Compare Cobalt Core prices across trusted key stores and find the best deal. Developed by Rocket Rat Games. Published by Brace Yourself Games. Released on 11/8/2023. Available on PC, Mac. Genres: Indie, Strategy. Metacritic score: 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

Nov 8, 2023Rocket Rat GamesBrace Yourself Games
GamerScout Says

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
Best Price Available
€0.00
at N/A
Historical low: €2.59

GamerScout Verdict

Confident buy for Slay the Spire veterans who want positioning depth added to every card decision, with caveats on fixed boss variety.

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Price History

Historical low
€2.5926 Jun 2026
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€2.45€2.59€2.73€2.879 Jun20 Jun1 Jul12 Jul23 Jul
9 Jun — 23 Jul
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About Cobalt Core

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

Tags

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

System Requirements

Minimum

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

Recommended

Requires a 64-bit processor and operating system

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Community Discussion

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Reviews & Ratings

Metacritic
94

Game Info

Developer
Rocket Rat Games
Publisher
Brace Yourself Games
Release Date
Nov 8, 2023

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Frequently asked questions about Cobalt Core

How much does Cobalt Core cost?

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What platforms is Cobalt Core available on?

Cobalt Core is available on PC, Mac.

When was Cobalt Core released?

Cobalt Core was released on 8 November 2023.

Who developed Cobalt Core?

Cobalt Core was developed by Rocket Rat Games and published by Brace Yourself Games.

Is Cobalt Core worth buying?

Cobalt Core holds a Metacritic score of 94/100, making it one of the standout Indie titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.