# COBALT NINE: Drone Action — Build. Fly. Choose your power.

> Build. Fly. Choose your power. (iPhone/iPad app by hyeongho bae.)

- Source: https://appshunter.io/ios/app/cobalt-nine-drone-action/id6798321214 (this page in markdown: same URL + `.md`)
- Developer: [hyeongho bae](https://appshunter.io/developer/6796693040)
- Category: Games, Action, Casual
- Price: Free
- Age rating: 12+
- Requires: iOS 15.0 · 112 MB
- Languages: American English
- Released: 2026-08-07
- Data updated: 2026-09-16
- User reviews in markdown: https://appshunter.io/ios/app/cobalt-nine-drone-action/id6798321214/reviews.md

## What is COBALT NINE?

Build your drone, then fly it into battle.
COBALT NINE is a 3D flight action game where the aircraft you assemble takes on city routes, enemy formations and changing mission objectives.

Build the craft you want to fly
Combine frames, rotors, weapons, armor and power parts. Balance speed, durability, firepower and energy, then develop your loadout with collected parts and upgrade materials.

Fight in three dimensions
Turn between towers, follow forest routes and fly through canyons. Climb, descend and boost to change position and avoid incoming attacks. Automatic targeting and firing work alongside active combat skills, keeping flight and combat connected.

Choose your modules between objectives
Pick a module at launch and after completing an objective. Chain explosions, boost attacks, combat repairs and dodge counters offer different ways to approach the current sortie. See what comes next and choose an effect that fits your craft.

200 operations. 619 objective sections.
Each operation connects two to four objectives. Nine objective types combine formation battles, route runs, escapes, pursuit, interception, stronghold attacks, relay links, salvage recovery and courier escorts. Protect a moving courier, destroy shield generators before attacking a target, or clear enemies away from a relay to keep the link going. Short objective sequences give each sortie a clear set of goals.

Read the route ahead
Check a target's distance and altitude difference, with separate waypoint guidance when a route around obstacles is needed. The interface is available in English and Korean.

Ad information
The game includes optional rewarded ads and interstitial ads after some defeats. Unavailable ads are skipped. Supply drop rates and guarantee conditions are shown in the game.


## Version history (last 5 releases)

### 2.4.0 — 2026-09-07

Reworked all 200 operations into 619 objective sections.
- Expanded mission sequences with escorts, salvage and relay objectives.
- Added module choices at launch and between objectives.
- Improved target position, distance, altitude and waypoint guidance, and adjusted time limits.
- Refined drone parts, environments, combat effects and mobile UI.
- Added a new app icon and cover artwork.
- Improved preparation for first sorties and restarts, including first-use weapon effects.

### 2.3.4 — 2026-08-23

Fixed an issue where touch input could occasionally be unresponsive after a cold launch on iPhone. Startup orientation and input coordinates are now synchronized immediately so the game can be controlled without leaving and reopening the app.

### 2.3.3 — 2026-08-22

• Improved the defeat transition so eligible ads are not skipped by rapid retry input.
• If an ad is unavailable or fails to display, the result screen appears immediately.
• First-loss protection, defeat spacing, the 120-second cooldown, and the session cap remain unchanged.

### 2.3.0 — 2026-08-18

Early-operation pacing refinements.

■ A brisker opening sortie
Operation 1 now wraps up in about 35 seconds. Fewer enemy craft, but each one still takes real fire to bring down. You finish a run and move on instead of grinding through the first mission.

■ First-world difficulty curve
The ramp from operation 1 to operation 20 was rebuilt so engagement length grows smoothly. The opening stays light, and real fights start toward the end of the first world.

### 2.2.0 — 2026-08-17

A full redesign of mission length and difficulty.

■ Every sortie is now a real engagement
Early missions run about a minute, mid-campaign two to three minutes, and late missions approach four. Length does not come from throwing more enemies at you — individual craft are genuinely durable, and each mission type fills its time with its own objective.

■ Each mission type creates length its own way
· Route Run — the course itself grows longer
· Extraction — you punch deeper through the blockade
· Pursuit — chase down up to three sequential runners
· Intercept — up to five targets to cut off
· Strongpoint Assault — up to four positions to break
· Commander — the boss hull anchors the fight
· Elimination — the one volume mission: clear the airspace

■ Long fights that stay sharp
Ordinary fire is now chip damage you can sustain, while telegraphed, dodgeable attacks carry the real threat. Supply drops increase in later stages, so long fights become a war of attrition you can actually fight.

■ Equipment progression you can feel
The late-game hull ceiling is lifted. Previously every build hit the same durability wall midway through the campaign.

■ Also
· Time limits are now derived from the target mission length, fixing late route missions that could not be finished at cruise speed
· Fixed reinforcements permanently stopping in route and extraction missions once the incidental kill quota was met
· Fixed assault missions that would not complete even after every strongpoint was destroyed
· Three-star time thresholds are recalculated from real target durations

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*Data collected daily from the US App Store and indexed by [AppsHunter](https://appshunter.io/). User reviews are verbatim App Store reviews. Ratings, prices and chart positions refresh continuously; this snapshot is from 2026-09-16.*
