I noticed a performance drop on my steam deck. Fixed it. Thanks for your bug reports and feature requests! Update is already available. Patch notes, build id 16416888 Changes:
- improved bullet physics performance
- improved lighting performance
- slightly changed drone guns effects
- various ui fixes
Second chance exotic
Today is the weekly update - goodbye Halloween, new cards, new difficulty for old missions, 6th level of crafting, bug fixes in multiplayer. Thanks for your bug reports and feature requests! Update is already available. Patch notes, build id 16406221 New:
- new extra powerful cards that can be obtained as a reward for completing nightmare difficulty and the "extraction" mission
- added level 6 of some cards (can be crafted from 3 pcs of level 5 in the forge)
- added nightmare difficulty for side missions in the middle of the game
- Halloween is disabled
- Halloween loot (except pumpkin hats) is redistributed among regular missions
- decreased the delay before passive health regen to 0.6 sec (was 3 sec) - now the regen parameter will be much more useful
- visualization of hits on enemies has been improved and depends on the type of damage inflicted
- Drone Gun now automatically aims at the nearest targets in the side of the sight, switches to the nearest targets. It is no longer necessary to shoot at the target first.
- the required number of cards for crafting in the forge at level 4 and 5 has been reduced, now you need 3 pcs
- the card for reload speed has been increased, as well as several minor edits to cards and perks
- Shimada and Stalker are no longer thrown back during blinks and skills
- Shimada is now less likely to teleport through obstacles
- destructible servers in boss fight with Shimada are now synchronized in multiplayer
- minor UI fixes
Minor fixes and improvements. Thanks for your bug reports and feature requests! Update is already available. Patch notes, build id 16339392 New:
- most abilities can now be used during finishing off (except movement and grenades)
- the mission description now displays only the minimum level, because the maximum does not affect anything
- the trash selection button now selects only gray ones
- pressing the trash selection button again removes the selection
- the favorite icon has been replaced with a lock icon
- the sorting button and a tooltip about the currently selected sorting in the inventory have been enabled
- the colors of the upgrade cards depends of their level (1- gray, 2-3 green, 4-5 blue. In next updates level 6 will be added - purple)
- sorting cards when inserting is incorrect
- the lock icon was displayed in the main inventory screen with no reason
- the freeze grenade skill had a fire effect type in description
- the power accumulator sword card now works correctly and can be combined
- the forbidden technique sword perk, fixed the mechanics and set the correct stats
- various ui fixes
Today is the weekly update - transmog, ability to mark armor and weapons as favorite, quick sale of junk, pricing balance. Thanks for your bug reports and feature requests! Update is already available. Patch notes, build id 16326655 New:
- transmog armor - now you can choose the appearance you like and it will not affect the stats. Configured in the Character -> Visual tab
- fixed paint - you can select a paint once for a slot and any item will be painted in this color
- the ability to mark weapons or armor as favorites - so as not to accidentally sell
- the ability to select all armor or weapons of gray or green rarity for sale at once
- new icons added to most cards and perks without icons
- hard and nightmare difficulty for some missions in the middle of the game
- improved display of card stats
- improved navigation in mission 12
- improved some sounds in the UI
- reduced prices, shop, in the forge, card upgrade
- sometimes after finishing off the animation remained in melee, but the weapon was a firearm
- sometimes mission markers were not displayed on the map at all
- minor UI fixes
Today is Halloween, celebrated all over the world
In honor of the holiday, the game is currently on discount steamthumbsup - if you haven't played yet, now is a great time to start. Or gift the game to a friend and play together in co-op.
Over the past couple of weeks, we've added new content to celebrate.
Play and get a unique loot - a pumpkin hats. It can only be obtained during the event.
There are two versions of the pumpkin head - a regular one and an exotic one that sets all enemies around on fire.
Look for new loot in three new missions (they are marked with a pumpkin icon).
These missions have a festive atmosphere - the lights are off, the color of the bullets is changed, and some barrels may suddenly start walking. Use the flashlight on X if you're scared.
Female armor sets and cloaks have also appeared in the game - they can be obtained in missions with increased difficulty.
Happy Halloween BEobserver
Today is the weekly update - anti-aliasing, new armor, improved visuals on missions. Thanks for your bug reports and feature requests! Update is already available. Patch notes, build id 16248975 New:
- TAA (anti-aliasing) now works on missions, experimentally, we are trying to fix all the problems that previously prevented it from being turned on there (flickering of small objects)
- new armor set - Devour
- new exotic armor (a variant of Devour armor), exotic belly with the effect of accelerating the cooldown of skills for dying mobs around, so far only drops on Halloween missions (marked with a pumpkin)
- now can skip most of the first tutorial mission
- the sound of the start of reloading (removing the clip) now sounds clearly at the beginning of reloading, and not at the moment when the clip is visually pulled out, this is more convenient for perception
- normal enemies should now be finished off with quick finishing moves, and elite ones with rarer and longer finishing moves
- a number of other blocks and missions have been improved visually
- the reload aura skill has been rebalanced for better benefit
- on the 15th mission on normal difficulty, an exotic will now drop in any case
- drop balance adjustments on Halloween maps
- Shimada could do too much melee damage
- bonuses to damage to shields and health on status effects were not applied
- minor UI fixes
Today is the weekly update - reward balance changes, pity system for exotic drops, visual improvements at levels. Thanks for your bug reports and feature requests! Update is already available. Patch notes, build id 16165215 Changes:
- Balance: exotic drop chance system has been changed to "pity system". It increases the chance of exotic drop every time it does not drop.
- Rat and cat are now at the second base too
- The environment at the second base changes depending on the progress in the story missions
- Mission 12: improved visuals and navigation
- Improved visuals of about 20 blocks (one mission consists of 3-6 blocks)
- Balance: increased chance of survival-improving rewards on nightmare difficulty
- Balance: 2 elite quality items (blue) are now guaranteed to drop on nightmare difficulty
- Balance: more generous rewards for completing all 3 daily quests
- some armor perks constantly regenerated armor
- daily quest "Data Capture" fixed again
- minor UI fixes
Minor fixes and improvements. Thanks for your bug reports and feature requests! Update is already available. Patch notes, build id 16007438 Changes:
- shadow rendering distance on PC was increased
- some dark missions is a bit lighter now
- the price of manually pulling cards from weapons was different when selling and pulling
- scrolling of the weapon list is reset when selling or upgrading item in the inventory and the forge
- scrolling of the weapon list is reset if you switch to inserting cards and back
- codex: the title of the selected element not be displayed sometimes
- blood decals on the floor might not be displayed
- various UI fixes
Today is the weekly update - first level lighting improvements and bug fixes. Unfortunately, there are no significant new changes in this update - we are preparing a major update for Halloween and have not had time to test the new content yet. Thanks for your bug reports and feature requests! Update is already available. Patch notes, build id 15991699 Changes:
- slightly higher chance of getting exotics on extraction, and 10% that a prototype will drop
- improved lighting on the initial side missions and extraction, so that it is better to see the areas where the player can go
- bug with icons of items dropped at the end of the mission
- the daily quest to restore health
- skip button on the credits screen does not work
- some daily quests have more explicit description
- support widescreen monitors resolutions
- opening characters in the codex for old saves
- player could fall when interacting with the radio
- could select the third skill without completing the 10th mission
- errors when loading the 1st mission with a high-level character
- various ui fixes
Working on new armor
I always test new builds on Steam Deck and play a lot on it myself.
Since the release, Ive made many improvements, and many bugs have been fixed with the help of your bug reports. Thanks.
The game is now fully compatible, but Valve still hasnt had time to verify it and add the official badge.
If you experience any issues on Steam Deck, feel free to let me know here or on Discord.
Happy gaming thumbalift
Minor fixes and improvements. Thanks for your bug reports and feature requests! Update is already available. Patch notes, build id 15926976 Changes:
- player power level is no longer limited in missions
- running and sliding animations improved
- character animations in the inventory improved
- codex: icons were displayed for undiscovered weapons, armor and skills
- various daily quests, codex and milestone fixes
- various ui fixes
Today is the weekly update - codex, milestones, two new exotics, a new mission on nightmare difficulty and bug fixes. Thanks for your bug reports and feature requests! Update is already available. Patch notes, build id 15917702 New:
- rewards for logging into the game, similar to the milestone mechanic from Warframe
- a new nightmare difficulty level for the survival mission
- a new exotic pistol, critical kills from which explode enemy bodies (drops on the extraction mission)
- a new exotic submachine gun, the chance of a critical hit increases for each creature under the burning effect (drops on nightmare survival)
- codex - the development is still in progress, but you can already see information there.
- dialogue texts have been translated into some languages
- updated the extraction mission - should be more interesting now
- balance and loot drop adjustments
- in many daily quests
- various ui fixes
- some achievements did not work
Minor fixes and improvements. Thanks for your bug reports and feature requests! Update is already available. Patch notes, build id 15850000 Changes:
- the third skill slot now display when it unlocks
- daily quests: minor ui improvements
- display tooltip in the inventory that the player's level has been reduced to the maximum allowed for the mission
- the player's animation sometimes broke in the fight with Komodo
- some bosses with shields could not be finished off if you waited (the shields had time to recover)
- daily quests: several bugs fixed
- credits and uberium ratio does not display in the mission description
Today is the weekly update - daily quests, new mission and bug fixes. Thanks for your bug reports and feature requests! Update is already available. Patch notes, build id 15837108 New:
- daily quests - in test mode - initial balance, still might have bugs in some types of quests
- new mission with nightmare difficulty
- fire, cold, and electricity damage numbers are now colored accordingly
- milestone counter in the main menu (similar to Warframe) - started counting how many days you've been logged into the game, this will give small rewards in the future
- improved running animation
- removed black-white filter in extraction mission
- flashlight was aimed incorrectly with pistols
- multiplayer: minor bugs
- steam Deck: minor bugs
- ui: minor bugs
Minor fixes and improvements. Thanks for your bug reports and feature requests! Update is already available. Patch notes, build id 15767291 Changes:
- increased enemy level in extraction mode
- faster dialogue skip
- added perks and cards localization
- steamdeck: increased performance on the base
- in the 10th mission (and probably somewhere else) dialogue skip did not allow to complete the mission
Today is the weekly update - new mission mode, weapon upgrades in the forge and bug fixes. Thanks for your bug reports and feature requests! Update is already available. Patch notes, build id 15758009 New:
- we are testing the new mode "Extraction", need to successfully complete the mission to get the loot (available after the mission of level 15 hard difficulty), I think the mission is very difficult - let me know in Discord
- new exotic sword Type-7 (drops only in the extraction mode). Good at penetrating enemy shields and restores the player's shield.
- in the forge you can now upgrade the level of weapons and armor, the price depends on how many times you have already upgraded and what level of item
- coop: the statistics of other players are now visible on the mission complete screen
- you can now skip the dialogue by holding down the confirmation button
- some exotics might not drop on some missions
- sometimes no loot from the stalker
- sometimes the rebinding of buttons on the steamdeck did not work
- minor ui improvements and fixes
Today is the weekly update - shop improvements, balance adjustments and bug fixes. I still have the issue with big Unity update size. I will investigate it. Thanks for your bug reports and feature requests! Update is already available. Patch notes, build id 15679193 New:
- in the Shop items display slots and perks
- now you can buy items with perks in the store, including Elite quality items (blue)
- a button in the mission description to view the probable loot
- at the base now displays how many new missions, new items in the inventory, how much crafting is available in the forge
- forge: now available after the 3rd mission
- balance: skills in the loot on Hard difficulty have been rebalanced, now easier to farm a specific skill on a mission
- balance: survival arena increased item drop chance
- fixes for some cards stats
- on one mission lootbox always spawned a lot of loot
- sometimes a useless blue perk with an exotic revolver could drop in the loot. It no longer drops
- the final game credits did not display and the dialogue before it was displayed incorrectly
- battle barriers did not react correctly to the player when he was in the inventory
- ui: various small changes
Minor fixes and improvements. Thanks for your bug reports and feature requests! Update is already available. Patch notes, build id 15536111 New:
- anti-aliasing added, now only affects the character in the inventory. On mission, unfortunately, it looks worse with it.
- when player first starts the game, the first mission no longer starts automatically - to let players setup settings.
- the navigation hint is no longer so intrusive, hidden during battle
- multiplayer: the dialogue did not start if one of the players was in the inventory
Before the weekend, I decided to fix a few bugs and make some simple technical improvements. Thanks for your bug reports and feature requests! Update is already available. Patch notes, build id 15617409 New:
- Map: uncompleted missions are now marked, also if a new difficulty is available
- Setting: you can disable the pop-up messages "Double Kill", "Cool Dodge" and others
- Completing any story mission now also regenerates all side missions on the map.
- some doors wouldn't open on levels 12 and 13
- some blocks inside the mission wouldn't load on later missions
- fixed the elevator on mission 5
- champion wouldn't spawn enemies on missions 3 and 8
- ui: various minor fixes
Today is the weekly update - lots of fixes and improvements. Not as much new as I wanted yet, but with each week my focus will shift more to adding new content, as thanks to your bug reports there are fewer errors. Thanks for your bug reports and feature requests! Update is already available. Patch notes, build id 15603438 New:
- Viewing the mission loot that can drop (select a mission on the map and press G)
- New mission: hardcore in two variants with level 60 loot (Unlocks after defeating the final story boss on a high difficulty)
- New exotic: Adrenaline, can be found in the new mission
- Map: reward level is now displayed under the mission name
- Takedown: added a healing effect when restoring health
- Takedown: invulnerability time has been slightly increased and now more closely matches the animation
- Inventory: no longer auto closes on a mission when you take damage (but you will continue to receive damage). But inventory can still close when dialogue starts or you are dead.
- Balance: now basic cards do not have negative effects and penalties
- Balance: minor changes in loot on some missions
- Map: completing any side mission now randomizes all side missions on the map again
- Improved character walking animations at the base
- Multiplayer: fixes in missions 7,11,12,13,14 - mostly fixed doors and story scripts
- Multiplayer: death in the menu no longer blocks weapons
- Multiplayer: reduced desynchronization of client shooting
- Multiplayer: now the player automatically respawns if he was dead and a dialogue began
- Multiplayer: flashlight synchronization
- Performance: freezes when selling a large amount of junk
- improving the "I'm stuck" button in various situations
- Opening the inventory no longer heals
- Fixed a rare bug with enemies not appearing in mission 4
- Inventory: incorrect stats visualization in some cases
- Settings: no default flashlight hotkey
- Fixed a bug where Stalker would not drop loot if you had already collected the maximum amount of loot on a given mission. Now it always drops loot.
I think I found a solution to the bug where bullets stop working and only skills/melee can take damage. Thanks you for your bug reports! Update is already available. Patch notes, build id 15568077
- Flashlight: you can enable it by pressing X or R3
- New countermeasure to address problem with bullets not registering hits. If you still gonna encounter that problem please let us know and check if after mission restart problem persists.
Before the weekend I focused on fixing bugs. If anyone had problems with saving, everything should work now. Thanks you for your bug reports! Update is already available. Patch notes, build id 15547010 Changes:
- if another player dies, their icon will change to a flashing flag so you don't miss it
- added icons for mouse buttons 4 and 5
- added option to lock fps to 75
- in survival mode, enemies should now disappear at a greater distance
- added localization for subtitles and mission descriptions
- critical error in weapon equipment which could leads to save bug. Now your saves should work without any data loss.
- in battle interface weapon icons are now match with real gun icons (later I will fix color of them)
- connection message should not appear when not actually connecting
- fallback translation not work properly
- some minor translation errors
- in some cases in first mission player was able to lock some doors
- fix for saving sorting type after changing item
- error when player sell all guns
- in mission 9 at co-op playthrough on capture task enemies now should spawn correctly and not blocking the mission progression
In this update, localization, important fixes and changes affecting the gameplay. Thanks you for your bug reports! Update is already available. Patch notes, build id 15532943 Changes:
- localization into other languages, so far only UI. I plan to add the ability to take part in the translation for community
- now can choose any weapon in the first two slots (feature request by players)
- ui: health, shields and skill cooldowns are additionally displayed in numbers
- ui: additional indication of cooldown and use of skills
- balance: laser weapons are buffed
- balance: leveling the maximum level of some missions
- status effects: damage is highlighted in color of effect
- changing weapons with the mouse wheel
- the game stop working at some capture objective missions (Thx Cryptic)
- in the side mission with the boss in Chapter 3 there was only 1 respawn
This update contains important fixes and changes that affect gameplay. Thanks you for your bug reports! Update is already available. Patch notes, build id 15520041 Changes:
- slightly increased CD for the slide
- weapon change speed is now almost instant
- blink skills now have a longer range
- normal blink skill has a reduced CD
- we listened to the bad review that on completed missions the player's level is cut too much, despite the fact that they no longer drop loot of your level. Now on old missions the level decreases significantly less
- skills were not pressed in some situations
- sometimes the shot presses were not registered for semi-automatic
In this update I focused on fixing bugs in missions and added "Unstuck" button to the pause menu that will help you get out if you get stuck. Thanks you for your bug reports! Update is already available. Patch notes, build id 15505976 Changes:
- The navigation hint will be periodically re-called outside of combat, so that the player does not have to open and close the menu to update it
- Improved navigation, scripts and collision in missions 4, 7, 11, 12
- experimental: in the main menu on a mission, there is now an Unstuck button next to the bug report, it is needed in case your character is stuck in a wall and will help you return to the point where you were already on the way to the main objective of the mission. I am also testing possible side effects, because I have to take many factors into account at once.
- inventory: cannot be opened while dying in co-op
- balance: turret and drone stats now grow with player level
- character: if menu opens while character is moving on base, he walks in place
- performance: fps drops when displaying gamepad hints
- stats: fire resistance, damage accumulation factor, speed display incorrectly
- loot: secret loot boxes can be opened twice
- ui: mission description incorrectly at start
- ui: death screen does not display last damage received
- ui: death screen selection frame does not display
- ui: death screen sometimes does not close in co-op
- ui: blurry text on defense point
- ui: various small fixes
I noticed a significant performance drop on missions with fast crawling robots. Thanks you for your bug reports! Update is already available. Patch notes, build id 15484635 Possibly fixed:
- weapon: bullets stop registering hits, most often on Delilah Boss. Fix #2.
- performance: noticeably fps drops in missions with fast crawling enemy robots
- performance: slight decrease in physics performance
- performance: noticeably fps drops at base in inventory
- steam deck: incorrect mission selection on map
Today, first of all, I tried to fix the error when the bullets stopped registering the hit, unfortunately, I couldn't repeat it myself, so I fixed it based on your reports and videos. I hope it worked. Thanks you for your bug reports! Update is already available. Patch notes, build id 15470749 Changes:
- balance: better reward for completing the first mission
- balance: increased chance of exotic (red) items dropping, best places to farm are hard versions of missions 10 and 15
- ui: disabling the ability to open inventory during the respawn animation (cause can lead some bugs)
- weapon: bullets stop registering hits, most often on Delilah Boss
- ui: mixed localization in dialogs
- saves: rare error with corrupted progress file
- achievements: some could not be achieved
- gamepad: cannot be changed radio volume
- gamepad: confirmation of canceling exit from the game on B
- ui: MK Okami damage scale
- ui: incorrect display of card icons in the forge
- ui: some errors when closing windows when taking damage
- ui: the sell trash button is not displayed at the Legs tab
- ui: the selection button when reopening the pause in the mission
- ui: the selection button on the Paint tab
- ui: localization for the skill on the replacement screen
Today I was watching people play multiplayer on Twitch and fixed some bugs I noticed. Thanks you for your videos and streams on Twitch and Youtube! Update is already available. Patch notes, build id 15458895 Fixes:
- Multiplayer: Enemies now spawn correctly on Survival and Defense missions.
- Multiplayer: Various minor fixes
- Shooting: bullets no longer pass through enemies and barrels when fired at close range.
- Loot: pickup speed increased
- Loot: fixed yellow crates sometimes not dropping anything
- Inventory: fixed paint dropped at the end of the list was not selectable.
- Inventory: can now be opened in-game by pressing TAB or I (same as on base)
- Inventory: sorting button now works
- Gamepad: expected action selected by default in some screens
- Gamepad: navigation fixes in inventory, forge, store
- Gamepad: cutscene can now be skipped
- Minimap: player position was incorrect in pause menu
- UI: Various minor fixes
Today I focused on fix issues with the gamepad and the tutorial mission. Thanks for your bug reports! Update is already available. Patch notes, build id 15450695 Changes:
- Bosses: now automatically die if not finished off within 10 seconds.
- Cutscenes: removed the voice-over from the start cutscene due to negative feedback.
- Enemy: enemy voices are now disabled by default due to negative feedback. You can turn it on in audio settings.
- Tutorial: rework level design and various fixes
- Blink ability: cooldown will be reduced if blink was failed - hit to wall and travel distance was small
- Invader: new nicknames
- Invader: no longer spawn in the early levels.
- End level timer: increased from 10 to 30 seconds
- Takedowns: potential fix for enemies being taken down outside the level boundaries.
- Invader: various behavior fixes.
- Settings: the reset settings button now correctly resets the screen resolution.
- Steam Deck: various navigation fixes in the skill selection, inventory, mission completion, main menu screens.
- Input: Fixed issues with binding movement keys in the base.
- UI: fixed the Quick Play button visibility on the map screen.
- UI: corrected hint image scaling for PS4 and PS5 gamepads.
- UI: various fixes.
- Localization: various fixes.
The release day was tough. I spent 17 hours on the PC fixing bugs and communicating with players. Thanks for your bug reports! Update is already available. Patch notes, build id 15435565
- added fps lock for 120, 144
- motion blur and chromatic aberrations now can be completely turned off
- fixed Delilah boss collision, laser skill and shooting range
- improved algorithm for returning back to safe place if suddenly dropped out of the level
- reduced input lag on gamepad with player rotation speed
- round reticle option is now in interface category
- shield block message are now on the correct place
- fixed a UI bug after opening the inventory during combat
- slight nerf for Invader boss improved loot for killing him
- player nickname now won't move down
- fixed mission 7 traps
- fixed mission 8 collectable music track
- tutorial collision adjustments
- loot level capped to 50 (I will think about it latter)
- exit confirmation text changed so players dont think that you need to save the game. The game saves every time you return from a mission or close the inventory.
- loot adjustments
- various gamepad navigation fixes
- various UI fixes
The game is finally out csgostar Grab it here
https://store.steampowered.com/app/1116170/CyberCorp/
Join my discord to get faster help, send bug report and feature request
https://discord.com/invite/9M9ABsDd7q
Happy gaming thumbalift
If I missed something - please, ask.
When will the game be released?
Very soon, on August 20th it will definitely be available in all countries. But technical release is on August 19th, 5:00 PM PST.
What will be the price?
$14.99 minus release discount. I wrote more here. https://store.steampowered.com/news/app/1116170/view/6302310962440432374
What are your plans for updates?
Even after playing 4440 hours while making the game, there are still errors. [olist]
Is Steam Deck supported?
Yes! I specially optimized for it.
Localization
Unfortunately, I did not have time to do the localization. [olist]
How to play in co-op?
The easiest way is to add people as friends in Steam, and then invite them through the lobby in the game. After that, the host must select a mission and start. If the other person is not visible in the invitation window, he may be in stealth mode or not online. If something doesn't work, check:
- online mode - open, closed party
- the multiplayer region in the game settings
- game version should the same - check updates
"I'm stuck"
Trying to get out by sliding + blinking, poking around. Maybe there's a button somewhere that opens the door. If you send me a screenshot or video, I'll fix it. But if nothing helps, then, unfortunately, the only way is to return to base.
"I killed all the enemies - but the game says there are more somewhere"
Enemies sometimes hide, search around. On the mini-map, the signs are marked in red. If you send me a screenshot or video, I'll check everything. But if nothing helps, then, unfortunately, the only way is to return to base.
"I found a bug"
Please write to me, I'll fix it as soon as possible.
"I want to suggest a new gun / skill / upgrade / game settings / mission type / enemies / boss / improvement"
I welcome new ideas, please write to me.
"I want to write a positive review on Steam"!
I am very happy, thank you for your support. Positive reviews on Steam are very important for the game.
"I want to leave a negative review on Steam"
I would really like to know what you didn't like. Write to me, I'm sure I can help. Especially if the reason is a bug, uninteresting game, optimization, multiplayer. Here is my Discord - https://discord.com/invite/9M9ABsDd7q Give me a chance. Thank you.
How to contact me
- Discord - https://discord.com/invite/9M9ABsDd7q - I respond here the fastest
- There is a bug report button in the game - write there, I will receive it, but I can't respond back.
- Steam discussions - https://steamcommunity.com/app/11161 70/discussions/
- Email support@megame-studio.com
Game price is $14.99
But there will be a discount on the game's release day, August 20, that's why it's perfect time to grab the deal.
So stressful to be right next to $59.99 Wukong! Wish me luck!
I'm ready to fix any bug you find and deliver constant updates.
Happy gaming thumbalift
I want to share some beautiful visuals that bring the scenes to life.
These are GIFs, they look much better in-game and not so red.
Happy gaming thumbalift
Each level has a unique loading screen.
For campaign missions, the images are pre-rendered and contain references to what will happen during the mission.
For the campaign, the images are predefined and rich with plot.
For randomly generated missions, the loading screen is created during gameplay from two layers: the background of the location + the most dangerous enemy.
Suddenly some levels load in less than 5 seconds, but I added a "click to start game" mechanic.
Happy gaming thumbalift
I optimized the build for Steam Deck. Mainly input and performance.
Native resolution, the game runs at 60 fps on almost all levels.
Happy gaming!
Now you can play on the couch thumbalift
Orange - looks great and stylish.
Concept - Inventory, weapon stats, armor, skills, upgrade cards.
We decided to completely redesign the interface for our game for the fourth time in five years. steamhappy
First, draw the concepts and edit them in Photoshop, and then cut and lay them out in Unity.
Concept - Weapon change screen. Colors indicate rarity. Physical and shield damage.
Concept - Forge. Upgrading cards and skills. 3 cards turn into 1 of the next level.
The concepting process took several months.
It brought many changes to the way the player interacts with the game (UX).
Concept - Global map. Story and side missions. Difficulty - the more difficult, the greater the reward.
Concept - Pause screen. Minimap, mission objectives, found loot.
Orange is really cool. Bright, attractive, contrasting.
But in the game you need to interact with the inventory a lot:
- insert fire damage card into the sword
- paint body armor to dark green
- upgrade ricochet card in the blacksmith
- disassemble the helmet for spare parts to use it in your Sniper rifle
- sell looted trash
- read about exotic perks in new dropped energetic shotgun
- assemble your own set of armor
- etc
Concept - Inserting upgrade cards into armor.
Concept - Completion screen with loot taken from the mission.
In the end, we changed orange. Because player's eyes started to physically hurt after half an hour of playing. The new color is not as stylish, but it is classic and practical.
Happy gaming! See you on August 20th thumbalift
I'm making a game press kit and digging through old stuff.
I found some interesting concepts from the very beginning of development.
To zoom in -> right click on the image -> open in new tab.
Current build
- Stable: No major bugs.
- Enhanced Gameplay: Big improvements from the demo (gameplay, UI, input, progression, AI).
- Multiplayer: Playable, but has some lobby and out-of-sync bugs.
Roadmap
[olist]
We'll fix all the hot bugs right after the EA release. Don't rush to give bad ratings! Contact us!
Happy gaming! See you on August 20th thumbalift
We are working hard to ensure CyberCorp delivers the best experience possible. We've fixed numerous bugs related to gameplay, animation, balance and localization, ensuring the game is as smooth and enjoyable. Additionally, weve crafted icons for most weapons and modifier cards, adding an extra layer of visual polish to the game.
Achievements
Our artist and developer have worked hard to add a variety of achievements to the game. Now, you can earn rewards for inserting modification cards, using different skills, completing missions on increased difficulty, and much more. Each achievement comes with its own unique icon. Get ready to collect them all!
Matchmaking
Now makes it easy to find and connect with other players for cooperative missions. You can see the power level and readiness of your teammates. The mission details, including difficulty, reward level, and reward type, are displayed on the screen so you know what to expect. Join a team, choose your missions, and get ready for thrilling cooperative battles!
Inventory
We have fixed numerous typos, balanced hundreds of cards, added hotkeys, and improved gamepad controls in the inventory.
Thank you for support
With the release date approaching, we are under a lot of pressure to ensure everything we planned is completed. Your likes, shares, and comments mean a lot to us and keep us motivated. Thank you for being with us! [previewyoutube=wcKBUEtjnHU;full][/previewyoutube]
New teaser with high level weapons and skills: [previewyoutube=02-Q4wELZls;full][/previewyoutube] Share with your friends ghsmile - teaser link - https://www.youtube.com/watch?v=02-Q4wELZls - game link - https://store.steampowered.com/app/1116170/CyberCorp/ - join discord - https://discord.gg/9M9ABsDd7q Thank you for your support!
I managed to put together a demo for the fest (just before it ended). orwell_activity so You can play it now! There are too many changes. The demo includes:
- A tutorial mission with test voice acting (let us know what you think);
- 5 random missions;
- A player base for modifying, upgrading, and painting weapons/armor;
- Multiplayer is too buggy, so it is disabled by default.
Hi, Agent! We've decided to move the release date of CyberCorp. The new release date will be announced when we are sure of the game build. We are working hard to release the game but no luck. There are some critical issues regarding:
- multiplayer connection and synchronization
- inventory UX is still clumsy
- hard mode, elite enemies, epic items for late game are in progress and not balanced yet
Hello agents,
We have been actively working on the game release for the past few years (5 I guess), and we are pleased to announce that the game will be released on April 11, 2024 in Early Access. Get ready to immerse yourself in a cyberpunk world full of dangers and adventures, and become an agent of CyberCorp! [hr][/hr]
CyberCorps gameplay offers a unique blend of brutal top-down looter-shooter with cooperative play. Similar games are few and far between; typically, action games fall into the first-person or third-person perspective. In this game, theres no room for relaxation: enemies will attack you from all sides, and youll need to utilize all your skills, weapons, and abilities to survive and emerge victorious.
CyberCorp rewards an aggressive and dynamic playstyle, allowing you to combine various techniques and create flashy combos using your gear. Whether you prefer close combat, skill-based approaches, or long-range sniping, you can tailor your build to your taste. If youre a fan of top-down action games with diverse loot, then CyberCorp is exactly what you need
Dont forget to add the game to your wishlist! The CyberCorp team
Hello everyone, I'm glad to inform you that our game is participating in the Steam SHOOT EM UP festival.
We have prepared a fresh demo, because the full game is still not ready.
Yes, yes, we know that 5 years have passed
But still, there are a lot of changes in the demo:
- better visuals;
- more weapons;
- more active abilities;
- more and more modification cards for equipment;
- 3 story missions with the final boss of the first chapter;
- 4 types of additional missions (after completion it will be replaced by another random one);
- trading and upgrading cards;
In general, you understand that its worth playing and writing your feedback in Discord, otherwise we will think that everything is good in the game and release it
After a long period of silence, our team is finally quitting from the shadows. In the coming months:
- we will share more about the game
- update the demo
- start beta testing - with revamped weapon reloading mechanics - hope you will not burn
:fpplus: If you are as thrilled as I am that the silence is broken, please leave a comment, so I'll know you're also in good spirits.
Solar Industries is an American technology giant. The creations of this corporation are widely used in many spheres of life. But robotics is their main specialization. For many years, Solar Industries has been a military technology monopolist. The number of actual military clashes between countries has decreased significantly over time. At the same time, crimes amount has increased. SI technologies turned out to be unsuitable for fighting criminal organizations in an urban environment. The collateral damage was too great to ignore. So SI gave up (unwillingly) to CyberCorp and is now looking for ways to return the need for their technologies.
Not so easy to win the firefight in normal mode. What about hardcore one? [previewyoutube=7Hiw1ZjY-2Y;full][/previewyoutube]
We have this wonderful series of pictures representing different in-game locations.
[previewyoutube=cWsrPhBOe78;full][/previewyoutube]
Locations review in one gif. Every place has its own sightseeings:
We tried to make our fatalities interesting and fun. Enjoy yourself and always be ready to deal some damage in melee combat :) [previewyoutube=tJbovDOUjHE;full][/previewyoutube]
Especially when something huge is coming from above.,.
CyberCorp is a relatively young corporation. They are mostly known as creators of multiple military technology masterpieces. The corporation began to act strategically from the very beginning. They started to get rid of competitors from Solar Technologies in many possible spheres.
For example, SI battlemechs were perfect at everything except scouting. And that was the chance for CC, which they used immediately, releasing military scout drones. But the most famous inventions of CyberCorp are the synth and neural link, which allows you to control the synth remotely.
These technologies have no analogues. Thats how CyberCorp became one of the market leaders. Step by step.
- Fixed visual bug - camera delayed when character blink to new point. Now the delay is less.
- Fixed visual bug - card name different in full card description
- Fixed visual bug - bullet impact vfx to environment not showing
- Fixed critical bug - fps drops to 30 when disable vsync, but option shows 60 fps
- Fixed critical bug - slide direction is wrong when press WASD ans slide at one moment
- Feature - now can blink from slide
- Feature - multiplayer - can change replay server region in settings
- Fixed minor visual bugs - translation, inventory ui tab name
Here's the demonstration of some deadly weapons: melee, guns, exotic and so on. Feel free to leave comments about them and play the demo to try them out by yourself! [previewyoutube=nHYmLj3fmzM;full][/previewyoutube]
- Added option to exit demo mode and return to base to equip armor and weapons
- Fixed critical bug - can not insert and replace cards in inventory
- Fixed visual bug - painting any armor reset other armor painting
- Fixed critical bug - pressing return to base when player is dead leads to not responding UI
- Fixed visual bug - inverted red and green numbers in card info
- Fixed visual bug - enter and immediate exit from mission - statistics is not updated
- Mute bug - auto detect language system disabled - always English on first launch
- Changed paint control: Hold -> press
- Demo balance minor changes
We are happy to introduce our new demo.
Please, play and share your feedback to make game better.
Thank you, Agent!
You can install free Demo from CyberCorp steam page.
Some concept arts for Fans
We are happy to introduce our new demo.
Please, play and share your feedback to make game better.
Thank you, Agent!
You can install free Demo from CyberCorp steam page.
Some concept arts for Fans
We proudly announce our participation at #SteamNextFest ! CyberCorp demo will be available and we're making max effort to deliver the best experience
More content is coming and we're extremely busy on polishing the demo and making CyberCorp even better. Stay tuned, folks.
And we do it. Enjoy the dark cyberpunk atmosphere - more updates are coming! [previewyoutube=ax7_S2QJoBM;full][/previewyoutube]
This is the synth. Your in-game avatar. The synth does all the dirty work, while the Agent is safe. This avatar risks his life, fights with outlaws, and participates in firefights and pursuits.
All of it is possible due to the neuro-interface, which was invented by CyberCorp. It allows connecting to the synth remotely, sitting in your comfortable armchair at the same time.
Solar Industries battle robots were responsible for restoring order in the streets before. But CyberCorp synths appeared to be more efficient and useful. Thats how they got rid of all the competitors. Synths are more dangerous in a fight and easier to be controlled because of their similarities with the real human body. And thats the reason why they dont look like fantastic movies military mecha.
Agents are ready for any complicated situation now. They connect to the synths to protect the law, order, and CyberCorp interests.
[previewyoutube=Vs9BhB5EBWE;full][/previewyoutube]
[previewyoutube=4gRw-8alzdU;full][/previewyoutube]
Would you run around in this location?
We have added many different types of weapons to the game and some of them are shown in the video. We hope everyone can find something interesting [previewyoutube=gD2T1ZvHhXE;full][/previewyoutube]
[previewyoutube=_bIiePQadrY;full][/previewyoutube]
Sometimes missions won't be easy [previewyoutube=LiicafpO2pQ;full][/previewyoutube]
https://www.youtube.com/watch?v=Z0C47nl6hec
Hello everybody!
We are the Megame team, the developers behind a game called CyberCorp a cooperative isometric looter-shooter.
Its our second devlog its all about the weapons in the game and their upgrades.
If youre not familiar with us, the team plans to release CyberCorp on Steam (wishlist us!) and Nintendo Switch in 2022. By the way, if you want to have a look at the previous devlog, here it is.
Now, back to todays topics: the weapons.
CyberCorp is a shooter which has both procedurally generated online levels and a fairly involved single-player campaign.
Weve designed around 40 kinds of weapons, ranging from the simplest pistol to unique rocket and grenade launchers. Youll find plenty of options to play with!
In campaign missions, the player can manage a sword and two kinds of firearms and switch between them at any moment.
But the missions arent as easy as they look! Sometimes youll be restricted to a common pistol (for example, if your hands are full of valuable cargo).
The combat system is designed for push-forward gameplay. You can shoot some enemies from afar, but most melee foes can jump or teleport to the player, so you cant stand in place.
Keep moving, keep fighting!
[previewyoutube=P7Rfqt5OL8o;full][/previewyoutube]
And now its time to talk about armor!
Armor can be light, medium, heavy, and exotic, protecting the head, legs, and chest. Like weapons, it can be common or more interesting rare pieces with unique qualities can be found in stashes. Armor like this has completely different applications. For example, it can create an energy field around the character, damaging everyone around. Another kind makes you invisible while you dont move.
Armor and weaponry can be upgraded using cards. Youll receive the cards by completing missions or find them dropped as loot. Any weapon or piece of armor can hold up to six cards, which will let you shoot faster, aim better, and take less damage.
That should be everything the team wanted to cover with regards to weapons for today. Were always happy to receive your comments and feedback.
If the game interests you, please dont be shy, ask any questions, and press the Add to your wishlist button :)
P.S. You can find more news and info about the project on our social media outlets at FB, Twitter, and Discord.
Hi, Agents!
We want to give you more information about the game, and that's why we're going to post monthly devlogs. Megame Studio is located in Russia, Irkutsk. We develop mobile and PC games. A couple of years ago, our programmer Anton shared with us the idea of a cooperative top-down shooter. We've made a mobile demo, and it looked a bit crazy :D [previewyoutube=kqPznpzNLF8;full][/previewyoutube] Then was the DevGAMM Game Industry Conference, an email from a publisher, and boom! Now we are making our game for Nintendo Switch and Steam. This is the current version of CyberCorp: [previewyoutube=Y1JuO29GegY;full][/previewyoutube] The game is set in the cyberpunk world, with CyberCorp being the giant corporation that manufactures military technologies and ensures the city's security. It has to face its competitor Solar Industries that used to rule the military market, but CyberCorp's inventions became more valuable and advanced. This competition is only a part of the corporation's problems. Its other headache is a Syndicate - a crime organization consisting of the craziest gangs. The story begins in the future when CyberCorp corporation learns to create synthetic human bodies - synths and use them for military operations. Synths are controlled with mind power. So, the corporation's agents can complete their missions sitting on a comfortable chair, safe and sound. This unique technology made CyberCorp rich and famous.
You will play as a CyberCorp agent who is stuck in the center of the conflict between corporations and crime syndicates. You will complete different kinds of missions using synth - from hacking the Syndicate's security systems to arresting a very dangerous criminal. The game has a single-player campaign that consists of three parts. Now we're polishing the second part and working on the storyline. There will also be randomly generated levels of a multiplayer campaign for three players. You can play with your friends or random users. The game contains more than 40 kinds of weapons, ranged and melee, and some armor sets, including exotic ones. Every exotic weapon or armor piece has a unique ability - for example, invisibility or increased damage. The main character has some abilities typical for most shooters: an energy shield, dash, healing, and slide. We plan to add multiplayer skills that will heal the allies in a certain area, recover their shields and boost their attack speed. We also want to spice the game up with drones, grenades, and some turrets. In the future devlogs, we'd like to tell you more about the UI, the music, the upgrade system. Hit us with all your best questions, suggest your topics. We want to say to everyone who has added CyberCorp to the wishlist - thank you, guys, you're cool!
No one knows what dangers can await in the dark alleys of the city at night
Sometimes you have to visit more dangerous places!
This stylish revolver is high-tech rebirth of classic six shooter that has a revolving cylinder containing multiple chambers and at least one barrel for firing
The typical use of a shotgun is against small and fast moving targets. The spreading of the shot allows the user to point the shotgun close to the target, rather than having to aim precisely as in the case of a single projectile.
The disadvantages of shot are limited range and limited penetration of the shot, which is why shotguns are used at short ranges, and typically against smaller targets.
Larger shot sizes, up to the extreme case of the single projectile slug load, result in increased penetration, but at the expense of fewer projectiles and lower probability of hitting the target.
[previewyoutube=HA3HufCaFwA;full][/previewyoutube]
[previewyoutube=J8ryCrVAOCE;full][/previewyoutube] CyberCorp is a cyberpunk online co-op loot-shooter where you fight for the best future! The game takes place in the 25th century when the CyberCorp corporation learned how to create artificial human bodies and temporarily load people's minds into them for military operations. Each player assumes the role of a agent who has to fight for the corporation ideals!
[previewyoutube=zq47Ez2xTjw;full][/previewyoutube]
[previewyoutube=DYtd4c6RX8k;full][/previewyoutube]
[previewyoutube=UqrmETW2oqc;leftthumb][/previewyoutube]
Sometimes something can go wrong steamfacepalm [previewyoutube=4oGYdQa9p7Q;leftthumb][/previewyoutube]
[previewyoutube=SkpTxp8nW8U;full][/previewyoutube]
[previewyoutube=xwgtadjmVAU;full][/previewyoutube]
https://www.youtube.com/watch?v=aajPVE-AEiM Syndicate Creeps don't attack alone, so weapons and skills with area damage can help you out
CyberCorp
IO Games
IO Games
2022
Indie MMO Singleplayer Coop
Game News Posts 178
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Very Positive
(116 reviews)
http://cybercorp.online/
https://store.steampowered.com/app/1116170 
CyberCorp is a cyberpunk online co-op loot shooter where you fight for the best future! The game takes place in the 25th century when the CyberCorp corporation learned how to create artificial human bodies and temporarily load people's minds into them for military operations. Each player assumes the role of a agent who has to fight for the corporation ideals!
The planet environment became unsuitable for long life due to many space, nuclear and biological wars in the 25th century. People began to create special "shells" through the three-dimensional bioprinting. It allowed them to be controlled at a safe distance and not be exposed to dangerous environmental influences.
The CyberCorp corporation has invented an improved approach to the use of the shell with the ability to partially copy the consciousness of people in it. But she could only perform specific tasks, went crazy over time and became dangerous because of the simplified model of consciousness.
As a result shells were used only for combat operations as CyberCorp agents in corporate wars for power in the world. You take on the role of a corporation agent which will plunge into endless conflicts with enemy corporations of the future!
- Cyberpunk atmosphere
- Online co-op up to 3 players
- Weapons & armor upgrade with chips
- Rhythmic electronic music
- OS: TBD
- Processor: TBD
- Graphics: TBD
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