
Coreless is a single-player action roguelite with active combat, enemy swarms, randomized gear, and risk-reward loot choices. Aim your abilities, build around Powers and Equipment, and unlock Talents and Research to shape future runs.
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About

Coreless is a single-player action roguelite where you fight through enemy swarms, aim explosive abilities, and build around the loot you find. Each run asks how much danger you are willing to take on for stronger rewards.
During each run, your build takes shape through Powers, Boosters, Chest Items, Challenge Rewards, Special Missions, and Equipment. These choices affect how you move, when you engage, how you handle pressure, and which rewards are worth pursuing.
Risk and Treasure Find sit at the center of every run. Raising Treasure Find improves your chances of finding stronger drops and better equipment, while higher Risk makes combat more demanding. As your build comes together, you decide how much pressure is worth taking on for a better payoff.
Combat momentum comes from assembling a build while staying in motion. Surge creates burst windows that help you break through crowded fights, clear space, and turn dangerous moments back in your favor.
Between runs, Talents, Research, and Equipment give future builds more direction. Equipment drops with randomized affixes and build-defining modifiers that can push a character toward specific elements, resource loops, defensive setups, or trigger-based playstyles. Talents strengthen your long-term profile and reward flow. Research unlocks new mechanics, event paths, shop options, reward routes, and ways to open future builds.
Real-time action combat built around movement, skills, resources, Powers, and Surge windows.
Risk and Treasure Find decisions that connect combat pressure with reward quality.
Layered build-making through Powers, Boosters, Chest Items, Challenge Rewards, Special Missions, and Equipment.
Randomized equipment affixes and build-defining modifiers that support distinct playstyles.
Talents and Research that expand future run options, unlock new mechanics, and shape long-term progression.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 28 reviews with recorded playtime.
Reviews
Lots of potential to be a Risk of Rain 2 competitor, as long as the devs don't give up on it. It definitely does feel like an Early Access game (but not a alpha/beta/demo), so if you don't want an EA game, don't buy one :P I tried both characters for a little bit, here are my thoughts so far: -Charging abilities holds you in place, which feels absolutely dreadful in games like this (not sure if this changes later?) [strike]-Left-clicking every time to fire is a pain[/strike] [i]This was fixed on 07/11/2025 with patch 0.511[/i] -Some swappable abilities have charges for how many times you can use them, and it seems to show initially, but either after use or over time it stops showing/counting them. The number will disappear, you'll either see the ability's pic, or the pic greyed out with a timer on it, but you can still use it since you have charges, but you can't see the charges anymore. Seems like a visual bug? -More information on words/mechanics in tooltips would be helpful. There is a help section, but it seems pretty minimal. In games like this, the player HAS to be able to understand what is happening/what effects what very easily in order to have fun, otherwise the game just feels obtuse and confusing. There's a lot of abilities that utilize "mechanical cores" but don't explain what they do or how many you have or even what they are. I can only assume they are the gold cubes that sometimes drop from enemies along with coins? -Early game does not feel great, in my opinion. Enemies ramp up and spawn way too fast compared to your coin and upgrade acquisition. -The elites/enemies that spawn the 3 purple circles that do damage seem to tank frame-rate a lot, at least for me. Otherwise the game runs decently smooth? But it does seem to degrade very quickly the more enemies there are. (For comparison, in RoR2 my PC handles hundreds of enemies spawning and me spamming dozens of map-wide attacks fairly well, but in this game as soon as there's 20-30 enemies, if I hit maybe 10 at a time, the game chugs.) -Some of the swappable abilities are either confusing, or just downright bad? I'm not sure if some of them are meant to be coin-fodder since you can sell them, or if maybe they're super situational? Need more experience with it. -The art is nice, very RoR2-similar. Same with the music. -I really like the meta-progression stuff like the talent tree. But as mentioned before, things could use more defining/explaining. Lots of games do stuff now where you'll see an ability, effect, or damage type, and you can hover over the underlined word for an explanation of it - this would do wonders for this game. I need more time in the game but I'm happy to leave a positive review to boost visibility. This game has a good start, its SUPER cheap, and I think it could really shine over time.
Never make reviews. Pleasantly surprised by this game. Very similar to ROR2 but different enough. Gameplay feels a bit more engaging and fast paced with the dash you have. Excited for more characters and more levels. The talent tree is also a very nice touch and well fleshed out. For the price, it's currently very worth.
Coreless hits every mark at being my favorite type of game. The game currently feels incomplete but by no means unplayable nor unenjoyable. Fans of Risk of Rain 2 will love this game.
I mean this in the most respectful way, but this game feels like a completely different game than the prologue. The prologue had very clear resource management and power scaling that really felt like you were growing as you leveled up and unlocked new features and benefits through crafting and managing your powers vs your power capacity. Also the prologue felt more ror2-like with defined differences between different characters, but with the new “deck building” we got with choosing powers throughout the run, characters kind of loose their entire identity and blend together. Lastly, mid-run resource management felt more strict in the prologue with managing energy for purchases which I feel like really gave this game it’s own identity. This game feels like a completely different experience than the prologue, and I mean no disrespect, i just liked the direction the prologue was headed and this game kind of feels like a shot out of left field.
its a fun game that has some elements that reminds from ror2, but it's different enough to make it stand out. there is a few problem though 1. the ui especially could be better communicated, like there's a lot stuff but there isn't much explained (i know there is a guide, but that doesnt really help with the confusion)health/shield/armor should be one bar (like ror2) rather than a seperate cause i didnt know where the shield is. another part is the overall skill level up, now the crystal stuff would be nice to have their color being represent being the element they represent rather than random which add on towards the cofusion. 2. the difficulty is a bit hard, though that's probably because this game doesnt really have any way to restore HP especially when you move to another stage. it would be nice to have more survivabilty option since the one time i encounter a healing skill is a passive that i have to bought from random box. it also would be nice to have the monster to have more start up animation or attacks, since some attack can just happens without being able to react. 3. the combat is fun with the overall skill being offered, but the overall starter skill feels bad especially the melee ones, the ranged one is ok. the charging ability isn't ideal for me (if they allowed the charging to be moveable rather than stuck in 1 place) it would have been fine, but in a game where you surrounded by attacks and enemies its not ideal. overall a nice game that has solid grounds, but still need to improve the foundation. it was pretty cheap, so i dont have any problem in buying it.
Risk of Rain. Singleplayer without controller support. The game is surprisingly good. Some upgrades are OP as hell. Others like the chain glide I just sell immediately. I am curious what the characters down the line.
great potential but needs more work. I run most games with no problem but here the fps drops are crazy
This game truly has potential to be the next risk of rain 2. incredibly fun, simple to get into. with some tweaks (maybe better explaining ability level ups and stats) it'll be AMAZING
i like the meta progression, but inside of a run i dont understand at all what im supposed to do or how the system works, maybe is too early access for my taste, good game though with a lot of potencial.
Neat game, any chance of a 4k resolution option?
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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