Choose between different factions, with their own set of expendable soldiers, mechas, and weapons. Protect your brain, mine gold, and destroy the enemy cortex in his bunker complex!
User reviews:
Recent:
Mixed (25 reviews) - 68% of the 25 user reviews in the last 30 days are positive.
Overall:
Very Positive (1,489 reviews) - 80% of the 1,489 user reviews for this game are positive.
Release Date: Sep 28, 2012

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Recent updates View all (7)

December 30, 2016

Cortex Command Build 32, the Performance Update is HERE



Your wait is over: both for this fresh build of your old faithful game, and also for the next frames in the heat of the fiercest battle! Don't wait to get a copy for yourself or a friend, since the massive 85% OFF sale will only last for a few more days...

Here's what's fresh, thanks to Evgeniy "Weegee” Vigovskiy, Jesús “GranPC” Higueras Pica, and Chris “Montdidier” Kruger:

Performance

  • Cortex Command now pumps up to 2x more frames per second!!
  • Game activities no longer slow down when played for too long.
Gameplay
  • Added keyboards shortcuts for weapon switch, reload, drop and pickup actions (also works with gamepads).
  • Gib editor now rounds all offsets.
  • Deployments can spawn flipped for non-flipped actors.
  • It's easier to find out how many gamepads were detected and who moves the cursor in UIs.
  • Limbless actors will inevitably and quickly die.
  • Reworked Test Activity to act as an ordinary GAScripted and execute Global Scripts (good for testing and debugging global scripts).
Content
  • Bunker breach can be used with randomized bunkers.
  • Added randomized fortresses for Bunker Breach.
  • Added new skirmish activity Siege, which uses Bunker Breach maps.
  • Nerfed heavy ronins a lot.
  • Added global script, which gives 3x more gold when digging.
  • Added infinite ammo global script.
  • Added invincible crafts global script.
  • Added instant and delayed delivery global scripts.
Bugfixes
  • Added range checks to functions, which take Team as parameter to avoid memory corruption.
  • When brain actor is deleted, MovableMan checks if it's a brain and if it is, set's this brain to 0 to avoid crashes.
  • Dead actors no longer roll and scream infinitely
  • Dead actors reduce their AngularVel.
  • Fixed crashes in allegro and luabind.
  • Vanilla activities now count used MOIDs on per-team basis.
  • Fixed the shield-related crash in Campaign.
  • Primitives are no longer drawn on top of game UI elements.
  • Fixed a bug, which caused a crash in buy menu.
  • Fixed crash caused by digging.
Lua binding improvements:
Scene:
  • function GetOptionalArea the same as GetArea, but does not render scene incompatible for Activity if specified area is missing
SceneMan:
  • function RestoreUnseen(const int posX, const int posY, const int team)
  • function RestoreUnseenBox(const int posX, const int posY, const int width, const int height, const int team);
FrameMan:
  • function DrawTextPrimitive(Vector start, std::string text, bool isSmall, int alignment) , alignment 0 = left, 1 = center, 2 = right
  • function DrawBitmapPrimitive(Vector start, Entity * pEntity, float rotAngle, int frame)
  • function CalculateTextHeight(std::string text, int maxWidth, bool isSmall)
  • function CalculateTextWidth(std::string text, bool isSmall)
GameActivity:
  • function int GetActiveCPUTeamCount()
  • function int GetActiveHumanTeamCount()
HDFirearm:
  • property FiredOnce, r/o , Whether at least one round has already been fired during the current activation. May be 0 because weapon might have activated but no actual rounds were fired yet.
  • property FiredFrame, r/o, Whether at least one round has already been fired during the current frame. Use this to check if weapon fired something.
  • property RoundsFired, r/o, How many rounds were fired during this frame.
GameActivity:
  • property BuyMenuEnabled, r/w, Whether buy menu is enabled for this activity
Actor:
  • property AimDistance , r/w
  • property SightDistance, r/w
AEMitter:
  • property BurstDamage, r/w
  • property EmitCountLimit, r/w
  • property EmitDamage, r/w
INI changes:
PEmitter:
  • Lightweight, non-rotating MOSParticle-based emitter
MovableObject:
  • DamageOnCollision 0,1 - When it's != 0 actors takes health damage on collision with this MO, without penetration
  • IgnoreTerrain 0,1 - When it's 1 MO ignores any terrain collisions and travels right through them
Settings.ini:
  • PreciseCollisions 0,1 - When off uses experimental simplified MO collision model which may improve performance up to 30%

149 comments Read more

December 28, 2016

CC Build 32 COMING THIS WEEKEND - and only $2.99 NOW



Once again, just as you thought we'd given up on Cortex Command, Evgeniy “Weegee” Vigovskiy, Jesús “GranPC” Higueras Pica, and Chris "Montdidier" Kruger bring you a juicy update for the holidays! This time it's mostly focused around massive performance enhancements. With the new build coming out in a couple of days, you can have hordes of little guys going at it, without much slo-mo action kicking in.

So keep an an out for it dropping this weekend, right before the year ends!

Speaking of which, Cortex Command can be bought for LESS THAN THREE DOLLARS on Steam right now during the Winter Sale. Only until the 2nd of January, though... so this is a good time to spread the carnage; buy a copy for a friend!

69 comments Read more

About This Game

A project over eleven years in the making, Cortex Command has rich 2D pixel graphics coupled with an extremely detailed physics engine, which allows for highly replayable and emergent real-time action. There is also a turn-based strategic campaign mode which ties the tactical fights together, featuring persistent terrains that will accumulate the battle scars, debris, and bunker ruins through your entire campaign.

Choose from several unique technology factions, each featuring their own sets of expendable soldier bodies, mechas, weapons, tools, and landing craft. Protect your brain, mine the gold, and destroy the enemy cortex in his bunker complex!

Key Features:

  • Fully destructible environments - The gold you need to excavate is sprinkled throughout the terrain of each scene. Use special digging tools to blast your way into the dirt and debris. All the pieces of bodies and ships from your struggles will fall to the ground and permanently add to the battlefield. Get more powerful (and expensive) diggers and you can even tunnel into your enemies' bunkers from below!

  • Strategic metagame campaign – The intense, real-time tactical battles are put in a greater strategic context in the Campaign mode, thus giving each battle meaning and consequence. The gold-rich terrains on the planet and the defensive bunkers you build to defend them are persistent from fight to fight. This means there will be layers of debris, bunker ruins, tunnels, and corpses piled up in layers, telling the history of each place throughout each campaign played.

  • In-game buying menu - At any time and place during the game, bring up a powerful menu to order new bodies and equipment, all delivered at the location and by the transport ship of your choosing. Rockets are cheaper but unreliable and harder to land. Drop ships are far more expensive but can quickly deploy entire groups of puppets onto difficult terrain. Ships and equipment returned to the TradeStar are refunded to your account.

  • Build your own bunker - At the start of most missions, you are able to take your time and build your own command bunker from scratch. Easily design twisting tunnels and place doors, traps, and turrets to thwart your enemies' intrusions! Pre-deploy and equip bodies in and around your installation to prepare yourself for your objectives. Don't spend too much though, or you won't have enough funds left when the mission starts!

  • Four-player cooperative and/or versus multiplayer - Gather your friends and plug in those game controllers! Play skirmish or campaign missions with or against up to three of your buddies. 2 vs 2, 1 vs. 3, 4 vs. the CPU - it's up to you! (rhyme intended). Flexible control settings allow you to use the keyboard, keyboard + mouse, or any generic game controller you can find and plug in.

  • Built-in editors and modding - Several in-game editors allow you to easily create your own stuff. The game's engine is built to make it very simple to modify and add your own content. Design your own missions, guys, ships, weapons, tools, bombs, and shields - and easily share them with your friends. Join and download some fantastic mods from the community at the Data Realms Fan Forums.

System Requirements

Windows
Mac OS X
    Minimum:
    • OS: Microsoft® Windows® XP / Vista / 7
    • Processor: 1GHz processor
    • Memory: 1GB RAM
    • Hard Disk Space: 150MB HDD space
    • Video Card: 640x480 (VGA) resolution monitor
    • Additional: Should run on any PC released within the past 5 years.
    Recommended:
    • OS: Microsoft® Windows® XP / Vista / 7
    • Processor: 3GHz or faster
    • Memory: 2GB RAM
    • Hard Disk Space: 150MB HDD space
    • Video Card: 1920x1080 (full HD 1080p) resolution monitor
    • Additional: Should run on any PC released within the past 5 years.
    Minimum:
    • OSX:10.4 (OSX Tiger or Greater)
    • Processor:1.6 Ghz Core 2 Duo
    • RAM:1GB RAM
    • Graphics:Intel GMA X3100
    • Disk:300 mb

What Curators Say

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Customer reviews Learn More
Recent:
Mixed (25 reviews)
Overall:
Very Positive (1,489 reviews)
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