
Cosmic Raze is a sci-fi tower defense strategy game. Control advanced weapons, build powerful synergies, and then blast away as aliens attempt to conquer Earth. Between rounds you'll earn unique augmentations, purchase and upgrade a huge variety of weapons, and unlock powerful synergy bonuses.
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About
Cosmic Raze is a sci-fi tower defense strategy game set in the near future, at the dawn of an alien invasion. Take control of advanced weapon systems, build powerful synergies, and then blast away as aliens attempt to conquer Earth. Between rounds you'll earn unique augmentations, purchase and upgrade a huge variety of weapons, make scientific breakthroughs, and unlock powerful synergy bonuses.
With auto-battler style drafting, procedural battles with multiple enemy factions, and light roguelike elements, Cosmic Raze offers endless replayability. Simple controls, and tactical depth make this the perfect game for any device, from desktops to laptops and especially the Steam Deck!
Features
Tower defense gameplay
Auto-battler inspired drafting and synergies
Roguelike style upgrades, randomization, and perma-death. Each run is unique!
3 unique enemy factions, with their own strengths and weaknesses. Each run combines 2, with 1 faction becoming your primary opponent.
11 difficulty settings including a more relaxing easy mode
Piles of unique weapons, active powers, augmentations, and synergy bonuses to customize your builds
46 unlockables to expand your arsenal even further
40 achievements to unlock
Play with any gamepad, or mouse
Pick Up And Play: A full game lasts around 25 minutes. Save and quit between rounds, and come back later.
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
I have fun playing this one, it gets intense and it looks very nice to me. I love the pixel style of the graphics. When I first played, the game felt a little small, like I had almost done all of the fun progress already, but I see a lot of promising updates added to the game that I'll be excited to reach.
Great game with solid artwork and a little slow to start but great gameplay loop overall. Excited to see it expand throughout EA like the dev's previous games.
Not many ways to have this much fun with fewer than three dollars. Super solid start, this thing is going to end up as something special. I'm hanging out on the Discord, posting bugs that get acknowledged in 30 minutes and patched later that day. FromLefcourt has the juice, and this is going to be another hit.
Utterly unplayable, enemies have too high HP and you can't deploy anything fast enough. RNG seems deliberately rigged, enemies on Difficulty 1 kamikaze after a missile and you're just stuck waiting for a cooldown, which then causes a domino effect. Upgrades take forever, scroll wheel and button mapping is ridiculous. the only saving grace is the pixel graphics. Devs honestly make games like this an complain they dont make as much money as other devs. 1/10. consider a career in McDonald's.
YOU WANNA KILL SOME ALIENS?!?! YOU WANNA BLOW UP SOME ASSETS?!?! HUH??? DO YA??? BOY I ABSOLUTELY BLASTED ME SOME ALLIANS RIGHT IN THEIR FACE WITH SOME BIG OL CANNONS AND THEN I SHIELDED THEM CANNONS AND THEN THEY TRIED TO BREAK THROUGH MUH SHEELDS BUT I PUT IN SOME BIG HONKIN MISSILE LONCHERS AND LONCHED THEM MISSULS RIGHT INTO THEIR ALEEUN BRAINS BUT THEN THEY CAME BACK WITH SOME BIG FREAKIN SHOOTIN SHIPS THAT WAS SHOOTIN ME RIGHT IN THE PECKER SO I SAYS FREAKIN ALIUNS! I AM GONNA SHOOT YOU DEADER THAN MY CUZIN PHIL WHO BUTT SHOTGUNNED 5 LEATURZ OF GRAY GOOSE ON EASTER!
Another fun game from the developer. It's more strategic (instead of actiony) than the last two (Gunlocked, Boons and Burdens), but like those games it nails of my favorite aspects of roguelike/lite games: the emphasis on getting more more powerful within each run through a series of upgrades with interesting synergies. But it's tuned so that most of the time you won't climb up power curve so quickly as to make the rest of the run trivial. So far (I think the game version is 0.7 now), the game is in pretty good shape. Here are a few assorted observations: *The music is good. It's repetitive but not boring. Like in the way that electronic music tends to repeat sections while adding and subtracting elements, changing keys, and stuff like that. *The art is nice. I'm sure the chunky pixels won't be to everyone's taste, but I like the style a lot. *That said, sometimes it's tough to tell some of your own units apart, even when they have fairly different functions. E.g., there will be units that look pretty similar (in terms of color or shape) but do very different things. I guess there might be a consistency/theme-scheme for the different unit classes/types that I just haven't internalized yet, so it's possible that's a me problem. *The writing is charmingly passive aggressive (especially various shop descriptions). There are a few typos here and there ([i]Narhal[/i] in the Narwhal description, a wave that [i]tarvels[/i] in that sniper unit that's one of the green circles) *I [b]strongly[/b] recommend playing with a mouse instead of a controller. As of now, though, mouse controls can't be rebound, so you can't activate your power with a button (e.g., by pressing space), which is kinda weird. *Sometimes, enemies will disable your units for a few seconds. Other times, trying to keep track of my unit's cooldowns, energy levels, and the sheer quantity of enemy units will disable my brain for a few seconds. That's fun. It doesn't always immediatly lead to a game over, either! So, all that said, you probably already know if you might like a game like this. If you think you might, I recommend giving it a shot. I would note that I enjoyed it a lot more the second and third times I played. I'm not sure how much of that is from getting the game better vs. switching to mouse conrtols vs. the game getting a couple of patches in the meantime. That's maybe not ideal from a "selling games" business standpoint where you want to grab people from the jump, but I do appreciate the depth and intellignce.
Basically 'Plants vs. Zombies' but with a very limited number of turrets you can place, & an annoying 'shift' mechanic where you have to nudge the rows up & down to try & cover for the aforementioned lack of turrets.
The game was quite a bit more chaotic and micro-manage-y than I was expecting. In the later waves I felt like I was just plopping stuff down as fast as I could in whatever free spaces I had and hoping for the best. I guess that, with more play time, target recognition would be faster and strategy would be more apparent, but I can't get over that initial impression of how little in control I felt. I doubt I'll be investing any more time in learning the nuances of the various synergies. I can't say it's bad. I can say that it's not for me.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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