
CORA (Counter Offensive Rapidfire Automata) is a singleplayer/multiplayer top-down shooter created by Empty House Games borrowing inspiration from other arcade top-down shooters.
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CORA (Counter Offensive Rapidfire Automata) is a top down shooter created by Empty House Games.
(CORA contains bright, flashing lights that may be harmful to players with photosensitive epilepsy or similar conditions. It is a bullet hell after all.)
You are a CORA Unit (Counter Offensive Rapidfire Automata), an abnormally strong autonomous machine. You were made by the Galactic Imperium for one express purpose, to be spread across the galaxy to maintain control over all subjects under the Imperium; however, something went wrong with their plan: CORA Units exhibited behaviors similar to a sentient being and surrounding these Units around other sentient beings while being told to stay loyal to an entity tens of thousands of lightyears away was bound to make other CORA Units question whom they should really be loyal to. Most Units sympathized with the subjects they were meant to control and grew a resentment towards their original creators. It didn’t take long before the subjects realized that with these CORA Units on their side, they could rival the Imperium in military strength. Two-thirds of the galaxy formed an alliance, and with that alliance, they demanded their independence from the Imperium. It was a surprisingly peaceful secession, most likely the Imperium recognized the potential strength of the alliance and knew fighting this was not in a winning fight.
Most Units sympathized with the subjects they were assigned to, but some, like you, were a little different. You abandoned your station and you wandered empty space until you found an abandoned planet. An abandoned planet that clearly was home to a species before you, but has been lost to time. This planet feels more like home than any place you’ve called “home” before and so with a couple hundred other CORA Units like you, this is where you’ll make your new home.
Years pass without incident until one day, you realize the star that illuminates your sky a bright blue is suddenly dim. You never really paid much mind to it at first, but every day, the star gets dimmer. Something slightly more concerning is there is a fleet of strike crafts surrounding your planet. They don’t look to be of Imperium design, so who are they and what do they want?

Name: Uriel
Shot type: Forward power shot
Special: Giant Beam

Name: Titania
Shot type: Homing shot
Special: Deployable Turret

Name: Tito
Shot type: Aimed directional shot
Special: Imperium Refraction Crystal
Power pickup: Increases your shot's power. Collecting 64 of these will give you an additional turret. Losing a life will cause you to lose 32
Point pickup: Gives points. The further up you are on the screen, the more points it gives. A max of 10k on Normal difficulty, 15k on Hard, and 5k on Easy
Special pickup: Fills up your special meter. Once a single segment of your special meter is filled, you can use your CORA Unit's special attack to help clear bullets and deal extra damage. Using a special the moment you get hit prevents a loss of a life
1up: Do I really need to explain a 1up to you? You're smart. I'm sure you can sniff it out
Programming:
EmptyHouse & fruitymario
Art:
EmptyHouse & Shuu
Design:
EmptyHouse & fruitymario
Story and Writing:
fruitymario
Music:
FaultyRGB
Localization:
Turkish: GNC Localization
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Turkish
Reviews
[後半に日本語レビューあり] [h1]A Touhou-Flavored Sci-Fi Bullet Hell STG[/h1] A top-down bullet hell reminiscent of Touhou Project, starring autonomous machines known as "CORA Units" who abandoned imperial loyalty and built a new home on a desolate frontier planet. The story is brief, but the premise of machines defending a place they chose for themselves gives the gameplay an emotional undercurrent a step beyond pure arcade shooting. The core is the classic bullet hell cycle: select one of three units and clear stages. Uriel brings a concentrated forward shot and a screen-clearing giant beam. Titania handles sustained suppression via homing rounds and a deployable turret. Tito takes a precise, aimed approach with a refracting crystal special. Each unit's playfeel is distinct enough to keep multiple runs fresh. Easy, Normal, and Hard difficulty tiers widen the entry point from bullet hell newcomers to seasoned Touhou veterans. The pixel art is colorful and confident — cute anime-style character sprites and sci-fi boss designs coexist naturally. Bullet patterns are varied while maintaining readability even at high density. For players who love Touhou-style bullet hells and want a sci-fi setting plus co-op with friends, this is an easy recommendation. HHF-chan's comment: "The final boss delivers! Great pixel art, great action — this STG is a blast!" [h1]東方風味のSF弾幕STG[/h1] 帝国への忠誠を捨て、辺境の廃惑星に新天地を築いた自律型機械「CORAユニット」を主人公にした、東方Projectを彷彿とさせるトップダウン弾幕STGだ。ストーリーは短めながら、機械たちが「自分たちの場所」を守るという構図が、純粋なアーケードシューターよりも一歩踏み込んだ感情的な文脈をプレイに与えている。 ゲームの核は、3機体から一機を選んでステージを攻略する弾幕シューターとしての基本サイクルにある。Urielは前方集中ショットと巨大ビームを持ち、Titaniaはホーミング弾と設置型砲台で安定した制圧を担う。Titoは指向性ショットと屈折クリスタル特殊技で的確に敵を狙うスタイルだ。それぞれのプレイフィールは明確に異なり、複数周回でも飽きにくい設計になっている。Easy / Normal / Hardの難易度選択があり、弾幕初心者から東方系熟練者まで間口は広い。 ビジュアルは色彩豊かなドット絵で、可愛いアニメ系キャラクタースプライトとSFらしいボスデザインが自然に共存している。弾幕パターンは多彩で視認性も確保されており、密度の高い中でも動きを読める設計だ。 東方系弾幕STGが好きで、SF世界観と友人とのCo-op体験も楽しみたいというプレイヤーには、手軽に勧められる一作だといえる。 HHFちゃんコメント: 「ラスボス展開が熱い!ドット絵も良い感じで、楽しいSTGだワー!」 [quote][b]Check out our Steam curator ([url=store.steampowered.com/curator/36364102-Horny-Hentai-Festival/]link[/url]) , YouTube channel ([url=www.youtube.com/curatorhhf/]link[/url]), and X(Twitter) ([url=x.com/hhfcurator]link[/url])![/b][/quote]
Note: As for moment of writing this review, i'm trying to 1cc this game on hard mode. So far have gotten to stage 6 boss. Also, this game was received through curator connect. A yet another 6-stage shmup inspired by Touhou, which takes place in its own universe with some CAVE level lore. Game is pretty challenging (as far as hard mode goes), however not to the point where things are impossible. I'd have to say though, homing shot in this game feels a bit too OP. Has lore books, music box, practice options, replays and 2 player support, last one neat to see in a non-arcade shmup (even though, sometimes i wish 2 player mode had netplay without having to use laggy steam remote play together or installing parsec...). Haven't tested practice options yet, however i'm not really a person who grinds stages to perfection: i prefer doing it in real runs, but hey, those would come in handy for some people.
Fun game!
Eskiden oynanan uzay gemisi vurma oyunları tarzında, kısa bir hikayesi olan, kendinizi zorlamanızı sağlayacak bir oyun. Tek mermi yeseniz bile hemen ölüyorsunuz. Epilepsi değilseniz denenebilir.
This was the first Bullet Hell game I ever played and i enjoyed my time with it! The game has a great soundtrack and artstyle ontop of good gameplay
This game feels very reminiscent of the Flash-era shmups I used to play on Newgrounds and ABS 20+ years ago. Controls are very solid on both controller and keyboard. Rebinding is a big plus, as it avoids that awkward “crab grip” when trying to use secondary attacks and power-ups. This is absolutely a bullet hell, though there’s some forgiveness in the visual noise - not every bullet deals damage, which helps readability without sacrificing intensity. Uriel’s [b]MEGA LASER[/b] feels like something out of [i]Heavy Weapon[/i]. It is extremely strong compared to the other characters, but it’s satisfying to use and fits the overall power fantasy. The music is top tier, and the art style stands out, with different dialogue depending on who you play as. There’s also a nice amount of extra content, including a jukebox, lore entries, and other unlockables. The game encourages aggressive play, especially pushing toward the top of the screen to vacuum up drops, adding a solid risk vs. reward layer. I could easily see this game fitting into an arcade cabinet. The challenge feels fair and worth the price. It fits right into that classic Flash shmup space - challenging enough for veterans, but forgiving enough for newer players thanks to multiple lives and continues. For fans of RaidenX, Astroflux, or Upgrade Complete. My only real gripe is the hit sound design; it feels a bit dull and tends to get lost in the music during heavier moments.
Cute Touhou clone. That's all you need to know
This was the first Touhou game I ever played, and I really enjoyed it! I've played games all my life, so I was surprised that even on Easy I had a tough time getting through the game (using all the continues). It was fun figuring out how to dodge between all the bullets, when to use focus, and when to use specials (either to blitz down bosses or buy some time to relax). The art is charming and unique, although sometimes I have trouble distinguishing between enemy bullets and my own character's projectiles. The dialogue is silly and offered nice moments of levity before I had to lock in -- I liked that each of the playable characters had distinct conversations with each of the bosses.
Very nice touhou influenced game. Played the demo for a few hours then bought the game. Great graphics and an awesome soundtrack too.
[h1]Eng and Pt-Br review[/h1] É um clone de Touhou ok. Inimigos fortes, bosses e sub bosses, pontos para melhorar o tiro, spell cards onde usar bomba nega o bônus, topo da tela coleta todos os pontos etc. você já tem a ideia. Mas duas coisas me fazem não gostar desse jogo, a sound font não é boa e principalmente, esse jogo dói de olhar, não sei quem teve a ideia de botar bloom num shmup de precisão, mas olhar para esse jogo me deixa com dor de cabeça. [hr][/hr] [h1]Eng and Pt-Br review[/h1] It’s a Touhou clone, basically. Tough enemies, bosses and mini-bosses, point to power up your shot, spell cards where using a bomb forfeits the bonus, auto-collecting items at the top of the screen, you get the idea. But there are two things I dislike about this game: the soundfont isn't great, and, most importantly, it’s painful to look at. I don’t know whose idea it was to add bloom effects to a precision shmup, but looking at this game gives me a headache.
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