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Deep Rock Galactic Rogue Core Beginner Guide: 2026

8 min readBy Zara Chen
Slicer class Reclaimer dwarf mid-swing with glowing Plasma Blade in a dark Expenite-veined tunnel

Reviewing

Deep Rock Galactic: Rogue Core

Ghost Ship Games · Ghost Ship Publishing + Coffee Stain Publishing

Deep Rock Galactic Rogue Core beginner runs tend to end the same way: not from a difficult boss fight or an overwhelming enemy swarm, but from spending Expenite at the wrong time and arriving at a floor mid-descent with an underpowered build and no recovery path. The currency curve is steeper than it looks, and the class you picked may be well-suited to co-op but punishing in the solo context you're actually playing in.

This guide covers what to actually do in your first five runs: class selection, the Expenite cost curve, how Cooper works as a solo companion, and what the descent structure asks of you that the original Deep Rock Galactic never did.

TL;DR: Pick Slicer for solo (560 damage Plasma Blade, self-sufficient). Pick Falconer for co-op (remote revive, crowd control support). First Expenite upgrade costs 120. Each subsequent one adds 10, capping at 230 before exponential scaling. Cooper (AI companion) gets a secondary upgrade row in solo sessions. Don't overspend Expenite in the first three floors.

Key takeaways

  • Deep Rock Galactic Rogue Core beginner class recommendation: Slicer for solo, Falconer for co-op
  • First upgrade costs 120 Expenite: each subsequent one adds 10, up to a cap of 230
  • Runs start from zero equipment; permanent progress comes through Promotions and Security Clearance
  • Cooper (AI companion) gets a secondary upgrade row in solo sessions
  • Three enemy factions at EA launch: Corespawn, Rafkan, Shatterclaw
  • Difficulty scales with floor depth, not from a fixed threat level

Deep Rock Galactic Rogue Core beginner class selection

Five Reclaimer classes are available at launch. For a Deep Rock Galactic Rogue Core beginner, the choice matters more than it might seem: Rogue Core doesn't give you time to reconsider mid-descent. You commit when you pick.

Slicer is the right call for most solo players. The Plasma Blade deals 560 melee damage per swing, the highest single-strike number in the current class set. You're not waiting on ability timers or coordinating with teammates. Damage is immediate and the floor-to-floor feedback loop is clear enough that even a partially upgraded Slicer can get through early floors before you've internalized the full upgrade tree.

Falconer is the co-op pick. The Lightning Drone fires in three bursts of 25-35 damage each and electrocutes targets on hit. More than the damage numbers: Falconer has a support toolkit that functions well in a four-player run without demanding precise aim from someone still learning floor layouts.

The other three classes reward experience with Rogue Core's specific systems:

  • Guardian (Seismic Gloves): area stun is powerful once you can read which enemies need CC versus which need burst. Good for co-op when you know the floor patterns.
  • Spotter (Crit Darts): applies +100% critical hit chance to targets for 5 seconds. Strong in co-op where teammates can capitalize on the window. In solo, functional but slower to pay off.
  • Retcon: Time Rewind negates incoming damage; Rage doubles outgoing damage. High ceiling, but both abilities require reading ahead rather than reacting, which is harder to do on floors you haven't seen.

GODEEPER: For a breakdown of all five classes including ability interactions and upgrade synergies tested before EA launched, see the Deep Rock Galactic: Rogue Core pre-launch guide →

Deep Rock Galactic Rogue Core mission start showing dwarf class selection and loadout screen Class choice matters more in Rogue Core than in the base game: passives stack differently.

How Expenite works

Expenite is the mineral currency you mine on each floor and spend at the R.E.P.D. to buy upgrades. The cost structure is what catches most players off-guard early.

The first upgrade costs 120 Expenite. Each purchase after that adds 10 to the cost: 130, 140, 150, up to a cap of 230. After 230, costs scale exponentially. The early floors are where the pricing is friendliest. A common mistake is skipping the first upgrade opportunity because the specific upgrade on offer doesn't look exciting. By mid-descent, the same purchase costs nearly twice as much, and mining yield per floor doesn't scale with it.

In co-op with four players, upgrade events give each player six options, with selection order randomized. Solo play pairs you with Cooper, the AI companion: Cooper takes a secondary row of upgrades at the same rarity tier as yours. You can't control what Cooper picks, but the extra upgrade volume helps close the gap between solo and co-op progression pace.

In your first run: take the first upgrade on the first floor that offers it. 120 Expenite is the cheapest it gets. Don't sit on the currency waiting for something better.

The descent structure: what changes from original DRG

If you're coming from the original Deep Rock Galactic, the structural difference is sharper than it seems from the store description.

Original DRG: you enter a mission with a fully equipped loadout, complete an objective, and call the drop pod for extraction. Your loadout is persistent. You don't lose it between missions.

Rogue Core: each run starts from nothing. Basic equipment only. You build your kit floor-by-floor using Expenite upgrades. When a run ends (by death or by completing the descent) the in-run upgrades are gone. The only things that persist are the meta-progression gains from the Promotions and Security Clearance system.

The descent is a series of floors, each procedurally assembled. Enemy composition and density increase as you go deeper. Three enemy types appear in the EA build: Corespawn (the base faction), Rafkan, and Shatterclaw. Corespawn are the most common in the early floors; the other two appear more frequently as depth increases. The difficulty scaling is aggressive: floor three is noticeably harder than floor one in a way that original DRG's fixed threat levels didn't replicate.

One structural consequence: a bad upgrade selection on floor two compounds through the rest of the run. There's no late-game catch-up mechanic from accumulated loadout power. What you've built by mid-descent is close to what you'll finish with.

Deep Rock Galactic Rogue Core underground biome showing enemy encounter and mining objectives The mining objective loop is how you fund the run: ignoring it makes mid-run upgrades unreachable.

Step-by-step: first five runs for a Deep Rock Galactic Rogue Core beginner

Run 1 (Pick Slicer and observe, don't optimize. Your goal is to understand when upgrade events happen, what Expenite yield looks like per floor, and roughly how deep you can get before it falls apart. Die without guilt) the run costs nothing except time, and the floor layout patterns stick.

Run 2: Take the first upgrade on the first event available. Test that instinct against your run-one experience. The gap between "first upgrade early" and "held Expenite for later" is usually two floors of survivability.

Run 3 (Switch to a different class. Falconer in co-op shows you what a support kit feels like. Guardian in any context shows you how area CC changes fight pacing compared to burst damage. You don't need to win the run) you need the comparison data.

Run 4: Be deliberate about upgrade selection. The Plasma Blade at 560 damage is already high. Upgrades that add attack speed or elemental effects often outperform raw damage bonuses when the base stat is already strong. Pay attention to what the upgrade screen actually offers versus what sounds powerful in the abstract.

Run 5: Push deeper than you're comfortable with. The mid-descent floors are where Rogue Core shows what it's actually asking. Enemy behavior shifts, density increases, and the difference between a build that compounds well and one that drifts becomes hard to ignore.

GODEEPER: For context on how Rogue Core compares to other early access roguelites available in May 2026, see the best early access games worth buying roundup →

Meta-progression: Promotions and Security Clearance

Everything above happens within individual runs. Between runs, the Promotions and Security Clearance system is what carries forward.

Security Clearance tiers unlock through completed runs and milestone achievements. Higher clearance gives you additional starting options: which classes are available from the beginning, which upgrade tiers surface earlier in a run, and potentially which descent areas open. Ghost Ship hasn't published the full clearance table at EA launch. The structure follows standard roguelite pacing: early milestones come quickly, later ones ask for real time in.

Promotions are a separate track tied to class performance. Meeting Promotion requirements for a class unlocks new abilities or ability variants for that Reclaimer in future runs. This is where Spotter and Retcon eventually justify themselves: their ceiling is higher, and the Promotions track is how you get there.

One distinction worth flagging for DRG veterans: the Promotion system shares a name with the original game but works differently. Original DRG's Promotion reset your character level in exchange for cosmetics. Rogue Core's Promotions unlock functional content.

Tips for the Deep Rock Galactic Rogue Core beginner's first few hours

Mine everything on floor one. Enemy pressure is lowest there, Expenite yield is lowest there, and the habit of thorough mining on accessible floors pays off when late-descent floors are too dangerous to clear slowly.

Watch Cooper's upgrade selections in solo runs. You can't control what the AI picks, but the selections aren't random: they reflect the game's assessment of high-value upgrades for your current build state. Useful reference while you're still learning what matters.

Don't treat Artifact-tier upgrades as goals. Glass Cannon (+150% damage, -90% max health) appears in the real upgrade pool. In your first several runs, Artifacts require a degree of build understanding that you won't have yet. Common and Uncommon upgrades that compound cleanly tend to outperform a high-rarity pick that doesn't fit what you've built by floor two.

The original DRG's mechanical knowledge doesn't transfer much: cave layouts, dwarven attitude, and the general sense of "mine rock, shoot bugs" do. The mission-structure logic, loadout optimization, and threat-scaling instincts from the original are different enough that they can actively mislead you early. Treat Rogue Core as a new game using a familiar setting.

For the full pre-launch mechanic breakdown (all five classes, the upgrade economy in detail, and Ghost Ship's EA scope statement) see the Deep Rock Galactic: Rogue Core pre-launch guide. The Deep Rock Galactic Rogue Core EA launch news covers what's in the live build and Ghost Ship's roadmap statement from today.

References

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About the author

Zara Chen

Critical Theorist & Features Writer

Critical game theorist with a background in film criticism. Writing for print and digital outlets since 2015. Specialises in genre analysis and design heritage.

  • Background in film criticism
  • 10 years games coverage
  • Genre theory and design history specialist

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