





🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Benedikt][David Martínez Martí]
I've created a small Discord sever for Cyberpulse: https://discord.gg/n48mnDjV For those who would like to chat about the game, ask questions, report experiences, or just talk about their high scores. We already have a few world record videos posted! If you've enjoyed Cyberpulse and would have fun talking with others about it, come and join!
Some more enhancements, fixes, and polish to help Cyberpulse run smoothly for all. I also made a small Discord serverfeel free to join if you'd like to chat about the game!
The newest releases of SteamOS and Linux had an update to the glibc library that broke the edition of FMOD that Cyberpulse runs. This was causing the game to crash on startup on updated Steam Decks and Linux machines running the latest OS versions. Thankfully there was a way to manually tweak the flags on the FMOD executableCyberpulse now boots smoothly on all hardware running SteamOS and Linux!
Cyberpulse now runs on the most recent version of Unity. This addressed some issues that were happening on cutting-edge machines and should generally improve stability going forward:
Fixed an issue where certain Linux versions, in combination with specific CPUs, were running into floating-point errors that were lightly messing with gameplay. Note that this may have affected some players on the Steam Deck. Specifically, exploding grenade bullets fired by some bosses and enemies that ease into their movement (like pointers and rocketeers) were moving too quickly. This was overall making the game slightly harder than intended for the small subset of players affected. If anyone still sees weird linear movement from grenade bullets or pointer enemies, please drop a thread on the boards!
After receiving more great player feedback, I have implemented the following upgrades:
This patch is dedicated to the player who recently reached 100% completion.
The two-player campaign experience has received a few key improvements along with a grab bag of other fixes:
As a thank you to all the players who've posted feedback or voiced their enjoyment of the title, I have implemented the following improvements, score target changes, visual adjustments, and bugfixes:
With the recent influx of interest and new players (welcome!), Ive implemented a few improvements and bugfixes:
Nearing Cyberpulse's two month anniversary, I have implemented a number of improvements and bugfixes from player feedback and critical reviews. I've also made a few tweaks to the visual balance to help gameplay read better when the action gets hectic!
Fixed issue with game text not displaying on Spanish language systems.
This patch is dedicated to the first player who has hit 100% completion!
It has now been a week since Cyberpulse's release and I've implemented significant performance improvements and sector tweaks. Here is a list of the key changes:
All executables now run in compiled C++. Depending on the target machine, this should improve general smoothness of gameplay overall, along with better FPS in CPU-bound situations!
The first of three performance patches for Cyberpulse.
The first of a number of patches aiming at improving game performance.
UI QoL improvements and bugfixes. Minor balance tweaks.
Hopefully this makes the game a little more accessible to those new to the genre, and still equally fun for experienced players!
Fixed a number of performance issues caused by the saving system.
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