
Brutal fast-paced isometric Co-op Loot Shooter in Cyberpunk world. Equipment-based combos. Exotic Weapons and Armor. Easy to start, hard to master. Play solo or with friends.
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.
Languages: English, Russian, French, Italian, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Simplified Chinese, Thai +2 more
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
crashes on startup if you block it's internet access.
Run guns. Sell Drunks. no sluts, and ♥♥♥♥ the law. we're CyberCorp, we are Robot ♥♥♥♥. and we are all high as balls.
No update in almost a year. I think the dev actually forgot this game exist. When a grindy game had no more content updates, its destined to die.
Various glitches and even loading errors already in the first hour and while the game has a perfectly working multiplayer mode it feels it actively hates us for playing together. Which is an issue considering we've bought this for the online coop. Tiny spaces, friendly fire, poor visual clarity I guess? Another issue entirely that the gameplay seems way less polished or dynamic than in the videos, enemies are just coming at the player in a conga line and... I would say it lacks the polish one would expect from a relatively simple (released, 1 year old) game. In short it's quite obvious why it's cheap and while I would like to like it I just cannot recommend it as it is now.
игра сырая, но играть можно
These kind of games get repetitive and boring to me, but for what it is, I guess it's okay.
devs are destiny 2 fans????
ГУД
Эмм как её там? А точно! SYNTHETIK Но эта игра больше в сторону киберпанка но тоже прикольная
CyberCorp is a stylish cyberpunk action RPG that combines twin-stick shooting with a loot-focused progression system, delivering a fast and energetic experience set in a futuristic world dominated by powerful corporations. Developed and published by Megame LLC, the game places players in the role of an operator who remotely controls combat units sent into dangerous urban warzones. This premise provides a fitting backdrop for a game built around intense firefights, equipment customization, and the constant pursuit of stronger gear. The most impressive aspect of CyberCorp is its combat. Battles are quick, chaotic, and highly dependent on movement and positioning. Enemies attack aggressively, encouraging players to stay mobile while making full use of their weapons, abilities, and equipment bonuses. The controls feel responsive, and the isometric perspective offers a clear view of the battlefield, allowing players to react quickly to incoming threats. Every encounter becomes an opportunity to experiment with different tactics, whether focusing on raw damage output, defensive survivability, or specialized status effects. Progression is deeply tied to the game's loot system, which serves as the core motivation for long-term play. Missions reward players with new weapons, armor pieces, modifications, and upgrades that can dramatically alter performance. The variety of gear encourages experimentation, and discovering combinations that work together effectively is one of the most satisfying parts of the experience. Rather than simply increasing numbers, many items contribute to unique build possibilities that can significantly change how combat feels. This constant cycle of collecting, upgrading, and optimizing creates an addictive gameplay loop that fans of action RPGs and looter shooters will immediately recognize. CyberCorp's cyberpunk setting also contributes greatly to its appeal. Neon lights, futuristic architecture, advanced technology, and corporate-controlled warfare create an atmosphere that feels authentic to the genre. The environments may not always be groundbreaking in design, but they consistently reinforce the game's dystopian themes. The visual presentation balances style and functionality well, ensuring that combat remains readable even when the screen fills with enemies, effects, and projectiles. Cooperative multiplayer adds another layer of enjoyment. Playing alongside friends makes missions more exciting and introduces opportunities for team-based strategies. Different builds can complement one another, allowing groups to tackle challenges more efficiently while enjoying the satisfaction of shared progression. The cooperative component feels like a natural extension of the game's design rather than an afterthought, and it significantly increases replay value for those who enjoy multiplayer experiences. Fortunately, solo players are not neglected, as the game remains fully playable without requiring a team. Despite its strengths, CyberCorp does have some limitations. Mission objectives can begin to feel repetitive after extended play sessions, particularly for players focused on grinding for the best equipment. The game's indie origins are also noticeable in certain areas, including content variety and overall scale. While the core gameplay remains engaging, some players may wish for a larger selection of environments, enemies, and activities to support the lengthy progression system. These shortcomings do not undermine the experience, but they do prevent the game from reaching the same level as the biggest names in the genre. What ultimately makes CyberCorp successful is its understanding of what makes loot-driven action games enjoyable. It delivers satisfying combat, meaningful character progression, extensive build experimentation, and a visually appealing cyberpunk setting. The game does not attempt to reinvent the genre, but instead focuses on refining familiar mechanics into a cohesive and entertaining package. Players who enjoy top-down shooters, cooperative gameplay, and the thrill of hunting for powerful equipment will likely find plenty of reasons to keep returning. Rating: 8/10
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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.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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