Cubic Cosmos artwork$12.9991%Very Positive
Deckbuilding pick

Cubic Cosmos Grow a deck that breaks the game

Cubic Cosmos is a roguelike deckbuilder mixed with fast tower defense, where you grow an army of pawns across a run and chain abilities into huge combos. With 12 heroes, 240+ cards and 50+ Relics, it is built for deckbuilder fans who like scaling numbers and silly, run-breaking synergies.

Is Cubic Cosmos worth it?

Cubic Cosmos is worth it if…

  • you like power-fantasy deckbuilders where buffs stack across the whole run
  • you enjoy lane-based tower defense mixed with turn-based card fights
  • you like tinkering with big card pools, relics and shared community pawns
  • you want short sessions or long scaling runs with daily challenges

Screenshots

Grow pawns that keep their power

You place pawns in lanes and buff them through spells, effects and events, and most of those boosts last for the whole run instead of one fight. That changes every decision: you sometimes drag a battle out to stack more stats, or rush it to earn more lucre. Cards can combine into ascended forms, stack enchantments and trigger off each other, so one pawn can snowball into something that clears a battlefield in a single shot. You watch the combo count climb while the board fills with your math homework gone right.

Draft, sell and share your build

Between fights you draft, buy, upgrade and sell cards, with shops that let you sell unwanted cards for half their value instead of paying to remove them. Relics add another layer of effect combos, random events keep runs varied, and 12 heroes across 3 classes each bring unique abilities and starting decks plus a choice of hero skill. Daily challenges, fixed and random boss fights, 10+ difficulty levels and a high-pressure Mastery Mode give the finished deck somewhere to prove itself. You can also share strong pawns through Doll Codes or pass around battles with a Battle Code.

Good to know before you start?

How do runs and fights actually play?

You move through a series of battles with lane-based tower defense, playing cards in turn-based fights against enemies and bosses. Pawns hold the line while spells and abilities buff them, trigger combos and grant extra turns, and faster wins pay more lucre for the shop.

What makes the deckbuilding different here?

Many stat boosts are permanent for the run, so drafting is about finding cards that scale themselves or each other. You can combine three copies to ascend a card, mix in 50+ equippable Relics, and sell cards in shops to fix a build that missed its synergy.

How much variety is there across runs?

There are 12 heroes across 3 classes with different abilities and starting decks, 240+ cards, random events, fixed and random boss fights, daily challenges and 10+ difficulty levels. Eleven Doll types can also grant buffs, and shared Doll Codes let you borrow pawns other players raised.

Does losing a run feel punishing?

Runs end when you die or win, and luck with drafts, relics and events can decide a lot by the middle of a run. The upside is that restarting is quick, selling cards softens bad picks, and unlocking higher-rarity cards gives later runs new toys to chase.

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