Rogue Command on Steam - User reviews, Price & Information

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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 early access, rogue-like and singleplayer game developed and published by feneq.
Released on May 14th 2026 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 377 reviews of which 348 were positive and 29 were negative resulting in a rating of 8.5 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.

87 hours played
May 2026
Great game, lets go!!!!> EDIT: IT HAS 2 DIFFICULT SELECTIONS YES <3!!!!!One for general and one for ascencions with more optimised enemy decks. Now that's it's finally released, I'm gonna recommend the game beccause it's really fun. Being a RTS that is single player helps largely because I don't and can't play competitive. But on to the game, the main point is to build an army that can beat or cheese or outdps or outvalue an increasingly strong enemy team. You can scale the complexity up to any arbitary level that you want, but I prefer basic, build units, ram them into the enemy. Preferably with bomb bots to suicide into enemy formation.
45 hours played
May 2026
Rogue Command comes in for the old RTS heads who want something a little bit different from their gameplay. A blast to play for a while, but it has some flaws that prevent it from being a masterpiece. You choose your starting harvesters and engineer (your builder unit). You draft units and upgrades each round between combat maps. Each map consists of you attacking an AI opponent and destroying their core. This core gameplay loop is a lot of fun, and you will have fun a lot experimenting and figuring out how the AI works. After every completed run, you'll gain new unlocks as well as permanent upgrades you can use to increase your power. It works surprisingly well, giving you a feeling you are getting stronger, even as you complete ascensions and your opponent gets stronger as well. The early game is both quite easy, but also very fun due to the unit variety. It's easy enough that you aren't severely punished for making poor decisions, but you are able to learn how the game works and how different units work. This is when you will have the best time, as you are able to experiment and tinker. The unit variety is massive, and it is a lot of fun to try new units out. Unfortunately, you will find yourself gravitating towards a few choices as clearly better, unless you want a self imposed handicap. The enemy computer always presents similar challenges, and some units are just better at handling the challenge than others. For example, a weak melee unit is virtually useless, as they will almost certainly explode before being able to do enough damage. And there is usually little point in having cannon fodder. The enemy will throw hundreds of units into your army. You are basically required to defeat them 10:1 as you build up a death ball that can destroy the opponent base. Unless you're able to have a lucky invincible build, that is pretty much going to be the pattern for 90% of your fights. This means you'll almost always be drafting for that plan. You can't take inefficient units when you need to be dominating every fight. In addition, this doesn't have the variety that makes regular RTS combat so engaging. You'll never be able to harass the computer. You'll never have other win conditions. It is fun for a while, but it will get tiring. Ultimately, I had a great time with Rogue Command. I don't think I will be putting in hundreds of hours like I have in SC2 or WC3, but I do see myself coming back every now and then to put in a run and smash the computer one more time.
45 hours played
Feb. 2026
AMENDED REVIEW AFTER MORE PLAYTIME: This game is pretty enjoyable as long as you know all the little tricks to make it enjoyable. The first trick is that you can and should rely on the not-quite-pause of slow-mo mode (0.1x speed, ish) by pressing spacebar. It's a pseudo APM multiplier when things get hairy, which... is a lot of the time. Playing at 0.1x speed is like having 10X the APM, which is about what I feel I need when, for example, I need to go attend to my base to build some new buildings during a drawn out fight, or fight on multiple fronts at once. I was hesitant to use it at first, but once I embraced the slow-mo, I started having a lot more fun. The second trick that I realized is that you greatly benefit from using early aggression to clear out an enemy base or two at the start of a level. You don't have to rush & defeat the enemy per se, but the amount of benefit you get from making a small squad to go off and kill off a few barely-defended enemy structures, or a whole expansion within the first minute or two of the match versus spending all your money on improving your economy is just massive. In my past experience in RTS games, smashing the econ button (as long as you can stay alive) is always the right choice, but in this game, it doesn't seem to be. Econ is still good, but putting a little bit of early pressure on the enemy pays for itself. Once I started utilizing an early strike on the enemy bases at the start of each level, I found that the pressure on my base was no longer from all sides, constantly, but more directed, and easily to handle. The last trick is to 'just get metaprogression lmao'. I'm sure some megasweat can beat the highest difficulty with no unlocks, but the metaprogression tree actually enables some new and varied strategies. You can buff your engineer to be a beast in combat, or give everyone global armor so everyone benefits from the 'armored' tag on various upgrades. You can deck out your turrets so they are actually almost good, if you want? At the baseline power level, I don't think any of those strats are really valid, and probably a ton others that need the metaprogression to shine / work. Overall, I don't regret buying this game at full price on a whim. It scratches my itch for playing an RTS without it getting as stale as it does on a standard campaign or skirmish-based game, and that's all I really wanted. - - - - - - - - - - - PREVIOUS REVIEW AFTER 12 HOURS PLAYTIME BELOW: It's kinda okay so far. Sadly, every single level feels nearly identical. Not in color, or map layout, but in what the enemy AI does: Without fail, on every single level, the enemy starts with a fully established base and immediately begins pumping out units, full throttle. Sometimes this doesn't matter, as they mostly wander around aimlessly across the map. Every so often, maybe 30s-1m or so, they send an attack wave at your base. As time goes on, this attack wave gets larger and larger until you die. This is **mostly** fine, but it struggles a bit on big open maps where you have a large surface area of a base. Every 5 seconds or so, a random enemy wandering idiot will attack you by happenstance, and if you don't react right away, you probably lose a harvester, which can be painful. The aforementioned attacks also can happen from any angle, so if you don't have a singular choke point from which to hold the enemy back, you'll be spending all your time just walking back and forth trying to staunch the bleeding from INCESSANT enemy attacks. The aimless enemy attacks aren't particularly threatening, but you can't just hope they are handled with a single turret or two (if you ever got a defensive turret), as it's very unlikely your turret matches up well with the random composition. Machine gun turret? If they send an armored enemy, it will do nothing, and you'll need to send some troops. Shielded enemy? Hope you didn't have a sniper tower defending it. And so on. So since the turrets are unreliable to defend an area, it's just your army. You can split part of it off to defend, but you won't succeed much in a half-assed attack, so you might as well just sit at home turtling the entire game until you have a deathball that can wipe out the enemy base. Every single time I've tried to attack & defend at the same time, my defence is overwhelmed, and my attacking force is squashed. The *only* strategy I've been successful with is turtling until deathball, and then attack enemy base and let my own base die, because it's now completely defenceless. So, it's still fun, but ... I'm just doing the same thing over and over and over, across multiple runs. Whenever I try something different, it only half-works, or works so poorly I just go back to this one singular tactic.
42 hours played
Sept. 2025
Fun little roguelite. The game is made by 2 friends. Very solid state for an EA. There are some unpolished things and minor UI/control problems, but nothing serious. Also devs fix and rework stuff. RTS and roguelite mix is unique and implemented well. Adds a lot of replayability. Endlessly scaling ascendancy dificulty adds challenge to the game. Really good ideas for a small scope indie game. Gameplay is fun. It supports different play styles. From crushing the enemy with undestructible tank fist to swarming 'em with robo necromancers. There is some good stuff. Ai is competent, it will raid your economy and intercept your reinforcements. So splitting your army in control groups and multitasking is a good idea. Nice balance between offense and defense. Nice low-poly graphics. Reminds of DRG. Most of terrain is destructable. Music is pretty generic, but has some drive in it. Full run is ~1h and 9 missions long. You chose units and upgrades between missions. Every unit has 2 slots for upgrades. There are also global upgrades called "hacks". You can do crazy stuff with this system. Like make little machinegun tank stun and burn on every bullet hit. Then take a hack that spreads fire. Having 20+ enemy units stunned and all of them burning is very satisfying. I can recommend the game, it's already fun, and it's in active development. The devs made quite a good progress since last year.
22 hours played
July 2025
My entire army consisted of tanks that turn into buildings. Upon killing an enemy unit, these rolling fortresses consumed the enemies- Further increasing their already large health pool. The AI provided an endless feast for my army of fatasses, to the point that I actually never lost a single unit the entire run. Cinema.

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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 348 positive votes out of a total of 377 achieving a rating of 8.52.
😎

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.

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 12 June 2026 22:10
SteamSpy data 12 June 2026 20:05
Steam price 14 June 2026 12:37
Steam reviews 14 June 2026 07:49

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
8.5
348
29
Game modes
Features
Online players
87
Developer
feneq
Publisher
feneq
Release 14 May 2026
Platforms