
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
As a fan of Cyberpunk 2077, I was impressed by this game for Steam VR. It immerses you in a dark, cyberpunk world where technology and corporations rule everything. The virtual reality creates a feeling of being in Night City, with its dark streets and neon signs. The graphics for VR look good, adding to the immersive atmosphere of the game. The zombie battles become much more intense thanks to VR, and the character progression and weapon upgrades add depth. The interface is also well-designed, making the game easy and comfortable to interact with. For Cyberpunk 2077 fans and VR gamers, this game is definitely worth checking out!
Death Horizon: Cyberfusion is an incredible cyberpunk-themed VR game that nails the visuals and atmosphere of the genre. From the neon-soaked environments to the gritty, futuristic soundtrack, the entire experience feels like stepping into a cyberpunk world. The game combines the best elements of a roguelike with physics-based, full-body FPS mechanics, immersing you in a futuristic battlefield where your body becomes your ultimate weapon. Featuring cybernetic implants and procedurally generated levels, every mission challenges you to adapt and survive, ensuring no two runs feel the same. You start off in your hub zone, where you can prepare for missions. Completing missions earns you rewards and currency that can be used to upgrade and expand your arsenal with new weapons, weapon attachments, and upgrades to your character and cybernetics. This progression system adds a satisfying layer of depth and keeps you motivated to dive back into the action. The weapon variety is a major highlight, offering guns, swords, and cybernetic melee weapons like gorilla fists and arm blades—all of which feel satisfying to use and fit perfectly within the cyberpunk aesthetic. Your arms themselves are cybernetic, allowing for customisation and upgrades, which adds an extra layer of immersion and personalisation. Whether you prefer running and gunning, wielding a power katana (which can deflect bullets), or relying on your cyber implant weapons, the gameplay is fluid and engaging. The gunplay is especially excellent, with great customisation options and a satisfying feel to every shot and reload which yes, you do with your own hands. The melee combat is equally impressive, with a visceral, weighty feel that makes every hit count and has a great feeling to both slashing and stabbing. Performance-wise, the game runs smoothly on my Meta Quest 3 via steam link, delivering a polished and immersive experience. Considering this is a VR early access title, I’m extremely impressed with what the developers have achieved so far. The inclusion of procedurally generated levels and the deep customisation system combined with smooth performance and great visuals makes every playthrough fresh and exciting. Death Horizon: Cyberfusion has had a fantastic start, and I’m incredibly excited to see how it evolves. If you’re a fan of cyberpunk themes, roguelikes, or action-packed VR gameplay, this is a must-play title that’s sure to keep you hooked.
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.
the game is fun in all i love cyberpunk style games this does take the cake hacking and slashing in game however i dont know if its my game or not but the audio is quiet like theres no music or sounds kept getting jumps scared since cant hear the zombines coming up to me the pistol is very quiet its fun but needs some more QOL love.
Sadly currently too janky and unoptimised to be fun. Maybe in the future, but not yet.
all this game does is take a few of the mechanics from boneworks and make them worse in every way imaginable. the graphics look like a quest game and the player model doesn't look like it belongs at all. as weel the tether grab just doesn't work. if you want a version of this game thats actually polished just play bonelab,boneworks,or blade and sorcery. and don't waste ten dollars on a game that will rot in your library
Death Horizon: Cyberfusion is an absolute blast! 🧟♂️🔥 If you love fast-paced VR shooters, this game delivers non-stop action and intense zombie combat. The cyberpunk atmosphere adds a fresh and immersive twist, with neon-lit environments that make every battle feel epic. The gameplay is smooth, the weapons feel powerful, and the hordes of undead keep you on your toes. If you're looking for an exciting and polished VR zombie shooter, Death Horizon: Cyberfusion is a must-play!
虽然说地图很大像个类似于肉鸽地下城关卡一样有很多房间,但是基本上都是一样的没有太多特别之处只是单纯会刷新卖医疗和子弹还有给钱的互动机器,除此之外真的一点内容都没有基本上就是待在房间里等丧尸刷新然后你再杀了他来提升自己的等级来解锁其他配件,地图只有那一张每个小区快基本上都是复制粘贴场景,游戏可游玩性就和宣传的一样只是单纯的打丧尸一点都不好玩不推荐购买
I got it super cheap and it was fun for early access, with good gunplay marred by atrocious enemy models clearly from some cheap marketplace. I was fine with it. Then they slap on a 1.0, and pretend they finished it. As an early access game it was a fun distraction and seemed like it would grow well. As a full release game it's laughable. 4 levels and prebuilt unity store assets.
really really fun but short i beat the game in under 2 hours
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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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