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Rogue Core Beginner Guide

A practical beginner guide to Rogue Core's classes, run structure, Expenite, weapons, and early co-op habits.

Start with the run loop

Deep Rock Galactic: Rogue Core is a 1–4 player co-op FPS roguelite from Ghost Ship Games and Coffee Stain Publishing. Instead of entering a mission with a finished loadout, Reclaimer dwarves descend into mining facilities affected by The Grayout, an event that disables most technology on contact.

That setup changes the first decision you should make as a new player: treat the run as something you build while playing. You begin with minimal gear, then scrounge weapons, equipment, Expenite upgrades, Bio booster effects, Workbench improvements, and route rewards as the dive unfolds.

Pick a class for its Gauntlet

Classes in Rogue Core primarily define your signature Gauntlet ability. Weapons and most equipment are shared across classes, unlike the original Deep Rock Galactic where class identity is tied heavily to exclusive loadouts.

Confirmed classes are:

  • Slicer — melee burst DPS with the Supernova Blade Gauntlet.
  • Falconer — drone and area DPS through the Buzzard deployable.
  • Guardian — tank and defense role using the Stonewall Repulsor Gauntlet.
  • Spotter — debuff and support role using the S.P.O.T.T.E.R. dart pistol.
  • Gorgon — area-control specialist with final kit details still pending.

For your first runs, pick the class whose role sounds easiest for you to execute under pressure. Guardian should feel most natural if you like anchoring chokepoints. Falconer and Spotter fit players who want to support damage through utility. Slicer is more committal because its known identity is close-range burst.

Do not overvalue your first weapon

Known alpha weapons include the Mag Blaster, Field Blaster, Devastator Blaster, Laser Revolver, Stubby, Grenade Launcher, GK2, and Plasma Sword. Some returning weapons can roll major modifiers such as magazine-size changes or elemental damage, which means a familiar weapon may become a very different tool during a run.

A useful beginner rule is to ask what your current weapon solves:

  • Does it handle fast enemies?
  • Does it cover range if your Gauntlet is close-range?
  • Does it help against resilient targets?
  • Does it pair with your team's debuffs or defensive setup?

The Field Blaster, for example, is described as a slow-projectile launcher that requires leading shots. That may be powerful in the right hands, but a new player should be honest about whether they can land it during swarms.

Mine Expenite with a plan

Expenite is the wunder-mineral mined during runs. Teams feed it into Ellis, the flying MULE, to unlock team upgrades at convening points.

Because Rogue Core is run-based, Expenite should not be treated like background currency. It is part of the team's current power curve. If a route gives time to mine safely, take the opportunity. If a swarm or dangerous objective is already stressing the team, survival may matter more than squeezing out every deposit.

One alpha upgrade example is Reloading Trick, which gives 100% crit chance on the first shot after a reload. Treat named upgrade examples as provisional until Early Access confirms the final pool.

Understand risk vectors before chasing rewards

At each stage, risk-vector choices can point toward harder paths with better rewards. Known reward examples include extra weapon crates, equipment crates, or artifact upgrades.

A beginner team should evaluate risk with four questions:

  1. Are our current weapons good enough for a harder fight?
  2. Do we have defensive or control tools ready?
  3. Are we missing a key reward type, such as a better weapon?
  4. Would a failed high-risk route end a promising run?

The safest route may not produce the strongest build, but the greediest route can end the run before those rewards matter.

Use co-op fundamentals

Rogue Core keeps the co-op-first design ethos of Deep Rock Galactic. Solo is viable, but co-op is the intended experience. The familiar habits still matter: mark enemies and items with laser-pointer shouts, support teammate traversal, and look for weapon synergies between roles.

If you are playing with others, communicate before route choices and upgrade spending. A Guardian holding a chokepoint, a Spotter weakening priority enemies, and a Slicer diving a target are much stronger when they are responding to the same plan.

First-run checklist

  • Pick a class for its Gauntlet role, not for a fixed weapon loadout.
  • Replace weak weapons when crates offer a clearer job for your build.
  • Mine Expenite when the route gives you safe time.
  • Use Ellis upgrades, Bio boosters, and Workbench stations as separate power sources.
  • Treat high-risk paths as build accelerators, not automatic choices.
  • Expect details to shift when the Early Access build arrives.