
Coreless is a single-player action roguelite where active combat, layered builds, and long-term progression feed into each other. Shape each run with Powers, randomized gear, Talents, and Research, then balance Risk and Treasure Find for stronger rewards.
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About
Coreless is a single-player action roguelite built around active combat, layered builds, and risk-reward decisions.
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
Languages: English**languages with full audio support
Engagement
Reviews
[url=https://steamcommunity.com/id/BlueberryPoptart/recommended/632360?snr=1_5_9__402]Risk of Rain 2[/url] for poor gaymers.
I don't see this game getting successful or popular. Don't get me wrong, the game is not bad, but it implements might be good features into the game wrong. I won't touch every aspect of the game in this review since it's a demo, and I believe the game will look completely different when it is fully released. I have played until stage 3 boss as of this review; problems I will mention might have band aid fixes at the later stages that I don't know yet, but the game still has some issues to keep players hooked in the first hours. The big upgrade tree was the selling point for me when I discovered the game however, I got disappointed very quickly. The upgrade tree doesn't have any game-changing or playstyle-altering nodes, only small stat increases. It is just a glorified upgrade screen with more steps than most roguelike games. The energy system itself is not a big problem, but how you use and obtain it feels boring. Upgrade chests take too long to open, and energy towers take ages to charge (I am looking at you stage 2 towers). It doesn't give you the adrenaline rush you used to from other roguelikes, limiting you to a mini-circle while waiting to open a chest or charge tower. I remember the first time I played Risk of Rain 2, every run felt different with how many passive and active items it had at the start, but this game lacks them—not many chest upgrades that make the run different from previous. Some of those upgrades felt like, "Why is this even an upgrade option? It's simply bad." I hope it is just a demo thing and will get some cool talents. I will follow the updates this game gets in hopes of evolving for good and becoming a good selection of a roguelike. For now, it is not fun and not worth buying if it gets released as it is.
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 33 reviews with recorded playtime.
It's a less polished risk of rain 2 but also just a demo version. It has potential but needs work to compete with the top Action Rougelike games. 1 of the biggest issues is it took me a while to realize I was actually shooting back vs enemies. Maybe changing the colored shots you fire could fix this as it all just kind of blends in together right now.
Less buggy than Risk of Rain 2 right now. There's that. (also main menu music is really good)
Derin özelleştirme için benzersiz bir meta-ilerleme sistemine sahip, bilimkurgu dünyasında geçen bir roguelike aksiyon oyunudur. Bu dinamik macerada zorlu boss'larla mücadele etmek için çeşitli avatarlar, yetenekler ve güçlerle ortalığı bir birine katın.
the game is SUPER unopimized. the menus run great but thats it. the game crashed twice trying to open it and it ran at 15 fps on low settings. had to bring the resolution down to a burry mess just to get the dang thing the run at a consitent 60. that aside, the gameplay (little of it that i did experience) was slugish and clunky. dashing recovers super slowly, kills all momentum afterward, and as far as i can tell, gives no i-frames. TLDR: fix the dang game!
This game runs in 10 FPS, regardless of graphics settings. Come on, man. How can you release a product like this? There are more bugs than there are hairs on your head. This is just something else...
Game is great and has SO much potential. TL:DR Game has amazing skill synergies to make insane builds, Fantastic enemy design (not just dumb 'walk towards player' zombies), Bosses that range from just OK to really challenging and fun, a good difficulty scaling option, meta progression, and fun characters who's kits feel very different from each other. Good roguelike overall, 100% try the Early access to see if you like it. Difficulty Scaling + Enemies: It difficulty scales not through just buffing the enemies stats, but by introducing more interesting enemies, that spawn in more large numbers, with more dangerous and interactive moves that they throw at the player. Stage 1 enemies just throw slow projectiles or place small pools of acid on the ground, but by stage 4 you might have 3 enemies teleporting behind you to try and score big melee damage on you while other enemies shoot missiles at you that have a large radius. I saw some achievements that talked about a "Veteran" difficulty setting, but I believe the game only currently offers Normal and Hard, which playing on hard will earn you quicker progression at the cost of enemies becoming more aggressive, and having what seems to be ~+10% HP and Speed, as well as ~+50% Damage. I do hope they add multiple difficulties above Hard as I can see the skill tree meta-progression eventually making Hard mode just as easy as Normal mode is when first starting. Skill Synergies + Looting: In this game you open different coloured barrels that will give you a choice between 3 options to buff something in that category. For example: Yellow Barrels= Buffs your characters skills, Purple Barrels= Gives you an additional damage type that triggers upon doing X. I had one run where using 2 dashes in a row always gave me a shield, my AoE abilities were about 10x larger in radius while I had a shield active, and casting one specific ability made it so that ALL my abilities regenerated my dash meter upon hitting, creating an amazing feedback loop. Just in one run I had: okay amount of shielding, massive AoE abilities, and near infinite dashes. All this came from a specific combo of skills that I chose due to them seeming like they would make a good synergistic build. I have only scratched the surface, the amount of build combos in this game will only get more insane as more characters are added, AND you can influence WHAT you get by HOW you play (which barrels you decide to open). Skill Tree: The 'skill tree' that this game advertises is just its form of meta-progression. Play the game, accumulate points, invest in the meta progression for flat stats AND some unique playstyle-buffing perks (such as buffing summoned units, making summoning builds better). There isnt that much complexity to the skill tree, but it seems like its a way to both add meta-progression (something that i'm not too fond of in general, but can tolerate) and get players 'geared up' for the higher difficulty options the game has. If the devs make the game a fair amount better by launch, I can see the game being absolutely AMAZING, with potential to be nearly as good as ROR2 in my opinion. Some notes for the devs: (in order of most important to least in my opinion) - My game crashed twice in the first 30 minutes of play, after that it never crashed again - The bosses feel a little too flat, for example the stage 2 manta ray boss looks AMAZING but doesn't do a lot to make the player play around it, make all the bosses move more and reduce enemy spawns heavily during the bossfights to make it feel more like a one on one. -4 stages doesnt feel like enough, you should give the player some more time to soak in the build they spent the last half-hour crafting, maybe a massive horde stage with all stages of enemies (scaled in HP and damage) followed by a final bossfight or something like that would do the trick. -additional difficulties past hard feel nearly necessary when making a roguelike with this much metaprogression, the players stats will quickly outpace the Hard enemies (as long as im not missing some info like there's a level cap or something) -ability sounds often clip into each other, especially when hitting 5+ enemies - some UI elements dont make intuitive sense such as the text near the bottom of the screen upon earning an upgrade (make it just 2 simple words like "ABILITY UPGRADE" or "AFFLICT UPGRADE" in their respective colors, to make the different chest system more intuitive. example of action and reaction should be: Purple chest --> purple upgrade letters that say "AFFLICT UPGRADE" --> 3 options are afflict focused) and the boss health bar UI (lower number/current HP should be on the left. ex: 761/1000 , not 1000/761) Hope the full launch goes fantastic, and the game is amazing as I think it'll be after playing it, very glad I stumbled upon it one day :)
I think the game has some good promise. While rather unoptimized and tricky to get figured out at the start, the game actually serves as a solid roguelike. I think the game shines most in the abilities that you can obtain, they're character-specific but very diverse. I found myself getting pretty into it until it crashed going into stage 3. People compare it to RoR2, but I'd say it stands out enough with plenty of its own ideas. I would suggest methods of speeding up timers, though. There's a lot of point-defense gameplay, but from what I played, I didn't notice any methods of speeding up the process to access the bossfights, etc. With some optimization and methods of speeding up the gameplay, I think this could be a fun game, genuinely. The synergies and build making is definitely its strongest point, and that's what I play a roguelike for!
This was a game that i was in search for so long. After incontable roguelike games this is certainly one of the bests hence its graphics, its mechanics and its difficulty This pearl of a game not only mix a tree skill point to build as you progress, but allows the player to make a great combinations of passive skills. I have high hopes for this one.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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