Full notes
Full Coreless update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Fixes
- Events
- Maps
- Balance
Thanks to everyone who's shown interest in Coreless — we really appreciate it.
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.
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.
Now, let’s go through a few key points to help you decide whether this Early Access version is right for you.
The Vision — What Experience is Coreless Trying to Create?
Coreless is a single-player action roguelite built around:
Fast-paced, responsive combat
Tactical gameplay with moment-to-moment decision-making
Satisfying short-term progression
Meaningful long-term meta-growth
These goals naturally create tension:
Fast, fluid action can make it harder to introduce meaningful tactical choices on the fly.
Strong short-term upgrades can reduce the impact of long-term meta-progression — and vice versa.
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.
In-session gameplay focuses on mobility, reactive decision-making, resource spikes, and priority juggling under pressure.
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.
What Are the Limitations of This Version?
This is still Early Access — so naturally, there are a few limitations:
Limited content
Bugs
Missing features
English-only support (for now)
We’ve priced the game accordingly, in recognition of the risks early players are taking.
If you're unsure, feel free to follow us and wait for a few updates before jumping in.
How Will We Communicate with the Community?
Please feel free to leave feedback — the longer and more critical, the better. We genuinely want to hear it.
That said, we’ve made a slightly unconventional decision: For now, we’ll be communicating only through the Steam forums and email.
We know that might seem outdated in an age of social media, but here’s the honest reason: We’re a two-person team, and managing multiple platforms isn’t sustainable at this stage — especially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.
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.
This is a temporary decision. As development stabilizes, we plan to open up more ways to connect and enable faster, more dynamic conversations.
Our email is contextualturtle@gmail.com
What About a Roadmap?
Yes — a full roadmap is coming in the next few weeks.
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.
Thank You
Thanks again for your time, your attention, and your interest in Coreless.
— The Coreless Dev Team
Source
Changelog.gg summarizes and formats this update. How we read updates.
