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Deep Rock Galactic: Rogue Core
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Six months of changes, counted

On November 12 the developers posted a list of everything they had added since May. It is short, specific, and worth counting.

Last checked 2026-11-15 · Game version Early Access since May 20, 2026 - Update 3 live Nov 4, 2026

Quick answer

Since launch: 25 new upgrades, 13 cave constructions, 15 cavern formations, 4 entrance facilities, 5 new weapons plus the XQ-2 teleporter, and 4 new enemies including the fourth boss.

On November 12 the developers posted a recap of everything added since the May 20 launch. The framing was blunt: the launch did not go well, they learned from it, and here is what changed.

The list is short and countable, which makes it the best available summary of what six months of Early Access actually produced.

The counts

CategoryCountExamples from the official post
New Expenite upgrades25Grid-Shock, Icicle Strike, Impact Duplication, Nuclear Optics
New cave constructions13Scaffolding, excavation, big machinery
New cavern formations15Organic cave shapes in the generator
New entrance facilities4New starting rooms where you pick gear
New weapons and tools5Trident DES, Ventura M57, Corrosive Sludge Pump, LOK-1, XQ-2
New enemies4Voidkin Drifter, Voidkin Dominator, Corespawn Bloater, Balgorath

All counts are from the official six-month post, checked 2026-11-15. The XQ-2 is counted as a traversal tool rather than a weapon, which is why the weapon list reads as four guns and a teleporter.

Systems, not content

The same post lists the systems work, and those items matter more for a returning player than any single weapon.

ChangeWhy it matters
All enemies drop ExpeniteCombat now pays, so mining is optional
No grouping needed to upgradeThe R.E.P.D. button works at any range
Chosen upgrades are replacedEveryone gets the same number of picks
Rerolls existA dead draft is no longer a dead run
Five Threat LevelsDifficulty no longer tied to depth
Assault Pace toggleTimer is adjustable per mission
Solo Save and QuitSolo runs can be resumed
Host crash recoveryA dropped host does not end the run

Quality of life list

The post names these directly: auto-sprint, more ammo spawns, improved Bio-Booster UI, classless Bio-Booster decks, the cosmetic sheet rework, Alpha Clearance granted to everyone from the start, a cleaner loadout UI, and hundreds of new voicelines focused on the laser pointer.

Alpha Clearance is the one worth flagging. New players used to be locked out of starting Expenite Events and opening the Grenade Locker until they progressed. The lockout is gone.

What the post leaves out

There is no date for 1.0 in the recap, and no sales figures. The roadmap image was updated the same week and is on the store page, but the text recap does not promise a launch window.

That absence is the honest answer for a buyer: the game is in Early Access, it is being actively developed, and the developers have not committed to a date for the finished version.

Official Steam store screenshot: industrial facility machinery

Ranked by impact

Rank the list by how much it changes a run rather than by how big the number is.

  1. Enemies drop Expenite. Combat now pays, so a player who fights instead of mining is no longer punished.
  2. Upgrade rerolls exist. A dead draft costs a mineral rather than a run.
  3. Threat Levels decoupled difficulty from depth. A player who finds the game too hard can now go deep without the spike.
  4. Assault Pace made the timer negotiable. The single most common complaint about launch was time pressure.
  5. Solo Save and Quit. A handheld or a short session is now viable.
  6. Host crash recovery. A dropped host no longer deletes an hour.
Complaint from launch weekFixed byStill true?
Timer too tightAssault Pace (Update 1)No, it is adjustable
Too hard with no rampThreat Levels (Update 2)No, five settings exist
No reason to fightEnemies drop Expenite (Update 3)No, combat pays
Stuck with a bad upgradeFlux Quartz rerolls (Update 3)No, rerolls exist
Runs lost to a disconnectHost crash recovery (Update 3)No, the team restarts the floor
No endgameGauntlets (pre-existing, gated)Partly, still four bosses

Reading the numbers properly

Twenty-five upgrades in six months is roughly one a week, and the post is explicit that the focus was on upgrades that "feel fresh and fun" rather than incremental stat bumps. For a returning player, that is the difference between a patch you read and a patch you feel.