
Bomb Rush Cyberfunk is 1 second per second of advanced funkstyle. Battle rival crews and dispatch militarized police to conquer the five boroughs of New Amsterdam. Become All City.
Modeled estimate, not a reported figure. How we estimate →
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Hours played at review time, across 81 reviews with recorded playtime.
Reviews
Themes across 80 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Music so good made me buy the game, a pair of speakers, and subscribe to all artists involved. Remember kids, laws don't apply to the wealthy or powerful, so get out there and sing, dance and paint to your heart's content!
I am a fan of Team Reptile, and I like the fact they continue to operate in this fairly coherent, recognizable aesthetic across their games. Bomb Rush Cyberfunk is cool. It has a banger soundtrack, fun characters Team Reptile's, at this stage iconic, look. It has just enough world building to be interesting. Unfortunately the game also feels like it plays it extremely loose and hinges too much on aforementioned aesthetic. The design of the game ultimately feels like it doesn't "go" anywhere; there is nothing to solve, nothing to optimize, nothing to explore. All areas feel virtually the same. This is all almost entirely by virtue of the way the mechanics are laid out. In order to understand what I mean by this I first need to explain the central premise in BRC: comboing. This is fairly straightforward if you are familiar with virtually any skating game: keeping "momentum" (whatever that may constitute) allows the player to perform tricks to increase the scoremeter. In BRC it is simply being in the air, doing a wall-ride or grinding that keeps said momentum. So what is the issue? It seems to operate on a fairly well established formula. The primary issue can be summed up in one mechanic: manual grinding. Pressing a single button allows the player to grind even when there is no rail available. This grind will eventually run out due to losing velocity, but is extremely generous and can be infinitely extended with minimal effort. This immediately flattens the entire game to being trivially solvable: all combos are infinite given enough time. All "skating puzzles" are solved by pressing this simple button. There are effectively no resources routes to explore. Just press manual grind and win. This is further compounded by the very weird implementation of the boost meter, which, for some unexplicable reason, operates under a persistent resource. This means boost is NOT integrated into routes in the map: it comes down to whether you picked up the appropriate "boost item" beforehand. Together this culminates in every map being virtually the same thing in terms of what the geometry can meaningfully express, and it is a little embarrassing when you come to realize it. The game also feels very clunky in areas that just don't make sense for it to be clunky in. Movement itself seems to be based on velocity: the vector you commit to can be changed, but it's not an instantaneous directional change. Perfectly fine: this is what you would expect from almost any movement centric game. However, the "dash" does not play by these rules. It instead sets your velocity to a fix value aimed directly at one of eight possible directions (assuming keyboard; I don't know if it is better on a controller). This dash is mandatory for a lot of jumps. The result is that it feels awful to use and regularly causes what-should-be smooth traversal to finicky trial-and-error "try to align the direction properly". It is a baffling design choice to not integrate this better into the velocity based movement outside of it especially as the boost actually is. Overall I am pretty underwhelmed by this title. Not because it isn't well-made, but rather because it doesn't really adhere to the general "neatness" of Team Reptile's other works. It feels loose and underdesigned, relying more on vibes than clever design. Recommended for <20EUR, but certainly not at the ridiculous base price of 40.
The gameplay is okay its not really as satisfying as it looks, the story is kind of boring, the music and artstyle is the best part of the game
Got this game as a gift, and after a year i can proudly say that this has become my comfort game. As a casual player, some parts are pretty difficult to me, but the music? the VIBE?? That's what kept me grinding. I hate to say this, but Team Reptile made Jet Set Radio look like a draft, fixing everything they could to make a good game out of a good concept. Keep going! I'm waiting for Hyperfunk <3
If you're craving stylish graffiti combo action á la Jet Set Radio - then Bomb Rush Cyberfunk is a highly rewarding must have experience. This game oozes with incredible visuals, audio and gameplay mastery. It's like a time capsule of a rebellious future skating culture - crazy addicting fun. Bomb Rush Cyberfunk will stand the test of time. Pure quality time, it is a love letter and a masterpiece for gamers - who are into stylish competent parcour/sport games, that try to reach for your heart, mind and soul.
A love letter to Jet Set Radio fans in 2K26 "fine i'll do it myself" type ♥♥♥♥ Get Movement Plus once you finish the game.
A must play in my book, it just oozes fun and style. The soundtrack is super awesome, and I say that as someone, who doesn't care for that in most games.
I hold no nostalgia for jet set radio, but i DO hold nostalgia for the Tony Hawk games and while this is not quite the same, it's similar enough to strike a deep chord in my soul. The gameplay is very simple but incredibly fun, it's more flashy then it has depth but it works in it's favor I think since most games like this require you to sit down and learn dozens of different combos and how to do them, and by keeping it simple I have an easier time looking and feeling cool. Played the entire thing on my deck and enjoyed every second of it.
legitimately one of the greatest if not the greatest games ive ever played. the atmosphere makes you want to go outside and just write every wall you see. heavily suggested to everyone stumbling upon it
comprei com a expectativa de ser um jogo brabo e o que recebi foi um album musical mais brabo ainda. nao sei como mas esses caras conseguem acertar em tudo: gameplay, design do mapa, design dos bonecos, historinha & lore e nem vou comentar sobre as PEDRADAS que tocam por favor voltem a fazer jogos assim eu imploro
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Languages: English, French, Italian, German, Spanish - Spain, Dutch, Japanese, Portuguese - Brazil, Russian
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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