
A sci-fi roguelike deckbuilder with a deep new single-axis spin on tactics games! Dodge missiles, line up your cannons, and blast 'em out of the sky... Then get to the bottom of these time loops, before it's too late!
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| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 4.4Kreviews | 96% | — | $2.5M |
| $19.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
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Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
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Reviews
Themes across 105 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I occasionally pick this back up and play a few runs. I am a bit burnt out by the deckbuilder genre, so I am not inclined to play run after run after run. That said, Cobalt Core is great, honestly one of the best in its space. Pun intended. Mechanically it's exactly what you'd expect, but it's flavored really nicely and has a lot of character. The UI and sound design make the game feel really snappy and satisfying. Also, the writing is genuinely good, and the characters are really cute and likable. The music is not for me though, I have it on mute. Cobalt Core is a very smooth and good looking game. If you are at all into the roguelike deckbuilder genre, you should not miss out on this one.
✔ Polished game mechanics, satisfying gameplay ✔ Nice graphics and presentation ✔ Good writing and good humour ✔ Works very well on GNU/Linux and Steam Deck
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese
Hours played at review time, across 105 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Cobalt Core is a real innovation and iteration on the roguelite deckbuilder genre. I’ll do a lot of comparison between this game and Slay the Spire (StS), which I think most people interested in this game will have played. Starting with difficulty, Cobalt Core is a lot more scalable than StS. The easiest run difficulty is Normal, on which I think genre newcomers will be able to consistently win while still being challenged. The game then progresses through Hard, Harder, and Hardest, which incrementally push you to learn and master all of its mechanics. I like this scalable difficulty because Cobalt Core has an actual story locked behind winning runs, so newcomers won’t be locked out of the story, and because the lower difficulties encourage experimentation, with discovering all the cards and artifacts as an incentive. Gameplay-wise, Cobalt Core has a few more dimensions than StS. Rather than choosing one of four characters to take on a run, you instead choose three of eight characters to man one of five ships. This combo determines your starting cards and card choices, with each character and ship specializing in distinct mechanics such as shielding, movement, or drones. Runs progress through three sectors, with each sector comprised of branching stages that converge on a boss fight, just as in StS. Most of these stages involve combat, which is ship-to-ship. Your ship is made of components, such as cannons and missile or drone bays, that perform the functions of your cards. Enemy ships are also made of such components and telegraph their intent from them; in some cases you can target specific components to cancel their intent. Between you and your enemy lies the midrow, where drones hover and fire, missiles fly across, and asteroids block shots. Finally, the stage itself can affect combat, with conditions like binary stars or solar flares modifying mechanics like energy or heat gain. I especially like the additional options for mitigating damage that Cobalt Core gives you. In StS you mainly stack a use-it-or-lose-it shield per turn; meanwhile, in Cobalt Core, you can also spend Evade to dodge telegraphed missiles and cannon fire, or spend Droneshift to block those things with midrow objects. It’s really engaging trying to judge and predict the relative value of shield versus Evade versus Droneshift, affected by interactions with cards, artifacts, enemy attack patterns, and stage conditions. Those three defensive resources also last between turns, which gives Cobalt Core more room to fine-tune the ebb and flow of offense and defense between you and your enemy. Enemies cycle through patterns of firing cannons, launching midrow objects, and applying statuses: learning those patterns is key to knowing how to allocate your limited energy per turn between stacking defenses, clearing statuses, pressing the attack, and ultimately winning the run. As for story, Cobalt Core is simple but competently written. Throughout the run your crew comments on things like dealing or taking lots of damage, calling out weak spots and favored strategies, etc. There’s a lot of humor and characterization in these little conversations and it helps to keep the tone light, which alleviates the frustration of some of those inevitable lost runs. The main story is revealed through cutscenes, with one cutscene unlocked per victorious run. Characters butt heads over what to do with the eponymous Cobalt Core, and their actions lend to each of their distinct and consistent personalities, motivations, and audience appeal. There’s even a bit of real pathos with [spoiler]Riggs, who hides her guilt for inciting the premise of the entire game under her bubbly demeanor[/spoiler]. It’s enough to keep you motivated while running through all of the game’s content, and the climax of the story upon beating the final boss leaves you with a real sense of satisfaction. So that’s Cobalt Core: an advancement in pretty much every aspect of the roguelite deckbuilder pioneered by StS, and a game deserving its own place in the genre’s hall of fame. I haven’t even mentioned the music, which is a vibe throughout and totally hype during the boss fights--you’ll have to experience that for yourself. If you’re a fan of the genre, then Cobalt Core is a novel entry, made with love and care, that deserves your playthrough.
[b]Cobalt Core delivers a clever and highly satisfying roguelike deckbuilding experience by seamlessly combining card-based strategy with ship positioning. Every turn feels like a tactical puzzle, forcing you to think not only about which cards to play, but also where your ship needs to be when the enemy attacks. Moving between lanes to dodge incoming fire while building the perfect hand creates a combat system that feels both intuitive and surprisingly deep. However, the game can start to feel repetitive over longer sessions. The enemy roster lacks variety, with encounters eventually falling into familiar patterns that reduce some of the excitement of discovering new routes and battles. The relatively small card pools for each pilot are another limitation. While the available cards are generally well-designed, having more cards per pilot would provide greater deckbuilding variety and make repeated runs feel more distinct.[/b] [hr][/hr] [h2]🎮 Gameplay[/h2] 🔲 Excellent ✅ Good 🔲 Average 🔲 Poor 🔲 Staring at Walls is better [h2]🌄 Graphics[/h2] 🔲 Beautiful ✅ Good 🔲 Decent 🔲 Bad 🔲 Paint.exe [h2]🎵 Audio[/h2] 🔲 Eargasm 🔲 Amazing ✅ Good 🔲 Not too Bad 🔲 Bad [h2]📖 Story[/h2] 🔲 It will replace your life 🔲 Good ✅ Average 🔲 Text or Audio Floating Around 🔲 No story [h2]🛡️ Difficulty[/h2] 🔲 Difficult ✅ Easy to Learn / Hard to Master 🔲 Average 🔲 Easy 🔲 Just press "A" [h2]🔁 Replay-ability[/h2] 🔲 Infinitely replay-able ✅ Many Times 🔲 A few times 🔲 Maybe Once 🔲 No replay value [h2]⏳ Length[/h2] 🔲 To infinity and beyond 🔲 Very Long (50 to 150 hr) 🔲 Long (25 to 50 hr) ✅ Average (10 to 25 hr) 🔲 Short (4 to 10 hr) [h2]🖥️ Hardware Requirement (1440p / 75+ FPS)[/h2] 🔲 Ask NASA if they have a spare computer 🔲 Fast (RTX 4080 equivalent) 🔲 Decent (RTX 2080 equivalent) ✅ Potato (GTX 980 equivalent) 🔲 Check if you can run paint [h2]🪲 Bugs[/h2] ✅ Never heard of 🔲 Minor bugs 🔲 Can get annoying 🔲 Game-breaking bugs 🔲 The game itself is a big terrarium for bugs [h2]💸 Value for price[/h2] 🔲 It’s free! 🔲 Worth the price ✅ Minor sale (<30%) 🔲 Major sale (>70%) 🔲 You could also just burn your money [h2]📝 Rating[/h2] 🔲 10 🔲 9 ✅ 8 🔲 7 🔲 6 🔲 5 🔲 4 🔲 3 🔲 2 🔲 1 [h3]👍 What works:[/h3] [list] [*]Seamless fusion of deckbuilding and ship positioning. [*]Combat encounters feel like tactical puzzles where positioning matters just as much as card selection. [*]Cards, energy management, and movement work together to create satisfying strategic decisions. [/list] [h3]⚠️ What to know:[/h3] [list] [*]Each pilot has a relatively limited card pool, restricting some deckbuilding experimentation. [*]Understanding positioning is essential to getting the most out of combat. [/list] [h3]👎 Weak Points:[/h3] [list] []Limited enemy variety makes later encounters feel increasingly familiar. [*]The small number of cards available to each pilot can make runs feel less varied than they could be. [/list] [h2]TL;DR:[/h2] [u][b]Cobalt Core brilliantly combines deckbuilding with ship positioning, turning every encounter into a satisfying tactical puzzle, though its limited enemy variety and relatively small card pools for each pilot prevent it from reaching its full replay-ability potential.[/b][/u]
I can't begin to describe how much I've enjoyed this game. The music, the character designs, the story... It's this perfect piece of cassette futurism, with so many brilliant little character moments and really nice story delivery, and just the best balance of humour and sincerity. Seriously even as its hardest difficulty continuously thrashes me I keep coming back to it; it's practically my happy place.
I can't quite put my finger on it, but after playing Cobalt Core for 5 hours I simply don't feel interested in playing again. On paper, it has everything that I like: - StS-like gameplay (deckbuilding, pathing, impactful choices, relatively long path to victory on each run) - vast variety, lots of ways to build the deck - varying enemies and bosses that require some mental effort (button mashing won't get you far) Yet, I would much rather play Slay the Spire than Cobalt Core, even after playing Cobalt Core so little. And I think it's because this game is missing the most important element that my favorite roguelikes have: making the most out of a bad situation. Because Cobalt Core is a "mini" version of StS, as other reviewers correctly pointed out, its card and relic pool are much smaller too. But because you are still choosing one of 3 cards in each reward (and in this game you can choose mid-act relic rewards too!), it is much easier to get exactly what you need and become OP. You never have to think "damn I got bad relic, now I need to adjust my path or I won't beat the boss". Because you almost never get a bad relic. And with card upgrades, you can choose between two upgrade paths. So in the end you get so many good choices that the bad choices almost don't feel impactful at all. And this leads to the absence of my favorite feeling when playing StS: "Damn I won against all odds, I must be a genius". TL;DR if you are more casual roguelike deckbuilders enjoyer, the game's interesting. Otherwise just play StS
Lovable characters, beautiful art style/atmosphere, and an OST that bangs so hard you might as well buy the game for it alone. While it definitely presents a different challenge from other titles, the gameplay is pretty forgiving so it couldn't be any more perfect as a baby's first deckbuilder roguelike. Really, really hoping that the devs return with more content in the future. I don't think there is any other deckbuilder more slept on than this.
Cute characters, fun mechanics, great music and a decent challenge. Played on Linux with minor issues (flickering cursor and sometimes problems with focus when alt-tabbing).
Charming characters, wonderful soundtrack and fun gameplay, fit for a 1 hour session during the evening after work. The dialog is just top notch. I personally loved every detail, every joke and every gag, they made the characters feel more alive and lovable. The finale is on a whole different level. This game is truly a hidden gem, it's been a while since a game truly stirred my feelings, let alone making me want to write a review about it.
[b]“We are brutal space raiders but what if we’re also very owo about it?”[/b] [i]-Dizzy[/i] [hr][/hr] [b]Cobalt Core[/b] is a little card-roguelike timekiller wrapped up in a cutesy pixel art aesthetic. [h1]X-Factor[/h1] Takes the roguelike card battler formula and adds positioning as a core mechanic. [h1]Gameplay[/h1] If you don’t know what a roguelike card battler is, let me refresh your memory: You have a number of energy points to play your cards, cards do different things, form damaging the enemy, to shielding you from damage, to spawning a turret, to dodging, to moving the turrets you positioned, to granting you other resources that power other actions. You traverse between connected nodes to either battle or get other resources. When you win a battle, you can choose to add a card, from a selection of 3, to add to your deck. Non-battle nodes are for upgrading your cards, getting rid of the ones you don’t like, repairing your ship, and other random events. Items that offer passive benefits also make an appearance after defeating mini-bosses, at set points of the map, and as random event drops. Winning while satisfying certain criteria is the only way to unlock other options like different crewmembers or ships selectable at the start of each game. The new stuff: The player selects 3 crew members who determine which cards based around a certain mechanic are obtainable through the game. You shoot only from a certain part of your ship while enemies spawn upcoming damaging zones from all over their ship which means that positioning (and cards that manipulate such positioning) is a core mechanic of the game. [h1]Story[/h1] In the deep reaches of space an experimental vessel carrying warp technology was lost, the protagonist crew wakes up in a time loop with barely any memories other than who they are and how to operate a spaceship. Other than this story is told through little vignettes of what happened before the loop after you win each run. [h1]Downsides[/h1] Playing the game aggressively is a quick way to lose but playing it safe will drag each battle to infinity. A big part of the genre is how to manipulate RNG, here instead it’s RNG squared where you can’t plan around anything the game throws at you and just react as best as you can, which is fun for the first couple of runs but ends up making everything beyond the fifth feel the same. As I said, characters bring their own card subsets that center around a certain mechanic, but as they seldom have any overlap or synergy with eachother it feels you’re mostly avoiding trash cards instead of theorycrafting a build. [hr][/hr] While the game has some good ideas on paper, it feels like it copies other games in the genre without understanding what makes the mechanics work for a player’s enjoyment rather than just being statistical advantages.
Active players
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Players by region
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