TIER: S 2026/10/13

Rogue Core Co-op Guide: How to Play With Friends Online

How to play Deep Rock Galactic: Rogue Core co-op with friends: server list, Threat Level filters, squad roles, shared upgrades, and disconnect insurance.

Rogue Core Co-op Guide: How to Play With Friends Online

Combat Summary

Rogue Core is built for 1–4 player co-op, and playing with friends is straightforward: use the in-game server list to join or host, filter by Threat Level, and agree on a difficulty before you launch. Since Update 2, you can even join missions at Depths and biomes you have not unlocked yet (hosting still requires unlocking the Depth first). This guide covers setting up co-op sessions, the squad roles that actually win runs, how the shared upgrade economy works, and what happens when someone disconnects mid-mission.

Setting Up: Joining and Hosting

Joining friends. The server list is the main way to find games. Since Update 2 (official), the list is ungated: you can join missions at Depths and biomes you have not unlocked, which means a new player can jump straight into a veteran friend’s run. Hosting is the exception — you can only host Depths you have personally unlocked.

Filtering by Threat Level. Hotfix RC:EA:02.01.00 (official) added Threat Level filtering to the server list. Use it. Nothing ruins a session faster than joining a Threat Level 5 lobby when you wanted a relaxed Threat Level 2 run. Agree on a difficulty with your group before anyone queues.

Pick one host with a stable connection. Rogue Core uses player-hosted sessions, so the host’s connection quality sets the experience for everyone. If the host lags, the whole squad lags.

Squad Roles: The Three Jobs

The community co-op consensus (gamebrief.net, Update 2 meta) ranks Falconer > Spotter > Guardian > Slicer > Retcon, but rankings do not win missions — role coverage does. Every winning squad covers three jobs:

  1. Force multiplication. The Falconer makes the whole team hit harder and survive longer. A squad without a multiplier is four solo players who happen to share a cave.
  2. Information. The Spotter marks priority targets and calls spawns, so burst damage lands on the right enemy at the right time.
  3. Anchor. The Guardian holds the frontline and peels for squishier teammates when stacked waves arrive.

The strongest two-player duo the community has found is Falconer + Spotter; adding a Guardian completes the classic trio. Enhancement pools are per-player with no shared deck (community-tested), so composition is about role coverage, not sharing builds.

The Shared Economy: Spend Together

Since Update 1 (official), any Reclaimer can activate an upgrade at the R.E.P.D. once the team has enough Expenite, and all players receive the upgrade simultaneously regardless of location. Upgrade drafting was also reworked so that picking an upgrade replaces it with a new option — everyone gets equal choices. In practice: call out what you are buying, do not hoard Expenite while teammates are waiting on a powerspike, and remember that health upgrades now appear in the normal draft pool.

Boss Fights: Assign Add Duty

Every Gatekeeper has counterattacks that can temporarily block some or all of your attacks (official, Update 1.2), and Risk Vectors spawns now assist bosses. The squad rule is simple: one player on dedicated add duty, always. The Guardian or Slicer handles the Risk Vectors assists, the Spotter calls the counterattack tells, and the Falconer saves burst for the recovery window after each counterattack stance. Most co-op wipes happen to adds during a block window, not to the boss itself.

Disconnects: Nobody Loses Progress

If a player crashes, disconnects, or gets kicked, disconnect insurance (official, Update 1.2) means they keep the XP rewards and bonuses earned up to that point. The remaining squad can finish the run without guilt, and the disconnected player does not lose their evening’s progress.

Co-op Tips Worth Knowing Early

  • Expenite Events and the Grenade Locker are open from the start — Alpha Clearance is auto-granted to all Reclaimers (official, Update 2), so even brand-new players can contribute throwables and event rewards.
  • Watch the Reaperworm clock together. About 30 seconds after the first Reaperworms appear, more spawn over time (official, Update 1.2). Designate one player as the pace-setter who calls the move to the elevator.
  • Stacked Risk Vectors change the plan. Enemy-adding vectors have real impact since the 1.2 rework — read the modifiers on the map screen and adjust the squad’s loadouts before dropping.
  • Threat Levels 4–5 feature wave stacking (official, Update 2). Do not attempt them until the squad has its roles and communication down on Threat Level 3.

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