Fiche du jeu / ROGUE BY ROGUEDeep Rock Galactic Survivor
Texte original · AnglaisDEEP ROCK GALACTIC: SURVIVOR is a single player survivor-like auto-shooter. Take on hordes of lethal aliens, mine riches, and unlock powerful upgrades to survive, as you wield the full arsenal of Deep Rock Galactic. It's one dwarf against all of Planet Hoxxes!
Notre note
Classé après évaluation des cinq critères
Jeu répertorié. Évaluation à venir.
Ce jeu n’a pas encore été évalué selon nos cinq critères. Consultez ses informations et les documents externes en attendant.
Critiques vidéo
Critiques et analyses sur YouTube et Bilibili, dans toutes les langues. Ouvrez la vidéo originale pour la regarder.
D’autres voix, à titre indicatif.
Les critiques tierces et documents communautaires archivés peuvent concerner différentes versions. Les avis et notes externes sont présentés séparément. Consultez les vidéos originales pour leur contexte complet.
Synthèse des discussions
Texte original · AnglaisA single-player top-down survivor-like auto-shooter spun off from Deep Rock Galactic, where a dwarf fights alien hordes on Planet Hoxxes while mining minerals and escaping to a drop pod.
Texte original · AnglaisPlayers and critics rate it well: Steam sits at Very Positive (about 86% of roughly 48k reviews) and Metacritic shows a Metascore of 86 from 11 critic reviews, with PC Gamer at 90 saying it dethrones Vampire Survivors. The praise centers on polish, the DRG weapon/overclock feel and the mining-under-pressure twist. Critics and players alike flag endgame grind and balance, and the Metacritic user score is a much lower 7.2 (Mixed) (64 ratings, a small sample). It started in Early Access in Feb 2024 and hit 1.0 on Sep 17, 2025; the 1.0 gear system is the most contested change, and paid expansions (Heavy Duty, Knockout) have followed, so it is actively supported rather than abandoned.
Ce que les joueurs apprécient
- Texte original · AnglaisPolish and presentation: colorful, glowing minerals and enemies, satisfying explosions, runs well on Steam Deck up to Hazard 4
- Texte original · AnglaisMining adds real risk/reward: standing still to mine valuable loot while swarmed, and digging new paths through maps
- Texte original · AnglaisWeapon variety with overclocks that change how a weapon behaves, plus 12 subclasses that play differently
- Texte original · AnglaisOptional side objectives alongside the main escort/return-to-ship goal make each run more strategic than a pure survive-the-timer loop
- Texte original · AnglaisGood value at $12.99; many reviewers report 50-100+ hours of play
- Texte original · AnglaisCarries the DRG humor and feel, so fans of the main game feel at home without needing prior experience
- Texte original · AnglaisDeep meta progression and lots of unlocks (weapons, classes, biomes, hazard levels) for completionists
- Texte original · AnglaisHazard levels give a clear difficulty ladder; higher hazards feel tense and punish greedy decisions
Ce que les joueurs critiquent
- Texte original · AnglaisWeapon balance: a large share of weapons are described as weak or even harmful to have, while a few carry whole runs
- Texte original · AnglaisVisibility problems: isometric camera hides enemies behind terrain, the escort vehicle and crystals, and weapon effects draw over enemies, causing unseen contact damage
- Texte original · AnglaisPermanent upgrades are mostly small flat percentage bonuses that players feel little impact from
- Texte original · AnglaisShallow in-run build variety and few synergies: many upgrades are just more damage, and many weapons (drones, beams) feel alike
- Texte original · AnglaisLarge gaps in artifact strength push players to pick the same few upgrades every run
- Texte original · AnglaisHazard 4-5 difficulty spike leans heavily on luck (the Luck stat, gear drops) and on a narrow set of meta builds
- Texte original · AnglaisSome bugs reported: supply pod getting stuck, freezes between levels or at launch
- Texte original · AnglaisSingle-player only, which many reviewers (and Game8/GamingBolt) call a missed opportunity given the original's co-op identity
- Texte original · AnglaisRun-to-run variance is thin: the variety is pushed into the meta-progression, so a run feels much like the last (top-upvoted negative reviews, e.g. 'extracted all the run-to-run variance into its over-long meta progression')
- Texte original · AnglaisSteep difficulty walls between hazard levels that are cleared by hours of grinding 1% stat bumps rather than skill or strategy
Caractéristiques distinctives
- Texte original · AnglaisMining is integrated into a survivor-like: you must stand still to extract resources while enemies close in
- Texte original · AnglaisEscort/extraction structure: reach a randomly located ship or drop pod, with a timed escape after boss kills, rather than a fixed 30-minute survive timer
- Texte original · AnglaisLevel-capped runs with a capped weapon loadout (max 4 weapons) and choose-one-of-three upgrades
- Texte original · AnglaisOverclocks that modify weapon behavior, borrowed from the main DRG game
- Texte original · AnglaisGear system with randomized stats and per-subclass loadouts (12 subclasses, each with its own gear slots) layered on top of mastery progression
- Texte original · AnglaisTunnel-digging that reshapes the map, which can rescue you or backfire
Points qui divisent
- Texte original · AnglaisThe 1.0 gear system: long-time Early Access players say it cut their rating (some from 8/10 to 5/10), while others enjoy the extra customization and loot chase
- Texte original · AnglaisDifficulty: some call it too hard and unfair at Hazard 5 or on escort missions, others say the right gear makes it easy and that it is a fair challenge
- Texte original · AnglaisDepth vs relaxation: some call it the most polished but shallow and grind-driven survivor-like, others find it both intense and chill and their second-favorite in the genre
- Texte original · AnglaisCritics (86 Metascore, PC Gamer 90) are notably warmer than Metacritic users (7.2) and the more negative Steam reviewers
Répétition et contraintes
- Texte original · AnglaisLate-game grind: one reviewer counts roughly 42 weapons x 12 classes x 5 biomes each with 5 mastery levels, meaning up to ~295 repeated missions
- Texte original · AnglaisGear management chore: 12 subclasses each needing 8 items, limited inventory, risk of selling needed gear if not favorited, and mostly boring stat-stick gear
- Texte original · AnglaisEscort missions and the 30-second escape timer after a boss are cited as stressful or unfair
- Texte original · AnglaisCheap-feeling deaths: chip damage from environmental hazards, exploding-enemy waves after bosses, enemies tuned to be just faster than mining speed
- Texte original · AnglaisRare gear drops and luck-gated achievements make completion feel like rinse-and-repeat
- Texte original · AnglaisEarly menus require clicking through several screens of locked modes and characters before the first run
Améliorations espérées
- Texte original · AnglaisAdd co-op multiplayer, the most frequent request in Steam reviews
- Texte original · AnglaisRebalance weapons, artifacts and underperforming classes (the Driller is named as weak)
- Texte original · AnglaisStreamline or reduce the meta-progression grind, e.g. let progress accrue on more than one weapon/class/biome at once
- Texte original · AnglaisFix visibility: show enemies behind obstacles and stop weapon effects obscuring them
- Texte original · AnglaisAdd tooltips for character/weapon attributes and make upgrades more build-defining with real synergies
- Texte original · AnglaisAdd an endless mode and more late-game content or sinks for excess resources; allow separate move and aim direction (requested by one reviewer)
Texte original · AnglaisEarly Access launched Feb 14, 2024; full 1.0 released Sep 17, 2025 at $12.99 on Windows only (no Mac/Linux), developed by Funday Games and published by Ghost Ship. Early Access reception was warm and players asked for co-op and an endless mode. After 1.0 the new gear system, Luck dependence and Hazard 5 balance drew complaints from veterans, though overall Steam score stays Very Positive. Paid DLC (Heavy Duty and Knockout expansions, plus cosmetic packs) has been released, and a reviewer in 2026 says the devs delivered what they promised. Estimated sales: SteamSpy ballpark 1-2 million owners; steam-revenue-calculator estimates about $20.7M gross and $6.1M net (Boxleiter-style estimates, not audited). OpenCritic score could not be retrieved (web search budget exhausted and the guessed OpenCritic page was the wrong game), so it is null.
Sources communautaires
- Texte original · AnglaisTop helpful positive and negative English Steam reviews (18 each) ↗
- Texte original · AnglaisLocal Steam metadata: appid 2321470, review totals, price, tags, SteamSpy owner range ↗
- Texte original · AnglaisSteam store page: EA and 1.0 dates, cited PC Gamer 90 and Xbox Era 8.7, DLC ↗
- Texte original · AnglaisMetascore 86 (11 critics), user score 7.2 (64 ratings), critic excerpts from PC Gamer, Game8, GamingBolt, ComicBook ↗
- Texte original · AnglaisSteam community top-rated reviews: co-op requests, 30s escape timer, endless mode, Driller weakness ↗
- Texte original · AnglaisEstimated gross revenue about $20.7M and net about $6.1M (Boxleiter method) ↗
- Texte original · AnglaisDeveloper site listed in Steam metadata (not fetched) ↗
Commentaires archivés du créateur 1
Ces synthèses tierces reposent sur des sous-titres automatiques et peuvent contenir des erreurs de transcription ou d’interprétation.
Texte original · AnglaisTier list Part 4 (2025)
Texte original · AnglaisDeep Rock Galactic: Survivor is a top-down horde-like (survivor-like) set in the Deep Rock Galactic world, with a digging-for-minerals mechanic and heavy roguelite meta-progression. He says it has an insane amount of content versus most of the genre, including four characters with subclasses that play like about sixteen, equipment, and a new payload mode. Gameplay is fairly generic and number-driven, and some weapons lack satisfying feel. He calls it one of the better ones after about 70 survivor-likes, but not top-10 material, and slots it just under Dome Keeper.
Ce que le créateur apprécie
- Texte original · AnglaisHuge amount of content and permanent upgrades, including equipment that can be put on different characters
- Texte original · AnglaisAlways something to do in a run: digging for minerals, a mission objective, swarms, and a payload
- Texte original · AnglaisRuns are short, which suits the heavy roguelite focus
- Texte original · AnglaisWeapon evolution system adds mechanical upgrades and some strategy in choosing upgrades
- Texte original · AnglaisFantastic visuals, befitting the IP
- Texte original · AnglaisFour characters with subclasses that play very differently (effectively ~16)
Problèmes relevés par le créateur
- Texte original · AnglaisGameplay is fairly simple and generic; nothing crazy unique beyond the digging
- Texte original · AnglaisUpgrades are mostly numbers rather than mechanical changes
- Texte original · AnglaisUnlucky low-value upgrade rolls can feel really small
- Texte original · AnglaisSome weapons feel unsatisfying or not crisp early on despite great art and animation
- Texte original · AnglaisLevels sometimes feel too short
- Texte original · AnglaisPrefers the original mode over the newer payload campaign
Observations sur la conception
- Texte original · AnglaisDigging for different minerals that gate permanent upgrades
- Texte original · AnglaisPer-level mission with a reward adds an extra goal within a run
- Texte original · AnglaisAdvocates rarity tiers (common to legendary) on level-up upgrades, tying into luck
Avis actualisé
Texte original · AnglaisPlaced under Dome Keeper 'for now'; he played both early access and the 1.0 release.


