





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
Yesterday's update includes a batch of accumulated bug fixes and balance changes.
Thanks for your bug reports and feature requests!
Update is already available.
Patch notes, build id 18790028
Fix and changes:
codex and localization
[/*]skill balance tunning
[/*]enemy spawner changes (to find all mobs exactly)
[/*]improved loading time at game launch
[/*]small ui fixes
[/*]fix for duplicate cards dropping
[/*]fix for money pickup effect
[/*]fix radio ui
[/*]fix for damage to turret by player skills
[/*]fix for exotic armor effect
[/*]
Happy gaming!
Todays update includes a batch of accumulated bug fixes and balance changes.
Thanks for your bug reports and feature requests!
Update is already available.
Patch notes, build id 18471768
New:
- [Experimental] Added a new setting to display reload progress around the crosshair instead of above the player
- Enemy entries in the codex now indicate if they are elite or champion types
- If the host leaves the mission, the whole party now returns to base with them
- Side missions now changes music transitions between combat phases

Balance:
- Defeating Delaila on nightmare difficulty now stops enemy spawns
- Increased the effects of most cards at levels 46
- Significantly reduced the cost of reforging modification and ability cards at levels 46
- Boosted the effects of ability upgrades at levels 46
- Greatly increased player ability damage at higher levels for more meaningful progression
- Fire damage over time (DoT) to the player reduced by 2050%
- Electric shock damage to the player reduced by 30%
- Removed barrels from Komodos boss arena (Nightmare difficulty)
- Removed excess barrels from Delailas boss arena (Nightmare difficulty)
- Flamethrower Turret can now be found in loot on Nightmare difficulty and is also available as a milestone reward
- Some abilities werent dropping on Nightmare difficulty fixed
- Player bullet speed increased by 25%
- Card extraction from equipment is now much cheaper more freedom to experiment with builds!

Screenshot by carson
Fixes:
- Fixed an issue preventing crafting of level 6 ability cards
- Improved network synchronization of locations enemies should no longer disappear for some players
- Fixed an escort mission bug where the NPC could stop moving after a melee attack
- Drone now correctly auto-aims instead of firing toward the cursor
- Improved navigation through card and weapon lists using a gamepad
- Fixed an issue where Komodo's henchmen could remain under shield after being one-shotted
- Resolved item save/load errors that could break save files
- Fixed various item descriptions and names
- Improved currency collection animation
Happy gaming!

[b]CyberCorp Release Update 1.0 is now live!
Play and invite your friends![/b]
You can check what has been added during Early Access in this post: https://store.steampowered.com/news/app/1116170/view/502822644424376868
Thank you for all your bug reports, streams, feedback and support throughout this journey!
Heres whats new in the 1.0 release update.
Changes
- Level cap increased from 60 to 70.
- Grenades and abilities no longer one-shot teammates friendly fire damage has been reduced.
- Improved passive healing, skill damage scaling, and interaction with exotic gear.
- Boss Spike increased attack radius, AI behavior fixed.
- Bosses Delilah and Spider laser attacks reworked, now actually dangerous.
- Items in the shop can now be compared with equipped ones (press "C").
- New radio tracks are now marked with a New icon.
- Window Mode option added to the graphics settings.
- Loot screen now displays item perks correctly.

Co-op and Multiplayer
- Data Capture mission now works as intended.
- Weapon card synchronization between players improved.
- Parties no longer disband if the host disconnects or the mission fails.
- In Survival mode, the host and client now correctly share one life and reviving is now possible.
- Level navigation is now displayed for both host and client.
- "Recently played" menu is now functional.
- Flashlight now works properly in multiplayer.
- Improved synchronization of damage, animations, finishers, and loot.
- Fallen teammate flag now displays correctly.
- Mission summary stats now show more reliably.
- Fixed desync in item level and rarity between host and client.

Balance and Mechanics
- Fixed many perk issues: health_protection_buff, skill_damage_1, vampiric_slash_1, fastReloadingDamageBoost_1, and others.
- Fixed skill issues: CS_Hack, CS_Grenade_Hack, CS_Puddle_DamageBoost, CS_Mine.
- Fixed damage aura on takedown now triggers in correct area around the target.
- Turret HP scaling fixed no longer becomes invincible at high levels.
- Exotic Snowdrop legs mine-spawn perk now works properly.
- DPS display for melee weapons fixed now includes proper damage multiplier.
- Fixed issues with duplicated % signs, double negatives, and incorrect stat comparisons.
- Grenade throw behavior improved.

UI and Miscellaneous
- Fixed bug where opening inventory in combat would reset second equipped weapon.
- Removed duplicate item names, fixed translation errors on the map, legend, and missions.
- Fixed camera zoom issue after skipping post-mission dialogue.
- Elite (blue) loot no longer appears as green both on the ground and in the UI.
- Loot reward scroll now resets when starting a new mission.
- Fixed stat display glitches including clipped or overlapping values.
- Improved damage display from abilities and skills missing values and visual bugs resolved.
- Improved stat comparison color logic (green = better, red = worse).
- Fixed FPS lock resetting after restarting the game.
- Slight performance improvements across all platforms, including Steam Deck.
- Fixed visual bugs with paints, finishing moves, and animations.
- Fixed login rewards not triggering on day 100 and beyond.
- Fixed camera zoom breaking when entering/exiting party matchmaking.
- Mission navigation on levels 2, 6, and 9 is now more stable.
- Fixed incorrect mission numbers on higher difficulties.
- Improved display of active story missions on the map.
- Map legend now displays in correct order.
- Added missing icons for enemies, weapons, and skills in the codex.
- Improved inventory scrolling and sorting, including item/card comparison.
- A warning now appears if you're low on resources (e.g., Cuberium) when pressing Back.
- Card interface now properly displays level, effect, color, and rarity.
- Fixed duplicate death screens, timer resets, and respawn bugs.
- Improved character rotation in inventory mouse sensitivity now more precise.
Happy gaming!

CyberCorp launches in full release (1.0) on April 22 at 16:00 UTC
(London 5 PM New York 12 PM Tokyo 1 AM on April 23)
Heres a quick overview of what changed during Early Access:
New Features
- Transmogrification: customize the look of your gear without changing its stats
- Photo mode
- Quick selection and selling of junk items in the inventory
- Codex: info on enemies, weapons, lore + global progression bonus (+1% damage per enemy type)
- Daily rewards and daily quests
- Targeted loot system increase drop chance for selected items
- Pity system drop chance for rare/exotic loot increases over time if you're unlucky
- Hard and Nightmare difficulties added for all missions, with new mechanics, enemies, and rewards
- New mission types: Survival, Defense, Extraction, Capture
- Exotic gear: swords, pistols, sniper rifles, shotguns all with unique effects
- New skills, perks, and upgradeable cards up to level 6
- New armor sets: Devour, Renegade, Eagle, Alien, and female variants
- Seasonal content: Halloween and New Year events with exclusive loot
- More game settings and QoL features

Improvements
- Reworked damage system, finishers, enemy AI
- Boss behavior improved especially Delilah and Shimada
- Improved navigation, respawn logic, collision and stuck spots
- Co-op and sync systems polished for smoother multiplayer
- Store improvements: better prices, loot balance, and UI
- Better gamepad support, including for Steam Deck
- Improved animations, performance, anti-aliasing, widescreen support
- 500+ bugs fixed
The Result
During Early Access, the game received 30 major updates, hundreds of bug fixes, tons of new content and mechanicsits now more polished, more stable, and way more fun to play.
**CyberCorp is a completely different game now.
And its worth playing.**

The time has come CyberCorp is leaving Early Access and launching its full version on April 22!
Over the past months, your feedback, bug reports, and support have been absolutely invaluable. You've helped shape the game into what it is today.
Whats coming at launch?
- Even more polish and bug fixes
- Nightmare difficulty for story bosses
- A brand new armor set
- And yes a launch discount

How to support us
If you havent picked up CyberCorp yet the release is the perfect time (and therell be a discount!). Add it to your wishlist so you dont miss it!
If you already bought and enjoyed the game leaving a review here or discord would mean the world to us. It really helps during launch!
Didnt like something? Let us know right here we read everything and keep improving the game.
See you, Agent.
Thanks for your bug reports and feature requests!
Update is already available.
Patch notes, build id 17438303
Fixes:
- no rewards for milestone 175 ang higher
- entering photo mode on mission breaks the game
Happy gaming thumbalift

Today is the [u]weekly update[/u] - bug fixes and balance changes.
Thanks for your bug reports and feature requests!
Update is already available.
Patch notes, build id 17351559
Changes:
- Decreased survival time from 7.5 to 5 minutes, increased enemy spawn speed (thx for idea)
- Added boss missions on nightmare difficulty for side missions
- The Spec perk group for weapons now all add damage to the corresponding weapon, rather than various characteristics
- Grenades now explode barrels (except fire and hacking grenades)
- Many player skills and the flamethrower now display damage numbers
- Damage from enemy skills to the player is no longer shown as pop-up numbers, now damage numbers only display the player's damage
- Fixed the card reducing incoming damage when health is less than 35%
- The flamethrower does not deal damage when turned off
- The visual effect of the protective dome skill no longer ends earlier than it should
- Fixed the damage of mines left by the player
Today is the [u]weekly update[/u] - photo mode improvements, bug fixes.
Thanks for your bug reports and feature requests!
Update is already available.
Patch notes, build id 17263463
Changes:
- updated sounds for the Scorpion-3M submachine gun and the Cannibal M600 shotgun
- the drop rate for specific exotic guns is slightly different between story missions (i.e. it will be more effective to select the right mission to get a specific one)
- added more features to the photo mode
- possible fix for sound disappearing after several hours of play, optimized memory usage by sounds
- fixed a bug with the camera flying away when opening the menu while the camera was shaking from explosions
- fixed a bug with receiving a daily reward for a mission, exiting via esc from the reward screen broke the UI

Today is the [u]weekly update[/u] - photo mode, new missions on nightmare difficulty, aoe skill fixes.
Thanks for your bug reports and feature requests!
Update is already available.
Patch notes, build id 17184618
News:
- photo mode in inventory
- added story missions on Nightmare difficulty: Missions 11, 12, 13, 14
- on the map, story missions are now connected by a line, it will be easier to find the next mission

Changes:
- fixed some bugs in mission 11
- no joker cards in the drop on some nightmare missions
- the skill of the aura of shooting acceleration now accelerates semi-automatic weapons
- the pet skill boost card now also affects drones
- skills for AoE damage now correctly deal damage to destructible objects like servers in mission 15
- localization fixes

Today is the [u]weekly update[/u] - new nightmare difficulty for six missions, new SMG Scorpion and shotgun Cannibal.
Thanks for your bug reports and feature requests!
Update is already available.
Patch notes, build id 17105025
Changes:
- nightmare difficulty added to storyline missions: 3, 4, 6, 7, 8, 9. Some exotic guns have an increased drop rate on these missions
- new guns added: Scorpion-3M SMG, M600 Cannibal shotgun. Can be found on Hard and Nightmare difficulties
- minor localization fixes, descriptions
- improved performance in the shop and on the mission completion screen


Today is the [u]weekly update[/u] - 3 new guns and 2 armor set.
Thanks for your bug reports and feature requests!
Update is already available.
Patch notes, build id 17025754
New:
- added 3 new weapons (drops at high levels): Havoc minigun, Hornet shotgun, Dragon Breath flamethrower
- new armor sets: Alien and Eagle.

Changes:
- Christmas is over, so we removed the tree and snow
- reworked game sounds; they should now feel better
- some weapons sounds improved
- forge prices slightly reduced

Fixes:
- fixed a bug with the shop at max player level that prevented missions from being completed
- added a few missing high-level skill recipes to the forge
Happy gaming!


It's been an amazing year - we've made 25 updates since release, fixed hundreds of bugs, and played thousands of hours.
We're going on a long Christmas break, don't miss out!
The next update will be out on January 16, 2025.
Thank you for your support
Working on new armor
Today is the [u]weekly update[/u] - Christmas Tree at the base and gifts, as well as bug fixes.
Thanks for your bug reports and feature requests!
Update is already available.
Patch notes, build id 16799708
New:
- Christmas Tree and snow at the base, as well as gifts! Once a day you can pick up a random gift under the tree, maybe you'll get lucky and get an exotic, or maybe a rare card.
- new exotic items have been added to the codex
- now there is a hint which mission you need to complete to unlock a higher difficulty of the selected mission
- new rare paints in the drop on nightmare missions

Fixes:
- change some paints names, as the colors have changed
- visual bug in transmog painting, the last item did not immediately update the color to the selected one
- fixes to some sounds, many new guns in multiplayer sounded wrong
Happy gaming!
My build

Today is the [u]weekly update[/u] - 4 new exotic weapons, animation and gamepad stick fixes.
Thanks for your bug reports and feature requests!
Update is already available.
Patch notes, build id 16732259
New:
- new exotic assault rifle SG 422 Reaper. When reloading with an empty magazine, it throws grenades in a cone in front of player.
- new exotic revolver Hunter. Hitting a stationary target (if the target is barely moving, frozen, stunned, or just standing) is always critical
- new exotic sniper rifle Object 97 Nullifier. Destroying an enemy shield creates an explosion
- new exotic sniper rifle AC21 Purge. Shots that reach a certain distance explode, causing damage in a small area

Changes:
- the character now holds revolvers and pistols a little differently, more suitable pose, and less often from the hip. Previously, he shot from the belly
- anti-aliasing settings are divided into anti-aliasing in the inventory and anti-aliasing in the game, on Steam Deck and weak computers it is worth using only in the inventory.
- gamepad: the aiming stick now moves smoothly, and not at certain angles. To return the previous behavior, a setting for filtering stick input has been added. If your sight is shaking, the stick is drifting, then turn it on.
- improved animation of movement of melee syndicate soldiers (they sometimes turned slowly or did not immediately switch to the desired running animation)
- in some cases syndicate fighters move after spawn without animation
- in the tutorial the necessary skills are now installed, previously it was possible to start without blink skill and not pass the mission
- large caliber card level 4-5 stats fixed

Bug fixes, 2 new missions and a new armor set.
Thanks for your bug reports and feature requests!
Update is already available.
Patch notes, build id 16653219
New:
- added 2 missions on "nightmare" difficulty - data capture and clearing the area.
- added a new armor set "Renegade" (drops on difficult missions)
- balance: increased damage of the DamageBoost aura
- balance: increased the duration of the Defense Drone
- capturing points on the mission in extraction was impossible
- sometimes the player's damage could be calculated incorrectly before opening the inventory on the mission
Happy gaming thumbalift
New armor set "Renegade"


Today is the [u]weekly update[/u] - progression counters in the codex, the ability to cancel target loot and fixes for bugs in multiplayer and armor painting.
Thanks for your bug reports and feature requests!
Update is already available.
Patch notes, build id 16630045
New:
- codex: added missing enemy portraits
- codex: added counters to better see the progress of opening items
- targeted loot can now be canceled, credits will be returned
- new paints

Fixes:
- multiplayer: possible fix for 1% enemy health bug
- multiplayer: enemy health bar color does not match the rank
- multiplayer: a client appears with a sword in his hands instead of a gun
- multiplayer: paint was not synchronized in some cases
- paint: in some cases additional parts were painted incorrectly (you paint the head, and paints on the body)
- painting: in some cases, parts on the armor turned white or did not load
- some level 4+ cards could not be used, the type was set incorrectly
- there was no sound of painting in transmog
Happy gaming!


Today is the [u]weekly update[/u] - new paints, enemies burn out, Kuberium balance changes and bug fixes.
Thanks for your bug reports and feature requests!
Update is already available.
Patch notes, build id 16579379
New:
- enemies can now die from fire
- reworking paints, redrawing those that are almost identical. Some paints are now matte, and some are more metallic
- paint icons are now created automatically and show colors correctly
- many blocks on missions received a minimap, some have improved visuals
- regular enemies have several new finishing animations
- balance - increased skill and card drops
- balance - increased Cuberium amount on normal difficulty
- balance - increased Cuberium amount for achieving combo rank in battle
- balance - Cuberium reward for combo result after battle now depends on player level
- balance - prices for targeted loot have been increased, the chances it adds have been increased too
- combo rank is not reset between battles, the next battle will start immediately with the combo of the previous battle
- semi-automatic weapons no longer slow down movement at the moment shot
- a bug in shooting with semi-automatic weapons, due to which sometimes after pressing the shot button the bullet did not fly out, although according to the timings it should have - it was especially noticeable on a sniper rifle and pistols
- multiplayer - in some missions "capture the point" enemies appeared infinitely
- multiplayer - the client could incorrectly count the number of available revivals and the level of the reward
- targeted loot, it was possible to allocate loot for a low price on a low-level mission, and get a high-level item (the price now depends on the player's level)
- turret skill, the turret should stop becoming invisible during the action
- turret skill, damage from the player will not pass through
- minor UI and localization fixes


Bug fixes and new targeted loot system.
Thanks for your bug reports and feature requests!
Update is already available.
Patch notes, build id 16500379
New: Increase chance of an item you need!

You can now pay credits to increase the chance of getting a specific gun, armor, card, etc.
Just open the mission loot screen and select the desired item.

This will allow you to focus on farming specific loot if you need to.
We can't provide exact numbers, but we expect around 5x the drop rate.
- The effect lasts until the item drops.
- You can select multiple items, one after another.
- The increased chance is not tied to a specific mission; if the item can drop in other missions, the chance will be increased.

Fixes:
- DPS and other stats are incorrectly displayed on the mission loot screen
- minor localization fixes
- rollback of the shooting sound stuttering fix - the fix reduced the shooting sound frequency for rapid-fire weapons
Today is the [u]weekly update[/u] - changes in pity system, updated weapon sounds, secret lootboxes give rewards again, fixes for multiplayer bugs.
Thanks for your bug reports and feature requests!
Update is already available.
Patch notes, build id 16485192
Pity system
Improved the algorithm for exotic item drops and added a similar separate system for blue items.How does the pity system work?
Every time you complete a mission, if no exotic/blue items dropped, the chances will increase for the next mission. On the possible loot screen, you can now see the level of this increase, because the exact numbers are hard to explain.

Why does this matter and can't we just increase the odds of each item?
If an exotic item has a 10% drop rate, it doesn't actually mean that after completing 20 missions you'll get 2 exotics, it means that after completing 1000 missions you'll get about 100 exotics. But it's still possible with the Random that after completing 20 missions in a row you'll get 0 exotic drops. But with the pity system, each mission increases the odds, to reduce long losing streaks, and the overall gameplay experience will feel fairer.Overall, you will now receive exotic and blue items more often, even on normal difficulty.
New:
- some weapon sounds have been changed or completely reworked
- 7 new cards have been added
- the daily reward screen UI has changed slightly - the reward will be visible and given out after pressing the "claim" button
- getting the daily reward also resets opened secret chests in missions. They will not be empty anymore
- improved visualization of some blocks, minimaps
- the skill "area healing" now heals if used during takedown
- buyback in the store now get money (previously it was free - this is a bug (thx for the anonymous bug report)
- multiplayer - possible fix for enemy health sync (1 hp bug)
- multiplayer - sync of the color of the player circle
- multiplayer - sync takedown animation
- translations of some tips on the loading screen were missing
- stuttering of the shooting sound for weapons with a very high rate of fire
- reduced delay when opening the map after returning from a mission
- minor UI fixes
Exotic sword Type-7

New cards added in recent updates

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
New mission

Second chance exotic

Today is the [u]weekly update[/u] - 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 [u]weekly update[/u] - 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
Great guide by Cheeser "The Most effective Ways to farm items in CyberCorp"
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 [u]weekly update[/u] - 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
Happy Halloween steamhappy


Today is the [u]weekly update[/u] - 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
Happy Halloween steamhappy

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
I fixed a very important bug. Did you notice? steamhappy

Today is the [u]weekly update[/u] - 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
Happy gaming thumbalift
Recently, we discussed transmogrification (transmog) in Discord. Join us!

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 [u]fully compatible[/u], 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
We've hit the 100 mark reviews!highlvl
Thanks for your support!

Today is the [u]weekly update[/u] - 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
Changes:
- 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
Happy gaming thumbalift


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
Happy gaming thumbalift
Screenshot by LindaDavis5630382

Today is the [u]weekly update[/u] - 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
Happy gaming thumbalift


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
Happy gaming thumbalift

Today is the [u]weekly update[/u] - 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
I apologize for the size of the update, I'm still fighting with Unity.
Happy gaming thumbalift
Screenshot by optima1zer

Today is the [u]weekly update[/u] - 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
Happy gaming thumbalift
Updated the shop assortment

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
Happy gaming thumbalift
Screenshot by MartinGreatl

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
Happy gaming thumbalift
Screenshot by Jiankui

Today is the [u]weekly update[/u] - 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.
Happy gaming thumbalift
"Adrenaline"



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.
Happy gaming thumbalift
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
Sorry for big patch size, I had some issues with Unity.
Happy gaming thumbalift
Screenshot by carlos in Discord

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
Happy gaming thumbalift

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
Happy gaming thumbalift
Screenshot by BlackjackGT

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
Happy gaming thumbalift
Screenshot where is "Unstuck" button

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
Happy gaming thumbalift
Screenshot by monaco272

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
Happy gaming thumbalift
Fanart from our player Kseniya1998

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
Happy gaming thumbalift
Steam has opened up the ability to add trading cards to the game. I'm preparing the images.

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.
Happy gaming thumbalift
Exotic DMR "UNITY", screenshot by BlackjackGT

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
Happy gaming thumbalift
Screenshot by BlackjackGT

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]
[/olist]

Is Steam Deck supported?
Yes! I specially optimized for it.Localization
Unfortunately, I did not have time to do the localization.[olist]
[/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:
"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
Happy gaming thumbalift

Game price is $14.99
But there will be a [u]discount[/u] on the game's release day, [u]August 20[/u], 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.
[h3]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.[/h3]
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]
[/olist]
[h3]We'll fix all the hot bugs right after the EA release.
Don't rush to give bad ratings! Contact us![/h3]
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!
New teaser with high level weapons and skills:
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 [u]play it now![/u]
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.
The demo can be completed in an hour, but it's more intense now.
Thank you for playing! ghsmile

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
We are planning to update the demo in April.
Please accept our humble apologies.
New gameplay trailer with our latest progress
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
Thank you for sticking with us :thumbalift:

: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?
We have this wonderful series of pictures representing different in-game locations.
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 :)
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
Thank you for feedback and bug report!
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!
- 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!
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.
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
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!
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 .
[h2]Hi, Agents!
[/h2]
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
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:
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.
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!
Sometimes something can go wrong steamfacepalm
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
Minimum Setup
- OS: TBD
- Processor: TBD
- Graphics: TBD
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