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Cosmic Collection

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developed by

developed by Kuzzi

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completed

84 ratings

rated 3.1 stars, 84 ratings.
jsactiveidlestrategyautomation

Posted June 2, 2025. Updated today. Played 1965 times for a total of 2398 hours.

description


An incremental collectible card game built around the thrill of discovery—poke the black hole and see what card it spits out. Relax and savor each pull as you chase rare finds and unlock fun facts, capturing that nostalgic pack-opening rush.

latest update


v0.14 today

  • Achievements added to the game. 44 of them!
  • Major early game rebalancing, to make progression smoother
  • Multiple UI improvements / bug fixes

For complete changelog and frequent updates of all minor versions, check announcements channel on game's discord

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newest comments


antimatter today
+1comment score: 1

Lol what’s this guy’s problem below me? Did the dev hurt him?

For what it’s worth, I’m a fan of the slower progression and sense of achievement when finding a new card!

Lustre today
-1comment score: -1

This game is 100%: "I want my players to play for a long time, not have a good time."

Lustre today
0comment score: 0

It's funny seeing a bunch of people here making the same complaints I did on the incremental reddit.

LuckyDumpling27 today
+1comment score: 1

Made it to early sea world, so far its a fun game, i like the slow progression with incremental upgrades, makes progression feel rewarding. Only gripe is that i noticed some of the info-bits for the rocks is uninteresting, at least to me. Im sure theres something more to iron ore/copper than the fact it was mined 4000/10000 years ago. Copper is very malleable, a strong person can bend it with their bare hands. This was used in ancient cultures to shape copper into useful tools without smelting it. Hematite (iron ore) can be used as a pigment, because it turns red when powdered. This was used in ancient cultures as a dye (its called Ochre). Overall its nothing worth complaining over, ill give a 5 stars because im not too big of a critic, games fun, thats all that matters.

Imhoden today
+3comment score: 3

What's with the half of the Ancient Relics requiring a non-existing currency to level up? I've unlocked the next tier after them, and have yet to see a single star-thing needed to level up Vial, Seal and a few others.

top comments


incraldanerd counter June 3, 2025
+12comment score: 12

please please PLEASE don't get discouraged by these guys PLEASE

developer response: Thank you for the encouraging words. Don’t worry I will not let the review bombs discourage me. Current plan for v1.0 is:
-add achievements
-add realm 12 (with more engaging/strategic battle mechanics than realm 11)
-add a couple more card special effect /skill types throughout the game
-polish/balancing/bug fixes

pepote June 3, 2025
+11comment score: 11

Progression is really slow, I didn't found this one appealing. Junk for day, even after unlocking a new zone, no rush. 0 strategy, just click black hole, flip cards, upgrade.

developer response: Thanks for the feedback!
I just pushed an update to help with early progression.

There are only a couple early game strategies:
1. Realm Filters - note that the "per poke" reward does not get affected by realm filter selections, so early on choosing only rocks (and later any combination of realms with short cooldown) will speed up resource production for active play.
2. Focus resource spending on the skills / card effects that are most helpful to you.
3. Don't underestimate offline resource production.
3.1 Before going offline, do a poke with a longer cooldown that's more likely to get you new cards.
4. Don't sleep on "odds reduction" effects. They may seem small and insignificant at first, but they scale linearly with card level and exponentially with card tier. They also stack multiplicatively with other cards with the same effect.

Later as you unlock devices and eventually battles, more strategies come into play.

MarcElAcoplao gamedev June 4, 2025
+8comment score: 8

I kinda like it, although it is very slow and active. Earlier on (first 3-4 card packs), rarer cards should be more common, because I feel like progression has to be boosted with rarer cards every once in a while, and they are just tough to get. I also think that more automation should be given earlier, maybe auto card flip (toggleable, with something like x1.25 black hole cooldown when active, idk if this exists already since I'm at bugdom so far)

ndessell June 4, 2025
+6comment score: 6

I gave it an hour, this just isnt fun. The progression feel slow and resistant; the core play is far to active and mindless.

tristan countest June 3, 2025
+6comment score: 6

I think people are misunderstanding that AI UI does NOT equate to AI game logic. The UI is most likely AI (has all the hallmarks of Websim), but there's no way of knowing if the gameplay is, too. Besides, he could have designed it and asked Websim to implement it. Full AI and AI assisted are not the same thing.

developer response: This is true. Although I do not know what Websim is. But to avoid using GenAI in today’s environment I would have to resort to the trusty old notepad++ for all development. My visual studio plugins heavily assisted in development which warrants GenAI tag in my opinion.

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