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Mission control

Missions.

Everything that shapes a dive: how missions are built, what modifies them, and what you control before dropping.

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Source · Mission terminal

How a Mission Works

1

Pick a Mission

At the Mission Terminal on the Ramrod, you see available missions. Each one shows a Depth tier (1-4), a Length (number of stages), and a Complexity rating (Simple, Average, or Complex). Higher depth = tougher enemies and better XP. Longer missions = more stages to clear.

2

Check the Modifiers

Before you drop, the mission shows its active Risk Vectors and Warnings. Risk Vectors are per-stage twists: some are buffs (Double Expenite, Equipment Crate), others are threats (Invisible Creepers, Lethal Enemies). Warnings like Haunted Cave or Low Oxygen apply for the entire run.

3

Lock Your Loadout

Choose your Reclaimer, pick a Bio-Booster deck, and equip your weapons. Once you drop, there's no going back. Your deck determines which cards you can pull during the run; your weapon loadout is what you fight with until extraction.

4

Drop into the Caves

The Drop Pod takes you underground. The cave layout is procedurally generated from a DNA template — the game picks room types, connects them linearly, and places decorations. Each stage is one room. You clear enemies, mine Expenite, and complete objectives to open the elevator to the next stage.

5

Clear Each Stage

Each stage spawns waves of enemies and may contain an objective (Excavation, Defense, Escort, Vault, etc.). Between stages, you ride an elevator down — no return path. Use the Expenite you've mined to buy upgrades at the R.E.P.D. workbench. Risk Vectors roll fresh each stage.

6

Boss or Extraction

After the final stage, you either face a Rift Gate boss (Standard missions) or call the Drop Pod for extraction. Gauntlet missions are 7 continuous stages with a kill-gate between each level. XP, cosmetics, and progression rewards are tallied at the end.

HOW THE SYSTEMS CONNECT
Depth TierEnemy damage multiplier, hazard bonus, XP scalingTier 1 (+10%) → Tier 2 (+25%) → Tier 3 (+40%) → Tier 4 (+55%)
ComplexityHow many Warnings can stack, hazard bonusSimple (0%) · Average (+10%) · Complex (+20%)
LengthNumber of stages (rooms) in the mission3 (Short) · 4 (Normal) · 5 (Long) · 6 (Very Long) · 7 (Gauntlet)
Risk VectorsPer-stage modifiers that roll each stage22 types: buffs (green) like Double Expenite, threats (red) like Invisible Creepers
WarningsMission-wide hazards active the entire runHaunted Cave · Elite Threat · Low Oxygen · Volatile Guts
DNA TemplateCave layout, room types, decoration density9 templates from Small+Linear to Big+All-Room-Types

Miner's Manual · How missions work

Mission Terminal

Missions are selected from this terminal. Every 30 minutes, the planetary scanner will find new missions of various types and Complexity levels. You can also decide how difficult the mission will be by changing the Hazard Level.

DEPTH LEVEL

You will be deploying to mining facilities at various depth levels within Hoxxes' lithosphere. As you get closer to the planet's core, you can expect more intense local mutations and fiercer resistance from Core Spawn. In the Mission Selection Terminal, Depth Level indicates the difficulty level of missions. XP and mission rewards are increased at deeper Depth Levels.

FACILITY LENGTH + COMPLEXITY

Facility Length indicates the physical size of the mining facility in a particular mission. Longer facilities take more time to complete, but also contain more Expenite, meaning more opportunities to earn upgrades during your mission. Complexity rates the challenge of navigating and traversing a cave. Low complexity indicates a more linear, straightforward cave system, where highly complex facilities will require expert usage of your Traversal Tools and sharp spelunking skills.

ALTERATIONS

Some mining facilities may be affected by peculiar local phenomena which may or may not be associated with the Grayout anomaly. These unusual sites will be labeled with Alterations in the Mission terminal. Alterations may change the rules of engagement, or introduce special modifiers that will challenge and disrupt your approach to the mission.

CONSIDER THE RISKS

Risk Vectors will always come with a negative effect. This is often through the form of a power-up for Core Spawn enemies; making them faster, stronger, more frequent, or even invisible, for example. Consider your choice carefully.

CORE SPAWN SOURCE

Core Spawn are entering our facilities through some sort of portal, for operational purposes called a Rift Gate. This is located at the lowest level of the facility, closest to the planet's core. Once you reach this level, you need to destroy the Rift Gate in order to consider the mission a success. The Rift Gate will be well-defended - expect fierce resistance.

Last updated May 29, 2026 · DRG: Rogue Core wiki

Mission Composition

9 DNA TEMPLATES

Every mission is built from a DNA template that defines its length, complexity, XP payout, room types, and decoration density. The game picks a template based on weight (higher = more common), then fills it with procedurally selected rooms from the allowed tags.

TEMPLATESTAGESXPCOMPLEXITYDECORWEIGHT
Normal4_AverageLinear.Big · Linear.Chimney · Linear.Medium · Linear.MiniLevel
44,500Average15
Normal4_ComplexLinear.Big · Linear.Bridge · Linear.Chimney · Linear.Medium
44,500Complex25
Normal4_SimpleLinear.Bridge · Linear.Chimney · Linear.MiniLevel · Linear.Small
44,500Simple1075%
Long5_AverageLinear.Big · Linear.Chimney · Linear.Medium · Linear.MiniLevel
55,625Average2033%
Long5_ComplexLinear.Big · Linear.Bridge · Linear.Chimney · Linear.Medium
55,625Average2033%
Long5_SimpleLinear.Chimney · Linear.MiniLevel · Linear.Small · Linear.Vertical
55,625Simple2025%
VeryLong6_AverageLinear.Big · Linear.Chimney · Linear.Medium · Linear.MiniLevel
66,750Average2033%
VeryLong6_SimpleLinear.Bridge · Linear.Chimney · Linear.MiniLevel · Linear.Small
66,750Simple1525%
GauntletLinear.Big · Linear.Bridge · Linear.Chimney · Linear.Medium
77,875Simple2033%
XP PER STAGE
1,125
Fixed across all templates
NORMAL (4 STAGES)
4,500 XP
75% weight — most common
LONG (5 STAGES)
5,625 XP
Average or Complex
GAUNTLET (7 STAGES)
7,875 XP
All room types allowed

Gauntlets

2 TIERS · 7 LEVELS EACH

Standard Gauntlet

Depth 3 → 3.5Ascension Level 1

The introductory Gauntlet. Continuous spawning, kill-target gates between levels, automatic elevators between rooms. Weekly seed resets every Tuesday.

Advanced Gauntlet

Depth 4 → 4.5Complete Standard first

The endgame Gauntlet. Damage multipliers, enemy density, and elite spawn rate all push higher. Same 7-level pacing as Standard, but mistakes compound faster.

Weekly seed reset

Every Tuesday the procedural seed rotates. Resets Tuesday 00:00 UTC.

Continuous spawning

Enemies stream in continuously per level. No safe rooms once a level opens.

Kill-target gates

Every level has a fixed kill quota before the elevator unlocks.

Automatic elevators

Between levels you take the elevator down. Heal and re-arm between levels, not mid-fight.

7 levels per run

Bail on level 4 if outclassed -- partial rewards still apply.

Bio-Booster deck = pre-pick

Lock the deck before drop. Control and armor scale well into higher tiers.

In-Mission Events

10 EVENT TYPES
MINING250 Expenite

Hard Rock Cracking

Sustained drilling on a pressurized rock formation.

DEFENSE250 Expenite

Secure Container

Survive the security purge timer while waves close in.

LOGISTICS250 Expenite

Cargo Hauling

Move a heavy resource module to a deposit terminal.

MINING250+ Expenite

Excavation

Drill through brittle terrain to expose buried geode nodules.

COMBAT250 Expenite

Research Subject Elimination

Kill a tagged elite before it despawns.

ESCORT250 Expenite

Ram Hammer Escort

Escort a heavy-mining vehicle through the room.

MINING8 per kill (70s)

Expenite Transmutation

Every kill drops 8 Expenite chunks for 70 seconds.

ENGINEERING250 Expenite

Pipe Connection

Route pipe segments from caches to mount points.

DEFENSE250 Expenite

Sealed Vault

Hold the room while the vault cracking script runs.

TRACKINGExpenite Vein

Prospecting Drone Hunt

Land three hits on a fleeing Prospector drone.