MODULE: COREBOUND

Corebound

Corebound is Game Night Central’s own co-op puzzle platformer, built for two. The Core that powers the site has gone dark and a pink Glitch is leaking through it, so your crew of tiny repair bots drops in to relight it, one level at a time across 100 levels in five worlds: the Power Plant, the Freight Yard, the Wire Room, the Pipes and the Heart. The story is told while you play, a line at a time, by the Core you are saving and by the Glitch, who talks back.

Every bot has exactly one power: Spring double jumps, Anvil is heavy enough to hold plates and push crates (and teammates can stand on its head), Lumen’s light makes dotted bridges solid, and Flicker phases through violet static. Each level is a single screen on two floors, packed with plates, doors, switches, timers, ferries, bounce pads and walking Glitch blobs, and it only clears when the whole crew stands in the exit lift together, so you plan every move as a pair instead of racing each other.

The bots are quick, checkpoints keep your progress when the Glitch catches you, and the next level starts on its own a few seconds after you clear one. Two of you can share one keyboard, one on the letter keys and one on the arrows, or plug in a controller each, and it plays the same online when you are apart.

The crew grows with the room: two players are Spring and Anvil, a third adds Lumen and a fourth adds Flicker, and the levels change with them, with plates that need everyone but one, bridges for Lumen to light and switches only Flicker can reach. Playing alone, you drive Spring and Anvil and swap between them. Every world ends in a hand-made chamber, and the last one is the Heart, where the Glitch rises from the floor and catches anyone who is too slow.

Personnel
1-4 Players
Duration
15-30 Min
All Games
Corebound preview

Rules of Engagement

  • 01Each player drives one bot with one power: Spring double jumps, Anvil is heavy, Lumen lights bridges and Flicker phases through static.
  • 02Two players are Spring and Anvil. A third player adds Lumen and a fourth adds Flicker. A solo player drives Spring and Anvil and swaps with Q, E or the Swap button.
  • 03Two people can share one computer: alone in the room, set Players on this device to 2 before you start. Player 1 moves with A and D and jumps with W or Space, player 2 uses the arrow keys, and every controller is one more player.
  • 04With two or more people in the room it sets itself up: every device is one player, and up to four players make a crew of four.
  • 05A plate opens its door while someone stands on it. Heavy plates need Anvil or a crate, switches stay on once touched, and timers stay on for a few seconds.
  • 06Pink Glitch, and the Glitch blobs that walk the floor, send any bot that touches them back to its last checkpoint. Everything the crew has opened stays open.
  • 07A level clears when the whole crew stands in the exit lift at the same time, and the next level starts a few seconds later.
  • 08There are 100 levels in five worlds. Each world ends in a hand-made chamber, and in the very last one the Glitch rises from the floor: if it touches anyone, the crew starts that chamber again.
  • 09Each level cleared pays 25 points to every player plus 5 for each optional spark, and relighting the Core adds 100.

Strategic Intelligence

  • Talk before you move. Most levels are about who stands where, and the first plate you step on is often the wrong one.
  • Follow the wires. Every plate, switch and timer is joined to the door or lift it drives by a line in the same colour.
  • Anvil is a platform. When a ledge is one tile too high, stand on Anvil’s head and jump from there.
  • Lumen crosses a bridge first and stays on it until the last bot is over.
  • Glitch blobs only walk back and forth. Wait on the step until one comes your way, then jump over it.
  • In the Heart, send Spring up first: it can reach every next floor alone and hold the plate that brings the lift for everyone else.
  • Sharing a keyboard, you can both move at once. Call out who holds which plate so nobody steps off early.

Tactical Suitability

For couples who want to beat something together instead of each other: on one keyboard at home, online when you are apart, or as a double date with four players on their own devices. It suits siblings, friends on voice chat and mixed-skill pairs too, since every bot has a job and nobody can carry a level alone. Solo, it is a two-bot puzzle game where you swap between Spring and Anvil.

Module FAQ

Technical Protocol Assistance

Yes. It was built for two: every level needs both of you, so you plan each move together instead of racing each other. You can play on one keyboard at home or online when you are apart.

100 levels in five worlds: the Power Plant, the Freight Yard, the Wire Room, the Pipes and the Heart. Each world ends in a hand-made chamber, and the story is told a line at a time while you play.

Yes. When you are alone in the room, set Players on this device to 2 before you start. Player 1 moves with A and D and jumps with W or Space, and player 2 uses the arrow keys.

Yes. With two or more people in the room the game sets itself up: every device is one player, and four players make a crew of four that needs all four powers.

Yes. Every controller is one player: the stick or D-pad moves, A jumps and Start begins the level. Browsers only notice a controller after one of its buttons is pressed.

No. It is fully cooperative: the crew clears each level together and everyone earns the same points.

The crew is built from the room: two players get Spring and Anvil, three add Lumen and four add Flicker. The levels change with the crew: plates that need everyone but one get wider, Lumen gets bridges to light and Flicker gets switches buried in violet static, so every player always has something to do.

Yes. A solo player drives both Spring and Anvil and swaps between them with Q, E or the Swap button. Every level can be solved that way.

Your bot goes back to its last checkpoint and everything the crew opened stays open. In the final chamber the rising Glitch restarts the whole chamber, so the crew has to climb together.

Yes. Phones get on-screen buttons for left, right, jump and swap. Fullscreen in landscape gives the biggest view.