1. Coreless
  2. News

Coreless News

Coreless is finally entering Early Access!

[p]Thanks to everyone who's shown interest in Coreless — we really appreciate it.[/p][p]This marks the beginning of the next phase of the game — one where we're more certain about what Coreless is, and how we want it to grow. We’re not done yet, but we’re finally in a place where growing it feels exciting, not uncertain.[/p][p]We sincerely apologize for the repeated delays. Much of that time was spent exploring the game’s direction — figuring out what felt right, so we could bring a more focused version into public hands for further evolution.[/p][p]Now, let’s go through a few key points to help you decide whether this Early Access version is right for you.[/p][p][/p][h2]The Vision — What Experience is Coreless Trying to Create?[/h2][p]Coreless is a single-player action roguelite built around:[/p]
  • [p]Fast-paced, responsive combat[/p]
  • [p]Tactical gameplay with moment-to-moment decision-making[/p]
  • [p]Satisfying short-term progression[/p]
  • [p]Meaningful long-term meta-growth[/p]
[p]These goals naturally create tension:[/p]
  • [p]Fast, fluid action can make it harder to introduce meaningful tactical choices on the fly.[/p]
  • [p]Strong short-term upgrades can reduce the impact of long-term meta-progression — and vice versa.[/p]
[p]This tension sits at the core of Coreless. The game is shaped around it — not with a fixed solution, but as a space to explore how these elements can interact, overlap, or pull apart.[/p][p]In-session gameplay focuses on mobility, reactive decision-making, resource spikes, and priority juggling under pressure.[/p][p]Meta-progression, by contrast, encourages players to experiment with different playstyles — supported by a flexible Addon system — and rewards risk-taking with better loot and more varied options.[/p][p][/p][h2]What Are the Limitations of This Version?[/h2][p]This is still Early Access — so naturally, there are a few limitations:[/p]
  • [p]Limited content[/p]
  • [p]Bugs[/p]
  • [p]Missing features[/p]
  • [p]English-only support (for now)[/p]
[p]We’ve priced the game accordingly, in recognition of the risks early players are taking.[/p][p]If you're unsure, feel free to follow us and wait for a few updates before jumping in.[/p][p][/p][h2]How Will We Communicate with the Community?[/h2][p][/p][p]Please feel free to leave feedback — the longer and more critical, the better. We genuinely want to hear it.[/p][p]That said, we’ve made a slightly unconventional decision:
For now, we’ll be communicating only through the Steam forums and email.[/p][p]We know that might seem outdated in an age of social media, but here’s the honest reason:
We’re a two-person team, and managing multiple platforms isn’t sustainable at this stage — especially when we need the space to stay focused and make consistent design decisions.[/p][p]We’ll check the forums and emails daily, and respond in a timely, thoughtful way.
Keeping things to just a couple of channels helps us manage our workflow with fewer context switches and more clarity.[/p][p]This is a temporary decision. As development stabilizes, we plan to open up more ways to connect and enable faster, more dynamic conversations.[/p][p]Our email is [email protected][/p][h2]What About a Roadmap?[/h2][p]Yes — a full roadmap is coming in the next few weeks.[/p][p]We’ve already planned multiple new characters, game modes, and level designs. We're just waiting to see how this first release plays out — especially with bug fixes and balance updates — before locking in timelines and priorities.[/p][p][/p][h2]Thank You[/h2][p]Thanks again for your time, your attention, and your interest in Coreless.[/p][p]— The Coreless Dev Team[/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p]

Coreless Dev Update: Overdrive Abilities, Meta-Progression, and More!

Hello everyone!

It’s been a while since our last update, and we’re excited to share some of the progress we’ve made on Coreless as we gear up for its Early Access launch later this year.

[h2]Improving the Moment-to-Moment Gameplay[/h2]

We were pretty happy with the overall session experience in our latest version, but something felt off. The pacing wasn’t quite right, and the gameplay lacked that extra push to keep things intense. So, we went back to the drawing board and are currently revamping the ability system.

[h2]Introducing Overdrive Abilities[/h2]

Overdrive abilities require holding down keys for a period of time before releasing them, and many can be charged through multiple stages to amplify their impact. They consume Energy and pack a much bigger punch than standard abilities, adding a tactical layer with a risk/reward tradeoff. This should create more engaging combat, encouraging players to make split-second decisions that could turn the tide of battle.



[h2]Revamping the In-Session Upgrade System[/h2]

Stat stacking is fun—don’t worry, that’s still here—but we wanted to encourage more thoughtful decision-making instead of just chasing raw numbers. The new system introduces more diverse upgrade paths, making each run feel unique. We’ll dive deeper into in-session exploration changes in a future post!

[h2]Meta-Progression Updates: Talent Tree & Power Systems[/h2]

Meta-progression is where we want Coreless to shine, and we’ve made some big changes:

  • More Meaningful Talent Tree Choices – We reworked the Talent Tree to ensure each decision feels impactful, rather than just incremental stat bumps.
  • The Addon System – A new mechanic where Addons drop during adventures, granting powerful bonuses and random affixes. These can be socketed into the Talent Tree, allowing for deep build customization.
  • Consumables Overhaul – Consumables now provide more strategic advantages, from basic health potions to immunity-based elixirs that could save you in a pinch.
  • Affix System – Both Addons and Consumables now roll with affixes that further shape their impact, opening up even more ways to tweak and optimize your build.




For example, the Addon Metallic Blitz allows you to throw a metallic bomb at a nearby target, dealing damage to both the target and surrounding units. If socketed into a 'Double-dash trigger' node, the bomb will be thrown whenever you double-dash. Alternatively, if placed in a 'Pickup trigger' node, the bomb will activate whenever you collect buffs, adding a layer of adaptability to your build.

Our ultimate vision for meta-progression in Coreless is to provide a space where players can make long-term and experimental decisions, refining their build in a gradual and strategic way. Meanwhile, the in-session experience should feel spontaneous, immediate, fun, and impactful.

[h2]Companions Are Now More Than Just Sidekicks[/h2]

Previously, Companions were a nice addition, but we felt they lacked depth. Now, each Companion comes with a dedicated set of abilities and passives, giving them a much larger role in your pre-session build. Your choice of Companion will significantly impact both your starting abilities and the upgrade options available during a run.

For example, Kat could equip Voltbringer to gain Energy Burst and Thunderbolt Sphere, enabling a melee-ranged hybrid build. Alternatively, she could go with Venom Weaver, gaining passive plague capabilities and the Overdrive ability Plague Blast, which detonates all nearby Plague effects for devastating area damage.



[h2]More to Come![/h2]

These are just some of the big changes coming to Coreless, and we’ve got plenty more in the works. We’ll be sharing more details over the coming months, so stay tuned!

Thanks for following our journey—we can’t wait for you to jump into Coreless!

Coreless: Prologue is Now Live!

We are excited to announce the release of Coreless: Prologue today! This marks the second major milestone in the development of Coreless, following the initial demo earlier this year and leading up to its eventual Early Access release.

https://store.steampowered.com/app/3168820/Coreless_Prologue/

In this prologue, you’ll experience a full-fledged solo-play version featuring core systems from the full game. It includes four main campaign levels, two difficulty settings, a talent tree, a research facility, the power system, a companion system, and the instruction processing system! There are two playable characters, each with a complete set of upgrade options for you to experiment with and customize your builds.

We hope Coreless: Prologue brings you hours of fun! We’d love to hear your feedback and thoughts in our Steam forum. As a micro team of just two developers, we currently only have the resources to manage communication through the Steam forum. However, we plan to launch a Discord server once our workload lightens. In the meantime, we’re happy to answer questions and engage with everyone on the forum.

If you enjoy Coreless: Prologue, please consider wishlisting us!

Happy gaming!

Coreless Demo 0.2 Released!

Hello, fellow gamers! We're excited to announce the release of Coreless Demo version 0.2. Additionally, we're thrilled to be part of the Steam Next Fest this February, showcasing our game!

We invite you to play Coreless and share your feedback and suggestions. If you have any questions about the game, please don't hesitate to post them in our forum. We're eager to hear from you and will respond promptly.

Also, check out our Q&A thread , where we've answered some frequently asked questions to help you get started.

Happy gaming, and enjoy exploring the Steam Next Fest!

Announcing Demo 0.1 of 'Coreless'!

Hello World! We are thrilled to announce the official release of our first demo for 'Coreless'!
Although this version is limited in content, with a playtime of 1-2 hours, it showcases the core features of the game. The demo includes one avatar, two major levels, and a selection of items, traits and abilities, serving as a blueprint for what 'Coreless' aims to offer.

In this demo, you'll get a taste of key concepts such as attributes, items, and abilities. We are excited to introduce an RPG-style meta-progression system to provide a highly customizable character-building experience. Attributes like Intelligence, Strength, Insight, and Command will significantly impact how you build your avatar loadout. The items you collect will influence your avatar’s attribute distribution, providing extra bonus effects. These, in turn, will determine the tactical and ultimate abilities your avatar can equip. Your in-session upgrade options are directly tied to your avatar’s ability setup.

Besides character progression, we are also exploring the design philosophy behind our level design through this demo. Both levels share a similar primary objective: defeat the node guard when the heat meter reaches 100. However, each level comes with a unique set of secondary objectives and mechanics to encourage exploration and decision-making, thereby offering a distinctive identity and experience.

We invite you to delve into this demo and explore the world of 'Coreless'. Your feedback and criticisms are invaluable to us, and we'd love to hear from you! This demo marks the beginning of our long journey, and we look forward to building and evolving 'Coreless' alongside our community!