$19.99Cobalt Core Dodge missiles with space animals
A sci-fi roguelike deckbuilder where your cards fly a spaceship. You pick three crew members, mix their decks, then dodge missiles, line up cannons and raise shields across a time loop you slowly untangle. Snappy, funny and easy to start, with combos that turn silly into overpowered.
Is Cobalt Core worth it?
Cobalt Core is worth it if…
- you like roguelike deckbuilders with turn-based tactical fights
- you enjoy drafting combos and tuning a small deck into something overpowered
- you want a funny space story with lovable crew banter and catchy music
- you like short runs you can finish in an evening and replay with new crews
Screenshots
Dodge, aim and shield on one line
Combat happens on a single axis. Your ship and the enemy ship slide left and right, and shots only land where parts line up.
You play a card to raise shields, fire cannons from a specific part of your hull, launch a drone, or shift position so incoming missiles miss outright. You watch where the enemy is aiming, then move your weak hull away and bring your guns to bear.
It makes every turn a small logic puzzle about position as much as cards. Deckbuilder fans get the familiar draft-upgrade-remove loop after fights, but the aiming gives it a physical feel numbers alone cannot.
Three goobers, one overpowered deck
You bring three crew members on each run, and each one adds a distinct playstyle and card pool to your starting deck. Hundreds of cards with split upgrade paths mean you draft, buy and tune toward a combo, then watch it click.
One run leans on shields and evasion, the next on drones and weak-point hits. Different ships change the starting setup again, and daily challenges add modifiers like a one-character crew or a ship that scrambles itself every fight.
Winning runs unlocks more crew, ships and story memories, so the loop keeps opening up. The time-loop plot is short, but finding your perfect broken synergy is the real ending.
Good to know?
How does positioning work in fights?
Ships move along one line. You and enemies fire from specific hull parts, and attacks hit only what they line up with. Cards let you move, dodge, raise shields, fire cannons, launch drones or disable enemy weapons. You spend each turn reading enemy intents, shifting to dodge, and lining up your own shots on weak points.
What do you do between battles?
You travel a node map across three areas, choosing fights, repair stops, card upgrades, card removals and random events. After wins you draft from three card choices, gain passive items after tougher fights, and repair your hull. Reaching the Cobalt Core means surviving all three zones and their bosses.
How do crew members change a run?
Each crew member brings a unique deck theme, from shields to movement to drones and damage. You pick three plus a ship, which sets your starting cards and options for drafting. Mixing them creates the synergies, and successful runs unlock more crew memories and playstyles tied to the time-loop story.
Is it hard to learn?
Easy to start, tricky to master. Early runs teach shields, movement and aiming quickly, and the interface keeps turns snappy. Higher difficulties punish mistakes harshly, so careful planning matters more than aggressive damage. Daily challenges with modifiers and leaderboards give experienced players a stricter test.

















