Rogue Command on Steam - User reviews, Price & Information

Classic RTS gameplay fused with a modern roguelike. Shape your build each run by assembling an evolving arsenal of powerful units and facilities. Harvest resources, build out your base. Raise your army and call down orbital strikes to overcome the forces threatening your survival.

Rogue Command is a early access, rogue-like and singleplayer game developed and published by feneq.
Released on November 18th 2024 is available only on Windows in 10 languages: English, French, German, Japanese, Korean, Portuguese - Brazil, Simplified Chinese, Russian, Spanish - Latin America and Traditional Chinese.

It has received 332 reviews of which 311 were positive and 21 were negative resulting in a rating of 8.6 out of 10. 😎

The game is currently priced at 19.99€ on Steam.


The Steam community has classified Rogue Command into these genres:

Media & Screenshots

Get an in-depth look at Rogue Command through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • OS: Win 10
  • Memory: 4 GB RAM
  • DirectX: Version 11
  • Storage: 5 GB available space

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

Dec. 2024
Fun game, very repeatable. Gameplay is reminiscent of RTS games of yesteryear such as Command and Conquer. Needs some more balance but the devs are working on it. A single "Run" (9 missions) takes only 75 minutes so its a good game if you enjoy strategy games but don't have the spare time for a massive time sink. Playable on Steam Deck but not a optimal experience.
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Dec. 2024
An interesting take on the RTS genre, you assemble each loop/run of 10 missions your techtree. you start with a commander like Supreme Commander and can at start buy harvesters/refinery and 1 type of units each time prior to mission lets you choose 1 random unit or defence building out of 3, starting resources, ingame drops or upgrades for units. each stuff you unlock is very, very random and some is very strong others are useless same goes for enemy, so even on easiest difficulty you can end up with weak stuff, while enemy gets good stuff. once you win you go to the next level. each run has max 10 levels, once you win you can go for anothe round, but have to assamble your tech tree again. after each run of 10 missions, you get access to harder missions.
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Nov. 2024
The idea of a roguelite rts isn't one that I would have thought would work out so well. But it has done. I played many hours on the demo, trying out all sorts of different builds and ideas. Now that the game is in early access, a fair bit has changed. I'm shocked at the sheer amount of ideas that have gone into this. The amount of units, upgrades, global buffs called hacks, one use abilities, has been amazing. The game feels fairly polished already. I've encounted a small number of minor bugs, and unfortunately the suspected memory leak from the demo persists. However that doesn't cause much of an issue most of the time. The flow of game goes like this: You start a run and pick your engineer type, harvester type, and a special unit. Then you enter a multilayer tree which starts with a choice between 1 of 3 new units or buildings. After deciding how to navigate the tree to recieve the upgrades/buffs/currency you want, you play a match. After the match you go back to the tree and repeat. Every 3rd match is a tougher 'boss' fight which rewards you with a choice of powerful, potentially game changing upgrades to your special unit. Beat the 9th level you win that run. Regardless of whether you win or lose you get xp, and if you level up (which you almost always will), you unlock new units/upgrades/etc. If you won the run then you also unlock the next difficulty. The actual RTS portion of the game is well made and runs well (I do have a couple of small gripes, but nothing that's come close to denting my enjoyment). Units are generally responsive and easy to micro. You can press a button to slow the game down to 10% speed if you need more time to react or issue orders. It's a very action focused sort of RTS, so base building and economy are very simple. In just a few days I've clocked 34hrs, splitting my time between playing about on lower difficulties with all sorts of weird builds, and playing the higher difficulties to unlock new ones. You aren't punished for playing lower difficulties either, it seems like xp is more based on how long a run takes rather than what difficulty you play it. Some might complain at not being given more for beating a more powerful opponent, but I think it's a cool decision that avoids punishing you for playing on a lower setting, whether due to player skill limits or simply wanting a relaxed time messing around with builds that might not be viable on higher difficulties. It's a 'fun first' idea, and I feel like that sums up the game really. It's a lot of fun and I highly recommend it.
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Nov. 2024
What a wonderful little RTS! I'd imagine if someone wanted to make Slay The Spire an RTS game, this would probably be the closest realization to that. Minus the aesthetics are very different of course. Let's get into how the "Rogue-Like" plays out. You play a 10 round "Run" of random battles with randomized perks and unit pulls with three starting units in your initial unit pool. Your build unit, a resource gatherer, and a specialized unit that will shore up the backbone of your unit pulls. The 10th round is a "Boss" battle that will test your unit composition and will generally have a tough to beat gimmick. At the end of a run, if you win, you level up and potentially get new units to unlock as well as new starter units to mix up your battles. If you're defeated, you get to try again! Losses will generate experience, but not nearly as much. The game can be micro intensive, but you do not need to be an APM God to manage it. The layout for the units and abilities are pretty intuitive which is a great layout. Overall, I think this is a fun title and it's something you can just pick up and play on a casual basis while being rewarded if you want to up your skillset for the game.
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Nov. 2024
Played around 60 hours of it in the Beta stage, now bought it on release. Combining the aspects of a Rogue-like and RTS is very ambitious. But I can absolutely say that it was worth the gamble. Every run feels different from the last, because of enough variety and unlocks changing the entire flow of the game. Then for me loving RTS I was always bad at APM. But you don't even need this in this game, because of its USP, the time-slow mechanic. In short its a lot of fun to experience over and over again. 10/10 Fully recommend
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Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 27 March 2025 06:02
SteamSpy data 31 March 2025 14:51
Steam price 03 April 2025 04:37
Steam reviews 01 April 2025 13:47

If you'd like to dive deeper into the details about Rogue Command, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Rogue Command
  • SteamCharts - Analysis of Rogue Command concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Rogue Command compatibility
Rogue Command
8.6
311
21
Online players
17
Developer
feneq
Publisher
feneq
Release 18 Nov 2024
Platforms