
Cyberfusion is a VR roguelike, physics-based, full-body FPS that immerses you in a futuristic battlefield. Featuring cybernetic implants and procedurally generated levels, this game challenges you to adapt and survive in a world where your body is your ultimate weapon.
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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**languages with full audio support
Engagement
Hours played at review time, across 44 reviews with recorded playtime.
Reviews
Themes across 44 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
This is a great game and I had a lot of fun with it. But i acidentaly pressed the new game button insted of the hub button and now my whole game progress is lost. Please make a warning sign that all progress is lost when I start a new game. I would like it when there is a three slot save system that I can save my progress in three diffrent slots (for diffrent players for example)
For starters, although I would not recommend this game to most VR players, I do really like this game, the reason I do not recommend it however, is because i'm a very VERY avid VR player, I play constantly, I'm used to a ton of jank and can work around it most of the time with little issue, However most people aren't me, they're normal and don't play all the time and will get headaches with this game very easily, So for everyone sake please address these issues. 1: make grabbing weapons ALWAYS Corrects grab the anchor points with proper location and rotation (Feels really weird making a full fist NEXT to my gun and i'm still somehow holding it) 2: FOR THE LOVE OF GOD! I'M A SUPER CYBER WOMAN BUT I CAN'T HOLD ONTO MY SWORD TO SAVE MY LIFE. (Get rid of weapons flying our of your hand anytime you swing too fast or stab an enemy, it's super annoying and awful) 3: Improve the swords slice and dicing capabilities, it's shouldn't take so much OOMPH with my cybernetic arms to carve rotting flesh into peices (Katana just doesn't quite feel right, needs work) 4: Add an option for telekinetic pull grab instead of flick grab, Sure it's cool, but it's sucks. (Sorry guys, not a fun mechanic when it only works 60% of the time properly...) 5: Add more melee weapons, Get creative, Doesn't have to be insane, but anything than JUST a Katana would be nice. 6: The game says it's full released but I see a distinct lack of content, Only like 5 or 6 sectors? Couldn't had put in some other game modes (Again, this IS the cyberfuture, Anything is basically possible, Get creative, through some pseudo-outdoors level, with like city rooftops and rain, Doesn't gotta be SUPER big or SUPER detailed, but anything more would be nice. 7: Spider claws are entirely and utterly useless, the spider WORKS i guess, but the climbing capabilities are awful, You can BARELY lug your 4000 ton ass around and that's if you don't let go of the wall for no reason. (Maybe allow them to be used as claw melee weapons or let you pick up and through enemies.) 8: Change the crouch to 2 states, Standing and crouch and you toggle between them and with that new crouching mechanics, add a slide to the game. You do all those things kid, and your gonna be JUST Fine! Good luck, Hope to see improvement in the future!
[h1]Experienced on the Meta Quest 3[/h1] You can view my gameplay & early impressions here: https://youtu.be/QETIVwHlXX4 This is a neutral recommendation. Is this a bad game? I wouldn't say so. However, it's just more like an alpha build and because of that it looks & plays very generic. However, with some polish and a lot more content, this could be a good game at the end of the Early Access period. Currently, levels all look pretty much the same. Weapon variety is limited. Enemy variety is limited. Death Horizon Cyberfusion is a budget rogue-lite extraction action game. You have shooting, slashing, & punching. However, due to the limited bullets & limited energy for the punches (or hand blades), the best weapon to use for most fights is the sword / katana blade. There is an enemy with armor, so you'll want to punch him, but then finish him off with the sword. The problem is that the game becomes very repetitive very early on. The only reason enemies become threats is because you're overwhelmed with the number and you can't kill them fast enough. Other than that it's just endless swinging. The starter handgun is not very useful. You'll want to save your money to unlock the assault rifle and get as many upgrades of it as you can. The problem is that ammo is limited and you'll have to get lucky in getting more. So you're stuck using the blade for most of the fights. Enemy AI is pretty brain-dead as well. Game is running on the Unity Engine. On my RTX 3080, I was getting mostly 90 fps. I did not experience any serious issues or bugs. However, the gun angle and the sword angle were both off on the Meta Quest 3, which made swinging the sword feel off, as well as shooting the weapon being a bit too high. You have full locomotion, along with smooth or snap turning available. You have camera tracking head or hand. You can play in seated mode. You have a grab system similar to HLA, but not quite as good (but not as bad as the negative reviews would make you think). [b]Rate 5/10.[/b] [quote]Please note: I received a free Steam key through the Steam Curator Connect program. If you enjoyed my review, please consider joining my Steam Curator group [url=https://steamcommunity.com/groups/Oculus_WMR]Oculus Rift Reviews.[/url][/quote]
I was waiting for the Death Horizon 2 game but got the Cyberfusion version instead. Okay, what can I say about the game? 1. It was fun to play (the most important part). 2. Cyber implants are really good. 3. The graphics, especially for the PC version, could be better, but overall, it’s okay. 4. The game needs more content. 5. The game has some bugs, but they don’t ruin the gameplay. Overall, it’s a great concept and a good game, especially for early access and at this price. If more content, variety, and multiplayer are added, this game could be a blast. But even as it is, it’s worth a try.
I'm a big fan of this team and their previous game, Death Horizon Reloaded. My friend and I spent a lot of time playing multiplayer and various challenges. In their new project, DH Cyberfusion, I loved the ability to upgrade your hands and weapons, which adds a fantastic level to the gameplay. Yes, the list of weapons is small at the moment, but the developers promise to add more in the future. Another interesting idea is the hub; I think its capabilities will eventually increase and it will be like DRG. I strongly recommend giving it a try and can't wait to see where the game goes. stil great game!
Game is very jank, as it resets your height calibration setting upon loading every level, Blades get stuck in enemies constantly as if they were made of fly trap tape, you need to slide your controllers past eachother to reload the pistol (when using Index Knuckles) and enemies slap you from a couple feet away from where their arms are at. This game has physics, but not as polished as Boneworks or Blade and Sorcery (as jank as those games can be). The levels are flat and boring to travel through, and the enemies are very repetitive. The graphics are exactly what you'd expect for something made for a mobile device like the Quest 2, nothing that would look remotely good on PCVR. Also I'm pretty sure they used AI-generated images in parts of the game for character pictures. The only good thing I can say is they at least tried to give you a VR body with legs and arms, unlike most VR games with floating hands.
good idea poor execution
Played on index and was already disappointed once I entered the game, No options menu from the get go, sometimes, at random you will crouch, which is very annoying, Game is janky, will wait for more updates but for now I am refunding.
Death Horizon: Cyberfusion is an ambitious virtual-reality action shooter that aims to blend full-body immersion, physics-driven combat, and roguelike progression into a fast, repeatable sci-fi experience. Developed and published by Horizon Lab, the game positions itself as a kinetic test of adaptability, asking players to survive a constantly shifting battlefield while augmenting their bodies and weapons with cybernetic upgrades. The result is a title that clearly strives to push immersion and replayability, even as its execution reveals both compelling ideas and notable rough edges. At the heart of Cyberfusion is a loop built around short, intense VR runs through procedurally generated environments. Each session drops the player into a maze of corridors and combat spaces populated by cyber-enhanced enemies, with progress measured less by narrative advancement and more by survival, efficiency, and accumulation of resources. Death resets the run, reinforcing the roguelike structure and encouraging players to treat each attempt as an experiment in loadouts and movement rather than a linear campaign. This structure works well in VR bursts, creating sessions that feel immediately engaging even if they rarely slow down long enough to develop a strong sense of place. Combat emphasizes physicality above all else. The game uses a full-body avatar system, grounding the player’s actions in visible limbs rather than abstract floating hands. Reloading, aiming, and melee attacks all rely on deliberate physical motion, and the intention is clearly to make combat feel embodied rather than abstract. When this works, it can be satisfying to dispatch enemies through precise movement and timing, especially in close-quarters encounters where positioning and awareness matter. However, the same physical commitment can also expose weaknesses in weapon feel and enemy feedback, making some encounters feel less impactful than the concept suggests. Weapon variety and upgrades form the backbone of progression. Firearms, melee tools, and cybernetic enhancements are unlocked and modified across runs, theoretically allowing players to shape their preferred combat style. Cyber implants promise additional layers of strategy, granting enhanced abilities or altered combat behavior. In practice, these systems offer incremental variation rather than dramatic shifts in playstyle, and some players may find that upgrades do not significantly change how encounters unfold. The sense of long-term growth is present, but it leans more toward modest optimization than transformative power fantasy. Procedural generation plays a central role in replayability, ensuring that layouts change with each run. While this prevents memorization and keeps navigation unpredictable, the environments themselves tend to blur together over time. Corridors and rooms often share similar visual language and scale, which can make extended play sessions feel repetitive despite the underlying randomness. Enemy encounters, likewise, tend to rely on familiar spawning patterns, sometimes undercutting the tension that procedural design is meant to create. Visually, Cyberfusion adopts a clean, utilitarian sci-fi aesthetic. Industrial interiors, glowing interfaces, and cyberpunk accents dominate the look, prioritizing clarity and performance over environmental storytelling. In VR, this readability is important for comfort, but it also means that the world rarely feels atmospheric or memorable. Sound design supports combat with functional cues and effects, helping players track enemy movement and attacks, though it rarely elevates the experience into something more immersive or emotionally charged. The roguelike economy introduces risk-reward tension, as players collect resources during runs that can be spent on upgrades but are lost upon death if not secured. This system encourages cautious play and decision-making, but it can also feel punishing when progress stalls due to repeated failures. Without a broad pool of meaningful upgrades, some runs may feel less like experimentation and more like repetition, especially when mechanical differences between builds remain subtle. Ultimately, Death Horizon: Cyberfusion feels like a game defined by its ambition. It wants to be a deeply immersive VR shooter where physical presence, procedural challenge, and cybernetic progression combine into a compelling loop. In moments, it achieves that vision, offering bursts of satisfying action and a strong sense of embodiment. Yet its limited variety, uneven weapon feel, and understated presentation prevent it from fully realizing its potential. For VR enthusiasts who enjoy roguelike shooters and are willing to tolerate rough edges in exchange for physical immersion, Cyberfusion can still provide engaging sessions. For others, it stands as an interesting but uneven experiment—one that hints at what the genre could become with further refinement and iteration. Rating: 6/10
This is much more a "neutral" review than anything else. The game clearly shows off a good amount of technical capability and there's clearly a good amount of polish to some aspects of the game such as the weapon models and some of the visual effects. The tutorial is good enough for new player onboarding and the mechanics seem reasonably thought out. Unfortunately, I do think the developers may have "overfamiliarity bias" for lack of a better term - what I mean is that there are issues with the game that to a new player feel glaringly apparent which seem to have gone unadressed even over a reasonably extended development period, likely stemming from the developers having not brought on enough new players with fresh eyes to provide truly constructive criticism. Generally speaking, the game has what I can only really describe as an "uncanny valley" of physics. Gun and weapon handling is fine most of the time, but there are noticeable aspects where it pulls you out of immersion. Such are the hazards of developing around a physics simulation, any perceptible differences between reality and the game create points of friction. For example, the Katana while at rest and normal manipulation feels good up until the point you are swinging it. It seems to drag upwards or tilt at angles that diverge from what your body is physically doing. Same with gun handling, bullets are drawn with a line from the barrel to the contact point but the fluidity of the gun handling means that by the time you fire, a bullet and its draw line might significantly lag behind the true position of the gun. Don't get me wrong, Boneworks had a similar vibe in early builds but eventually it got much better. Do I think that Cyberfusion will? Perhaps. Raising your off-hand to support a pistol drags the gun away slightly and nudges the sights. This is a natural issue of physics based realism over perceived realism, because the position of your hands when emulating a supporting pistol grip does not translate properly in 3d space to the game, causing that perceptible difference. Most games solve this just by overriding the physics at those specific points, prioritising feel and comfort over arbitrary reliance on a physics engine. Maps are also an issue, as your player character moves slowly and the game takes place in mostly unmarked, undecorated, long concrete corridors about as wide as an ISO container. Maps aren't small either, and if you want to move quickly you have to use the grappling hook arms which remove layers of player agency. Either run the grapple arms to make navigation better, or trudge through corridors for five minutes. This is primarily a design failure and I will talk about that more after I touch on spawning. NPCs spawn near where you are at any point, up to some arbitrary cap (which is still quite low in my opinion, maybe 5-6 NPCs maximum from what I have seen). Since the game is mostly large, interconnected faceless corridors and the spawn window seems to sit behind you, most of the game isn't combat. It's walking down featureless concrete hallways without seeing anyone or doing anything, then eventually hitting a dead end and fighting 2-3 NPCs that are harmlessly chasing after you. The map philosophy and npc spawning dynamics do not lend itself to an interesting gameplay loop. The map generation should be significantly shortened and spawns set to be a combination of pre-determined spawns pre-populated throughout the whole map (that only activate their AI logic once within render distance) and local spawning. With the current map and NPC system, the game is not a roguelike. It's a walking simulator where you wave your arms 3 times every other two minutes. Weapon selection is a further point of friction since the pistol which is available to new players does basically nothing. While this is fine for building into powerscaling with other weapons, it teaches the player to not care about ranged weapons. After all, there are no indications that the other weapons do any more damage other than a price tag. Overall I do not think the game is worth buying, even among the slim pickings of the current VR market. With the game now being "fully released" and no evidence of post release support, I would not be surprised if this was just how the game is forever. If that's the case, let it fade into the ether, go spend that £12.79 on a couple drinks to share with your friends instead.
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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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