Ficha del juego / ROGUE BY ROGUECubic Cosmos
Texto original · InglésBuild an army with cards, strengthen pawns, and connect their attacks and abilities into escalating chains. This single-player roguelike deck builder mixes fast tower-defense battles with Lasting investments, hero builds, relics, daily challenges and Mastery mode.
¿Por qué esta puntuación?
Lo más atractivo de Cubic Cosmos es mejorar las unidades con cartas y conectar su crecimiento mediante ataques automáticos y efectos que se activan en cadena. Los efectos Lasting, las reliquias y la configuración inicial de cada héroe permiten planificar más allá de un combate, mientras que el reemplazo de cartas del conjunto disponible y los modos de desafío aportan variedad. Sin embargo, si una cadena se completa demasiado pronto, resolver una y otra vez los mismos efectos puede desplazar las nuevas decisiones. Los registros, la ayuda y la reproducción más rápida de los efectos encadenados facilitan entender lo que ocurre, pero el equilibrio actual del juego y su estabilidad en distintos dispositivos aún requieren pruebas de juego.
Resumen traducido automáticamente. La evaluación original y sus fuentes se conservan a continuación.
Texto original · Chino simplificado
卡牌培养棋子,再用自动攻击与触发把成长连成系统,是《Cubic Cosmos》最有吸引力的部分。持久效果、遗物和英雄开局提供跨战规划,卡池替换与挑战模式补充变化;但连锁过早成型后,重复结算可能压过新的取舍。日志、帮助和加速更新改善了可读性,当前平衡与设备稳定性仍需实测。
Jugabilidad principal
Peso 25 %7,5 / 10Texto original · Chino simplificado
用卡牌部署、强化棋子,再由攻击与技能连锁兑现投入,增长结果直观,形成明确的组建与观察循环。限制在于强力引擎较早成型后,常规战斗可能减少主动判断,历史作者也记录过爽感与重复并存;本次没有实测当前每场战斗节奏。
Combinaciones y estrategia
Peso 25 %8,0 / 10Texto original · Chino simplificado
卡牌、棋子和遗物协同,加上可跨战保留的持久效果,使资源分配能影响后续战斗。英雄开局与卡池替换提供调整路线的工具,价值在于可组合的投入与回报,而非仅有多少张卡。宣传中的巨大数值不等于所有路线都平衡可行。
Rejugabilidad
Peso 20 %7,0 / 10Texto original · Chino simplificado
每日挑战、难度设置、精通模式,以及英雄起点和首领变化,为新一局提供不同约束。后续卡池替换也加入重组已有思路的空间;但如果多数局最终依赖相似的增长连锁,增加难度或运行更久未必带来同等的新应对,本次未验证长期变化幅度。
Azar y equidad
Peso 20 %7,0 / 10Texto original · Chino simplificado
选择包、商店刷新历史、帮助信息和可配置难度允许玩家提前规划并缓和部分抽取风险,持久成长也让投入更可预期。依赖特定效果的组合仍有缺件落差,叠加触发又会提高理解失败原因的门槛;没有用未测胜率或极端强组合证明公平。
- Autor del análisis
Texto original · Chino simplificado
Rogue by Rogue · 资料研究- Versión analizada
Texto original · Chino simplificado
公开PC资料;核验官方商店及截至2026-09-30 UTC发布的v1.1.6公告。未运行游戏,可执行构建号未知;正式发行预告不视为最新补丁实机记录。
Alcance y limitaciones
Texto original · Chino simplificado
依据官方公开资料、官方演示与注明日期的历史观察进行资料研究,未进行试玩、通关、性能、控制器或胜率测量。商店数量不证明路线平衡,公告修复不代表本次已验证完全有效。旧社区美术生产争议不作为已核实事实,也不参与计分。旧C级、overall=59、外部好评率与销量价格指标均保留且不参与加权。本评测只评价已经公布的内容,不计入未来承诺。
Fuentes del análisis 07
- 01Fuente webVer original ↗
Texto original · Chino simplificado
Official Steam store
2026年10月22日核对官方商店:身份、卡牌与棋子循环、三个职业十二位英雄、240+卡牌、50+遗物、每日挑战、难度与精通模式。宣传数量不等于独立平衡测量。
- 02Fuente webVer original ↗
Texto original · Chino simplificado
Version 1.0 launch
官方1.0发行公告,2026年4月28日UTC:选择包、英雄技能槽、商店刷新历史、详细日志与帮助动图。商店历史不解读为任意撤销购买。
- 03Fuente webVer original ↗
Texto original · Chino simplificado
Version 1.0.4
官方1.0.4公告,2026年5月21日UTC:可选渐进效果加速、卡面排版与手柄及界面改进,修复效果未独立实测。
- 04Fuente webVer original ↗
Texto original · Chino simplificado
Version 1.0.7
官方1.0.7公告,2026年6月18日UTC:遗物卡获得的持久属性增益战后保留,并列出交互与Steam Deck修复;不能推广为所有增益永久保留。
- 05Fuente webVer original ↗
Texto original · Chino simplificado
Version 1.1.0
官方1.1.0公告,2026年7月17日UTC:新卡或改进版可替换卡池中的旧卡,并调整英雄与卡牌。
- 06Fuente webVer original ↗
Texto original · Chino simplificado
Version 1.1.6
官方1.1.6公告,2026年9月30日UTC:Amazing Chest、MP重置时机及成就、Splash、玩偶、决斗模式与手柄修复。未测试具体可执行构建及修复效果。
- 07Material archivadoVer material externo archivado ↓
Texto original · Chino simplificado
Cubic Cosmos 原收录档案与历史作者观察
保留原作者2026年7月评论、来源和外部分数,只用于注明时间的循环、连锁与重复感观察;未把原作者游玩记录冒称本站经历。
Reseñas en vídeo
Reseñas y análisis de YouTube y Bilibili en todos los idiomas. Abre el vídeo original para verlo.
Otras voces como referencia.
Las reseñas de terceros y los materiales de la comunidad archivados pueden corresponder a versiones diferentes. Las opiniones y notas externas se muestran por separado. Consulta los vídeos originales para conocer todo el contexto.
Resumen de la comunidad
Texto original · InglésCards prepare the engine; pawns make it run. The appeal is growing a combination across battles, while the question is how many meaningful choices remain after it snowballs.
Texto original · InglésResearch update, 22 October 2026: Cubic Cosmos combines card-driven pawn development with fast tower-defense-style battles. Lasting bonuses, hero starts, relic interactions and card-pool replacement create opportunities to plan a growing engine. Its strength is permissive synergy building; the corresponding risk is that a dominant chain makes later battles repetitive or difficult to follow. Official releases added logs, animated help and effect acceleration, so older interface complaints need version context. Our independent rubric-v1 research score is 73.8/100. This is an assessment of public evidence, not a new playtest or a conversion of the imported C tier and external 59.
Lo que elogian los jugadores
- Texto original · InglésCards, pawns and relics can support the same chain of growth, making a small early investment matter in later battles.
- Texto original · InglésLasting effects can carry over after battle; not every bonus is permanent, so understanding the effect type matters.
- Texto original · InglésTwelve heroes across three classes, daily challenges, difficulty settings and Mastery offer different starting points and constraints.
- Texto original · InglésThe full release added detailed battle logs and animated help; later updates added optional effect acceleration and clearer card descriptions.
Lo que critican los jugadores
- Texto original · InglésOnce a powerful chain is established, routine fights may ask less of the player than assembling the engine did.
- Texto original · InglésLayered automatic triggers can make it harder to identify the exact cause of a board change or failure.
- Texto original · InglésMore heroes and cards do not by themselves prove distinct or equally viable routes; current balance was not playtested.
- Texto original · InglésRecent patches still address specific interactions and controller behavior. Announced fixes are evidence of maintenance, not proof of fault-free play on every device.
Características distintivas
- Texto original · InglésA deck-building decision is expressed through pawns fighting and triggering abilities on a tower-defense-style battlefield.
- Texto original · InglésLasting growth encourages looking beyond the current fight when allocating upgrades.
- Texto original · InglésVersion 1.1.0 introduced card-pool replacement with new cards or improved old cards, rather than an unrestricted swap of a card in hand.
- Texto original · InglésDoll Codes support sharing pawns and Battle Codes share battle moments; these features do not make it synchronous multiplayer.
Opiniones divididas
- Texto original · InglésPlayers seeking an uncapped-feeling power fantasy may welcome runaway chains, while those wanting tense decisions every turn may prefer stronger constraints.
- Texto original · InglésThe game emphasizes preparing an engine and watching pawns execute it, which differs from directly controlling each attack.
- Texto original · InglésEnjoyment depends partly on testing new combinations; the same strong engine can also make different runs feel similar.
Repetición y obstáculos
- Texto original · InglésWaiting through a long established chain can replace active choices once the outcome feels settled.
- Texto original · InglésUnfamiliar effect vocabulary and overlapping triggers create a learning burden even with improved help.
- Texto original · InglésThe archived creator observation describes enjoyment from huge numbers but repetition after several runs; it is dated feedback, not measured current retention.
Mejoras esperadas
- Texto original · InglésKeep the cause and order of automatic triggers readable when many effects fire together.
- Texto original · InglésPreserve meaningful alternatives and fallback routes after a build starts snowballing.
- Texto original · InglésContinue validating Lasting interactions, achievement counters and controller commands after recent fixes.
Texto original · InglésVersion scope: official store and announcements examined through v1.1.6, published 30 September 2026 UTC. The executable build is unknown. Full release was 28 April 2026 after Early Access in September 2025. No new playtest, completion, performance or controller test was performed. Historical creator commentary, review metrics and the original community overview are retained in the research archive; old player reports are not newly reproduced current faults. In particular, the earlier art-pipeline allegations remain attributed historical feedback, not a verified production fact or an input to this score. Current review counts, prices and third-party sales estimates are not remeasured here.
Fuentes de la comunidad
- Texto original · InglésTop helpful positive and negative English Steam reviews (local file)
Archivo de investigación; sin enlace público disponible.
- Texto original · InglésLocal Steam store data: appid 3332600, dev, release date, review counts, price
Archivo de investigación; sin enlace público disponible.
- Texto original · InglésSteam store page: features (240+ cards, 12 heroes, modes), EA dates, review summary ↗
- Texto original · InglésSteam community discussions: freeze bug, difficulty, AI art thread, feature requests ↗
- Texto original · InglésSteam top-rated reviews page: praise themes and AI art controversy ↗
- Texto original · InglésMetacritic page: no critic reviews, one user rating, platforms and publisher listed ↗
- Texto original · InglésOpenCritic search: no Cubic Cosmos entry found ↗
- Texto original · InglésThird-party revenue estimate page: showed $0 (no usable sales data) ↗
- Texto original · InglésOfficial store checked 22 October 2026: identity, card/pawn loop, 12 heroes in 3 classes, 240+ cards, 50+ relics, daily challenges, difficulty and Mastery. Marketing counts are not independent balance measurements. ↗
- Texto original · InglésOfficial 1.0 launch, 28 April 2026 UTC: choice packs, hero slots, shop refresh history, detailed logs and animated help. Shop history is not described here as a universal purchase undo. ↗
- Texto original · InglésOfficial 1.0.4 announcement, 21 May 2026 UTC: optional gradual effect acceleration, card layout and controller/interface improvements; fixes not independently playtested. ↗
- Texto original · InglésOfficial 1.0.7 announcement, 18 June 2026 UTC: a Relic card's Lasting attribute buff is retained after battle, plus interaction and Steam Deck fixes. Do not generalize this to all bonuses. ↗
- Texto original · InglésOfficial 1.1.0 announcement, 17 July 2026 UTC: new cards or improved versions replace old cards in the card pool, alongside hero and card adjustments. ↗
- Texto original · InglésOfficial 1.1.6 announcement, 30 September 2026 UTC: Amazing Chest, MP-reset timing and specific achievement, Splash, Doll, Duel Mode and gamepad fixes. Executable build and repair effectiveness were not tested. ↗
Comentarios archivados del creador 1
Los resúmenes de terceros basados en subtítulos automáticos pueden contener errores de transcripción o interpretación.
Texto original · InglésTier list Part 5 (2026)
Texto original · InglésCubic Cosmos is an auto-battler-style deck-building roguelike where you place up to five units on a board and they attack on their own, with most cards granting permanent buffs for the rest of the run. He enjoys the big-number combos and the feeling of understanding the systems well enough to break the game. The runs become repetitive, the art style, music and sound design feel weak, and information and keyword clarity are poor. He recommends it to people who like the concept but places it in mid-low B.
Lo que elogia el creador
- Texto original · InglésPermanent buffs from nearly every battle make progression feel big and unusual for the genre
- Texto original · InglésBuilding broken combos is super satisfying, especially the first few times
- Texto original · InglésLots to do between battles, plus triple and fuse mechanics to duplicate effects
- Texto original · InglésVFX are satisfying: explosions and flying tokens
- Texto original · InglésRewarding to learn, since system knowledge directly produces crazy effects
- Texto original · InglésDifferent champion classes change things somewhat
- Texto original · InglésDevelopers were not afraid to use huge effects
Problemas señalados por el creador
- Texto original · InglésGame is very easy to break, so it often ends up as one card then waiting for animations (his Steam review: the deck played itself)
- Texto original · InglésRepetitive and redundant after a few runs
- Texto original · InglésArt style feels uninspired, almost AI-generated in vibe; music and sound design are weak
- Texto original · InglésToo much on screen, enemy effects are hard to track, and player info is meh since you usually just kill everything
- Texto original · InglésCard effects and complicated keywords are poorly explained and hard to visualize
Observaciones de diseño
- Texto original · InglésPermanent run-long buffs on most units and cards are the core hook, which also makes balance very fragile
- Texto original · InglésTriple-and-fuse of units duplicates permanent effects, allowing runaway builds
- Texto original · InglésPro and con: extreme breakability is both the fun and the weakness


