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GuideDeep Rock Galactic: Rogue Core

DRG Rogue Core Upgrade Guide: Expenite, Tiers, Best Picks

11 min readBy Marcus VasquezUpdated 77 days ago
Deep Rock Galactic Rogue Core R.E.P.D. upgrade selection screen showing six Enhancement options at an Expenite deposit terminal mid-run
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About the game

Deep Rock Galactic: Rogue Core

The DRG Rogue Core upgrade system looks simple in the first two floors: mine Expenite, deposit into the R.E.P.D., pick something from the menu. By floor five, players who treated every selection as a free-standing decision are hitting walls that players who understood the cost curve saw coming.

The DRG Rogue Core upgrade economy isn't hard to understand once you know how it works. Most players never read it. That gap is where runs end.

TL;DR: Expenite powers the R.E.P.D. upgrade device. The official cost table starts at 120, then 130, 140, 150, 165, 180, 195, 210, 225, 240 and continues upward; it does not support a +10 progression capped at 230. The six rarity tiers run from Common through Artifact. Per-class priorities should follow verified kit interactions: Guardian's named Workbench upgrades, Slicer's direct Slice route, Falconer's charge/projectile options, Spotter's Crit Dart options, and Retcon's documented Rewind/Rage windows.

DRG Rogue Core upgrade system: quick answer

The DRG Rogue Core upgrade loop runs on Expenite, a mineral you mine while descending Hoxxes IV. Deposit enough into the R.E.P.D. terminal and it triggers an upgrade selection event. The official R.E.P.D. table starts at 120 Expenite, then lists 130, 140, 150, 165, 180, 195, 210, 225, 240, 255, 270, 285, 300 and later increases; it does not describe a simple +10 progression capped at 230. Use the current table rather than extrapolating from the first few values.

In a normal 4-player event, each player gets 4 options per event, drawn from a shared pool and selected in random order. The official Upgrades page lists 3 options for 1-3 players and 4 for 4 players, with a separate Jumble exception. Since Update 01 (June 17), when one player picks an option it is immediately replaced with a fresh option of the same rarity, so the pool stays the same width for whoever picks next. The old guaranteed Health Reward slot was removed in that same update, so health upgrades now compete in the normal rotation like everything else.

The DRG Rogue Core upgrade deck (Enhancements) you build during a run resets completely when the run ends, win or lose. Meta-progression, what carries over between runs, is a separate system that's limited in the Early Access build. The upgrades you pick in a run are temporary; the skill in picking them is permanent.

How Expenite flows: pacing your upgrade events

Expenite spawns in veins embedded in cave walls. Mining speed and route efficiency determine how many events you trigger per floor. On early floors, Expenite is dense and events trigger frequently. Later thresholds are higher than the opening values and require more Expenite to fund.

That cost escalation matters for DRG Rogue Core upgrade planning: the first three floors are where you establish build direction, the later floors are where you execute it. A Common upgrade on floor two that doesn't fit your class's core mechanic isn't the end of the world. An Uncommon on floor seven that conflicts with your Legendary pick from floor five is a genuine setback.

Don't plan around a fictional 230 cap. Mine forward and deposit when the current R.E.P.D. threshold is met; the exact threshold follows the table and can rise beyond the opening sequence.

Decide your upgrade direction by floor two. Which of the six tiers you're aiming for at the Legendary level determines which Rare and Epic picks are worth taking along the way. Running unfocused through the first four floors, taking whatever looks good, usually produces a deck that's weak exactly when the game stops being forgiving.

GODEEPER: Each class's signature ability determines which upgrades are worth building toward. Deep Rock Galactic Rogue Core Classes Guide →

DRG Rogue Core upgrade tiers: Common to Artifact

Common: Incremental improvements to base output. More damage, slightly wider area, marginally faster cooldowns. Common picks are never exciting but they're always correct when Rare options don't fit your build direction. A Common that amplifies your signature ability is worth more than an Uncommon that doesn't interact with it.

Uncommon: Start adding secondary mechanics. An Uncommon might add a damage-over-time component to a class that normally deals burst, or introduce a cooldown interaction that changes timing patterns. Uncommons are where build shaping begins, but the effects are still incremental.

Rare: Reshaping starts here. Rare Enhancements can introduce a new mechanic or upgrade an existing one, but the exact pool is versioned. Read the offered tooltip rather than assuming a Guardian fear duplicate or a Slicer bleed/chain effect exists.

Epic: The turning point. Epic Enhancements can define the rest of the run's priorities, but the current tooltip is the authority for exact effects. Do not assume a doubled Spotter window or a third Retcon Rage charge without seeing that option in the current build.

Legendary: Run identity. Legendary picks are rare enough that most runs see one or two. They typically combine multiple Rare-level effects into a single slot and create combinations with your existing deck that didn't exist before. The pool is large enough that you won't see the same Legendaries twice in consecutive runs.

Artifact: Extreme upside, explicit cost. Artifacts are the tier Ghost Ship designed around deliberate imbalance. They can't be stacked with other Artifacts. Most of them have a negative component that restructures how the run plays.

Deep Rock Galactic Rogue Core upgrade selection screen showing a mid-run event with four Enhancement options and one Artifact pick highlighted in the deck A normal four-player upgrade event presents four options per player, with the draft refilling after picks. Artifact picks appear as a distinct tier: extreme upside with explicit costs that restructure how the run plays.

Artifact picks: verify the current tooltip

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Artifact is a distinct rarity tier with run-defining potential, but the sources checked for this sweep do not verify a complete effect table. Read the current option tooltip, and avoid treating a community name, numeric modifier, or “confirmed Artifact” list as authoritative without a current official source.

Taking a DRG Rogue Core upgrade at Artifact tier isn't a mark of expertise. Taking the right one for your current deck state is.

Per-class upgrade priorities

The DRG Rogue Core upgrade priorities differ meaningfully by class because each signature ability creates different value from Enhancement interactions.

Guardian chooses among Force Blast Amplifier, Overclocked Stun Modules, Salvo Augmentor, Pressure Waves, and Repulsion Field Booster according to whether the run leans on Concussive Barrage or Repulsion Field.

Slicer targets direct melee, Slice range/utility, and the named Workbench options Thermal Wake, Eclipse System, Blade Recalibration, and Tempered Core. The official class page does not list kill-chain extensions or chain-trigger reductions.

Falconer wants charge/projectile uptime around the verified options Expanded Battery Capacity, Fledgling Blitz, AMP Relay Booster, and Talon Surge. The Shock Drone has 5 charges with 10-second replenishment; additional build advice is strategy, not a documented Arc enhancement or chain-sharing rule.

Spotter uses the named Crit Dart options: Charge Spooler, Enhanced Critical Chance, Critical Splash, Extra Dart, and Potent Dart. The base ability has 3 charges, an 18-second per-charge cooldown, a 5-second direct mark, and a 10-second ground field; the effect raises Crit Chance rather than guaranteeing crits.

Retcon has two documented mechanics: Rewind Time (20-second state, 75-second cooldown) and full Rage (+100% Damage and +30% Pickaxe Speed for 12 seconds). Choose survivability and timing around those effects; do not assume a 2.5x Rage modifier or a second Rewind charge unless the current tooltip explicitly offers it.

GODEEPER: Team composition tables, Enhancement deck synergies for four players, and how Spotter's crit multiplier interacts with Falconer's electrocution chains. Deep Rock Galactic Rogue Core Co-op Guide →

Enhancement deck strategy in co-op

Four players each picking independently creates a coordination problem most squads don't address until they've lost runs to it.

Assign upgrade priorities before the run starts, not mid-event. One player focuses on damage amplification Enhancements for whoever the squad's burst handler is. One player takes cooldown reduction Enhancements, specifically relevant for Retcon if someone's running Time Rewind as the squad's defensive anchor. At least one player takes a healing Enhancement, because passive recovery compounds across ten floors and floor damage is unavoidable.

Know the pick order implications. Players who pick early in an event get the widest option pool. Players who pick last get whatever's left. If your squad has a high-variance Slicer plan that depends on a specific Legendary, picking last means hoping the pool still has it after three other players have made choices. Pick order is random each event. High-variance builds belong to players comfortable with having their plan disrupted.

Don't overlap Enhancement categories. Two players stacking the same type produce diminishing returns while the squad's gaps go unfilled. A squad where three players take damage Enhancements and no one takes survivability is efficient against floor three. It collapses against floor eight when enemy density starts punishing exactly the hole you left open.

Deep Rock Galactic Rogue Core post-run summary screen showing Expenite earned, Enhancement tiers unlocked, and meta-progression XP gains The run resets at the end regardless of outcome. Meta-progression in the EA build is limited to starting bonuses. The upgrade knowledge you build carries.

Meta-progression: what carries between runs

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In the Early Access build, meta-progression is limited. It primarily unlocks starting options and minor starting bonuses, affecting what you begin a run with rather than how it develops. The DRG Rogue Core upgrade deck resets completely at run end regardless of outcome.

Ghost Ship has confirmed that the meta-progression layer will expand significantly before 1.0. Based on the studio's approach to the original Deep Rock Galactic, expect the full release to include unlock trees for each class, starting bonuses tied to specific upgrade paths, and possibly account-level multipliers for Expenite generation.

For EA, treat meta-progression as onboarding rather than strategy. What you unlock affects your starting position marginally. The knowledge you build about how the DRG Rogue Core upgrade curve works, which Enhancements fit your class's signature ability, and when to take Artifact-tier picks: that doesn't reset. That carries.

Key takeaways

  • Expenite powers the R.E.P.D. upgrade device: the table starts 120, 130, 140, 150, 165, 180, 195, 210, 225, 240 and continues upward
  • 6 tiers: Common (incremental) through Artifact (extreme modifiers with explicit costs)
  • Artifact picks should be evaluated from the current tooltip; community names and modifiers are not a substitute for source evidence.
  • Guardian: verified Workbench options. Slicer: direct Slice route. Falconer: charge/projectile uptime. Spotter: Crit Dart options. Retcon: documented Rewind/Rage timing.
  • In co-op, assign upgrade priorities before the run. Pick order is random. Overlapping Enhancement categories wastes potential.
  • Meta-progression is limited in EA. Build knowledge, not account stats.

References

Frequently Asked Questions

How does the upgrade system work in DRG Rogue Core? Mine Expenite while descending, deposit into the R.E.P.D. device to trigger upgrade events. The official table starts at 120, then 130, 140, 150, 165, 180, 195, 210, 225, 240 and continues upward; there is no verified 230 cap in the source table. In co-op, selection order and replacement behavior are versioned UI details.

What are the 6 upgrade tiers in DRG Rogue Core? Common, Uncommon, Rare, Epic, Legendary, and Artifact. Common and Uncommon improve the base kit; later tiers can reshape a run. Use the current tooltip for exact positive/negative effects and stacking rules.

How should I evaluate an Artifact? Use the current in-game tooltip and compare the actual effect with your current run. The checked sources do not verify every community Artifact name or numeric modifier.

Which upgrades are best for Guardian in DRG Rogue Core? Force Blast Amplifier, Overclocked Stun Modules, Salvo Augmentor, Pressure Waves, and Repulsion Field Booster are the documented Workbench choices; choose based on the mode you use.

Which upgrades are best for Slicer in DRG Rogue Core? Build around direct melee and the named Workbench options Thermal Wake, Eclipse System, Blade Recalibration, and Tempered Core. The class page does not document a kill-chain upgrade path.

What is meta-progression in DRG Rogue Core? Unlocks and minor bonuses that carry between runs. In the EA build it's limited to starting conditions. The Enhancement deck resets fully after every run. Meta-progression will expand significantly before 1.0.

How does pick order work in 4-player co-op upgrades? In a normal 4-player event, each player gets 4 options selected in random order from a shared pool. For 1-3 players the official page lists 3 options; Jumble has a separate count. Since Update 01 (June 17), a picked option is replaced with a fresh one of the same rarity, so the event stays the same width for later pickers. The old guaranteed Health Reward slot is gone. Plan high-priority picks for players who pick first, not last.

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About the author

Marcus Vasquez

Senior Critic & Analyst

Former game data analyst turned critic with 11 years covering indie and mid-tier games. Based in Austin. Runs spreadsheets on games most people just play.

  • 11 years games criticism
  • Former game economy analyst
  • Roguelike and strategy specialist
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This article is published for informational and entertainment purposes. It does not constitute professional financial, legal, or technical advice. Game performance, online services, patch schedules, and store listings change. Verify critical details (pricing, system requirements, regional availability) with publishers and storefronts before you buy. Affiliate links, where present, help support our editorial work and are labelled in our affiliate disclosure.

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DRG Rogue Core Upgrade Guide: Expenite, Tiers, Best Picks