
The year is 2091. Neon lights glow in quarantined Cybranth, but the city is now under S.Y.L.A.’s control. While searching for your missing sister, hide from the system that’s watching you. This isn’t an escape; it’s a struggle to survive inside a living city.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. The player count below is how many people own it, not what they spent.
Cyber Horror: Project S.Y.L.A. Demo player count
Trends
Concurrent players on Steam, one reading a day at about 15:00 UTC since Sep 29, 2026. Before then readings were taken at different times of day, spanning 0 hours, and Steam concurrency runs about 1.8x higher at its daily high than at its low — so some of the movement across that stretch is the clock, not the game.
Shaded: Steam sales and festivals this game was in (the Events tab has each one).
Showing the last 90 days (the review-based charts: the last 4 monthly points). Full history and CSV export come with a free account.
Momentum
No new reviews in the last 30 days — new players have likely stopped coming.
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Related
| Game | Revenue (estimated lifetime) | Reviews | Score | Price |
|---|---|---|---|---|
| approximately $8.5K | 30 | 83% | $9.99 | |
| approximately $1.2M | 2.1K | 74% | $19.99 | |
| F2P | 162 | 83% | Free | |
| approximately $29.3K | 132 | 72% | $7.99 | |
| approximately $22.5M | 21.3K | 83% | $59.99 | |
| approximately $716.8K | 1.3K | 75% | $24.99 |