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Cosmic Collection

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developed by

developed by Kuzzi

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completed

151 ratings

rated 3.3 stars, 151 ratings.
jsactiveidlestrategyautomation

Posted June 2, 2025. Updated June 13, 2025. Played 12181 times for a total of 20022 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.

discord

latest update


v0.184 June 13, 2025

Changes highlights since v0.14:

  • More than doubled # of achievements (89 total now)
  • Added over 150 new skills (418 total now)
  • Tons of balancing throughout whole game progression
  • Battles completely revamped - added many mechanics (critical hit, absorb, protect, evolve, extra attack, empower, stun, weak point, dodge, dismember, resourceful attack)
  • Added option to reset battles for achievement hunting
  • Improved Card Collection filtering - left/right arrows now only cycle through cards in current filter (left/right keyboard buttons also work for this)
  • Added realm requirements to Secret Achievements to know if indicate if they are within reach
  • Improved Merchant screen to add more info
  • Many cards had art/descriptions adjusted or completely changed
  • Added "Game Tips" to settings screen to help those struggling with early progression
  • Expanded info in "How do Battles work?" screen
  • Added indicator to card screen when Odds effect is soft capped
  • Performance improvements
  • Many 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


Lustre today
+1comment score: 1

RIP my save on the original site. Forgot to export the save before clearing cache and cookies.

Lustre June 19, 2025
+4comment score: 4

@az00 If you read the cards you open, some of them tell you that you get a certain amount of resources each poke. So unless you're a REALLY unobservant player who doesn't actually care about the game mechanics, you're not going to be clueless about the resources per poke. So it's an unnecessary change for a small amount of players. I'd much rather only see the amount of cards per poke.

az00 gamedev June 19, 2025
-4comment score: -4

Poke is the most important mechanic around which the game is built. Currently, the focus is on cards opening while the resources got on poke are hidden from the player. I would argue that this is a big UX flaw. At first, I didn't even understand that you get resources by poking.
I suggest adding big indicators: "stones +100k, corals +35k, etc" on each poke. I presume that will greatly increase players' satisfaction while poking and improve new players' understanding of the game

developer response: Added gain info when scrolling over currencies on the top currency bar now.

bboy8116 June 18, 2025
+2comment score: 2

I have really enjoyed this game although I would never have played as much without a macro to flip cards, but with a macro the game is a blast. btw the discord link isn't working for me. my only real complaint is that with battles sacrificing cards it feels like I shouldn't be experimenting and should just look up the best way for each battle even with all the upgrades to reduce sacrifice time.

developer response: Discord link not working is a galaxy issue. I added a Discord link outside the game now under description.

trickyflemming June 16, 2025
+1comment score: 1

What's the secret for getting Rune Stones? I've unlocked Celestial Bodies. Shale is giving me 1 rune/poke, which is my only generator. In Ancient Relics I have Spell Tome and Rune Stone, both of which have special abilities, but both require a ton of runes to get to there (Same with Emerald Deposit in Rocks).

top comments


incraldanerd counter June 3, 2025
+18comment score: 18

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
+15comment score: 15

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
+10comment score: 10

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)

tristan countest June 3, 2025
+10comment score: 10

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.

Neffdigity June 4, 2025
+9comment score: 9

Honestly the game gets way too repetitive for me to be able to make it to battles. This game is an absolute slog, which isn't itself a bad thing, but when every level is pretty much the exact same as the last one, with the only true difference being the pictures on the card, it just becomes a boring and taxing grind. And having 11 levels of this absolute slog before even getting to any truly new content is what makes it the worst. It would make for a much better game if battles were unlocked right away, with each card set unlocking a new set of battles. In order for this game to be worth me continuing to play, it will need to be massively overhauled.

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