EVENT // THE GREYOUT
A planet-wide EM pulse silenced every Deep Mining Station on Hoxxes IV. Comms cut. Power dead. Drills frozen mid-bore. Nobody knows what triggered it. Nobody is coming back.

A community database for the dark tactical roguelite by Ghost Ship Games. Five Reclaimers, twelve database sections, Corespawn creatures, and run-altering relics - every weapon and Augment documented before the next dive.
Recovered transmission fragments from the last surviving comms beacon. Timestamps relative to event-zero. Most of it is static.
EVENT // THE GREYOUT
A planet-wide EM pulse silenced every Deep Mining Station on Hoxxes IV. Comms cut. Power dead. Drills frozen mid-bore. Nobody knows what triggered it. Nobody is coming back.
THREAT // CORESPAWN
Something climbed up. Corrupted, humanoid, faster than Glyphids - and intelligent. They nest near the Core, where the Expenite grows wrong. Rafkan. Shatterclaw. Worse.
ASSET // RECLAIMERS
Corporate Security Force. Five operatives. No loadout - the Greyout fries advanced tech on entry. Salvage what you can, modify it at Workbenches, die, repeat. Promotions persist.
OBJECTIVE // RECLAIM
Push deeper. Collect Expenite. Negotiate Augments. Survive the Red Zone agitation. Map the Deep Core. Document everything for the next squad that drops.
Five operatives, five wildly different ways to break the Corespawn. Hover a card to inspect the dossier - every Reclaimer brings their own signature weapon, ability, and tactical role.
Ranged · Drone Operator
Tethered chain-lightning drone. The only Reclaimer with in-run revives - link to a downed squadmate, pull them back from the Core.
Every Reclaimer salvages their own kit on the way down - primary cannons, sidearms, grenades, support gear. Stats, damage curves, Overclock paths, and Augment compatibility, all from the live game data.
Six factions, every elite and rare variant, sorted by significance and difficulty. Sourced from the live enemy registry - counts shift as Ghost Ship adds new threats.
The new threat. Intelligent. Adaptive. Wrong.
Carapaced classics from Hoxxes. Numerous and fast.
Ranged corrupted lifeforms with caustic payloads.
Armored ambushers. Punch through plating.
Apex predators. Encounter-defining fights.
Negotiate Augments, hunt Prototypes, build broken loadouts. Rarity ladder, in-game descriptions, and Augment slot logic - straight from the live artifact registry.
<eff>+{bonus}%</><icon_dmg/>Damage while <caus>below</> {cause}% <icon_hp/> Max Health
<caus>Standing still</> provides <eff>+{damage_increase}%</><icon_dmg/>Damage <eff>+{damage_reduction}%</><icon_dr/>Damage Resistance
<eff>+{cooldownrate}%</> <icon_powerattackrecharge/> Power Attack Recharge Rate <caus>Dealing Melee Damage</> awards <eff>{bonusmin}-{bonusmax}</> <icon_ston/> Stone Skin based on Damage dealt
<eff>+{bonus}%</><icon_dmg/>Damage from <caus>overkill</> is stored and added to the next damage you deal. Stored overkill damage decays over time
Salt-encrusted pits, fossilised forests, glacier shelves, ash grounds - each biome rolls its own hazards, layouts, and resource mix. Names and colors straight from the game registry.
Among the most spectacular sights on Hoxxes, the aptly-named Crystalline Caverns are truly a sight to behold. Massive crystals erupt from every surface, glittering and twinkling in the dark. Alas, the larger crystals are mostly worthless silicate, but abundant deposits of valuable minerals dot the caves too.
We’re almost sorry to send employees in here, but the rewards are just too great to ignore. So therefore: Welcome to the Fungus Bogs! A truly awful region, built mostly from slime, mold, stinging insects, fungus, stinking mud, and corrosive lichen.
At least one of our xenogeologists quit in a rage when research started on this region. Instead of having conventional polar ice caps, and in violation of all physical laws we know of, the continental plates of Hoxxes rest on top of a planetwide permafrost layer several miles deep. As always, DRG recommends a “don’t ask” approach when dealing with the peculiarities of Hoxxes’ makeup.
Whoever said plant life needs access to sunlight has obviously never visited Hoxxes. This region is dominated by what can best be described as a subterranean rainforest - masses of writhing, (mostly carnivorous) plant life, producing entire microcosms of life deep within the crust of the planet. Tread with care.
Among the deepest of our mining sites, the Magma Caves are a mellow 250-400 degrees and helpfully lit by the churning, molten innards of the planet. We advise that you do not touch anything not mandated by the mission objectives, as your employee insurance does not cover burns.
Ravaged by thousands of years of high-intensity gamma radiation, this region of the planet is now a veritable hellhole of radioactive ash and decrepit, mutated flora. Move with great care, and pay particular attention that you maintain full detox procedure upon return.
The Salt Pits of Hoxxes was once the location of a huge underground lake. It dried up billions of years ago and left huge crystallized deposits of red salt. Red salt - though worthless - tastes really good on Glyphid omelettes.
This region is dominated by windblasted and arid tunnels reaching dozens of miles below ground. The particular composition of the surrounding rock means practically no moisture, resulting in one of the driest regions of the planet. With water being so precious, the inhabiting wildlife is particularly aggressive, ravenous for whatever fluids reside within their prey.
Dazzling, bioluminescent clusters of lichen light up the darkness, illuminating this fertile and overgrown Region in flickering neon colors. Don't let that lull you into a false sense of security however - the Azure Weald brings to mind the deep jungle, in all its splendor and horror - and much like its terrestrial counterparts, it is absolutely not out to make friends. Kill or be killed - that is the law in this place.
Hollow Bough is a biological oddity that has the Science Department scratching their heads - this entire region of the planet is dominated by colossal, organic conglomerations resembling the inside of hollow trees. However, these structures are under attack by an invasive species of voracious vine-like plants, as much a threat to us as the planet itself. We recommend traversing these environs with extreme caution.
Below it all.
Live concurrent-player count from Steam. Updated every five minutes. Click through for the SteamDB chart.
Digging, fighting, dying in the caves below. Every counter spike is a content drop, a tournament, or another reason to climb back in.
Open Steam DB chartTwelve sections, every entry sourced from the game files. Cross-linked, searchable, and updated every time Ghost Ship ships a patch.
Guardian, Falconer, Retcon, Spotter, Slicer -- five operatives and their unique kits.
Primary, secondary, grenades, and support tools.
Persistent skills carried between dives. Global tools and class specialisations.
Corespawn, Glyphids, Rafkan, ShatterClaw, bosses, and the rest of Hoxxes' hostile fauna.
Cave systems, hazards, and environmental modifiers.
Run-altering artifacts found deep in the caves.
Expenite, ores, gems, brewing ingredients, and currencies.
Mission types, objectives, mutators, and warnings.
Bio-Booster decks and curated card synergies.
Tips, strategies, and walkthroughs for every hazard level.
Build discussions, patch notes, dev questions answered, official store, studio updates. The places miners actually talk.
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Build discussions, patch notes, Rock and Stone solidarity, and the channel where dev questions get answered.
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The store page where DRG: Rogue Core lives. Patches drop here first; reviews update as miners dig deeper.
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The studio behind DRG. Patch notes, roadmap chatter, dev diaries, and Rock and Stone solidarity.
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Last updated May 20, 2025 · Data from DRG: Rogue Core v1.0
Fan wiki · Not affiliated with Ghost Ship Games