Compara los precios de Cobalt Core en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Rocket Rat Games. Publicado por Brace Yourself Games. Lanzado el 8/11/2023. Disponible en PC, Mac. Géneros: Indie, Strategy. Puntuación Metacritic: 94/100.

If you bounced off Slay the Spire because combat felt static, Cobalt Core fixes exactly that problem by welding a positioning layer onto every card you play.

I have a personal litmus test for deckbuilders: can I explain the core decision loop in one sentence, and does it still hide twenty hours of depth underneath? Cobalt Core passes that test harder than almost anything released in 2023. The central idea is deceptively simple. Both your ship and the enemy ship sit on a single horizontal axis, and every card you play has positional consequences. Move cards slide you left or right. Attack cards fire from fixed hardpoints on your hull. If your cannon is not lined up with any part of the enemy ship, the shot misses entirely. That constraint turns what could be a straightforward damage race into a constant geometric puzzle, and it never stops being tense. The crew system is where the strategy really compounds. You pick three characters from a roster of eight, and each one contributes their own card set to your shared deck. Starting trio Dizzy, Riggs, and Peri cover the fundamentals reasonably well, with shield cards, movement specialists, and raw firepower respectively. Unlock Isaac and you gain access to drone mechanics that occupy a third band of space between the ships, adding intercept angles and mid-lane hazards to track. Drake brings space-pirate aggression. Max introduces a hacking and card-order manipulation style that rewards players who want to treat hand sequencing as its own mini-game. Each crew combination produces a genuinely different deck topology, and the five available ships each change the hardware layer too. One starts with a single cannon and missile bay; another has twin cannons where only one fires at a time, rewarding positional cycling to alternate fire lanes. The combinatorial math here is real, not inflated marketing math. Between battles you navigate a starmap, choosing routes that weigh repair stops against card upgrade nodes against optional elite encounters. Beating an elite is optional, but the artifact rewards justify the risk if your hull rating can take it. Artifacts are the permanent-buff layer that separates a competent run from an absurd one. Starting a battle with a pre-loaded shield, or redirecting enemy missiles back at their source, can redefine your whole defensive plan mid-run. The upgrade paths on cards also branch, so the same card can evolve in meaningfully different directions, and deck-thinning via removal nodes matters enough that skipping a removal stop genuinely costs you late-game consistency. So where does it fall short? Critics and community voices both flag the same structural issue: boss encounters are fixed, not procedurally varied. Once you have logged several successful runs, the final stages stop surprising you at the strategic level even as execution stays demanding. Some players also feel that certain character cards, once identified as optimal, become default choices rather than situational tools, narrowing the perceived build variety on repeat playthroughs. The story unlocks are gated behind successful run completions, which means a losing streak delays narrative payoff in a way that can feel punitive rather than roguelike-fair. These are legitimate criticisms. They do not sink the game, but newcomers who expect infinite procedural freshness from every enemy encounter will eventually notice the ceiling. For the audience most likely to be reading this right now, meaning Slay the Spire veterans who want a different decision space, or strategy players who liked FTL's spatial logic but wanted more card-to-card synergy depth, Cobalt Core is a well-constructed purchase. The tutorial is gentle without being condescending, the character banter contextualizes the run-based structure thematically, and the daily challenge mode keeps the mid-term variety fresh after your first handful of wins. The soundtrack, for what it is worth, genuinely holds up across many hours, which matters more than people admit in a game you will restart repeatedly. Diego, Scout Team

Cobalt Core

Cobalt Core

8 nov 2023Rocket Rat GamesBrace Yourself Games
GamerScout opina

If you bounced off Slay the Spire because combat felt static, Cobalt Core fixes exactly that problem by welding a positioning layer onto every card you play.

PCMac
Steam Deck VerifiedProtonDB Gold
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I have a personal litmus test for deckbuilders: can I explain the core decision loop in one sentence, and does it still hide twenty hours of depth underneath? Cobalt Core passes that test harder than almost anything released in 2023. The central idea is deceptively simple. Both your ship and the enemy ship sit on a single horizontal axis, and every card you play has positional consequences. Move cards slide you left or right. Attack cards fire from fixed hardpoints on your hull. If your cannon is not lined up with any part of the enemy ship, the shot misses entirely. That constraint turns what could be a straightforward damage race into a constant geometric puzzle, and it never stops being tense. The crew system is where the strategy really compounds. You pick three characters from a roster of eight, and each one contributes their own card set to your shared deck. Starting trio Dizzy, Riggs, and Peri cover the fundamentals reasonably well, with shield cards, movement specialists, and raw firepower respectively. Unlock Isaac and you gain access to drone mechanics that occupy a third band of space between the ships, adding intercept angles and mid-lane hazards to track. Drake brings space-pirate aggression. Max introduces a hacking and card-order manipulation style that rewards players who want to treat hand sequencing as its own mini-game. Each crew combination produces a genuinely different deck topology, and the five available ships each change the hardware layer too. One starts with a single cannon and missile bay; another has twin cannons where only one fires at a time, rewarding positional cycling to alternate fire lanes. The combinatorial math here is real, not inflated marketing math. Between battles you navigate a starmap, choosing routes that weigh repair stops against card upgrade nodes against optional elite encounters. Beating an elite is optional, but the artifact rewards justify the risk if your hull rating can take it. Artifacts are the permanent-buff layer that separates a competent run from an absurd one. Starting a battle with a pre-loaded shield, or redirecting enemy missiles back at their source, can redefine your whole defensive plan mid-run. The upgrade paths on cards also branch, so the same card can evolve in meaningfully different directions, and deck-thinning via removal nodes matters enough that skipping a removal stop genuinely costs you late-game consistency. So where does it fall short? Critics and community voices both flag the same structural issue: boss encounters are fixed, not procedurally varied. Once you have logged several successful runs, the final stages stop surprising you at the strategic level even as execution stays demanding. Some players also feel that certain character cards, once identified as optimal, become default choices rather than situational tools, narrowing the perceived build variety on repeat playthroughs. The story unlocks are gated behind successful run completions, which means a losing streak delays narrative payoff in a way that can feel punitive rather than roguelike-fair. These are legitimate criticisms. They do not sink the game, but newcomers who expect infinite procedural freshness from every enemy encounter will eventually notice the ceiling. For the audience most likely to be reading this right now, meaning Slay the Spire veterans who want a different decision space, or strategy players who liked FTL's spatial logic but wanted more card-to-card synergy depth, Cobalt Core is a well-constructed purchase. The tutorial is gentle without being condescending, the character banter contextualizes the run-based structure thematically, and the daily challenge mode keeps the mid-term variety fresh after your first handful of wins. The soundtrack, for what it is worth, genuinely holds up across many hours, which matters more than people admit in a game you will restart repeatedly.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementscontroller-supporttrading-cardscloud-savestier:aaaSingle-Axis PositioningCrew Composition BuildsArtifact SynergiesStarmap RoutingDeck ThinningDaily Challenge ModeShip VarietyMemory Unlock ProgressionTurn-Based Puzzle Combat

Requisitos del sistema

Mínimos

OS
Windows 7
Memory
2 GB RAM
Storage
500 MB available space
Graphics
yeah we got those
Processor
Anything, really
Sound Card
ideally

Recomendados

Requires a 64-bit processor and operating system

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Reseñas y valoraciones

Metacritic
94

Información del juego

Desarrolladora
Rocket Rat Games
Distribuidora
Brace Yourself Games
Fecha de lanzamiento
8 nov 2023

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¿En qué plataformas está disponible Cobalt Core?

Cobalt Core está disponible en PC, Mac.

¿Cuándo se lanzó Cobalt Core?

Cobalt Core se lanzó el 8 de noviembre de 2023.

¿Quién desarrolló Cobalt Core?

Cobalt Core fue desarrollado por Rocket Rat Games y publicado por Brace Yourself Games.

¿Merece la pena comprar Cobalt Core?

Cobalt Core tiene una puntuación Metacritic de 94/100, lo que lo convierte en uno de los títulos destacados de Indie. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.