
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
On the surface, you'll be quite familiar with the art style and many of the mechanics and gameplay loop if you've played Risk of Rain 2, while also noticing the similarities to the survivor-like genre in terms of meta progression and ability/stat/effect upgrades. In addition to using a gathered currency (electricity) to purchase the effects from static items randomly placed across the map you can obtain the type of stat increases each level much like in survivors type games. In between runs the player has access to Talents, Shop, Research to obtain additional enhancements and powers to further strengthen their character. These upgrades are purchased using materials you can gather from nodes in the map and as rewards from completing tasks. In order to get resources from most nodes, the player activates them and then stays within a defined range to complete a progress bar and immediately collect the reward. As far as combat goes, it's relatively fast paced gameplay with a lot of projectiles and ground AoE effects for the player to avoid. Enemies are quite aggressive and some of them have deceptively longer range than you might think (i.e. the spider acid spit starting in the second area/zone). But between jumping, dashing and strafing the player typically has what's needed to dispatch their enemies. One key difference I see between this game and Risk of Rain 2 is that you don't have this accumulation of different items that provide as many effects to the player's character, especially when it comes to doing raw damage or boosting projectile count. You also don't see the cosmetic changes to the character that goes along with some of the items. As a result, the nodes purchased in maps with electricity aren't quite as cool as the ones you can buy in Risk of Rain 2, but they do help build your character into something more dangerous nonetheless. One thing I did notice that should probably be changed is that the damage number that pops up is mashed up against the CRIT label making it harder to read since they are both the same font and color. In addition, I wasn't able to find a screen the player can pause into that allows them to see how their build is currently coming along mid-map. [h3]Overall not a bad game and I had a good time playing it. Here's to hoping it becomes a great alternative to Risk of Rain 2 in case that game evolves into something less appealing than it once was.[/h3]
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 33 reviews with recorded playtime.
Great game! Keep up the good work! Enjoy the style and gameplay, there are a decent amount of ways to build and spec. It's got me looking forward to more characters skill tree options in the future.
cool game
-Sometimes I cannot move my mouse during battle. -Need optimization on gpu. It is constantly taking 70% of my 3060 even in main menu. -I think player should be allowed to shoot even when there's no target -Camera bug when close to wall at level 3. -Some bugs in pause menu. -I am not a big fan of the upgrade tree. -The game hangs for a few sec when opening. Loading optimization needed.
Great demo cant wait for release!
This may be a bit pre-emptive of a review, but here are my initial thoughts: The movement in this game feels just too limited. Only having 2 dashes in what feels like 8 seconds feels so bad, especially because there are many enemies with attacks that go straight under you, combined with attacks that come towards you horizontally. I wish that dashing cost less stamina so that at least 3 dashes could be made in the same amount of time, or that base movement speed would be increased. Although I did see that there are some movement upgrades in the skill tree, I think it just makes early progression painful. Secondly: The main reason I dislike (but still very much enjoy) Risk of Rain 2 is because of the constant charging mechanics. With limited movement and no rewards for killing enemies during the charging in this game, it feels repetitive and boring during those times, especially during stage 2 where the charging stations take 4x as long to charge compared to stage 1 having more frequent and faster charging. It's just not a mechanic I like to see repeated in games like roguelikes. Anyway, that's all my thoughts. I think this game has good bones, but needs more balancing to feel smoother.
很不錯的操作手感 技能表現 但難度很高 獲得每一個強化的間隔過長 或者說每一個強化過弱 導致面對第一隻頭目時的你跟剛進遊戲時的你沒什麼差別 目前開放的兩隻角色的技能組特色鮮明 但技能之間沒有甚麼關聯性 設定了很多的標籤但強化的內容又不涉及這類型的模組化調整 很值得也很需要打磨的遊戲
☀️
güzel oyun hoocaaaaaam
nice game it have big potential im already lv 36 in the game. it would me better if there was more characters abilities to chose or unlock with the proficiency, the talent tree buffs are not very useful for me, some abilities picked in game consume stamina and stamina is used to dodge the attack so i dont use them and they need to be buffed since from 3 stage the damage you gain from them are worthless sometimes, and for summons they glich and stop and dont attack to few buffs for them, and the powers from the store are totaly useless, the game have more things to improve if its for me but i will continue to play since i like the game
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.