to change mouse settings immediately and missed the first message

low marten
#

OMEGA's voice constantly glitching can get quite annoying very fast, I understand that remixing the voicelines would take a lot of effort but I think it'd be a good change. I don't think it should be removed completely but rather limited to lines where he's frustrated or some such, it'd help to give him more personality; which he is seriously lacking in.

mild snow
#

I Think it would be cool if gender was on a toggle so i could make my main a girliepop, would also shut up the incels ig but mostly for the girlie girl slicer and guardian

mighty spindle
#
  • an option to run by default (I use a mod for that in DRG) same with b-hopping
  • the cleaning bot can be annoying triggering constant omega voice lines when a player is AFK
  • gender selection might be a good option, clearly there is demand for that
  • in the escape menu if you hit escape from the submenu, go up the menu and not completely back to the game
  • destructible cave constructions?
  • I miss my grappling hook
fringe elbow
#

Could you add a "Return to Solo Lobby" button after a mission?

The one thing that bugs be in DGR, and now in RC, is finishing a multiplayer mission->Loading Screen->Lobby->Walk to a terminal->Host Disconnects->Another Loading Screen->walk back again.

umbral ore
#

I have been playing the game for about two hours now, and so far, I have enjoyed it. I like the rougelike/FPS feel of the game. I like the gunplay too. But I have a huge issue with the boss on level one, in particular, Gotoorak. I know what the devs were going for here, "use the terrain and your tools to deposit the balls," but this boss can belly flop in a wood chipper for all I care. There is little explanation from OMEGA on how to deposit the balls into the pit, and their line makes it seem like you can just walk up and drop the balls in. I figured out by accident that you're supposed to deposit the balls from high up, not low to the ground. Don't get me wrong, you guys stated that the game is supposed to be hard, but it is discouraging to lose on the first level, as it is discouraging to pour in about an hour of your life on the first level only to lose. If there is anything that would make a player refund, it would likely be this discouragement. I suggest that a boss tutorial be added to the game, rewrite OMEGA's lines for Gotoorak, and/or rework Gotoorak.

unreal barn
#

Im not sure if picking the same perk actually stacks or has diminishing value. I see that I picked the perk 2 times but the freeze chance of my perk was still listed as 50% so I wish the value is visibly changed when taking same upgrades . Also I wish I could see my perks effects outside the upgrade station when I press escape.

keen blaze
#

i'm sure y'all heard this plenty of times today, but please let us class stack, quad slicer gameplay would be so fun

old parrot
#

just had a mission where there was a toolbox in the core chamber, the box spawned above the core and when i dug it out it fell into the core pit
we couldnt get it, we get pushed back out if we fall in, could the same be done for objects?

quick pumice
#

-The dwarves could stand to be a little faster by default. If you're trying to encourage people to get through levels quickly, having them move around so sluggishly out of the box runs counter to that. It doesn't even need to be a huge buff.

-I know y'all are married to this upgrade negotiation system but it has issues I would've expected to see ironed out in the alpha lmao. It is also antithetical to the emphasis on speed, forcing everyone to drop what they're doing, gather around the R.E.P.D. and argue over what upgrades they want. The adversarial nature of upgrading and the universality of the upgrades themselves also precludes them from being very interesting. I'm honestly not sure the juice is worth the squeeze here, but at the very least make upgrading something people can ready up for from anywhere in the map.

-$40 CAD + day 1 DLC for an early access game is fucking robbery and you should be ashamed for that. I know this suggestion is getting summarily ignored, but drop the price.

I don't really wanna be negative here, the actual moment-to-moment gameplay is great, but the upgrade system needs to go back to the drawing board.

crisp beacon
#

I would like to stack classes, and be able to have a more targeted way of obtaining weapons to allow for a more thorough build identity. I don't think the price is an issue.

frozen breach
#

Can you PLEASE add hidden dwarf to rogue core 🥺 - #1 hidden dwarf fan

dusky cobalt
#

I think the upgrade system would benefit if all upgrades were the same tier for the party. One of the worst feelings is when theres an epic option and the rest are lower tiers. Yes it’s awesome for my teammates but it feels like you’ve lost somehow by not taking the highest quality upgrade. If everything was the same tier even if i didn’t get the ideal upgrade at least I would feel like I was on the same tier as my teammates. I’d prefer if the game were balanced around everyone getting those set of upgrades than adjusting based on the total raw quality selected

median scarab
#

A small suggestion if anyone notices;
The ability to swap the keybinds between the two weapons you have equipped. The muscle memory of using the minigun in slot 1 in base DRG is very awkward to deal with when your slot 1 is usually occupied by your first weapon.

astral drum
#

Hello, I don't know if could be possible to be able to swap guns between slots 1 and 2.
It'll be a cool quality of life function tbh.
Thank you!

formal hemlock
#

add more unique ping lines like DRG has(also it would be cool if we could annoy OMEGA by pinging the big expenite chunk a lot, like how we can do in DRG with the gold chunk)

narrow bridge
#

Please add the game to the GeForce Now platform.
That way, more people could play.

latent niche
#

Rework the upgrade selection system. This system isn't creating the cooperative experience I assume the developers had in mind. I don't want compete against my team for weapons or upgrades nor do I want people to feel pressured to take bad options to allow others to take the good ones. Make the weapon/upgrade pools unique or allow for multiple players to take the same option.

brisk shale
#

Elevator music please. And if there was a way to quick view your loadout (via I or P) without going to the ESC menu it would be a huge quality of life improvement. Oh and speaker icons for voice chat. But I'm sure that's on the list. You guys made an awesome game.

chilly jolt
#

Add a way for me to kill myself in the ramrod

crisp star
#

during a run, management should have a chance to snoop in asking why its taking so long

gaunt ferry
#

I think there probably needs to be an option to disable the timer at the cost of no metaprogression/xp etc on level 1. I've had 3 friends who either hadnt played DRG in years or not at all refund the game because they were fighting the timer while trying to learn how to play..

I dont think the timer is particularly punishing, but the actual game isnt the tutorial, especially with multiplayer variances like trying to get randos to come to the elevator or upgade station.

I think long term the timer is very important to the core gameplay loop, but something should exist between what currently is there and a pretty basic tutorial

sharp hollow
#

Gonna go against the grain, but I like the clock

Maybe slow it down a smidge and make the swarms happen at regular intervals, but definitely don't remove it as some are saying.

still berry
#

Need a mic active icon like drg, idk if im talking or not, kinda important

pearl vortex
#

I feel like when you're playing solo, you should have the ability to turn the timer off. If I'm learning a class, I'd like to be able to do so without so much stress.

faint anchor
#

i just don't like the cosmetic sheet. replace it or add a normal shop after we've gotten a larger amount of cosmetics later down the line. the cosmetic sheet/scrip dripfeed is only fun in DRG because it's in addition to a normal shop.

wintry heath
#

I've played Rogue Core for about 3 hours. It's not a ton, and once I've put in many more hours, I'll come around with more refined feedback. But I think initial impressions do have some value to designers, so here's my initial thoughts, mostly based on comparisons with my experiences in other roguelites (think Binding of Isaac for 600 hours, 250 hours of Gungeon, 400 hours of Hades 1 & 2, etc).

For the TL;DR crowd, make some upgrades and weapon upgrades way higher impact, so that we can kill our way through bigger piles of foes and have more fun.

Details below:

I think some of the core frustrations of the game--the timer, conflicts between players over upgrade choices, and so on--are fine frustrations to build a roguelite around. The main problem is that they're potentially bigger frustrations than the amount of fun you currently get from engaging with the upgrade and combat loops.

My suggestions are based on amping up the fun parts, not removing the challenges that bound them:

  1. Upgrades need to be much, much bigger in impact and should synergize with each other in more ways. We need functional modifications your dwarf's basic gameplay, your pickaxe, and your gun's functionality, and even when I get the last pick in a set of upgrades, I should be modifying how the game plays. By the end of any run, I want to be capable of killing significantly larger numbers of tougher spawn, as well as potentially doing huge singular hits vs heavy targets. I want to feel like I'm facing big challenges with big firepower!

  2. To this end, if I'm stronger, I need to face more enemies for more of the mission, and the ammo economy of the game needs to adjust to match that bigger spread of threats. I should spend more time doing cool stuff, and if I run out of ammo, I should be capable of still doing cool stuff somehow. Better pickaxe upgrades? A sidearm guaranteed? Ammo drops for killing enough foes? I'm not sure.

At low difficulties, the swarms feel light, potentially even trivial. I'm hoping that I'll feel more consistently threatened as I get in more hours and unlock higher difficulties, but for now, nothing I face requires a stronger build, so the lack of strong upgrades doesn't feel like it mattrs.

  1. As for upgrade functionality--I think reaching an upgrade threshold should start a pause countdown, then force-pause the game and go through a selection period, but the player shouldn't get the upgrades until they go meet up with Ellis.

This is just for flow and time savings. Players tend to spread out right now, and without VC, it is hard to bundle them up for upgrading. If this isn't the solution, then find something to improve the speed and consistency of upgrade selection.

Just don't leave this level of interaction frustration with the core upgrade mechanic, if it is already going to have built-in player conflicts.

Despite all this critical feedback, I want to conclude with my positive feelings. This is a strong game, with a fundamentally fun foundation. I look forward to seeing how you plan on updating and expanding the game's systems, and I hope this feedback is helpful.

lament axle
#

Chromatic aberration in the tutorial is a bit much, makes it difficult to read the text on the scanner when you ping things.

plush charm
#

The server browser is lacking some features of DRG, for better filtering, usually far away servers are closer on top and everytime I have to filter by ping. In DRG you have the distance filter, also couple of other filters

outer quiver
#

Hello, after playing game i have some ideas that maybe would be cool?
Add nitra or some sort of other material that you can only carry on yourself and upgrade weapons with. Leave the boring upgrades like +10% damage for it. And some gambling device that also uses nitra for some cool stuff like red overclocks or something like it. And would be cool seeing cardio workouts like jumping-rope lol.

inner wasp
#

-Individual weapon selection at the start of the map.
-Remove timer from boss fight as it's already difficult enough to fight the boss without an endless swarm.
-Possibly remove the timer entirely as it just takes away from the fun since weapons feel really weak against enemies and it eats through ammo and then you're really unable to do anything without the right circumstances leaving things up to RNG for success.
-Remove the tossing of the sphere into the abyss for the boss fight, every time I try to do it I usually lose most of my hp and armor and the attrition is too strong with the boss constantly sending out attacks. That or add some delay to the bosses attacks since reviving teammates without falcons skill usually leads to heavy health loss or being downed with the frequency of attacks.
-Weapons feel really weak and it makes combat feel boring instead of visceral like other shooter games.

cobalt carbon
#

I too dislike the worms, I’d prefer an enemies continue to get harder and harder/more numerous approach like RoR2 than invincible worms.

spiral nymph
#

I really hate whatever red/blue fuzzy filter is applied in the tutorial! It gives this sort of "Watching a 3d movie without 3d glasses" vibe that really hurts my head.

Also I dont love the new flying drone as much as I loved MOLL-E but Ive just barely started. maybe some good voice lines will change my thoughts?

craggy temple
#

I picked up this game with my friends and we had a lot of fun but a big big thing that I believe needs to be changed to retain players:

  1. Progression feels terrible currently, the Enhancement system is simply not fun at all. Upgrading your character should be a long-term goal and it's usually the best part of rogue-lites, but I feel like rogue core missed the mark hard here.
    Only being able to bring a handful of enhancements with you is extremely underwhelming and I wish the entire enhancement tree would simply have the numbers re-adjusted and in turn be permanently active.

  2. It's also really missing individuality for each playable character, people love to fill archetypes in games like this and the original DRG did a much better job at this. I think all the characters should feel quite a bit more distinct, provided via their own skill tree. In games like this, skill trees add to the grind in a positive manner, it's really fun to get stronger and see the difference between your first run and your latest. This is closer to Point 1 but still, I wanted to mention it again because I feel like it's a big issue currently.

  3. There is such a big lack of synergy from enhancements, workshop upgrades, tools and whatnot. It feels really randomly scrambled right now and it's even worse when you play with friends, because building just gets harder with leftovers. The few synergies that exist are also not that interesting, to some part because it feels like enemy types just are not built for the synergies? Doing a bit of AoE Fire is not really doing much when enemies are not super squishy, this would however feel amazing on tiny mass swarm of enemies that are really squishy.

I really really love rogue-lites, but it feels like I saw everything this game has to offer in the first 10 runs. What's really upsetting is that Run 1 feels the exact same as Run 10, I feel like there was no progression done at all, despite the obvious stat increases from things like Armor Break (Enhancements). My friends seem to have the exact same issue and we're hoping this is something that's on the radar for changes. We're also aware of the Deck System where you get to customize which upgrades you find in the first place.

I'm aware a lot of these things are "easier said than done" but I felt like it's better to mention these things before offering concrete "how to" fixes.

More concrete suggestions:

  • Make us 10% faster, we are moving a little slow imo and this might also help relieve with the timer stress that others seem to be facing. I personally enjoy the tight timer but maybe this allows higher difficulties to play with the timer a bit.
  • Increase Pickaxe range slightly, it feels pretty bad to use because of it's tiny ange and pickaxe perks feel bad as a result of it. You almost always get hit in return when you try to pickaxe an enemy which is fine for stronger enemies but the most basic enemies shouldn't be near impossible to be melee'd without being punished for it.
    - Allow people to control their mouse when you have the terrain scanner open, to ping things directly on the map, it would make navigation much nicer

We actually really enjoy the game, but we thought this would allow us to put many hours into (which is usually the goal of rogue-lites), so we're a little heartbroken. Yes, early access, we know.

tawdry oxide
#

i think the gate stones need to be changed honestly at times it feels impossible to throw down

wanton crane
#

I think the UI above the loadouts and ammo and things should have an option to shrink it, since I think its a little intrusively large.
I think the bot taking time to open the gun lockers in the initial room is kind of a waste of time, small or not. The ones inside the mine should have to be openned by the drone, but the first ones are annoying
The pickaxe in the cosmetic screen is backwards... like the front blade is facing the back blade customization button
I think it would be much funnier if the Maintenence robot in the ship was more like its irl Roomba counterpart, running into walls and turning around a million times.
The audio bar in the menu changes size when you go past 100%, so it will jump to 102% or jump down to 97%. Not really a huge issue, but for my OCD ass it kinda pmos
But i love it so far drgbeer

cosmic wind
#

Upgrades for non Q M1 skills & Upgrades that change the playstyle of a class (Think unstable overclock but for class abilities)

real frigate
#

Return the barrels please

celest summit
#

I think a lot of 'feelsbad' from giving fancy upgrades up to other players can be solved if every upgrade round all the upgrades are the same tier. So you might have an all gray upgrade round, all green, or rarely, an all legendary one

lavish cloak
#

make the music from the jukebox in rogue core adjustable *with the music slider in audio settings, not the Audio Effects one; its quite misleading and led to a few headaches within our groups already.

native eagle
#

Definitely needs to be more numbers/stats that show what you are changing/improving. for instance if you grab a crit chance upgrade, it needs to show something like “increase crit change by 4% (0%->4%)” what would be extremely helpful is during the loading screen for the next level it showed you all your stats in a long laundry list so you have a rough idea with what you’re working with

Also if you have a stat that has been changed due to a modifier, make the number green for a positive modifier and red if it has been reduced (negatively modified). Wouldn’t be a bad idea to have the base stat in parentheses next to it as well ex. Crit chance 16% (base 4%)

Also would be nice if this list of stats was visible in a side menu when you checked the scanner too.

I’m open to suggestions on how this idea could be better or any potential pitfalls!

wispy wadi
#

I do not know if it has already been mentioned or is already added. I have only played a little bit of the game and I noticed that when me and my friend manage to complete a mission successfully the final boss or the core boss was the same for both runs. I hope to see boss variety as it would keep runs and gameplay more fresh and fun when making builds.

rare nexus
#

Can we not gender lock the classes, people want to play as their preferred gender and not be forced into one.

ivory crown
#

would be cool to see changes with the coop upgrade selections i think it would be more enjoyable to have everyone get their own pool of upgrades and everyone can see the choices a person has and what they will pick so for example player 1 gets like 4 choices and we see what they can choose and what will pick and then a new pool for player 2 to pick from and also maybe an option to recommend for new players as well this way there is no competition for upgrades since right now people want certain perks for their builds and there will be people that choose something that will benefit your build more then them and it can be unfun to have to compete for perks makes playing with randoms a bit less enjoyable but otherwise been enjoying rogue core and have played and supported all drg games R&S!

graceful idol
#

The weakpoint hitbox on the Ramok is ABSURDLY tiny. Most of my hits missed, hit the armor, and did zero damage. Please make it bigger, especially if you want to do the whole "aim at the sides" gimmick

last thorn
#

I’ve only played like two hours of the game, but from a beginner standpoint, there’s not a lot of incentive to devote a lot of time to a specific character when from what it feels like right now the only thing that I’m going to unlock is more slots to put the same upgrades that I’m gonna be putting in basically every other character

What made the previous game really fun is that you had incentive to devote time to a specific character you would unlock more guns you would unlock more upgrades for the guns and in the late game, you would unlock weapon modifiers that completely change the functionality of the weapons

I understand that this is a rogue like and that you don’t get to keep weapons, but what would be really awesome is that instead of just slotting in the same +20 armor upgrade or +4% credit damage upgrade you would be able to unlock ability modifiers and allow you to change your kit around to not only synergize more with your personal play style, but also allow you to synergize with fellow players or find awesome combos in your own kit

Here are some examples:
Slicer:
instead of being locked to only a wrist blade you could probably switch the wrist blade out for let’s say a battle axe that slams the ground and does area damage around you instead of just slicing your wrist blade in front of you
Or swap out your shield for a much smaller shield that reflects projectiles

Falconer:
allow for upgrades that can change the element that the class uses to something like Cryo or corrosion or something else
Or even change the functionality of the bird to instead of having six charges that kill multiple enemies why not have an upgrade that turns it into a single target weapon, specialized to deal with large high value targets it could like borrow itself into a alien and then blow itself up who knows

Spotter:
They have three crit dart charges why not have a modifier that allows you to shoot three individual monsters
that will then link all of those monsters together, and they’ll all take damage when you shoot one of them at the cost of reducing your critical hit damage with the dart
Or having the recon pulse have reduced range, but actually allow moderate to minor damage Increase to enemies around you along with giving the increase damage to your teammates.

This is really only scratching the surface. I could sit here and think about so many possibilities all day. This is just something I’ve came up with on the spot and it would add so much to depth and character, customization and player expression.

maiden geyser
#

I've been thinking about it for awhile, and something that's been bugging me is how the power level you end up with feels entirely discordant with the sort of ultra-badass special ops soldier we're told a Reclaimer is. Like, in base DRG, you play as a glorified blue collar worker who's been allowed to have guns just to defend yourself at a hazardous worksite, with little expectation that you return alive- and yet a DRG miner with a fully upgraded kit with the right overclocks feels wildly more powerful than a reclaimer does by the end of a run.

I think the single biggest issue I have with RC at the moment is how lackluster upgrades feel. They're nice perks, sure, and there's some fun interplay here and there, but it mostly felt like just stacking perks on top of a build that largely played the same way the entire run. I want to have upgrades and additional equipment unlocked throughout the run so that, by the end, it feels like I'm running with multiple stacked overclocks at once, I have a crapton of perks, and I'm basically a walking armory. Like, I feel like having more than a single gun should be guaranteed. I'd love to have a maximum of 3-4 guns accumulated over the course of a mission. Does it make much sense? No, but who cares? This is about the power fantasy!

I'm not super experienced with roguelikes as a genre, but I DO feel like they should lean on the indulgent side by the end of a run. Otherwise, I think the game is missing a lot of the payoff, and it struggles to feel all that different to just a lengthy DRG deep dive.

Now, this naturally means difficulty might need to increase a little towards the end of a run- not so much the crazy build doesn't feel effective, but enough that it's not just an absolute breeze. That might be tricky to pull off, but I wouldn't mind dealing with a lot of rebalance patches if it meant I got some more cool toys in each run.

wraith cargo
#

literally drop the pick and choose system and let every player have their individual choices , the so called "playing nice and compromising" only works if people are also willing to play nice and compromise , hearting makes it worse because some people go out of their way to be assholes by picking all the choices you need to complete a build and fucking up a run in the process

latent heart
#

There should be an ability to reroll or remove weapon mods. Got stuck with the Burst Fire mod for the Boomstick. It forced me to fire twice per shot pull of the trigger with the second shot rarely landing. So my Boomstick effectively had 50% less ammo because I couldn’t fire without shooting twice with the second shot almost always missing. Ended up quitting the mission due to how bad and unfun it was. Being able to reroll weapon mods would’ve fixed this

tough vessel
#

The negotiation system needs a complete overhaul. A shared pool with limited picks is psychologically upsetting. Pool sizing needs to be moved to guaranteed per player minimums. Four players means four meaningful options at the floor with weighting toward each player's existing build trajectory. Game should be reading the builds and filtering toward a coherent pattern and not giving me a random spread and watching people fight over things.

A communal pool would be cool separate from personal picks which could resolve via a simple majority vote and produce a TEAM-wide upgrade giving it a more rock-and-stone as a team vibe.

Rerolls, banishes and pool manipulation mechanics could be accumulated. Currently players get negative rerolls. When someone makes their pick they should re-enter immediately and not be held hostage. Something indicating it's still resolving for others is fine but the pause needs to be opt-in rather than fixed. Waiting on the screen is agony. Prefer it be eliminated entirely.

Putting the rest of my feedback here since I apparently have to wait SIX HOURS to drop more

The timer system needs restructuring. We had an idea for "momentum" to gear the game towards "violence is the answer". If you're taking your time and screwing off the timer builds faster where as kills, objectives, whatever could slow the timer and increase your momentum. Then it becomes a push pull as an objective slows your momentum but you built up enough to try it. Low aggression and trying to do side stuff = you're going to get overwhelmed quickly. This is the core of hoxxes. Momentum shouldn't trivialize late game threat though so tuning would be needed. We just felt like combat was something to be avoided to win.

I have more but I'm tired to rewrite it all.

chilly plaza
#

I personally really like the timer, I think it adds a sense of urgency that feels rewarding to manage and optimize around. That said it can feel a little tight at times. Ammo economy can also get a little tight. But I haven't had significant issues with either of these things. That said one improvement that could be made is having Depth (the difficulty level) be configurable like Heat in Hades. Give more time/ammo on Depth 1. Then for a player to play the game at Depth 2 or above have them pick from a set of difficulty modifiers that includes shortening the timer or reducing ammo given among other difficulty options. This could make the game more accessible to newer players while also increasing the depth of the Depth system.

copper thorn
#

I think class stacking should be brought back, though obviously keep the option to prevent it if the host so chooses

cobalt shell
#

I think the gatekeeper boss fight is too punishing if you play solo one armor bar took me forever to deplete and I still died (even with the Rocket launcher the armor HP is ridicolous and I see it was intended for multipe players) so maybe and some special modification to the boss for solo players

coarse otter
#

My only suggestion so far is to make the male dwarves get unique voice filtering. At the moment when I play Guardian I just hear the driller voice and it feels weird because I'm not a driller (characterized as the dedicated rude annihilator), but a guardian (a protector as far as I can tell). Any new voice is good as long as it feels different from the original four dwarves

tidal onyx
#

I would personaly enjoy the timer beeing a bit differnt. If it would spawn more "swarms" each couple of minutes. So like on the left the core spawn sign just got increased, i would love that more breaches opening each time and more and more enemies rushing you and then all hell breaks lose when you stay after the timer. (this might be in higher diffecutlies im not there yet). Generally i would like to have more ammo. I would really want the rogelite feeling of enemies never stooping and having a lot more ammo. I really enjoyed Bortato, Vampire survivors, Guntouchables, Hades. But not sure if the devs plan is more on ammo management and survival then killing hords of enemies. It just feels like i have to rush towards the elevator and not fight anything so i have ammo for the elevator. Maybe exponite for ammo instead of upgrades or soemthing like that? Not sure. Overall i enjoy it! I just see potential for improvment. I love that is not DRG, drg is its own game. This feels like a different game with the same art style an amazing gameplay feeling.
Edit:
I Was also thinking, maybe add some more info about wepons and upgrades. Is this weapon more against armor or less? Does it have weekpoint damage? How big is the magazine. All these things were a bit missing, it felt like i just chose the new guns cause i didnt know them from drg but then i got stuck with a gun and 0 aromor pircing which kinda cornered me. Maybe i just didnt see a button

wise ginkgo
#

Thoughts from some very experience with roguelikes and moderately experienced with DRG

Omega really sucks, from personality to electro-stutter. I get mad every time I hear him talk
Way too many slow pinch points. Why does changing floors need a "is everyone ready?" sceen, a "pick your modifiers" screen, and a loading screen, and then for us to take the elevator in. Why do we need to open the grey barrier every single mission, what's the point of that buffer? Combine it with the first bunker.
There's no need for choosing one at a time. StS2 just lets everyone point and pick at once, and then if multiple people want the same thing it rock-paper-scissors. Maybe that wouldn't work here but taking turns is agonizing, but the timer means not feeling like we have time to talk either. This needs a full rehaul.
Locking me out of all the cool things around the mines for the first few levels seems unnecessary. I can be trusted with grenades and fun content, I promise.
Upgrades feel overly niche and overly weak. Like seriously, a small trail of a tiny bit of fire is a Rare perk? Feels terrible.
Focus on difficulty seems dumb. Let players have an easier difficulty with slower rewards if they want it.
Exercise for beer is dumb. Bring back gold or make it free.
Gendered classes suck. Just let us pick our voices and body type on the cosmetics screen. If you're worried players need to identify classes on sound...make that a lobby toggle.
The ship is huge and full of non-connecting dead ends. A respawn button if not a better design would be nice, but this is bottom of my list.

hard anchor
#

Overall Rogue Core really needs to review and take inspiration from other rogue-likes for it to truly feel like a successful DRG/Roguelike combo.

  1. One of the main issues myself, and most likely others are having with the exp upgrades is that not only do you need to have everyone at "molly" to accept the upgrade, but since there are only 4 upgrades (4 buffs, 1 HP restore) you run into an issue where there can be a point of contention because someone took "your" upgrade. This could be solved by having people unlock the upgrade on their own time at "molly" and by lowering the amount of upgrades to 3 (2 buffs, 1 HP restore).

  2. I understand that the game is in early access, but so far every mission feels roughly the same. You go down a hallway cave, you activate an elevator, kill some mobs and continue. Along the way, you mine and do minor side objectives that need to be unlocked. I think many of the smaller objectives could have been retailored to be the "elevator" end objective. This brings in a bit of variety between runs, without strictly relying on the side objectives.

  3. The "meta" progression as of right now is pretty poor. Its strictly random stat buffs that don't really feel very impactful. Instead, I could see some of the workshop character ability buffs taking place of the current meta progression. This makes meta progression feel more impactful, and allows people to have base customization with their character before going into a run.

small garnet
#

I know you guys did it like this for a reason, but I think having everyone group up and wait their turn when picking weapons / personal upgrades grinds the game to a halt again and again. I would personally HEAVILY prefer if the selection was individually randomized, didn't need everyone present and pause the game. At least maybe try it out at some point? I can guarantee you it will greatly improve the flow of the game

rich tree
#

Honestly, Roguecore doesn't feel like a Roguelite currently. The meta progression is extremely bland with just little stat upgrades and not really anything game changing, the in-missions upgrades don't have a sizable amount of differing effects. The timer during the selection screens are much too long also. The enemy types are nice and the boss fights are fun to fight, but the side objectives just don't seem meaningful to complete after getting the little clearance chips. No Cooper customization and no indepth player customization, I want to play Falconeer and have them say "Rock and Stone".

honest crater
#

I will say, my first few runs have been very very fun but as others have said I can already see some future issues in place it would be good to deal with in the future :>

-# pick your choice:
as many have said the 'pick your choice' feature for the upgrades/weapons is a cool idea on paper, however seeing it there can 100% be some people who will either not realize the pick properly (due to language/communication barriers), game sense, or purposfully try to screw up peoples choices.

I haven't run into any issues with such but I can 100% see it happening. Specially with how it can create conflict.

-# Timer:
Otherwise as well as that I do share a sentiment on the timer, it feels way to constricting to allow you to properly explore and find things with how expansive some branching paths could be. (specially in scenarios where you get the elevator in the middle but then it goes off to like 2 different extra paths.)

While I don't mind having a timer at all the conditions where some seeds are just very unforgiving, specially with another sentiment;

-# upgrade wait times (idk what to call this one.)
I love the universal expenite idea however as others have also talked about, having to wait for everyone to be together makes it a lot harder, specially when in some cases two people split off from the team to go down another path efficiently, only to end up getting enough xp for an upgrade. (also in my first run I had someone just completely oblivious to the upgrade stuff at the start so it took a while for them to get in lol) But it does cause some issues with having to wait just for your limited timer to get to a wave, or lose all the time you have for exploring.

-# tldr / closing thoughts:
I LOVE what's being brought out, its such a nice fresh coat of paint to see this games style in, I know the game just came out to the public, but I would say for this to be more successful, it really needs to find its proper place in how upgrades affect the gameplay, how they're distributed, and how the timer system works.

While not full note worthy for me some differences in how you exit the levels can be fun too, I can see why the elevator/facility style can get boring but for me that's not too much of an issue. But still, I do hope to see some changes get made eventually!

mossy fossil
#

My biggest problem would have to be the timer (too short even for depth 1). You gotta think, depth 1's the start. We're getting our feet wet here. I get the difficulty floor is supposed to be higher than the base game, but the timer doesn't seem to be anyone's priority (I don't blame them) until it actually expires. The reaperworms are an interesting mechanics, but man they don't make any sense. They just sit there, while you unload on them. Bottom line, at least make the timer longer for depth 1 so people don't have to face the wrath of the corespawn (and the worms) so early, and maybe give an exact number for the timer. I don't like guessing how much time is left before we have to hustle to the elevator.
My second problem: I don't know about the rest of us, but I always seem to face the Gootorak Gatekeeper at the end. There's two other ones, and I always get that one. It just feels redundant fighting the same boss over and over again. Good boss concept overall imo (probably a bit unforgiving for depth 1, but still, pretty good). I don't know what the chances are, but try to randomize the chance of getting a different Gatekeeper even more if it's possible or even relevant.

noble nacelle
#

Class Thoughts and Suggestions so far:

-# Spotter:
Personal favorite class because you never really realize just how awesome intel is until you don't have it. So much support value with such a simple application.

The scanner is great as is, both the passive and active radar is peak. Can be used in and out of combat to reveal waves or find POI's. My only wish is that POI's were more prominent when scanned this way cus sometimes its hard to see. Maybe by adding a icon on top of the outline to show if you revealed an ammo station or Bio thing.

Resupply, meh. Not the most interesting. I feel like I get handed enough ammo stations to never really need to use this. Its still handy though. I do wish it supplied at least a little armor and pinging the box needs to have a voice line screaming ammo! cus nobody seems to notice it when I put it down for them.

Crit Darts are great, though when no larger enemy is present I find they get wasted. The AOE isnt big enough nor does it last long enough to spot swarms, sometimes you can accidentally stick it to a weaker enemy and its wasted. If the dart provided an AOE around the stuck target or if the ground AOE was bigger, i'd feel more inclined to use it during waves of weaker enemies.

-# Slicer:
Cool to have a dedicated melee fighter but it just feels...lacking.

Dash, I really want to see the distance turned up. Right now its a tiny omnidirectional hop. If I had the option to pick bigger cooldown for a huge leap, i'd take the leap. Its just boring cus its so small.

Shield, I kind of just pop this whenever and dont really notice a difference. I sort of wish it did something on contact because right now there isnt an "oppressor" equivalent in this game that would make the shield more noticeably useful. I dont think it needs a buff, it just needs better enemies to counter.

Slice is good and I like the specific upgrades. I personally wish it was more frequent but I cant really complain

lunar stirrup
#

I want better guns/primary methods of attacking. Really they've just been the baseline sidearms so far with the only standout being that one chain lightning gun. I eventually found the 40MM grenade launcher later on in a run, but so far it just feels like I've been playing Pistol Man (with occasional class abilities) than anything significantly interesting or competent, even.

old zealot
#

We need an achievement for passing out in front of the cleaning drone engi

acoustic belfry
#

I don't really like the shared loot pools for upgrades and weapons. I get that it may be an attempt to foster the same sort of cooperation present in deep rock but
A) I don't feel the level of coordination necessary to utilise the feature to it's fullest is really matched by the communication options available to us
B) it really slows the game down having to gather all the players together around the processor and then wait for everybody to pick their upgrades. It doesn't really match with the fast paced gameplay intentions to have such needlessly slow parts scattered through
C) one of the key aspects of roguelikes is the ability to build your run using the hand you're dealt by picking what best matches your build, but this selection system just doesn't match that. You can have dives be complete slogs because other players funnel you into picking rubbish upgrades.

I feel like just letting us have our own loot pools from upgrades and weapon tables would go a long way (and if that were to happen it would also be great if we could just get the upgrades ourselves without having to have a team meeting at the expenite processor).

The second, adjacent suggestion of mine is to tweak side objectives and things you find in the caves to allow for teams to split up. I thought the timer would incentivise splitting up to gather resources individually, but that's just not that feasible as it feels like everything requires all teammates present before it starts. More wide objectives/points of interest that don't result in the opening of some form of crate that everyone else has to come by and collect from (e.g. some optional minerals maybe) would go a long way in helping the game feel a lot faster.

Great game overall, though. I've been having a lot of fun with it

jolly oar
#

pinging cooper should make the dwarf say a reference to Titanfall, like "hey cooper! do you know how to pilot?!"

sharp glen
#

So, after playing for a bit, here are the main things that feel kinda off and ruin the flow right now:

1 First, the timer. It really needs to go or get a massive rework. It forces this super rushed playstyle that just kills the fun of exploring and that classic DRG decision-making we all love.

2 Also, locking out classes in co-op feels pretty bad. Like, why can't we just meme around and run a squad of 4 Slicers if we want to? Let us have some fun with duplicates

3 But the absolute biggest issue is competing for perks. Having to fight your own teammates for good perks is a total vibe killer and goes completely against the whole co-op spirit of Deep Rock. Please just change it to shared or individual loot, kind of like how Far Far West handled it in their last patch. Right now, it’s easily the most frustrating part of the game.

4 If these mechanics are here to stay, please at least give us official mod support ASAP. That way the community can just tweak things and fix these pain points on our own.

The foundation is honestly amazing and I'm having a blast, it just needs some tuning

R&S everyone, R&S

undone crest
#

as far as I can tell there's no way right now to bind the Q+m1 class skill to a single button and I'd really like to do that

lunar island
#

Hey! Really like the game so far ❤️ Here are my thoughts:

**Timer **- yes, I saw it mentioned numerous times already. But nevertheless:
I think it needs adjustment. Maybe something closer to Risk of Rain. The ultimate deadline in form of Tentacles From Hell is too much pressure.
In my opinion, if there were just gradually more frequent waves of enemies until the point when it's non-stop, that should be enough.
I (think I) understand the time mechanic, I understand what role it plays. This way it would still put pressure on players but give them more ways to tradeoff.
Tentacles = death. But can we survive another wave just to get that artifact or bio booster? That's a meaningful choice.

On top of that it plays nicely to the DNA of the game: exploration. Yes, I know Rogue Core** is not OG DRG**. But we still enjoy exploration. And it IS in the DNA, even if just a little bit.
The ultimate deadline creates sense of urgency AND FOMO. And I think the sense of urgency is creatied well enough with just "regular waves". And we can drop (or soften) the FOMO. And ammo, as another resource to manage, plays nicely into that as well. We will, nevertheless, have to move on. Even without the Core worms.

And more flexibility with the timer would create more diverse options for exploration. What is in that opening wayyy up there?
Which gets me to my another suggestion: More uses for traversal tools. Now they are just there. Very auxiliary.
But can we get into this very deep pit? Is the reward down there worth it? Can we get out? Can we fight there and stay alive?
Those are the choices I wanna face.

fringe wave
#

I see a few people unhappy with the timer, I must say I actually really like the timer.

I'd love to see some "low tier" customisation (beards etc) available early to new players from a shop rather than unlock chain scrip tree - just so you can quickly feel like you've customised a character to something "yours" even if "basic".

I think I'd like to be able to choose face/voice/gender too, although also respect if it's more of a design decision to want there to be these 5 specific "characters". (edit to add: as a side note I'm SO stoked there are women dwarves now!! Yay!)

I think it might be newbie friendly to have tutorial mode / an additional tutorial mode cover a very quick "try out each classes Qclick/QE/QR abilities" - possibly Im unobservant and just missed this

Honestly overall this is fantastic for a game in early access and I can see it having the variation needed for playable longevity like DRG has.

desert cloak
#

Please make Friendly Fire a temp bannable based upon percentage of downs. I was playing with a person that I had not noticed was griefing me, by purposefully shooting me in direct line of fire of shields. And then I saw the person also kill another player directly during the final sequence of the boss fight.

Griefing in DRG, isn't so painful, missions are 15, to (if you're slow) 35, a lot of the time. However we're spending a whole campaign here. It's actually very frustrating.

warm spire
#

I LOVE that the game isn't actually DRG, that's why DRG already exists for people to play.

I can see why a lot of the negatives of the ROGUELITE elements are being pointed out, and this clearly shows that people who went into this expecting DRG2 are not Roguelite gamers. Randomness is part of it, and it's a sincere skill-issue if you can't make-do with what you are given in a ROGUELITE game.

The Timer: Love it ❤️ 🥳 roberthype

  • DRG made me not like the pacing of the game at all, I don't want to spend all that time looking into every nook and cranny. The slow pacing of DRG is what never made me interested in it to begin with, I mostly ran around trying to explore and never really felt like there was anything meaningful going on, only to stand still and wait for my teammates to FINISH EXPLORING;; because people wanted to be so thorough it extended the "playtime" of the match so much it got so dreadfully boring to me. I've never been able to watch that much Youtube on the side during a game that wasn't an MMO during grinding.

  • People have to get used to the fact that this isn't DRG, nor is it DRG2, and you said this multiple times during the testing phase, and in the introduction video that funny Danish man speaks in.

  • If it ever needed extending, at most 5%, 10%, or 15% AT MOST. Sense of urgency is important, but speed and efficiency is key here and it's beautiful.

People really have to get used to the fact that the game they want already exists, and Rogue Core is a separate game entirely. I don't want to play DRG, because the pacing of that game was not for me at all, and I do NOT think it's a bad game, it just wasn't for me who enjoyed Vermintide2/Darktide/KF2 and games that are much faster.

Class Locking: HATE it, DREADFUL decision 👎 👎 👎

  • Let me play what I want, each time I join a new match I always want to quit the first round, I want to be able to feel like I have some agency in this, since the game is already a ROGUELITE where agency is taken away from you due to the nature of the randomness. Picking your class isn't random, but you are locked out of it when joining others.

  • Let me be a bit mean and call you out here, I get it that you don't want to balance the game around 4 of the same classes being present at all times, but it IS your job. You wouldn't have done class-locking if 4 of the same classes were not the reason.

In a PVE game you can finetune the details and how interactions work with each other, but if even Darktide (of all games) can do 4 of the same classes with the same builds and it's not even broken due to ability overlap being a bad thing, then so can you. It's a PVE game, who cares if there is a specific 4 class combination for this one specific instance that could potentially be "unbalanced"? That's your job to figure out how to fix, not lock people out of what they could potentially explore and discover in terms of gameplay. It's a bandaid solution, and utterly lackadaisical in its execution. Are you here to have a fun game, or a game that wants to take away player expression, agency, and interactions; once its discovered? and do you think everyone is going to do it nonstop just because it exists?

Slapping the bandaid on won't ever fix this, and worse yet the solution to it was lazy.

The customization unlocks - Bad 🤷‍♂️ I just have nothing else to say, I've seen the Battlepasses from DRG and all those beautiful cosmetics, and this is... a stark contrast with the ones you can manually unlock. It doesn't exactly feel very hype or rewarding doing a run only to get... a hilt. But the point unlocks are... lame. To put it kindly.
.

bronze hearth
#

Perhaps re-roll a consumed pick during upgrade selection, so choice availability does not shrink for the final player? And make that roll random rarity, so it is not optimal to go epic-epic-epic-epic... 💀

BTW to add on about customisation, that is what I play DRG mainly for - it is by far the best game for player customisation in existence, in my opinion. Just saying... I want my beards and moustaches in RC, but I understand that will probably come later... 🙂

magic topaz
#

For rogue core: 1. The level timer is running too fast, we need activities in the game level that will be aimed at slowing it down.
2. Sometimes map generation is too linear, and exploration opportunities are needed.
3. We need shorter maps with faster sessions that will last 1-2 stages, but they should have larger locations (this is in addition to the current ones, otherwise sessions can last 30-50 minutes, which is not acceptable for everyone).
4. More opportunities for mining and resource extraction (for me as an experienced DRG player this is important).
5. Difficulty adjustments (for example: reducing the speed of some enemy types on low difficulties)
6. More cosmetics (yes, I know, you'll probably do this without my advice)
Sorry for my bad English

halcyon frigate
#

The only thing i want to see as soon as possible is that when picking your Upgrades, Weapons etc. That EACH dwarf gets a personal choice (or the skip function, which i love).

This would up the enjoyment for every single dwarf, especially if you want only one exact upgrade and it gets picked by someone else, so now you are stuck with something that leaves you as a fifth wheel which gets left in the mud all the time because you cant pull your weight, which isnt fun for anyone.

Also, huddling the entire tema around the drone to get an upgrade is tedious, please let the drone hold on to each upgrade and whenever the player is near the drone he can choose to take an upgrade withour putting the game on hold. This doesnt slow down the entire game because one or two people didnt notice that the drone has a level up ready, make it so everyone can decide for themselves that: Now is a good time to take my upgrades.

So TLDR: Please make the Picking of Upgrades faster and more enjoyable by making each dwarf pick from a Personal choice of cards/weapons/upgrades/grenades and so on.

quartz void
#

Hi Dev Team, I’m a DRG player with a few hundred hours. As a huge fan of the franchise and an avid roguelike player, I have some constructive feedback on the current playtest:

  1. The Soft-Timer / Punishment System
    Experimenting with time limits is fine, but the current invisible timer breeds toxicity. Since recovery is limited, one rookie mistake ruins a run, making people reluctant to play with strangers.
    Right now, it feels like: "Oh, you want this shiny side objective? Sure, but enjoy getting chewed by a massive worm later." It kills the satisfying, greedy "high risk, high reward" thrill of the first game.

Suggestion: Instead of a sudden full-health penalty, use the original DRG’s method: timed swarms that naturally drain resources. It gives players a better sense of agency over their time.

  1. Supply Drop Placement
    Supplies often drop too far from the final objective, forcing players to take them immediately regardless of health/ammo, simply because backtracking is impractical. This leads to wasted resources and turns a strategic decision into an annoying "use it or lose it" chore.

  2. Resource Competition vs. Build Variety
    Competing for upgrades is an interesting concept, but it only works in other roguelikes because they offer a vast pool of alternative personal choices to fall back on. Currently, personal upgrades in Rogue Core are too scarce, making resource competition feel stressful rather than fun.

  3. Lack of Explosive Synergies (The "Roguelike Magic")
    Too many upgrades feel mediocre or offer generic stat increments (e.g., +4% Crit). Roguelikes are addictive because of the "chemical reaction" between items. I want to see game-changing perks that instantly shift my playstyle, not just boring numerical stacks.

Thanks for listening to the community. Rock and Stone!

indigo drum
#

Okay guess I'll chime in, also a DRG player with over 500 hours, playing strictly hazard 5/5+. Fully aware it's a different genre. Here is a list of my complaints followed by the things I like:

  1. What the hell happened to cryo grenades? They are hardly useable, it's so hard to not get frozen by them.

  2. Waiting for players to group together for an upgrade doesn't feel good. I liked playing fast in DRG and in Rogue Core you are appareantly supposed to play even faster, yet we have to waste time on trying to group up. And if I were to leave the people waiting because one guy takes a long time to arrive, I will appear like an asshole. This also extends to the tasks in the mission. IF I want to start a task, I need other people onboard but they might go somewhere else. In-fact they are incentivized to, because you have a timer and you need to finish everything or get to the elevator. In DRG a good enough player could handle anything that game throws at them even if the rest of the team is down or doing something else and there wasn't a timer so even if the player isn't that good, they wouldn't lose just because they wasted time. In RG, I am not sure anyone could ever handle anything by themselves and they can't wait either.

  3. Mission length, I never have an option to play a mission that is less than 40 minutes. It just makes it feel a little tasking/tiring. Sometimes a player just wants to play a nice little short mission.

  4. It kind of feels like the game would run out of content extremely quickly. Like I've played several missions and I don't feel like jumping into another game will have so much more to explore or discover. Though perhaps it's too early for me to tell.

  5. The enemies are not fun to fight. They are quicker than you so you can't dodge. Some take a lot of damage without a clear weak point. Some you have to hit their weak point with a precision gun while they mov elike crazy and you too have to move like crazy.

Message is too long... 1/2

granite tree
#

Rogue Core feels like a game of extreme where you can only find enjoyment in playing solo or with friends in com but not in between.

-Being forced to play a class that isnt already used makes it really hard to find a game where you can play the class you want unless you use one of the least popular class. I can always start my own game and have people join me sure, but it still doesnt fix the issue, it just moves my issue onto someone else. Unlike DRG where there's only 4 class, we have 5 here so we technically have a choice but still, unless you're the second player, your choice starts getting really limited after the second one. Just do it like in DRG, allow player to toggle ON/OFF an option to play with 2 of the same class.

-Negociation system in its current iteration doesn't feel good in random play. It works flawlessly if you're playing with friends or solo but with random it is horrible and very easy to grief a run. Instead of a system where you share a common loot between members, it feels more like the first to pick gets whatever he wants even if it objectively doesnt benefit him as much as another one and the last one to pick is basically left with leftovers nobody wants. IMO, each player should have their own randomised loot but they also get to chose one or 2 things they want to discard so other players can get them. That ways it allows all players to have something they can be happy with without removing the sharing aspect for random. For COOP in voice com it allows them to synergise even better with their friends.

Classes have pretty interesting passives and actives, there's some solid foundation but unfortunately in its current state it is hard to recommend playing this game if you dont already have a premade group or if you dont play solo.

full minnow
#

Hey!
I'd like to discuss the in-game timer.

It's an interesting mechanic, but what about making this craziness temporary rather than permanent? Unfortunately, players are forced to run as fast as possible, thinking only about time and time again. For example, the timer turns red, and the crazy swarm lasts for three minutes. Or maybe this swarm is a hallucination for the two players, which only they can see and attack? No one knows how the planet's atmosphere affects the dwarves.

But I'm not saying we should abandon what we have now. It would be great to see the mechanic as it is, as a HARDENING of the level (like reduced oxygen and low gravity in DRG, as a map modifier or smth).

soft drift
#

Probably an extremely popular complaint but needs to be a top priority: Having to wait for teammates to group up for upgrades 10+ times a game is a giant buzzkill and a huge waste of time when the missions are already too long. It has to be reworked some way. Maybe one person triggers the upgrade and it goes to a team vote, then a pop-up appears for it. Fun start, can't wait to see how this game looks at full release

strange badger
#

can we pls have an option (after completing the tutorial initially with the falconeer) to redo the tutorial with any of the other classes? i think it would be a good way to get familiar with the other class abilities

coarse blaze
#

just as a counterbalance i want to point out that some people are ok with

strict timer, insta kill worms, having to group up for upgrades, overall difficulty, being limited in traversal and combat scenarios on rng basis, etc {there may well be many more people disappointed if you remove these things than those who are disappointed they are there}

i can point out problems with any of them and any alternative way people suggest to go about things, but overall i'm really enjoying the game, yes tweak things here and there, but don't give up on your vision for the experience, i'm much more interested in all the things that can be added <the sooner the better> than hating too hard on anything that's there yet.

i would not be against there being a separate game mode for people who want to take their time but i think it should have its own separate progression probably, and as for grouping up i share peoples concerns where playing playing with randoms is involved, i don't want to abandon grouping up but maybe you could make it so that it no longer pauses timer when you selct upgrades from bot but that people can claim their's individually at their own pace so that 1 person that is not communicating does not hold everyone up while so much danger is happeningthat if they try and concentrate on getting his attention, when hes not even listening or caring, will cause them to die {or it could still pause time when someone grabs at it alone and then everyone selects their upgrade like normal simultaneously but they do not receive their upgrade until they stand at the drone, this way nobody gets held up unless the guy is actually afk because hes going to make his selection or it will be made for him, you could also make it so that if he does not decide then priority goes to next person rather than randomly selcting for him if thats how it works, then once everyone selects, those who didnt get random}

formal jetty
#

Make the worm killable.

Remove shared upgrades! give everyone 3 choices each.

We need better synergies with weapons/upgrades.

Let one person activate the upgrade but then do it for the whole team, waiting for everyone to group 10+ times for everything is awful.

Give us a reroll option.

Add more enemy types & weapons.

Add more interesting upgrades to take into games like taming a bug to fight for you from the original deep rock.

misty ravine
#

Rework the timer. Whose idea was to force people to rush the game when the main focus should be fighting and exploration... Exploring, getting rewards, fighting, it all costs time so better just skip it. Here are few examples on what it could have been instead.

  1. Heat mechanic - Player actions generate heat. Shooting, running, doing objectives, hacking, mining all generates heat. Resting slowly lowers it.

  2. Danger zones - Every few minutes different parts of the map will be cause of higher difficulty so players are forced to relocate.

  3. Higher difficulty - Instead of immortal worms, lower visibility, spawn more enemies or make them mutate and attack in waves, map changes (like cracks in original DRG)

Also, once a player gets their pick in upgrades, let them roam dont force us to stare at a screen waiting for that one dude read all the words on all the upgrades they saw numerous times before...

covert vortex
#

Regarding the timer mechanic.

Add timer presets that the host can pick, since not everyone likes how the timer is at the moment.

Timer Presets:

  • Short (25% faster)
  • Normal (what we have now)
  • Long (50% longer)
  • Very Long (100% longer)
carmine kayak
#

Not sure if it's already been said, but considering all the different weapons and upgrades in the game, i'd be nice to have some sort of armory on the space rig, ideally with a shooting range where one could test the different weapons/builds

PD: I think the classes need some balancing as well, I know this isn't a PVP game so balance isn't that important, but I feel like some classes are objectively better than others (retcon for example is way stronger than the other 4 classes, while spotter feels rather weak compared to the rest)

maiden lake
#

I've gone through two runs and I'm looking forward to doing more. I think my biggest problem is the shared loot system. In my experience this never works: people will scramble for the best option and there will be hurt feelings when someone doesn't get the updgrade or weapon of their choice. I could absolutely see a situation where someone drops or throws b/c they didn't get the option they wanted. Particularly since matches are so long. As things stand, the system feels anti-fun and I'd much rather everyone gets offered their own set of upgrades/weapons.

tepid ledge
#

The Hammerhead side objective in the missions takes a long time. Maybe a slight decrease to make it a little more forgiving or make it more rewarding for the time investment.

dense quartz
#

Hi. We are a couple of women and played DRG so far and now switched to Rogue. We are really happy, that you kept some voices and stuff from the DRG game. Makes the game feel bit familiar and also cozy. I know - that sounds maybe a bit "typical woman", but please give our opinion also a bit space in here. hehe. We miss single mission. Every mission feels like a long everlasting deep dive. Could it be possible to make it more like in DRG, so you can make single mission OR at least, you can stop at some point and get back to it. It is not always, that we feel for a long game. The next: Decoration. I hope you can make it a bit more cozy like DRG bar. We miss more small decorations and the sound of the bartender. Some lightbulps or so could make a difference already. Also the name of the "deposit device" - give stuff funny names...to listen to the dwarfs on their missions, the funny talk and the names - that makes for "us" DRG special. Otherwise its just a straight shooter. Keep the funny way up please. Dont go to flat and serious. We look forward to your designs and ideas.

slim niche
#

Some weapons ammo pools need to be looked at. It feels awful to be stuck with a weapon with a low ammo pool that even the "get a percentage of ammo back on kill" perk does nothing. Generally not had a problem with ammo economy until playing with the devastator. Yeah it's strong but it's not so strong that it's worth being out of ammo frequently. I feel like these weapons are balanced around DRG and not RC where the objective is to kill core spawn.

rare creek
#

Suggestion: More flexible keybinds for abilities and weapon switching

I would like to suggest a few keybind improvements for Deep Rock Galactic: Rogue Core that could make the gameplay feel more fluid, reactive, and comfortable.

First, I think it would be very useful to have separate keybind options for Ability 1 and Ability 2.

Currently, abilities seem to be activated through a combined input, for example holding Q and then pressing left or right click. This works, but it feels less fluid for abilities that are meant to be used very often.

A good example is the Spotter’s dart ability. Since it basically has no cooldown, I would really like to bind it directly to one of my mouse thumb buttons. Right now, I cannot do that in the settings. The reason is that the current input puts too much work on the left hand. In combat, the left hand is already busy with movement, running, jumping, dodging, and trying to survive. Having to hold a button and press another input at the same time makes the ability feel less natural to use. I would prefer to put this kind of frequent ability on my right hand instead, using a mouse thumb button.

Having direct keybinds for Ability 1 and Ability 2 would make the gameplay feel more responsive and would let players customize their controls better, especially in fast combat situations.

iron lion
#

Should have synergies or combos and interactions be clear, whether it be via color or keywords and they should build into a set that grants an 'overbuff' so that it incentivizes players to build into specific perks and removes some of the greediness. Also, I think it'd be neat if players had one guaranteed client side "high roll" for each run that is specific to their class or set, like a capstone perk that "completes" the set and magnifies it, so that it encourages players to work together even more for creating powerful end game builds

opaque bridge
#

First of all I’m just a lil disapointed, I’m not mad or even pessimistic

I’m a HUGE fan of DRG since the last days of the beta, it’s litterally the game I played the most, around 800 hours, sorry it sounds like an appeal to authority, but it’s just to tell how much I love this game and the people who are working on it. I played for 6 hours of Rogue Core, and I think the game has a really strong bases. I’m really genuine about this, but, as many other players, I think the shared perk system is bad as it is right now. It just break the rhythm wayyyy too much and it’s… kind of a pain to get through. And that’s actually kind of about it for me ! I get the others criticism about the timer and the perks in themself, but for me the shared perk thing is the main big issue right that could, and I’m really sorry to sounds harsh because I don’t want to be rude toward you guys, just kill the game right now. But the good thing about this is that I believe the solution is kind of already there, I’m no expert and I don’t want to explain your own job to you guys, but doing the same thing for the perks as the workbenches or the bio boosters and the issue would be already fixed for me, just giving us a few options all at the same time without pausing the game or just a few and my heart goes back to you guys.

Anyways, I really didn’t want to leave a bad review on steam because for a game that has been released yesterday on early access, I feel I would have been unfair. I love you guys

grizzled sun
#

unique voice lines for each dwarf

mystic mountain
#

more clarity on what to do for mission objectives for beginners

muted ferry
#

Make OMEGA mad and he throws/flails you around with a robot tentacle -> fade to black -> wake up in medbay with a voice line

bleak dune
#

Loving the game a few suggestions I think could be cool

  1. A jetpack class

  2. A robot dwarf class (could have a pet robot dog or cyborg lootbug tank pet )

  3. A beer class where your dwarfs ability is a vacuum that sucks in enemies and spews out beer with random buffs relating to the enemies.

  4. A stalker hobo dwarf that has lived in the caves for years and is a super rare encounter where you might see them in a mission watching you. (Like watcher in peak or gman hl2)

  5. A card table on the ship where dwarves can play games.

  6. An arcade machine with hungry dwarf or mortal dwarf deathmatch arena combat

  7. Make the portable bathrooms open and flush in missions (could give small loot or nasty acid sludge sprays out)

  8. Dwarf finger filly on ship. Reference to aliens

  9. Steve returns plz

  10. Rambo dwarf class that's power is camouflage and turns into a rock and passive is screaming when they shoot a heavy weapon

  11. Make the slashers blade replace the pickaxe when fighting so it looks cooler and the blade feels more important to the class.

muted wolf
#

Please. Shorter missions. Being forced to do a deep dive length mission just to play is not fun. I don't know, I guess for shorter missions rather than boss clears, you just do the side missions that you do leading up to the boss, or get placed directly at the boss stage but with increased drops/loot, etc to speed up the scaling speed. I just really can't commit to playing 40-50 minute games at the drop of a hat. It makes it feel more like a chore I have to get through than a game I can pick up or drop at my convenience

neat trench
#

Option 1 – Redesign from scratch

· Use a larger map and longer playtime. The boss worm's difficulty gradually increases over time.
· Plant a bomb that must be defused within a time limit; failure results in an instant loss.
· Each boss fight tightens the timer further and reduces (or removes) supplies.
· This could also work as a mini-game.
· The first player to draw remains unchanged. The second player can choose to replace one card and redraw, with turns proceeding in order.
· Change the number of card stacks from 6 to 8.
· Benefit: after everyone redraws, players will generally discard the least favorable cards.

Option 2 – Switch to a traditional roguelite system

· Adopt a "kill → gain experience → level up → draw cards" loop.
· This format would also make it easier for modders to add more enemies and affixes.

charred creek
#

honestly having a great time so far I only wish we could make the ability buttons a single keybind instead of 2 keys pressed at the same time

weak crow
#

I am only up to security gamma so I don't know if this will eventually be in the mission roster or not but the ability to have a run that can either be ended after beating a boss or allowing you to go even further for essentially another run even deeper would be cool. For example, in The Binding of Issac you beat mom for the first time and the game ends, but eventually beating Mom is just a stepping stone in a much longer run that builds in depth, intricacy, and challenge. I find the option to "keep going" very rewarding and engaging in rouge-likes.

Also, please add bench press to the gym. We have these hulking beasts of dwarves but can't bench? I would love to ultimately see the gym mechanics really fleshed out, with stat progession, tracking, weight classes (Lift "a" weight for a total of 5k lbs, 10k lbs, or whatever amount and then get to add a plate to your barbell as a event or prompt and then move to weight "b"). There are so many ways to really make the gym part feel alive and still be engaging and working towards that "meta progession" feeling that makes such a difference in rouge-likes. I'm really enjoying this game so far and am excited to see where it goes!

Please add bench press!

clear wigeon
#

Did some stream of consciousness speaking into Claude after playing a bit yesterday. Claude summarized my thoughts below:

Rogue Core — Early Access Feedback 🪨

Enjoying the foundation, but wanted to consolidate some recurring concerns:

The pooled weapon system feels rough, especially when late-joining a lobby. If you're last to pick, you're locked into ~2 options for the whole run. Consider making weapon selection individual (like upgrades already are), or adding a re-roll/swap mechanic.

🧬 Gender-locked classes & customization
Classes are currently locked to a fixed gender (Retcon and Falconer female, the other three male) with no face or voice customization. Two issues with this:

  • With 5 classes but the male-only ones in higher demand, players late-joining a lobby often get forced into a class they didn't want — it's a coin flip based on join order rather than choice.
  • DRG built a lot of goodwill on deep cosmetic customization. Letting players pick appearance/voice per class (gender included) would solve the lobby friction and fit the series' identity. Right now the locking feels like a step back from the base game.

⏱️ Mission timer
The timer feels overly aggressive in its current state. Either a small extension, or reworking it into an escalating-difficulty system (Risk of Rain style) instead of a hard cutoff.

📈 Upgrade & progression depth
Most upgrades are flat 5–10% stat bumps, or element synergies that never trigger because that element didn't drop. Runs would feel more dynamic with build-defining choices rather than incremental ones. Meta progression also doesn't currently touch base kits.

❄️ Base kit cooldowns
Several base abilities feel too long to be satisfying (e.g. very long cooldowns on core class abilities). Tightening these would make moment-to-moment gameplay more engaging.

Overall it's a fun base — but needs more depth and some friction smoothed out. Thanks for reading 🍻

lavish sable
#

I don’t think rogue core has been out long enough for me to have too specific suggestions, but here are my first thoughts:

  • Despite what I saw in a couple reviews, I quite like the timer mechanic. In classic DRG the limiting factor was predominantly resources/ammo, but I think that using something like that in rogue core would make already long runs be stretched even further. I like the risk vs reward aspect of needing to choose between upgrades and safety.
  • The sharing upgrade choices with teammates does feel slightly adversarial, even while playing with friends, but I think the issue is not because having the shared pool is bad (RoR2 and Slay the Spire 2 has shared pools and I don’t think feel bad). Instead I think the issue is the upgrades are very generic, and as such makes players have similar needs. I think some more “out there” upgrades that someone can make a build around would help ease off the pressure. Upgrades that need other upgrades to really get going or synergize better with one another instead of just generically good. I get the reason to have generic upgrades (as every one needs to work with any player), but when everything is mostly good on everyone you’ll have more competition.
silk verge
#

-Initial Feedback-

  • Too many multi-button controls
    • The game is trying to be fast paced and frantic. Having too many actions require multiple button presses, like pinging, using class abilitity, and power meleeing might be immersive in some cases but feels clunky and slow, and in the case of the power melee, unexplained and unintuitive. It ultimately feels like a controller first design and as a m+kb player with ample buttons on my mouse, id like to be able to have all single button or contextual single button controls (like a long press or even dedicated button for power melee)
  • Ammo Economy
    • I know yall addressed this but at least in solo, ive failed every mission due to ammo. And I'm playing the ammo character. So hopefully this feels better someday.
  • Shared Upgrades
    • I like a shared upgrade pool. I mostly play with friends in VC so we can discuss optimal drafts. I hope this doesn't go away. Maybe try removing the physical grouping restriction before ousting the whole thing. Though, I also really do like rerolls and banishes.
  • Timer
    • I like it. I think there's room to iterate on exactly how it works if yall want but I think the game would be boring without a sense of impending doom. It adds weight and value to being good at navigating the mines.
upper forum
#

Suggestion: completely rework recoil. Weapons feel like the Reclaimers haven't lifted a dumbbell in their lives with all this smooth and floaty recoil. The recoil kick should be INSTANT, with quick recovery. I said it during alpha, I'm saying it again.

snow canyon
#

When voting on which upgrades YOU would want if its not your turn yet (if this system will stay as it currently is), add small class icons next to the names of the players, so you can see which class favours which upgrade, Small tweak, but could be helpful

past zinc
#

A suggestions to smooth out the gameplay without removing the negotiation mechanics in Rogue Core:

Add a dedicated button for initiating the negotiation phase, so players do not need to be in physical proximity to select upgrades. Instead, whenever a player presses the designated button while an upgrade is available, it gives everyone in the lobby a timed notification that prompts them to do the same. If all players consent, the negotiation phase begins.

If proximity is necessary for some other gameplay reason, upgrades could be applied the next time players approach the REPD rather than immediately after negotiation. Alternatively, presence could still be required, but the radius of the REPD could be greatly expanded, so players can negotiate from a much greater distance, but still need to be physically present.

This would have the added benefit of not preventing downed players from participating in negotiations.

untold olive
#

All the perks in the missions are completely random! This greatly degrades the build construction and turns the game into a casino. I have a few ideas on how to fix this. First, you can add the ability to reroll perks for a certain price so that you don't have to take useless garbage. Secondly, why not add the opportunity to improve existing perks to strengthen the existing build. You can add side activities to missions that will improve one of the perks. And the last idea is to give the opportunity to customize your perk pool yourself.(sorry for my English, I'm not very good at it)

past estuary
#

Suggestion: More interesting/out there/build defining perk options.
Perks currently are just generic % stat increases and its feels incredibly bland. I think adding perks that have more impact on gameplay and build variety would be a good inclusion.

Suggestion: Individual loot pools between players.
As it currently is, there is too much conflict amongst players over who gets what. This is especially evident with how little variety there is with perks, everyone just immediately rushes to take the best stat increase. Being chosen to pick last often means you're left with 2 mediocre/completely useless perks that don't fit your class/build.

Suggestion: Switch the timer to a system similar to Risk of rain.
The timer currently feels very unforgiving, it severely limits the amount of time you can spend on exploration/side objectives. Running out of time usually just means death. I think a system where the game rapidly begins to increase in difficulty until you run out of recourses and get overwhelmed (Like Risk of rain) would be a better fit.

Suggestion: Have upgrades be stored on the drone instead of everyone having to group up for every upgrade.
The current gameplay loop seems to be very fast paced and intense with the timer forcing you to rush towards the end as soon as possible, having to group up for every upgrade feels counter-intuitive to this. This is especially painful when you are playing with randoms, there is often one or two players who are either oblivious or refuse to group together to pick an upgrade, causing you to lose significant amounts of time. I think having a pop up window for everyone to choose their upgrades once an upgrade is available, but having that upgrade be stored on the drone until it is collected, would help maintain the pace of the game.

hot hare
#

Reminder that this is a channel for SUGGESTIONS. If you want to leave feedback, do it in #rogue-core-chat .

sweet folio
#

AMMO ISSUES
instead getting more ammo (which a little would be nice) I propose a solution:
OF SMALL tiny teeny GUNS

  • Infinite ammo / low energy, small charge
  • 2+ types of small guns
  • Low damage
  • Good for getting straglers
  • Heavily customizable in loby, not reliable on augments
  • Gun parts that change how the gun behaves to your liking

Edit: Ideas
Small range zap gun that deals a trickle of damage while holding a fire button
Roguelite unlocks for this gun:
- More charge, - More range, - One zap, - Now stuns
Literal pebbel shooter, almost no damage and range but you can fire constantly

spark rose
#

Ammo economy:
Lower Difficulties resupply 100% ammo, scale % based on difficulty

Shared upgrades
Let all players make choices at the same time; resolve conflicts via random.

livid gust
#

An idea on the timer:

I think a timer is fundamental to a rogue like similar to risk of rain, most people's pain points seem to be that once your time is up it instantly is over with the ad rush happening. So, what if instead of an add rush, the difficulty of that stage just increased?

Hazard level adjusted by timer:

What if, when the timer hit zero, instead of resetting, it temporarily increased the difficulty of that stage by 1 (ex: depth 1-> depth 2) this would make it so you have a choice: do you go for the extra loot and make your extraction more difficult, or do you play it safe and leave that one event alone?

If this is not enough of a difficulty spike, this could be combined with making the timer shorter along with making it so that it can trigger multiple times a layer (so it starts at depth 1, goes to depth 2, I take so long it hits depth 3 before I extract)

You also have the option of carrying over timer progress between layers like ror2, but I don't think that's necessary

languid grotto
#

Add a small bin in OMEGA's bar that allows Reclaimers to properly dispose of empty flagons
We're professionals, after all, we should keep our workspace clean

magic tiger
#

SHARED UPGRADES

Can we have 5 choice when upgrading, even if we are last on the queue ? Meaning that each upgrade picked would be replaced by another one.

(I'm certainly not the first to suggest this)

hot hare
#

@winged solar I forwarded your suggestion here, it was in the wrong channel.

dark lily
#

Tutorial tweek to include a section to explain Cooper and how upgrades work with him involved. It took me too long to actually understand why I couldn't pick 1 of the 3 choices.

lunar island
#

Two quick additions:
I would like the single enemy type to have the same stats regardless of difficulty level. Scale with numbers of enemies, not their changing stats.
I need to know what I can kill with a single hit from my pickaxe. And I have no problems with "elite" and "badass" versions of the same enemy unit, if it is highlighted with some glow, outline or bar.
But that would mean I, as a player, would treat them as a different unit, expecting more health // armor // damage. Even if their move set remains the same.
Regular CoreSpawn should be, in my opinion, the same regardless of when or where I meet it. (with the obvious exceptions of risks vectors acting as flat de/buff to all enemy units)
This is a personal preference.

UI // settings recommendations:

  • Ability to toggle outlines for teammates in the menu, even when not using the laser pointer. With friendly fire on, this is a must have. And it significantly helps with orientations and boosts the ability to stay together as a team.
  • Class specific key bidings. I 100% think that it's already on some backlog somewhere and it's not in the game just because it's EA. But sill, we need these. Classes are great and their abilities are unique! But I need the same uniqueness in my ability to control them.
  • OMEGA voice glitching needs to be reduced. Or make it an option in settings to turn it off. It gets really annoying really fast.

Thank you!
Rock'n'Stone

arctic igloo
#

I really think adding a reloading in you inventory perk would be life saving one of the best problems i noticed was weapon switching felt a lot worse in this game vs deep rock I feel like having the inventory reload would fix this problem quite well! P.S. I LOVE THIS DAM GAME ghost ship games really locked in for this one

grave fog
#

nerf the health upgrade: either make it random or just nerf it to abysmal levels, i can stack it and become a literal bullet sponge

quick plaza
#

Proposed timer change

The timer is ultimately important to the game, with RoR for example, its the lifeblood. It seems many people have the issue that its too much of a hard wall.

I think we can improve this by having many smaller walls. I'm going to take my feedback from Lobotomy Corporation with its Meltdowns.

Have the timer be a counter of sorts. Whenever it reaches a specific threshold, it gives you a wave similar to what happens when you reach the end of the timer, a much smaller one, but one nonetheless. And every time that timer reaches that threshold, it increases the difficulty of the next wave until it reaches its max difficulty and keeps throwing them at you.

slender sable
#

ive been seeing a lot of negativity about the timer and ive been feeling similar. I dont hate the timer per se but it is absolutely unbalanced. Perhaps the dev team could take a page out of the God of War Niflheim book with timer mechanics. In the Nifleheim realm, looting chests and completing areas is rewarded with not only upgrades but also a time bonus. It would be nice if completing objectives was insentivised rather than punished so maybe a small time increment could be given upon completing a side event?

queen barn
#

You should make revive speed affect the falcon for her remote revive ability. Just for fun. Also you should add more things that can be pinged for communication, like the elevator. Also being able to press x to call people to get to the elevator

mystic mantle
#

i think that more customization before mission would be good, perhaps skill trees for each class, that let you pick out unique upgrades to change how abilities work? like, adding more charges, or altering the way an ability behaves
alongside that, possibly a gun we can customize to bring in, like the foundry weapon from gunfire reborn, it wouldn't be very good but it'd be one you're guaranteed to have, maybe even with infinite ammo
i imagine you'd be able to customize it like the pickaxe, and possibly change its behavior with certain upgrades, like making it burst or automatic

still swift
#

in the cockpit, you can press buttons, but i think that sometimes they should make things happen line how you can recalibrate the gravity in the space rig

jade socket
#

It would be extremely helpful to be able to see more information on the Negotiations screen. Things like ability descriptions, cooldowns, squad health and armor, builds, would all be good info to help in making those decisions

trail crest
#

Removing the "Ready" button in between levels, seems kind of redundant since there's nothing you can do on that screen

sullen skiff
#

Show who took the ammo from a crate. I don't know who to kick if someoen is repeatedly double dipping.

sleek orbit
#

I would like the ability to shuffle around your weapons when inbetween levels, or even just while in a level
My brain is weird in deciding which gun is a 1 weapon and which is a 2 weapon.
so letting me switch around which gun is in which slot would be nice
example:
I have a bolt-tec in slot 1 and a lead storm in slot 2, I would like to swap the positions of the bolt and the minigun so the bolt is on 2 and the minigun is on 1.

latent rapids
#

you can set up supply crates with 100% ammo at key locations, why not?

give each class a unique passive, for example, retcon will have the ability to stand up once per mission, and you can add a third skill

a spotter, for example, will passively give the team 25% of their ammo once every X amount of time / number of kills instead of a useless single bag of ammo

lyric flare
#

add lunar items

tribal pier
#

I'm absolutely loving the game already. But could we get some kind of way of making our flying mule stay abit longer put? Like maybe a modifier depending on how long you hold down C?

dim monolith
#

Side Objective suggestions

  • Certain events, especially stationary hold position to progress ones, would be more tolerable even benefit the players, if there could be a few ( 1-4 ) broken turrets and/ or energy barrier pylons that could be repaired for extra protection against the ruthless and agile corespawn and friends, we NEED overall stay mobile or get slaughtered, even with perks benefitting standstill . This would also make it possible for Solo players ( especially those madlads and lasses not using Cooper ) to have a chance at all to complete them.
    • Say for turrets, think of the DRG Point Extraction platform ones. You repair them and they get a set amount of ammo depending on Depth, Players etc. They start with full but you can find a few scattered ammo boxes to refill em. Their damage could be scalable even, either depending on amount of players OR difficulty. And no. Turrets and barrier pylons cant be destroyed, BUT the barrier can get overloaded and the turrets run out of ammo eventually ( 500 bullets ? )
      -- A second thought.... this could even be seeds of thought for even a new Side Mission or Main mission type of activity. Though all of the above are mainly suggestion to make SOME Side Missions doable within the timeframe and most important more fun!
fast trout
#

Give the timer stages that increase the difficulty the longer you stay on a floor. Kind of like how Ror2 handles it's timer.

gray flume
#

Frenzy should have a counter on the right with current bonus damage and dmg reduction loss

cedar umbra
#

I would love different lengths of missions. As it is the missions can be quite long, which is fun but sometimes i wanna have a quick game. Having some runs go only 2 or 3 levels deep instead of always being 4 would give more variety to the missions

hasty canopy
#

A proximity voice chat for immersion "with cathedral effect (no lol, I abuse)." - I want to hear my colleagues scream at the other end of the level.

untold swallow
#

Suggestion, don't limit the options depending on player count.
The game is already harder with fewer dwarves, don't limit their options ontop. It's a buzzkill for many reasons. I can vaguely without thinking too deeply about it understand the thought process for it but in practice it isn't fun to know that your options to make a synergetic build are vastly slimmer solo (or duo even)

sweet pewter
#

(reposting so it's in the right place)
I think what could be a good improvement on the timer could be changing it from "You don't have time for everything" to "you BARELY have time for everything so, you have to be efficient"
(also I do agree that the new rock and stones don't rock and stone enough)

terse minnow
#

Suggestion: would really good to have a melee based primary or secondary weapon, that uses fuel like the drills for an example, but i mean something efficient and reliable like the miniguns.

something like, a power fist/hammer
or in case you play in that one wooden biome, a giant industrial chainsaw

Another Suggestion: (a quick one)
i know the pickaxe already has a few perks that upgrade, but a perk to accelerate the swing speed while attacking would be very interesting for melee based builds
and also one that increases the initialization of the pickaxe swing (cuz it has a little delay before start attacking an enemy)

hasty berry
#

Concerning the latest patch - you patched the wrong things. Depth 1 and 2 were a little more difficult but not the priority. The timers in all depths are too short.

My suggestion is to reduce timer progress or halt progress for (x) amount of time when you complete a main event (not toolboxes and bios, the ones like the pump or the mining minigame). This would keep the timer as a punishment for people who are lost or not actively progressing. As of right now, it seems like the timers encourage you to skip content in order to finish in time- that's incredibly lame.

broken agate
#

Suggestion: Given the mix between ammo complaints and the people who still want resource management to feel impactful and important I think a potential rebalance could be to give (along with the naturally spawning ammo boxes) each player a once per floor resupply that is mobile and follows them through the mission, attach it to a mini mule, or the drone, or just put it on a button. Or maybe once per mission but can be restocked with ammo from existing ammo things (storing the resupply for later instead of using it immediately) there could be many other ways to impliment this of course but I think it would be to player benefit to be allowed an "emergency restock" to use at their own discretion in case of a "ran out of ammo and no ammo nearby" situation

addendum: I realize spotter already kind of does this but there's not always a spotter

cinder yew
#

Just some QoL stuff that might be nice to add for new players:

  • A voiceline from Omega in the tutorial like "The company requires I remind you that 'rocking in stone' is commonly used to celebrate success and companionship, and is proven to greatly increase employee morale."
  • Something that tells you how to use Cooper. There might already be something, but I didn't notice it...
  • Some of the weapon and ability upgrades are a bit vague still
  • I don't think there's anything that tells you about your class abilities, aside from the one little pop-up that you see sometimes, so maybe add something more clear
dawn tangle
#

The elevator should be pingable, also from its inside.

"Get on the elevator!" Something like that.

vivid turtle
#

noticing from first few games ive played, unless you paying very close attention to the call outs it can be hard to get everyone grouped together. maybe adding a visual ping on the HUD to notify players of upgrade stations that require everyone in attendance. i think someone mentioned a chat message like farfarwest. just something to assist the audio queue that gets drowned in a firefight

sinful meadow
pseudo heron
#

If you're going to change the timers, consider whether adding sliders for the host to adjust the length - perhaps lengths vary depending on depth - would work for your conception of this game. Valheim introduced difficulty sliders for many aspects of the game - something like this. The current timer is fine for most players, so please don't forcibly dumb it down for everyone.

candid nest
#

Suggestion : removing EOS, or giving the ability to use Steamworks instead.

symptom : unable to use multiplayer at all (no lobbies, no invites)

Motivation : do I need to choose between privacy (blocking EOS) and the ability to play in a group ? (EOS does collect and send data unrelated to matchmaking, making it a spyware)

If you claim to not use EOS, then why does EOSSDK-Win64-Shipping.dll still exist in the files ? Unused files should be deleted.

pastel flicker
#

Couple of my suggestions to add to this list:
-Upgrade screen appear where ever we are when someone deposits minerals
-One of my ideas to help fix this would be a reroll system, 1st pick goes, then 2nd pick gets one reroll on the remaining talents/ guns, 3rd person gets two rerolls, and 4th gets three rerolls. That way even last pick gets agency in their build instead of the leftover scraps. That way, good groups with communication can "Negotiate" properly by letting even the last guy gain something out of it. Could even be last pick rerolls get higher chance of rare augments or something.

-Something I'm curious about would be letting traversal tools be a part of the loadout before you jump into the mission. One of the best parts of DRG is how each dwarf has their own identity in how they get around and I think this could help the same way here. And that way we have multiple ways to traverse the map. Perhaps make them part of the abilities of the class, guardian could mine like the driller since hes CQC based and falconer could shoot the drone out as a grapple point or something

-So far, the objective is only get the elevator and fight the final wave. Totally fine as an onboarding experience, but desperately needs variety otherwise. One floor can be that, the next, we have to repair the power lines to the elevator, and perhaps the next one, the elevator needs a missing keycard we have to pick up from the miners quarters. Perhaps we have to escort a battery drone to the elevator to power it.

frigid cipher
#

Control Rebinding Suggestion (Keyboard + Mouse):
-The 1st ability cannot be rebound off requiring (key) + left click, being able to bind it to an individual button or change the requirement for a left click would be a nice option to have
-Ability 2 & 3 cannot have their ability toggle keys changed, they are locked to (key) + E and (key) + R. I already have my grenades and pings bound to my mb4 and mb5 so being able to do something like rebind the ability toggle buttons to Q + mb4 and Q + mb5 would be greatly appreciated to make the abilities easier to use without having to bind them to entirely seperate buttons.
-Thanks!

grizzled sun
#

words on the streets that omega is jealous of cleanbot so we should have some feature to make him happy too

grizzled berry
#

glass cannon should only remove 70% hp, the 150% tradeoff isnt worth if i get insta killed

latent hedge
#

I would really like to be able to change the buttons for the abilities

latent gyro
#

I think one suggestion I'd like to give is if you have a full lobby of friends, the host can choose in the settings to increase the timer length for the selection event from Ellis. This is in the idea that if you are in a voice chat with the three other members, you can discuss what perks will work best for you and others and allow for effective communication for the lobby. The timer will still exist and tick down, but if everyone has an idea of what they want then the selection process will be quick.

The current time length is fine for lobbies with randoms as it allows for faster pace missions and they aren't stuck waiting for indecisive players.

toxic mist
#

Suggestion: You should be able to cheer on your squad while they lift weights. I want to be able to pound down energy drinks while cheering on my friend breaking his deadlift record.

main stone
#

IMO bosses are way too bullet spongy for a duo, 2 phases instead of 3 might be nice, or a lower health pool for less dwarves

vestal spade
#

Ngl, I miss the old Omega voice

shell bloom
#

Gun range to practice all the shiny new toys

drifting sierra
#

It'd be cool if there was a way to "draw" suggestions during picks similar to slay the spire 2 or at least some sort of emoticon

covert flume
#

I suggest we add a bench press to the ship because I think its all well and good we have the deadlift bar and the squat rack but we gotta complete "the big 3" of the gym with the iconic bench press, please 💔

zinc heron
#

Can we be able to move while holding our map out? Being able to orient yourself with the map open would be really amazing, as well as being able to point yourself towards objectives.

thick plover
#

kind of a minor thing but I would love in the scroll wheel could be reversed for swapping weapons but NOT reversed while zooming in or our on the map, like in drg. I much prefer scrolling down to go from weapon 1 to weapon 2, but changing that setting also reverses it for the map :\

hidden vapor
#

Hello. Game looks great so far. A few bugs and typos are always to be expected.
As for actual gameplay my main issue is the length. Every mission feels like a deep dive. Which is fine, but maybe some 2 stage maps to play instead of the "quick egg hunt or point extraction before bed"

Going off of that, I think a way to join ongoing games is missing.
Example: Came home to find friends already in a mission, but on stage 2. Was told I couldn't join because they are on the final stretch (wording should be changed maybe to reflect the truth)
Suggestion: Allow people to join ongoing game up to stage 3 and either give them upgrades that the team didn't choose so far, or just flat out random ones based on a rarity counter of the upgrades the team currently has

lost tulip
#

#Suggestion
Audio Option to disable game sound, while the game is running in the backround
(helpful while idling/waiting for friends to join)

shadow trellis
#

Please make the rock above the boss slippery for bodies, cave leech killed me above it and dropped me on it and now its impossible to revive me for the rest of the mission cause of where I am and the fact that it isnt mineable and spinning

real wave
#

I would really love to see a more fleshed out Beer / Buff System like Monster Hunter. Choosing specifc buffs before rounds like reload speed, movement etc.
Also having more resources than expensium is a no brainer, maybe even to upgrade your own lobby and maybe even combine that with progression similiar to helldivers. Game is very much loved. Ingame voice also very good idea

tawdry vale
#

It'd be nice if the control for Zoom In/Zoom Out was able to be separate from the controls for Next Weapon up/down.

I like having items 1-4 bound to my two thumb buttons and the two sides of the scroll wheel so all my weapons are accessible via one mouse input, but if I do that then I need to bind zooming on the terrain scanner to two out-of-the-way keyboard keys and press them a whole bunch while holding Tab, which is really awkward.

It feels like my mouse wheel is shackled to the Next Item function via the Zoom in/out function, which is annoying and limiting.

fresh thorn
#

ahem so, I have yet to play the game. HOWEVER. I have one immediate suggestion. Grappling hook. And not just the base game grappling hook. I want one that retracts and has a swinging physics simulation. I wanna be fucking spider man brother. What if there's ore on the ceiling huh? how am I supposed to get it? and how am I expected to style on the locals without the ability to literally fly directly over their heads. Please let management know IMMEDIATELY, my feet hurt from all this walking (anticipated walking, I still haven't played the game yet).

restive fossil
#

Going to add a suggestion here, to the devs, just to let you know I am not super optimistic you will read or care about it (just so you know how I feel as a customer) but I also feel that if I have the opportunity to give suggestions, I would like to at least try.

Suggestion 1: The shared upgrade system is a bit of a drag, which I am sure you are well aware of. If possible, I'd like to see some lobby customization to allow different options for upgrade distribution. One idea that hit me was perhaps have the ability to contest an upgrade if more than 1 person really wants it, and then allow the game to do an rng roll for it. It's not perfect, but at least it gives anyone interested a chance to obtain it.

Suggestion 2: I know the goal of roguelites is to force players to adapt to random circumstances, but perhaps you can add perks / metaupgrades that allow a specific gun or guns to be in the initial rollout as a choice. This will still maintain the upgrade randomness, but might help ease the frustration of rolling only guns you don't like.

Suggestion 3: Maybe add optional mini tutorials for each class that you can select on the ramrod to help players better prepare instead of having to learn it on the spot. These wouldn't be forced tutorials, so players that don't want them don't have to interact with them. I've never seen more training as a bad thing.

Suggestion 4: I'd really really like to see more focus on the audio design in this game. It might already be on your radar, but I feel like the distinctness of each enemy is just not there yet, and the caves don't quite feel as atmospheric and alive as they could. I know you have the talent to do this, because you have done it before, and it really is part of the secret sauce that made DRG so special.

opal charm
#

I'd like to have somewhere I can see all of my runs (Not just the most recent 8) with details of all of the choices made in it like the ones at between each level and what boss I fought

last tangle
#

An option to mute Omega's voice when just in the ship.

glacial narwhal
#

Loving it so far, my suggestion is to maybe reduce the slicer's melee cooldown and add another attack animation, I was expecting the slicer to be more of a melee primary type deal

lavish stream
#

Add a "Yell" / "Call" button when grabbed by cave leech so i dont die in silence while my team wander off D:

thick crown
#

Ammo economy rework - somewhat similar to destiny 2 but better

Right now every floor every run feels like a morkite speedrun with some side seasonal objectives to do for more morkite. If DRG is supposed to be the resource managing objective focused game and RC is supposed to be the shoot lots of things focused game then there simply isnt enough SHOOTING in RC.

My suggestion would be to do something similar to destiny 2 where you have 1 primary weapon with unlimited reserves and 1 secondary that hits hard with heavily limited reserves.

The weapons that go in each slot could be any of the existing guns, the primary slot would have lowered stats with weaker upgrades while secondary would have the opposite.

Example: Assume the grenade launcher from DRG is in this game

Loadout 1:
Primary: Assault rifle (chain bullets, increased magazine size, increased fire rate, etc)
Secondary: Grenade launcher (nuke upgrade, increased elemental damage, increased critical damage)

Loadout 2:
Primary: Grenade launcher (cluster upgrade, increased reload speed, increased area of effect)
Secondary: Assault rifle (increased critical damage, increased weakspot damage, reduced spread)

2 same weapons in 2 different loadouts yet offer a completely different playstyle run to run. I really believe this would make build crafting much more varied and interesting per run.

To compensate, enemy spawns would have to be increased with frequent grunt waves however chip damage would need to be addressed separately.

At every workbench you would have the option to upgrade your primary weapon AND either ability or secondary, this keeps every player useful with some way to deal with grunts as they chose between an ability or gun build for big damage.

Devs already know about ammo issues but I cant stress how bad it is currently, it feels like we're doing unironically LESS shooting than DRG because the optimal way to play is to pump upgrades into 1 weapon and leave the second slot empty for more reserves. This also leads to pub groups building everything into mob clear and struggle on boss, or the other way around.

blazing cedar
#

The Falconer's shock drone can be reviving a teammate, but if everyone dies while the revive is happening the game will still end. This leads to a fail state in which you have a living dwarf standing. It may be intentional but it feels bad

jolly crow
#

I feel like the win condition should be adjusted to be when the boss reaches zero health, rather than when you load back onto the Ramrod.
My last game, we finished it and got to the end screen, but the host's game closed either due to a crash or Alt + F4, thus it was counted as a loss despite us actually beating the gatekeeper.

bright chasm
frozen breach
#

please add hidden dwarf - #1 hidden dwarf fan

shrewd tinsel
#

Separate workout and beer

glacial cedar
#

First of the many suggestions.

Topic: Enemies.

WE NEED MORE!!! I honestly wish to see same old glyphids as enemies. Right now, it's a dozen or smtg. Most of them are alike and hard to identify, so poor design IMHO. + they are too dark which results into them blending into the layout of most bioms. Also I want to see more preplased enemies, because right now it's too little fighting.
Controversial, but I think there should be one or two more waves and during waves timer should pause for ~2 minutes so players won't feel even more rushed. This will easily fix too little fighting.

north sierra
#

Adding the frizzy handlebar so we can Eggmanify our dwarfs.

round vault
#

Bring back the elevator transition screen music from closed alpha 🙏

elfin ginkgo
#

Just played gauntlet for the first time and cleared. What an absolute blast, and this has been the peak of rogue core for me so far!

One point of feedback: I got an artifact spawn on the last gauntlet stage, and this was frustrating as you can't actually use artifacts/expenite on the last stage due to upgrades occurring in between them. It would be nice if, for this stage only, upgrades were granted immediately (or the items giving upgrades here were removed). It also feels rather anticlimactic having the last stage simply be "kill enemies" and not having a bonus of some kind (that perhaps could award an extra scrip). I DID really like an escape pod sequence being present though. It felt like a nice callback to the alpha and to the original game.

analog creek
#

suggestion for timer rework:

it might be cool to have an event where you can "push back" the timer or maybe have it so when the event is complete the next swarm doesnt spawn, giving valuable time and ammo resources back where instead u would be fighting a swarm.

theres also the idea of perhaps spending resources at the elevator for more "intel" in the next floor so that the timer is extended. overall though, i think a timer is needed for this kind of rougelite, and it shouldnt go away completely.

past moon
#

I'm sure I'm not the first to have a problem with this or suggest this, but when joining a mission mid-run, it should EITHER spawn you at the start and let you pick your weapons/grenades OR it should spawn you near your team if it's going to force a random loadout; super stressful joining to a random loadout then having to make your way all the way thru the linear caves to your team, especially if they're already near the elevator already, having no upgrades and with spawns already chasing you down, even in the starting room; ideally i think a menu could pop up before you ever load into the cave when joining late, letting you select gear and upgrades that have already been earned by the lobby, AND it spawns you near your teammates in the cave. i could see there being a limit to how late somebody can join, due to the roguelite structure, and with synergies being important to team performance, not to mention how tedious it could be to go thru 8 menus of upgrades just to fight the boss and extract, but with how smooth the hop-in/hop-out experience of OG DRG was, i'd love to see a nice balance for late joining.

unrelated but drills are just better than everything 😄

im only about 8 hours into rogue core so far but overall im loving it, awesome evolution of the drg formula ❤️

paper crag
#

Please remove sentry limit or add a button to detonate all active sentries

oblique crown
#

Didn't know there was a suggestions chat, I'm just going to throw in the one i've had on my mind regarding the Timer - Primarily making it a modifiable stat possibly, ala Hazard 5+ in DRG, where if someone wants, they can lower or raise the available time by say, 10% increments to a maximum or minimum in exchange for greater or fewer rewards. Or make a timer difference a mission modifier but I think making it customizable would appease more people better than just having it be a bit random.

jovial pelican
#

When hosting a private game with friends it would be nice to have the option to turn off the countdown timer when picking upgrades. Especially with vision impaired people because it takes longer to read the text
~ and for people who read slow

simple jungle
#

suggestions for the Timer
I don't really mind the timer a lot, but I definitely want less of it

a reward percentage might work: increase or decrease based on the timer

for example in DRG, before hoping into a mission increasing hazard level increases the percentage of reward bonus
the same system could be applied
either by toggleable option before each mission to include the timer and/or increase and decrease which affects the bonus expenite, or XP you get.

or could be enemies become slightly harder if timer is increased.

the only downfall for this idea is that it might need a huge work to balance it well enough

frank ruin
#

my suggestion for timer would be for rifts to open thats where these undying monster come from. and you have to locate these rifts and destroy them to push back these timers or shut it down completely

near forum
#

The game is currently using FSR 3.1 and the frame interpolation and upscaling is not very well optimized.

Suggestion:
All FSR 3.1 games are able to be updated to the newer FSR 4 or 4.1
For the sake of better performance and quality please update the game to support FSR 4 technologies
FSR 4 will soon be supported by all 6xxx and 7xxx series AMD GPU.

calm basalt
#

This is honestly maybe a knee-jerk reaction so take it with a grain of salt, but the Rammerhead shark (best name I can think of since I forget the actual name) boss is a bit of a bullet sponge. You can only hit him from the sides, and his charge attack tracks scarily well. I'd honestly like to see it either get a frontal weakspot, or have it's armor bar be a lot smaller.

wooden current
#

What about a skin for slicer that is medieval knight themed and his slicer turns into Excalibur

simple elbow
#

While the reclaimers are riding the elevator in loading screens, you can RnS rocknstone

It'd be funny if you could also press X to awkwardly cough like after you ride the drop pod after finishing a mission in base DRG

dense bridge
#

Hello. Just a quick note: I would like the music in the bar area not to be lowered while people are working out on the machines, but rather to play just as loudly as usual.

brazen frost
#

i have a suggestion as an alternative to the time limit, instead of having a set amount of time, make the timer more like risk of rain's timer, where dificulty slowly ramps up as you play, it allows players more time to explore and loot, while also still incentivizing swiftness

analog flare
#

So ive been playing a lot of DRG since it came out and was so hype for RC. Gotta say, the core of the game is super cool/ fun, however I think something that would REALLY push this up for me is giving us a slew of dedicated melee weapons we could get or use in place of primary or secondaries. Ex: A two handed drill that has a multi hit attack replacing the primary (different from the actually drill gauntlets ofc), a hammer that is magnetically recalled after a throw in the secondary, ect. ect. Im a big fan of melee combat and DRG always seemed to miss that aside from having a pickaxe which imo isnt very satisfying in combat. They already have the animation in the game. Let me punch the monsters like a punching bag.

covert timber
#

Hoxxes Lootables - Add Flora and Fauna for Temporary Buffs

The heart of the Deep Rock Galactic universe is diggy diggy. Dwarves mining things.
Right now we're in territories that have already been dug out and set up with ops so most everything that could be mined has been mined. But what if things of value were overlooked?

I think it would be a great idea to use the naturally occuring items like Apoca Blooms, Ebonuts, and other lootable types of things like Starch Nuts and other old beer ingredients as collectibles during missions to provide temporary buffs to the player for the duration of the mission. It doesn't have to be a lot and it's not a requirement, but it feeds the dopamine drip of finding things and collecting them, and should be a naturally occurring element based on the biomes you're in.

It could be a fixed amount you could find or it could be random spawn, but either way I feel like it's something you could add in that won't feel tacked on because they naturally buff you in a variety of ways. This also can create synergy with builds because you might tailor a build based on the biome knowing you can pick up certain buff types to create new break points or make a build more viable for certain situations. You can get more creative in early access with it as well so now is the time to try it. I would imagine it would be incredibly easy to add it in and the tech for how they spawn, where they spawn, and how it interacts with the environment is already done and figured out.

Even if it's not specifically DRG, DRG is the identity of the world and game, so why not utilize what makes sense? What do you guys think?

Buffs could look something like:

  • % Damage Reduction
  • % Extra Health
  • % Extra Armor
  • Higher Jumps
  • Fall Reduction
  • Increase to Suppression

  • Faster Ability CD
  • Speed Increase
  • Ammo Regen (Rate TBD)
  • And more!
bright panther
#

I would like to see more upgrades for specific characters. For example, the girl with the drone bird could have an upgrade that lets her launch two drones, but they last half as long. Or the hunter's detection could have a shorter range but apply weaknesses to enemies or allow us to deal more damage. These upgrades could also be equipped like the critical hit rate or fall damage upgrades, etc.

strong pawn
#

the enhancements need to be consolidated in the loadout screen because there's no reason to use the lower tier ones when i already have the upgrade for them, barely got all of the first 2 tiers and they already take 70% of the screen real estate when i am equipping one

slow grotto
#

Allow us to pet Elis

strong drift
#

Toolkit upgrade bench should include upgrade options for the other class abilities and should randomly roll between the three abilities to be upgraded per toolkit. For example: Guardian shielf repairs armor up to 75% instead of 50% of max or additionally recovers health up to 25% of max during effect.

Slicer: dash now deals 100 melee impact damage when colliding in enemies and stuns for 1 second.

spotter: ammo box dropped can be used 1 additional time.

bird drone class: lightning rod now deals 50 electrical damage every second to all enemies inside the area while active.

retcon: time warp ability can now be casted on allies with same effects (must be aiming at ally and <5 meters).

twilit siren
#

this is a copy paste of that I put in the steam discussion but i think it raises some good ideas for fixes

Honestly loving the game, the difficulty is perfect. the timer is a touch of a buzz kill but i understand why it needs to exist but a cool mechanic that i think would help would be any additional time you have from a previous round could get rolled over into the next round (maybe with a cap) that way leaving early can be more strategic and valuable. I've played solo and duos and haven't really had a problem with ammo economy but I've played a lot of slasher so ammo isn't needed but my friend has run out of ammo a few times but he can usually double dip so it works out well enough. I also think a fix for people fighting over perks would be to just refresh the pick pool or the selected one to not hard limit someone's options and maybe with those fixes there can be modifiers making it revert back to how it is now. overall great game and I'm having a blast.

cosmic crane
#

With so many weapons, some sort of shooting range in the Ramrod would be really useful. This would allow players to get familiar with all the different types of weapons. I haven't played much, but I have found myself falling back on weapons I already know from DRG, because I know how to use them

visual crescent
#

Make Slicer's Dash Q + RMB, instead of Q + E.

crisp beacon
#

More targeted upgrading would be nice, weighted rolls in favor of equipped meta upgrades. Say 10% more shock drops if equipped. Would allow for a more consistent gameplay style and could be like end game unlocks to still allow for the randomness people love about roguelites.

I also feel like upgrades should be less in volume and stronger in general. These minor upgrades feel so unimpactful. I'd rather have say 5 very impactful upgrades in a run, vs 10 where 7 are % based improvements. I compare it to binding or Issac where a large amount of items in that game feel impactful because they aren't just stat sticks.

old zealot
#

In the pre-run lobby, where you pick your guns, you should have infinite ammo, or at least, some form of resupply, so you can test your weapons

stiff pond
#

longer timer for solo players and two players ?

dry drum
#

I think something the game could add to reward class progression would be unlockable legendary bio-booster cards that greatly modify abilities. An example would be for Guardian to apply elemental effects to enemies in the shockwave, or a slicer upgrade that makes him slash multiple times in a row for slightly less damage and cards that give him stats per target hit with slice.

hybrid ravine
#

For a good while Roguelikes were my bread and butter. here's a couple things i think RC could use. Very personal preferences, but i think they're worth saying. Also I'm not that far into the game and it's early access so there's that.

  1. More mobility/less reliance on DRG traversal tools- I've personally had the most fun with other games in the genre that made sure to not limit running/quick movement, only to the W key. I would love the overall movement speed, in all directions, to be quicker. As well, i think traversal tools should be "mostly" unnecessary. It's definitely an mainstay of DRG, but I don't think the tools from that game gel with this genre unless they are buffed out the butt. It would be great if the pickaxe didn't slow you down AT ALL when you use it.
  2. Change the way you acquire ammo - again, while the ammo pod system works really well in DRG, it doesn't in this. Either mobs dropping ammo, or lil crates you pop with your pickaxe would work better with the feel and pace of a roguelike. It kind of sucks having to come to a standstill mid battle cause your weapon of for the run packs a punch but has low ammo.
    I think my major gripe so far is just that it feels TOO much like DRG. I think the game could have it's own unique draw consumer wise if it made sure to set itself apart when it comes to game feel.
    All the same, the game is still relatively early to the market, and I'm sure there will be plenty of changes as this game figures out it's niche. I hope it goes well.
glad viper
#

Ive got something brewing in my brain that im gonna try to put into words that I havent seen much buzz about. I really feel deep down that glyphids were just a more fun enemy to fight than the corespawn. not because of them being easier or more predictable, hopefully i can explain what i mean. With glyphids, you could land body/leg shots (or otherwise non-weakspot damage) and still see damage being done to them, even if it wasnt necessarily a weakspot. lots of pieces of armor and giblets would fly around when you blew up groups of them. i loved making a naked glyphid guard steeve after stripping all of his armor off just for the hell of it. Corespawn are so dark, and move in such a jittery way jumping around with their long limbs, that I get the intended creep factor, but i personally dont get much visual feedback when shooting at them. the choice seems to be either hit them in the head or waste my ammo, because im purely aiming to reduce their health bar in the most efficient way possible rather than find creative ways to commit war crimes against an alien species. Even with the cool addition of damage numbers, it honestly just makes it harder to see some visual signs of damage that i could be doing and stripping armor off, so i just found in settings to turn it off to see what i'm shooting at better. i found myself wishing that these new guns and gadgets were given to our trusty miners on Rig 17 so i had more ways to kill glyphids.

desert cloak
#

Genuinely, please fix the perk selection. Divide by rank, and alphabetize them. It feels like crazy pills to have to pick my loadout. And don't remove them from the selection, just gray them out.

naive glen
#

The expinite Bulks really choppy, jerky movement cycle would actually look really scary on the Ghost Bulk, in haunted caverns, if it every gets back ported to deep rock.

teal elm
#

I really feel like adding in the electric boomerang from the original game would be nice. They have grenades of every element except shock, and with all the upgrades that have to do with elements of each type, I feel like that would be a nice, relatively consistent way to nab something that has shock damage, especially since one of the classes abilities is meant entirely for shock damage, the +100% shock damage aura on spotter.

Also, I feel like some of the abilities should have a little more to them, such as the shock aura I just mentioned, and definitely the falconers revive ability. The shock aura seems very bad compared to other abilities, because it is so niche and can barely be used effectively, unless you build specifically towards it. Whereas other characters abilities such as the slicers, will always have a use guaranteed. With every boss having projectiles, you will find use for his projectile shield, as well as his other two abilities being useful 24/7 is just a given. I understand it can be easy to somewhat build towards it, but I like the idea of having abilities that will guaranteed find use, even without upgrades or specific weapons.

The Falconers revive ability. Incredible in multiplayer, but doesn't seem the most useful in single player. I haven't actually tried it in single player, so I don't know if it can self revive instead, but if it can, I feel like that should be mentioned in game.

When picking weapons, some of their stats being visible would be nice. It might help people better understand what they do before picking them, more than the description does. And an icon or something showing which slot the items would go in, such as a weapon symbol for weapons, a gear for equipment, and grenade for, well, grenades, would be nice.

Oh, and the Coopers rockets should be able to go through the player. 9 times out of 10 they hit me instead of enemies and do absolutely nothing because I'm between the drone and the enemies when they get in range.

haughty hedge
#

One type of thing I really want to see more of in the near future are more traversal tools.
We got a decent amount of weapons and grenades, but only 4 traversal tools.
So additionally to the Platforms, Ziplines, Drills and Anti-Grav balls we could get some like these examples:

  • Translocator like Unreal Tournament's (maybe even making a little portal from start to shot location that stays for a while/Indefinitely)
  • Rope-Hooks, a shootable hook that hangs down a(n energy-)rope to grab and climb/swing
  • Gravel floater, takes a piece of the ground and lets it float above it, moving dirt but sci-fi!
  • Dwarf Slingshot, a sling tool you place on the ground, could look like an energy barrier which gives you an intense forward jolt move when walking/jumping through it
rare nexus
#

I think the whole loading into a game, running to the wall to turn on the two turrets and to open the wall and then running to the room to get your weapons and armour is pretty monotonous and repetitive after the 10th time and really becomes a chore after that, can you guys figure out something better to start the match?

robust python
#

The games themes are sort of at odds with a friendly atmosphere. It struck me when I was unlocking the beer but the robot sort of makes me want to take the game seriously and at least from someone with 2 complete games under their belt. So the atmosphere in drg is alot more casual and I feel like that helps make everyone feel more friendly, meanwhile rogue cores atmosphere might make people more mean especially with the bidding on upgrades with the team i could see a lot of folk starting to leave a game if they don't get the particular upgrades they want and also hosts being happy with the kick button if someone takes an upgrade they want. Now I've played dead by daylight let me tell you, atmosphere and the framing of your teammates needs to be something you get right or else years down the line people will hate their opponents, allies and the game just because something feels bad and they will be entitled and mean to anyone who contributes to a subpar round. I think that there should maybe be some sort of "i'll have what shes having" button where people can get multiple of one upgrade so that way theres minimal feels bad moments, you could even make it a setting where you can have bidding on and off lobbies. Also i'm sure this has been said but I don't think the timer works, its also adding to animosity pain points that could mean more people getting angry at each other for just playing the game the way they want. I could understand if changing the robot voice and/or giving up on this vision that the dwarves of the reclaimers are the best of the best might water down the experience a little compared to the devs visions but I personally see a future where the only people willing to grind this game out the way drg players will with drg are people who will call slurs and kick anyone at the slightest inconvenience because the game is saying you need to be fast and efficient as possible and they weren't up to snuff so "f*#k em"

gilded osprey
#

My 1st suggestions

  • rework the perk menu and have them appear alphabetically
  • during weapon and upgrade selections, make the ticking sound different when it's your turn to pick
  • missions are very long, maybe add shorter runs because it's not always possible to find 70-90min to play non stop
  • allow abilities to be remaped to a single button
    Keep up the good work, i really love it so far ! Can't wait to see how the game evolves.
exotic wing
#

instead of the expenite detonator being an explosion that creates a massive thin layer of expenite which (imo) takes the longest to get value out of from all the possible events, I think it would be cool if the explosion took the amount of terrain broken and implode it into one expenite crystal that drops in the center that has more value depending on how much damage the detonation did. It would still incentivize bringing the detonator to a tight/small area to maximize it's value and could have a really cool implosion animation of expanding out and gathering all the rock (and stone) and compressing it back down into a crystal etc etc. Idk just spitballing an idea a friend of mine had in a vc because I really think the expenite detonator is the most "oh... its you. :/" event to find in the caves

bright plank
#

I wish the hazard timer happened in a couple stages instead of just being a "WORM TIME MUCKRAKER", like three aggression stages like a minute apart with the second stage being the current code red

shut summit
#

I think it'd be cool if there was another mission type about reclaiming/destroying all of drg's equipment rather than trying to stop the corespawn, say, the exponite runs dry, that infrastructure looks preeety sturdy, and i dont see any iron or coal sitting around on hoxxes, and i imagine instellar transport costs are ''less than economic'' in drg's eyes, when you could easily fit 100 reclaimers into the same space to go unscrew everything for you!

lethal blaze
#

make it so if anyone selects an upgrade, its added to your reclaimer handbook

add a button on elis that is pressable that starts the upgrade if more than half the team( 2/3 or 3/4) is standing near elis. only for equipment and weapon crates. the button should take a few sec to press

calm patrol
#

would it be possible to get a scoleciphobia mode?

gilded ore
#

I wish the upgrades were more interesting, most of then barely feel like upgrades. Please add more interactive upgrades, like for example one that adds bubbles in the air you gotta shoot that makes your next couple of bullets have extra effects, or making reloads have a perfect timing window, or marking other body parts of enemies that act as crits too, etc

empty turret
#

I feel like it's hard to check your upgrades during the mission (outside of the upgrade menu). additionally, it's also unclear to me if upgrades stack, how they stack (e.g., additive, multiplicative, at all). even if you take multiple of the same upgrade the numbers don't change. it would be nice to see something like the loadout menu from DRG somehow that you could check at any time (like the ESC menu) but one that also showed all expenite upgrades, weapon upgrades, and especially skill upgrades (which are not visible from the upgrade menu)

bronze flare
#

just a lil idea for another class.

"Reactor"
-Main focus is AoE and DoT
-Your reclaimer tech is a gauntlet with a bunch of tubes connecting to back tanks (basically a miniature version of all of Driller's weapons smashed together drillchamp)

Abilities

  1. Flamethrower (you shoot flames from your gauntlet!)
  2. Cryo spear (basically that one cryo cannon OC)
  3. Sludge blast (either that or neurotoxin dispenser)

I know there was something about Driller's weapons not functioning well with the upgrades, but maybe this problem magically dissapears if it's in the shape of reclaimer tech? lol. I got no idea.

Not sure how balanced this would be either

p.s now that I am thinking of it, basically just artificer from ror2

karmic ice
#

**STABLE OVERCLOCK. **

What it means: Before selecting a mission, the equipment selection interface will now allow you to select overclocks for two weapons, which would have been initially free or would have been easy to obtain.

Why: It will add some variety to the game, complement the current weapon balance, and provide more interest/excitement/opportunities for choosing upgrades at the next level (such as a heavy weapon or artifact).

Balance: Since you place two overclocks on all existing weapons (one per weapon), taking into account the preferences of other players (you can negotiate with teammates on the choice) and in-game randomness when dropping, obtaining the desired weapon is not guaranteed.

Con: The developers will have to develop new overclocks for weapons, adjusting their parameters to the current balance and mechanics of Rogue Core.

indigo scaffold
#

Capes as a cosmestic item.

fallen rover
#

An interactable that lets you reroll a single upgrade into a new selection of 3 upgrades. Used to mitigate RNG a bit by giving players a chance to turn their useless/inefficient upgrades into better ones. Can either work once per player (no time freeze during use) or can require the use of a special new ore or even a direct deposit of expenite.

Separately, a mineral that can allow you to reroll upgrades from any interactable. Perhaps found as a nugget/chunk to make it feel more grand to find and easier to disperse it in discrete units compared to expenite. Unsure how this could be implemented with normal upgrades currently, but it would work well for player instanced ones like workbenches

slate sentinel
#

More interactable structures that can actually serve as obstacles would be fun, like doors that need to be hacked to access the other half of a cave. Dwarven skeletons littering the caves would also be a fun addition

Adjusting the voting you do between stages for special crates or artifacts etc to be a “use-it-or-lose-it” system where what isn’t voted for will be removed from the pool of optional events for the rest of the run (this will be more feasible as more optional events are added obviously)

A mid-mission grenade box if people want to switch grenades now that they have more established builds (doesnt have enough value to be an optional crate, but it could just be somethinf that sits next to the elevator)

The “elevator is ready” message should stay on screen until everyone is in the elevator

CRISPR flamethrower 🥺

rare creek
#

My second suggestion is to add a dedicated Cycle Weapons keybind.

The idea is that this button would always prioritize switching back to the player’s weapon. For example, if I currently have a grenade, tool, or ability equipped, pressing this button would switch back to my main weapon first.

Then, if I press the same button again, it would switch to my secondary weapon.

The behavior could work like this:

Tool / grenade / ability equipped → press Cycle Weapons → main weapon
Main weapon equipped → press Cycle Weapons again → secondary weapon
Secondary weapon equipped → press Cycle Weapons again → main weapon

There is already a Cycle Items button, but in practice it can feel unreliable because there are many different equipment types. Since the item order can change depending on the run, loadout, or situation, it is difficult to memorize the exact cycle order every game.

Because of that, a dedicated Cycle Weapons button would be much more useful. It would give players a reliable way to return to their weapons immediately, instead of cycling through grenades, tools, and other equipment while trying to react quickly in combat.

Overall, this change would make the controls feel smoother and more customizable, especially for players who use mouse thumb buttons or prefer a more reactive control setup.

Thank you for reading, and Rock and Stone!

paper ore
#

The Bio-booster minigame with the wires should have more contrast. When selecting which wire to cut, its difficult to tell where the indicator is at a glance and I feel that it ends up straining my eyes a bit.

Ty for reading, Rock and Stone!

desert crest
#

i would like to suggest a small fire delay in the guardian Q+lmb special
i notice that a lot of the time i fire both my charges instead of just one, most of the time its not that bad but for crowd control in two direction its kind of annoying only stunning one side because of my double launch.
thank you have a nice day.

slender sable
#

Make the worm after the timer ends killable or remove it completely. having it be an insta down and round ender is super punishing especially in solo play.

dull turret
#

Suggestion for the negociation phase : display the equipment and actual bonuses of the current player to chose (also health since health could really be necessary). Also allow right click for other players to make suggestion (maybe a thumb up icon) just for the current player to know.

gilded roost
#

Add driller weapons to the heavy weapon cache

torpid mural
#

A few things i thought after playing yesterday:

  1. Timer:
    Instead of ending the run by spawning invincible worms, just slowy increase the enemy spawns from 75% of timer to 100% like in DRGs Point Extraction. And if it reaches 100%. Make another timer (Shorter) That stacks kinda Difficulty. So if youre at 100% It goes 1 Hazard up and after 3 Minutes Another until Max is reached where it just starts to spawn nonstop enemies. (But not until that point so you can end the run if youre skilled enough but still get punished by increased enemy spawns and dificulty).

  2. Upgrades:
    Make it like the bio procesor so you can just go there by yourself. And maybe give the option to choose one upgrade but if it is already taken it is 25% less effevtive over another one thats still avaiable so it is still a choice with impact but if you really need it for your build you can still take it without destroying your entire build but with a small disadvantage to encourage to really choose if you really need it as well.

  3. Ammo/Weapons:
    To help ammo, let us carry (lore wise could be viable) one simple unupgraded Pistol (Auto/Semi Auto/ Revolver) from the start (The simple design lets us carry it trough the barrier). (And still give us one other weapon at the start inside).
    Other option: Give the Option to choose to Produce ammo instead of an upgrade for some expenite: 50% of an upgrade cost for a ammo crate that refills the same as a normal resupply but without HP or Armor.

Also for the 2 classes i played:

Slicer: Maybe give the blade an extra option, instead of using your pickaxe for power attack, you can use the blade as melee when it has no charge but at much much lower damage and lower range. with a cooldown so it still wont be spammable, and would make Upgradeslike termal blade more viable.

  1. Falconeer: The hawk charges for some burst like bosco rockets. And less damage all time up or let us change the element form shock to ex acid/fire etc.
faint anchor
#

give us ability upgrades like how overclocks work in standard drg!

dapper raptor
#

I'd like to have a Skill 3 bind, it's the one i use most but doesn't seem to have a shortcut

hollow heart
#

i think toning down friendly fire a bit could be a good idea

bronze sail
#

Please don't make me manually replace all of my Healthy I with Healthy II, etc. Just make the higher level ones be better versions of the lower level ones that auto-replace them. Also please let me just cut & paste perk selections so I don't have to set them up for each class separately if I don't want to. I just don't want to spend this much time in menus

bitter cloak
#

What if instead of doing some crazy new thing for the timer, make it so that completing side-objectives pushes back the timer?
Smaller stuff like collecting cameras/terminals and completing Workbenches & Bio-boosters could push it back a little
While large-scale events could give back a good chunk of the time, hell, even lvl-ing up could push back the timer a bit
This would make it so that you can punish loitering in the missions but not actually exploring and looking for objectives

I would also add that starting the elevator should stop the timer altogether similar to fighting the boss at the end of an area

crimson turtle
#

instead of using the drone as a way of getting upgrades, why not use it to force more teamwork during combat , for example for every player that stands in the zone they get a small buff or other, to counteract everyrone running around like chickens during combat (speaking as experienced drg player). also we could use it so we can can exchange a lot of expenite for a emergency resupply call. you get upgrades in the loading screen instead. also everyone gets their own upgrades which they can share and put on a table where the team can get it from and even still be able to heart a upgrade that way.

daring egret
#

can the upgrades be worked so that we get to pick from all upgrades instead of waiting your turn and getting screwed out of upgrades?

marble bay
#

What about making it so that instead of standing in this zone to launch a mission, you just vote by pressing the V button?

earnest cosmos
#

this is just a suggestion for after the immediate fixes

i would like to see other ways of completing the "main objective". you just follow a wire on the ground to find the elevator and call it. (if we were to strip away all the upgrades)
here's some ideas:
the corespawn has attacked the elevator and striped its components, gather them and fix the elevator
the elevator is missing, no problem though, because there's radars throughout the map you can use and it points to the next radar, etc..
the cave around the elevator crumbled down, and there's a mini drilldozer to dig the way to the elevator.

cold widget
#

So I know most of your equipment doesn’t go with you but, your Pickaxe and flares do, so why not make more upgrades for the pickaxe and flares, I have a few Ideas the names aren't great but the explain what they are

First Idea, Pickaxe throw, replace your power attack with the ability to throw your pickaxe it will return after a short cooldown

Second idea, pickaxe sweep, replace your power attack with a sweeping attack

Third Idea Hammer strike, your power attack does no damage but stuns everything (maybe not bosses) within a 3 metre radius

Forth Idea, Sticky flares, your flares stick the surface they hit

Fifth Idea, helium flares, while your flare is in the air if you press the flare button again it will stay there

Ps I hope the images are in the right order

carmine kayak
#

female dwarves do not say "mushroom" when pinging a mushroom, they should add a voiceline for that so all dwarves can spam ping equally

ashen hazel
#

Please let us turn off or at least lower the ammount of particle effects, the fps are dropping considerably in big fights

thorn ibex
#

Add a button for ready on the loading screen, like Spacebar or something

spring kayak
#

Suggestion about the overall "cut off" timing while running a level :

instead of doing negotiation, bio booster/workbench choice while on a run, maybe stacking them during the run and in the beginning of a new level getting a room like the one in the first level where you get your weapon/equipment before the run where player has the time to choose, negotiate and so on.
That way you keep the fast paced gameplay and more room to events/swarm etc while on a run and having a breather between level in this temporary shelter, or simply doing it during the elevator, hiding the loading scene with the upgrade choice

on another subject it is negotiation, even if the overall DRG community is nice and open to discussions, if multiple players aims the same build it may leads to frustration, and i completely hear the shared pool upgrade being the aim of this design, with this you could add some event mission that augment the number of times an augment can be choose, for example rare upgrades are available twice and not once, giving more leeway to the players while keeping the negotiation theme

agile niche
#

Ive been loving RC so far, to the point where im almost addicted. The gunplay feels amazing, and movement feels smoother than in DRG. The ramping up of enemies vs the upgrades gained feel balanced and a thing players can control.
There has been feedback and concerns voiced, by Ghostship as well that i would like to give some viewpoints and suggestions on.

  1. Timer is something that i think is mandatory for the main gameplay loop, it shows the player where they are at and how much risk they can take at an instant glance. It makes going for upgrades meaningful since there is a counterbalance with ramping up enemies.
    A lot of people dont like it, and it seems to be part difficulty part cutoff point where the timer runs out.
    Suggestion: make a second timer that increases after the first, with increasing enemy spawns. Start with 1 worm and slowly add more as you go. Instead of dumping it all on the player at once.
    I dont think removing the timer all together is a good idea.

  2. Shared upgrades some love it some hate it. But two issues are abundantly mentioned. Having all players together for it, and having wildly different build quality between players.
    Suggestion: Make a bright green arrow when 2 or more players are at the drone, to indicate visualy that players want to upgrade indicating the drone direction.
    Also make the tiers between upgrades closer together. Noone likes players choosing between Epic and Normal quality upgrades. Make it 1 tier between, and scale the health upgrade with it. (30/40/50 health increase)

  3. Ammo is an issue mentioned. Ive only seen this being true in two situations. Players skip ammo and dont go back for it, since its too far of a detour to get it. And the Bossfights that are very spongy and players run out of supply pods.
    Suggestion: Spawn the resupply pods near the connection points between caves, so its on the path of the players. And spawn 1 more in the bossroom.
    That should fix a huge majority of ammo issues.

thick crown
# thick crown Ammo economy rework - somewhat similar to destiny 2 but better Right now every ...

Adding on to my suggestion earlier:

Killing mobs should drop expenite and occasionally special ammo. Right now doing any form of combat not at the elevator is a literal waste of time and net negative in ammo and resources, classes that can deal with stray mobs easily with recharging abilities like falconer become the best for general play. Players should be rewarded for going out of their way to engage in combat since this is supposed to be a roguelike shooter, instead they are just punished with losing ammo and chip damage (still dont know why we have armor and not a recharging shield).

teal elm
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When it comes to the RAPD, when it has an upgrade, it will stay at its spot indefinetely, maybe have it be distance based where it will get off the ground, otherwise if you don't call it for too long, it will be at the start of the cave while you are at the end of the cave, making it take a very, very long time to get to you.

polar lake
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Genuine First Impression of the Workout Minigames/Beer quests

  • I have 1000+ hours in DRG on PC, so my impression will be influenced heavily by that
    The Games:
  • I don't enjoy them. They feel like chores I have to do get beer, instead of a fun way to spend my time that eventually leads to reward. I could see them making more sense on controller, but on Keyboard, the input requests are not intuitive.
  • My brain doesn't register WASD as literally W, A, S, and D. It registers them as Up, Left, Down, and Right. So the workout games constantly have me looking down at my keyboard to help see which button I should press.

Suggestions for Improvement

  • A simple fix would be to simply change the input prompts for WASD to their respective directions.
  • Tying beers to minigames that are only there to pass the time is weird. That would be like DRG tying beer unlocks to Barrel Hoop, Soccer, or fitting barrels into the drop pod. I would much rather the Ram Rod's games be like the DRG Space Rig's games: there to pass the time, not chores that have things locked behind them

Again, I will admit that my opinion is heavily influenced by my 1000+ in DRG. At the very least, I DEFINITELY believe the workout minigame prompts should be changed as indicated in the 1st bullet of "Suggestions for Improvement" to help out your PC players.

hot hare
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Reminder that this is a channel for SUGGESTIONS. If you want to leave feedback, do it in #rogue-core-chat . Shitposting will still get you a 24h timeout from the entire server, so think before posting.