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Rogue Command on Steam

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True RTS gameplay reinforced with roguelite build crafting. Control units with bullet-time precision. Call down bases and raise armies. Drafted from a different arsenal every run. Weave builds that break the game. Or the game breaks you.

Rogue Command is a rts, action rts and sci-fi game developed and published by feneq.
Released on May 14th 2026 is available on Windows, Steam Deck and Steam Machine in 10 languages: English, French, German, Japanese, Korean, Portuguese - Brazil, Simplified Chinese, Russian, Spanish - Latin America and Traditional Chinese.

It has received 1,022 reviews of which 910 were positive and 112 were negative resulting in a rating of 8.4 out of 10. 😎

The game is currently priced at 19.99€ on Steam, but you can find it for 4.20€ on Eneba.


The Steam community has classified Rogue Command into these genres:


Here is the detailed breakdown of supported languages for Rogue Command:

UI Subtitle Audio
English
German
French
Korean
Simplified Chinese
Traditional Chinese
Russian
Japanese
Portuguese - Brazil
Spanish - Latin America

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.

113 hours played
Sept. 2026
Good mechanics, runs well, lots of variety with interesting starting options between unit types, engineer (main builder/hero), and harvester type (SCV/Villager). As a former hardcore RTS competitive gamer now later in life looking to capitalize on my micro skills in a non-competitive but still challenging environment, this is a wonderful choice. It's challenging and has "stakes" given the rogue-lite nature of the runs, which gives just feeling of intensity and focus that I want from an RTS game. I happen to love rogue lite games, as well, so this certainly is a great combination for my current gaming style and time commitment allowance in life. I've enjoyed the game thus far, find it interesting, the gameplay is responsive and engaging, the graphics are basic but pleasant, all normal RTS mechanics are there in terms of functionality and quality of life use. Overall really fun and great game that I think, if they wanted, the developers could really build into a great co-op or even competitive RTS game at some level.
35 hours played
Aug. 2026
I have like 6 k hours on SC2 and like 500 on SC BW as well as played a lot of AOE and C&C. I am the one you should listen to, I PROMISE. First off: Don't listen to most of the negative reviews, game is in a FANTASTIC state for EA. It is already worth the price. 2: This game is a near-perfect distillation of the RTS genre. People complaining here do not seem to understand this is the absolute first of its kind (a rogue lite RTS). They smashed it out of the God dang park with this one. 3: All of the hotkeys are perfect. You just press tab and now you get a neat menu of ALL of your production buildings. After you press tab, you can right click to set a rally point, for ALL of your combat units. Press F2, you select ALL combat units, press F3, you select ALL harvesters. This leads to INCREDIBLY fluid gameplay with near MAX control, right at the start of a game. 4: The amount of units and upgrades and other things really is STAGGERING. So far, all of the units I have found same for like 2, have a place in your army. You do not get offered upgrades that don't fit into your build. Most of the time you will be offered something that makes you go "SICK I could use that." 5: Games are quick, fun and full of variety. Ignore the nit picking neck beards. 6: Buy this game. Support the RTS genre, especially this one.
516 hours played
July 2026
incredible experience! As a long time rts player it felt natural. I tend to shy away from any rogue components, but I remain impressed with the range and dynamism of the game. Polished and still fresh 300 hours in.
107 hours played
June 2026
TL;DR - if you think RTS games look neat but can't quite keep up with the "real-time" part of things, there's a good chance you'll get mileage out of Rogue Command anyways. If you ever saw something and went "I'd uninstall the game after seeing this more than twice in multiplayer, but it sure sounds cracked!", there's a good chance you'll be able to play with it here. --- The game is solid. A bit rough in places, but it's executed better than it has any right to. Still, my favorite thing is probably among the most trivial. I really like how the game presents the difficulty levels. Do you want to be (mostly) forced to interact with the game's systems? Pick engaged. Do you need a little more slack, but can feel yourself close to victory? Pick relaxed. Do you want to just throw deathballs of stuff at each other and watch the fireworks? Pick meditative (though I'm not quite sold on the name for this one). I've seen the easy/medium/hard trifecta more times than I can count, but very rarely does a game tell me what I can expect from each. No-strings-attached bullet time means that you don't need an APM of 200 to keep up mentally for extended periods of time or tinker with builds that demand multitasking. I find myself using bullet time less as I go (for the most part), and I don't get nearly as burnt out during longer battles as I usually do. There's still something to be said about the sheer difficulty spike of the final/boss mission in a run - but at the same time, what's a mountain with no peak? (...though I wouldn't mind one slightly less pointy)
80 hours played
June 2026
RTS/Roguelike is literally a genre that I thought could not work. There's no other game in the market like this. I was skeptical at first, but decided to give it a try because I indeed enjoy RTS. Within minutes, I found myself hooked to the gameplay loop. The variety of hacks, blueprints, upgrades, etc. really makes each run feel quite different; for the most part. I tend to organize my thoughts in bullet points, so I'll just list out what I liked, what I didn't like, and what I am ambivalent about: The good: - Variety is there and there is quite a bit of it. It is extremely unlikely you'll find yourself with the same composition as any of your previous runs with the exception of some starting units. - Lots of units have abilities which adds another layer of the depth. Most of them are pretty cool and really affect engagements. This does increase the micro tax and some people may be against it, but I like it. Having said that, there are basic "stat-stick" units you can find and you could try a "vanilla" run if you can manage to find them. - Maps are proc-gened and they are pretty nice aesthetically (except for one. Can't see anything in it). What's cool is that it forces you to scout the landscape and make planning your base more important. Sometimes you get beautifully lucky and have a narrow choke point you can defend. Sometimes you are in the wide open and your only defense is a swift and brutal offense. - The unit designs are very simple and I did not like it at first. As time went on, the theme grew on me and I prefer it this way. The colors are sharp and the lighting is vibrant. Detail is on the lower side, but given how big armies will get, you stop noticing it by the time you are on the 3rd or 4th mission. - In the later accensions, PCX does get some pretty big and wicked units which look really cool and it forces you to address them. Anything with "siege" in it is usually a big chungus to watch out for. - Lots of explosions and mayhem. The bad: - This is a personal take. The rewards board is solid, but still feels a bit unrealized. It works perfectly fine and compliments the gameplay, but I sort of wished there were more "events" that could happen or possible paths that lead to super strong rewards with some bad rewards sprinkled somewhere. It makes the decision making of the rewards board feel more impactful instead of "okay, what new toys am I getting." Roguelikes usually have these unfair gotchas and I think Rogue Command could benefit from that. - There are technically 3 different types of objectives, but they all essentially work the same way: Get to the heart of the enemy base and wipe out the objective structure. It would be nicer if there were other scenarios like surviving with limited income or starting with a set of units and hunting out the objective or even just hold the line for a set period of time. It would given certain types of units more relevancy over others. - Like everything in life, some quality of life features are missing. When using Drops, most of them do not have area reticles to let you know the size of the Drop which can be confusing until you've used it enough times to know the impact of it. The in-game UI is functional, but bare bones. Sometimes I mix up abilities because everything is mapped to QWERTY. When a unit dies in my army, I have occasionally thrown the wrong ability because that unit type disappeared in the group. It's not a major issue, but something to watch out for. - Slimes. Enough said. After around accension 10, they become an unstoppable force when enough of them show up. They aren't impossible, but they do feel a little too unfair to fight. Maybe I'm bad at the game. The "not sure yet": - The weather mechanic seems a bit underwhelming. It does affect the gameplay, but most of the time it serves as a small nuisance (except for sandstorm. Limited vision really hurts). I think if the weather was more visually apparent, I might like this, but sometimes I do not even notice it unless the announcer says it. - The iconography works and is intuitive. Yet, some of the icons for Hacks, Upgrades, and Drops feel a little basic. It would be cooler if they had more detailed or higher fidelity designs. It's not a major issue, but I do love cool looking icons. - There appears to be a story here, but nothing is really told to you at all. From what I could infer from the units and the one line of dialogue you get when starting a run is you play a "race" of sentient robot crystals that are trying to break free from a company called PCX. PCX wants to wipe you out completely and you, the crystal robots, are fighting for survival and to free the planet of PCX's expansion. It would be nice if we got more story bits for each accension completed. - Maybe this is scope creep, but I wish there were challenge runs you can do like finishing a run with no specialist. Or doing a run with only one single unit type, etc. They are not meant to be fair, but theoretically possible if the stars align and your skills are up to scratch. - I wish the game had co-op. Big ask, I know, but it would help me ease some of my other friends into the genre. It's something me and my buds had discussed a lot together.

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Frequently Asked Questions

Rogue Command is currently priced at 19.99€ on Steam.

No, Rogue Command is currently not on sale. You can purchase it for 19.99€ on Steam.

Yes, Rogue Command received 910 positive votes out of a total of 1,022 achieving a rating of 8.42.
😎

Rogue Command was developed and published by feneq.

Yes, Rogue Command is playable and fully supported on Windows.

No, Rogue Command is not playable on MacOS.

No, Rogue Command is not playable on Linux.

Yes, Rogue Command is playable on Steam Deck, though it might require a few minor tweaks. Make sure to check the Steam store page and community feedback on ProtonDB for exact compatibility details.

Yes, Rogue Command is playable on Steam Machine, though it might require a few minor tweaks. Make sure to check the Steam store page and community feedback on ProtonDB for exact compatibility details.

No, Rogue Command does not support VR.

Rogue Command is a single-player game.

Yes, there is a DLC available for Rogue Command. Explore additional content available for Rogue Command on Steam.

No, Rogue Command does not support mods via Steam Workshop.

No, Rogue Command does not support Steam Remote Play.

Yes, Rogue Command is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Rogue Command.

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 28 September 2026 20:19 UTC
SteamSpy data 31 October 2026 17:06 UTC
Steam price 01 November 2026 03:51 UTC
Steam reviews 20 October 2026 22:07 UTC

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
Rating
8.4
910
112
Game modes
Features
Online players
46
Developer
feneq
Publisher
feneq
Release 14 May 2026
Platforms
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