





Cyberpulse is an arcade twin-stick thrower where you can slam viruses, and your friends, into firewalls. Experience the pulse-pounding action that combines classic shmup gameplay with inventive physics-based mechanics for an electrifying adventure. Slam your way solo through waves of diverse enemies in the campaign, or throw your friends around cyberspace in the hilarious 2-4 player battle mode. With single-player levels that will challenge arcade veterans, and a multiplayer battle anyone can pick up, Cyberpulse offers an exceptional breadth of gameplay that every gamer will enjoy.


Features:
- 70+ semi-procedural levels filled with a diverse cast of enemies, game modes, unlocks, and bosses
- Creative game physics that bring a new feel to the twin-stick genre
- Local co-op tests the limits of your teamwork
- Original music score filled with epic synthwave
- 12+ electrifying power-ups to knock out viruses and your friends
- 100+ unique versus maps stuffed with obstacles that will keep your party hooked for hours
- Dozens of settings to customize your multiplayer experience from a hilarious party game to a competitive arena brawler
- Think you’re good? The community leaderboards tell the truth.
Cyberpulse Update 1.6
After receiving more great player feedback, I have implemented the following upgrades:
QoL Improvements
- There are now sliders to adjust bloom and saturation in the graphics settings! These should help tune the visuals and gameplay for monitors where it may be too intense.
- There is also a new slider to reduce screen shake in the gameplay settings, if you do not enjoy the added effect.
- All ability power-ups get a tool tip, rather than just the first two, to help explain their mechanics and avoid player trial-and-error.
- NOTE: These new tooltips apply to everyoneeven if you have progressed far you will still have the them pop for the applicable power-ups. I apologize if this spends a charge poorly, but I had someone on the boards ask how [spoiler]Sword[/spoiler] works after having finished the game, so I think best to leave the new tooltips fresh for all.
Boss Rebalance
Without changing score potential, so the leaderboards remain intact, I have made a number of early- and mid-game bosses a little easier:- [spoiler]1-B: The aimed clumps fired in the final phase are 15% slower.[/spoiler]
- [spoiler]2-B: The spraying gun in the first phase has 15% less bullet density.[/spoiler]
- [spoiler]3-B: The first phase has slower bullets and less density on the sniping shots. In the final phase, gravity slam is only triggered once you have taken out a limb. The grenades used throughout the fight fire more slowly and with less density.[/spoiler]
- [spoiler]5-B: Both patterns used by the turret limbs in the first phase have less density. The bullet patterns in the final phase fire more slowly and with one fewer bullet.[/spoiler]
- [spoiler]6-B: Both grenades used in the fight fire fewer bullets and in an easier to dodge pattern.[/spoiler]
Tweaks and Fixes
- In small ways, this list of levels have had their score goals adjusted to help players progress: [spoiler]Apogee I, Apogee II, Apogee III, Barcode, Binary, Boolean, Citadel, Clash I, Congruence, Convergence, Divergence, Flash, Gridlock, Haywire, Precision I, Quickdraw, Reboot, Rebound, Recompiler, Shockwave, Triangulation, and Trifurcation.[/spoiler]
- All settings in the main menu options now loop around correctly when navigating the lists.
- Byte trails are 5% dimmer and blink 2.5% less when close to disappearing.
- Fixed a rare null reference that could happen in world map if you rapidly moved around menus.
[ 2025-04-20 04:41:13 CET ] [Original Post]
Minimum Setup
- OS: Ubuntu 16.04 and Ubuntu 18.04
- Processor: Intel Dual-Core i5Memory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: Radeon Pro 550X
- Storage: 1 GB available space
GAMEBILLET
[ 6404 ]
GAMERSGATE
[ 1553 ]
MacGamestore
[ 4295 ]
FANATICAL BUNDLES
HUMBLE BUNDLES
by buying games/dlcs from affiliate links you are supporting tuxDB