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Patch NotesDeep Rock Galactic Rogue Core01.01

Deep Rock Galactic Rogue Core Notes: RC:EA : 01.01 (18th June 2026)

Ghost Ship patches radiation mechanics and squashes several nasty bugs, including a Moloktula softlock that could brick your run.

Nathan Lees3 min read
Deep Rock Galactic Rogue Core mining operation with radiation effects and UI elements
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RC:EA: 01.01 landed today with a solid round of balance tweaks and fixes that should smooth out some rough edges in Rogue Core's radiation system. Ghost Ship's focusing on making radiation weakpoint boils feel less like a chore to manage, they no longer pop automatically when a new one spawns, and you can now shoot them longer before they detonate, which gives you more control over when that damage hits.

The big mechanical shift is Ionization getting reworked. Each stack hits harder now, but the max stacks are lower and they decay faster, which should make the upgrade feel more impactful without letting you stack it into oblivion. Expenite economy changes are subtle but meaningful: early upgrades speed up while late-game progression slows slightly, which should help newer runs feel less grindy without trivializing endgame scaling.

On the bug front, Ghost Ship squashed a pair of nasty Moloktula softlocks that could completely brick a boss fight, plus fixes for magic missiles lingering after impact, negotiation UI errors, and a handful of upgrade interactions that weren't working as intended. Look for the Radiance ability now listed as Blinding Flash in your loadouts.

Full Patch Notes

PATCH NOTES:

Hello Reclaimers,

A patch with a lot of fixes and tweaks to radiation and some UI improvements.

With love,

The Ghost Ship crew

--- PATCH NOTES ---

Changes

- Renamed Radiance to Blinding Flash

- Corrosive Sludge Pump now shows damage stats in the reclaimers manual

- Reduced Button hold time to start upgrade negotiation from 1.5 -> 1 second

- Tweaked Ionization to have each stack be more impactful while reducing max stacks and having the stacks decay

- Increased the expenite earned from events

- Adjusted the expenite upgrade cost progression to slightly speed up the early upgrades and slightly slow down later ones

- Popping a radiation weakpoint boil now does an extra flat damage amount on top of the health percentage

- The health percentage damage done by popping a radiation boil now scales with radiation resistance

- Increased radiation weakpoint boil hp so you can shoot them longer before they pop

- Radiation weakpoint boils no longer pop automatically when a new one appears and are limited to max 3 at a time

- Decreased radiation elemental resistance of bosses to compensate

Fixes

- Fixed a bug where if the Moloktula's gravity slam attack was interrupted it would softlock the boss fight

- Fixed a bug where the Moloktula would softlock when it was not able to properly shatter the gatestone

- Improved Trident projectile performance for clients

- Fix damage number option changing when changing show FPS option

- Fix magic missiles lingering after impact

- Negotiation: Fixed wrong item being shown in item bar, after selection

- Added missing fire category to Ember-Attuned

- Removed weakpoint category from Burning Propagation

- Fix aftermath biobooster upgrade not working

- Fixed a bug where the "kill hostiles" deployment did not count kills correctly

- Add check to prevent recursion in Damage Reflection upgrade

- Late joining clients now get same rarity upgrades as team has already received

- Negotiation: Fixed Cooper upgrades being added to selection when Cooper is not in the level

- Improved player cursor accuracy, in negotiation and risk vector menus

- Fix HUD icon missing for vigor charger

- Fixed technical reload enhancement and combat ready artefact not giving cooling rate bonus

- Fix radiation boil weakpoints on armor breaking radiation element buildup when damaged

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Written by

Nathan Lees

Gaming journalist and founder of XP Gained. Covering patch notes, breaking news, and updates across 160+ games.

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