게임 정보 / ROGUE BY ROGUEDeep Rock Galactic Survivor
원문 · 영어DEEP 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!
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플레이어 의견 요약
원문 · 영어A 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.
원문 · 영어Players 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.
플레이어가 칭찬한 점
- 원문 · 영어Polish and presentation: colorful, glowing minerals and enemies, satisfying explosions, runs well on Steam Deck up to Hazard 4
- 원문 · 영어Mining adds real risk/reward: standing still to mine valuable loot while swarmed, and digging new paths through maps
- 원문 · 영어Weapon variety with overclocks that change how a weapon behaves, plus 12 subclasses that play differently
- 원문 · 영어Optional side objectives alongside the main escort/return-to-ship goal make each run more strategic than a pure survive-the-timer loop
- 원문 · 영어Good value at $12.99; many reviewers report 50-100+ hours of play
- 원문 · 영어Carries the DRG humor and feel, so fans of the main game feel at home without needing prior experience
- 원문 · 영어Deep meta progression and lots of unlocks (weapons, classes, biomes, hazard levels) for completionists
- 원문 · 영어Hazard levels give a clear difficulty ladder; higher hazards feel tense and punish greedy decisions
플레이어가 비판한 점
- 원문 · 영어Weapon balance: a large share of weapons are described as weak or even harmful to have, while a few carry whole runs
- 원문 · 영어Visibility problems: isometric camera hides enemies behind terrain, the escort vehicle and crystals, and weapon effects draw over enemies, causing unseen contact damage
- 원문 · 영어Permanent upgrades are mostly small flat percentage bonuses that players feel little impact from
- 원문 · 영어Shallow in-run build variety and few synergies: many upgrades are just more damage, and many weapons (drones, beams) feel alike
- 원문 · 영어Large gaps in artifact strength push players to pick the same few upgrades every run
- 원문 · 영어Hazard 4-5 difficulty spike leans heavily on luck (the Luck stat, gear drops) and on a narrow set of meta builds
- 원문 · 영어Some bugs reported: supply pod getting stuck, freezes between levels or at launch
- 원문 · 영어Single-player only, which many reviewers (and Game8/GamingBolt) call a missed opportunity given the original's co-op identity
- 원문 · 영어Run-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')
- 원문 · 영어Steep difficulty walls between hazard levels that are cleared by hours of grinding 1% stat bumps rather than skill or strategy
차별화된 특징
- 원문 · 영어Mining is integrated into a survivor-like: you must stand still to extract resources while enemies close in
- 원문 · 영어Escort/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
- 원문 · 영어Level-capped runs with a capped weapon loadout (max 4 weapons) and choose-one-of-three upgrades
- 원문 · 영어Overclocks that modify weapon behavior, borrowed from the main DRG game
- 원문 · 영어Gear system with randomized stats and per-subclass loadouts (12 subclasses, each with its own gear slots) layered on top of mastery progression
- 원문 · 영어Tunnel-digging that reshapes the map, which can rescue you or backfire
의견이 갈리는 점
- 원문 · 영어The 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
- 원문 · 영어Difficulty: 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
- 원문 · 영어Depth 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
- 원문 · 영어Critics (86 Metascore, PC Gamer 90) are notably warmer than Metacritic users (7.2) and the more negative Steam reviewers
반복과 부담
- 원문 · 영어Late-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
- 원문 · 영어Gear management chore: 12 subclasses each needing 8 items, limited inventory, risk of selling needed gear if not favorited, and mostly boring stat-stick gear
- 원문 · 영어Escort missions and the 30-second escape timer after a boss are cited as stressful or unfair
- 원문 · 영어Cheap-feeling deaths: chip damage from environmental hazards, exploding-enemy waves after bosses, enemies tuned to be just faster than mining speed
- 원문 · 영어Rare gear drops and luck-gated achievements make completion feel like rinse-and-repeat
- 원문 · 영어Early menus require clicking through several screens of locked modes and characters before the first run
기대하는 개선 사항
- 원문 · 영어Add co-op multiplayer, the most frequent request in Steam reviews
- 원문 · 영어Rebalance weapons, artifacts and underperforming classes (the Driller is named as weak)
- 원문 · 영어Streamline or reduce the meta-progression grind, e.g. let progress accrue on more than one weapon/class/biome at once
- 원문 · 영어Fix visibility: show enemies behind obstacles and stop weapon effects obscuring them
- 원문 · 영어Add tooltips for character/weapon attributes and make upgrades more build-defining with real synergies
- 원문 · 영어Add an endless mode and more late-game content or sinks for excess resources; allow separate move and aim direction (requested by one reviewer)
원문 · 영어Early 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.
커뮤니티 자료 출처
- 원문 · 영어Top helpful positive and negative English Steam reviews (18 each) ↗
- 원문 · 영어Local Steam metadata: appid 2321470, review totals, price, tags, SteamSpy owner range ↗
- 원문 · 영어Steam store page: EA and 1.0 dates, cited PC Gamer 90 and Xbox Era 8.7, DLC ↗
- 원문 · 영어Metascore 86 (11 critics), user score 7.2 (64 ratings), critic excerpts from PC Gamer, Game8, GamingBolt, ComicBook ↗
- 원문 · 영어Steam community top-rated reviews: co-op requests, 30s escape timer, endless mode, Driller weakness ↗
- 원문 · 영어Estimated gross revenue about $20.7M and net about $6.1M (Boxleiter method) ↗
- 원문 · 영어Developer site listed in Steam metadata (not fetched) ↗
보관된 제작자의 의견 1
자동 자막을 토대로 작성된 외부 요약에는 받아쓰기나 해석 오류가 있을 수 있습니다.
원문 · 영어Tier list Part 4 (2025)
원문 · 영어Deep 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.
제작자가 칭찬한 점
- 원문 · 영어Huge amount of content and permanent upgrades, including equipment that can be put on different characters
- 원문 · 영어Always something to do in a run: digging for minerals, a mission objective, swarms, and a payload
- 원문 · 영어Runs are short, which suits the heavy roguelite focus
- 원문 · 영어Weapon evolution system adds mechanical upgrades and some strategy in choosing upgrades
- 원문 · 영어Fantastic visuals, befitting the IP
- 원문 · 영어Four characters with subclasses that play very differently (effectively ~16)
제작자가 지적한 문제
- 원문 · 영어Gameplay is fairly simple and generic; nothing crazy unique beyond the digging
- 원문 · 영어Upgrades are mostly numbers rather than mechanical changes
- 원문 · 영어Unlucky low-value upgrade rolls can feel really small
- 원문 · 영어Some weapons feel unsatisfying or not crisp early on despite great art and animation
- 원문 · 영어Levels sometimes feel too short
- 원문 · 영어Prefers the original mode over the newer payload campaign
설계에 대한 관찰
- 원문 · 영어Digging for different minerals that gate permanent upgrades
- 원문 · 영어Per-level mission with a reward adds an extra goal within a run
- 원문 · 영어Advocates rarity tiers (common to legendary) on level-up upgrades, tying into luck
변경된 의견
원문 · 영어Placed under Dome Keeper 'for now'; he played both early access and the 1.0 release.


