
Welcome to Eden, the old town district beneath the megacity. Fight through dystopian cyberspace, collect hundreds of firearms, establish an exotic black market gun store, cater to other cyberpunk runners, and work towards the ultimate payday in this neon-rogue-lite, store management, shoot ‘em up.
Modeled estimate, not a reported figure. How we estimate →
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About

Welcome to the cyberpunk future of Neon Blight. As the new owner of a cyberpunk gun shop, it's your job to provide the throng of wannabe heroes with the weapons they need to succeed in the fight against the megacorporations that rule the world. Enter the world of cutthroat competition, merciless rivalry, and boundless exploration as a fixer.
You provide the cyberpunks of your age with the weapons and equipment they need. Operate your very own gun store, fight through seemingly endless waves of enemies, and acquire the ultimate weapon by making your way through the Outer Border and the throng of enemies bent on keeping you away from your ultimate goal.

Manage your own gun store: Customize the shop you own and sell the weapons you acquire to the cyberpunks looking to improve their lot in life.
Gunrunning the Future: Sell hundreds of upgradeable guns to customers looking to gain an edge over the competition.
Loyalty at a Premium: Build relationships with your customers, fulfilling their needs and, when necessary, taking matters into your own hands, tackling their quests.

A weapon that can upend the balance of power at Eden awaits you. Can you locate the keys to the vault and claim the ultimate weapon?
Fight through dozens of hand-crafted levels to acquire the components of the ultimate weapon.
Gain the ultimate tool of war, upending the delicate balance of power at the new Eden.
Confront unique bosses to corner the gun-running market at the megacity and build a future of your own.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Japanese, Korean, Simplified Chinese*languages with full audio support
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
game chugs after playing for a bit and store menu was buggy for me second try at playing the game was unable to even purchase the quest upgrade that it wanted me to do spent 3k on upgrades i didnt want to see if i was just clicking the wrong button but as far as i can tell left clicking was how to select not worth full price let alone the 3 bucks i spent when it was on sale
EDIT: I was wrong, this version of the game is still unstable and crashes. The laser guys in the snowy area seem to be the number one cause of crashes. But, I still love the game. I find it to be mildly annoying, much like I did when Pal World used to crash on me all the time. ===================================================================== So, here is the dealio. I bought this game a while back on Epic, and just recently started playing it seriously. I was really digging the game, but wasn't totally understanding everything so I came to Steam community to see what's up and to my surprise this game seems to be very hated. The developer saw my post and told me that the version over on Epic is actually out of date. My only real problem with the game was that it seemed to crash a lot, other than that I was loving it. So, I came to steam and picked it up, and this is almost a different game. I understand that when the game launched it was buggy crashed a lot, but the developer is still working on the game to this day. Being active on the steam community and there was an update just last week. The developer has not abandoned this game after 4 years of no appreciation from the community. I was happy to pick it back up here. I played about 10 and a half hours on Epic. And I've played another 5 so far here on Steam. The game is stable now, and it's totally worth playing. The game goes on sale regularly and I think the developer deserves a little love for making what I think is a pretty great game, that they've kept working on with no thanks for four years.
It's a scam, don't buy it.
Neon Blight is an intriguing attempt to merge two very different gameplay styles—roguelite shooting and shop management—into a single cohesive loop. Developed by Bleeding Tapes and published by indie.io, the game places players in a cyberpunk underworld where survival and commerce are tightly intertwined. The premise is immediately compelling: venture into dangerous zones to scavenge weapons, then return to your shop to sell those items and build a reputation as a black-market dealer. It’s a strong conceptual hook, one that promises a balance between action and strategy, but the execution reveals a more uneven experience. The gameplay is structured around a repeating cycle that alternates between combat and management. On one side, players explore hostile environments in top-down shooter segments, collecting weapons, upgrades, and resources while fighting off enemies. On the other, they manage a weapon shop, organizing inventory and selling items to a steady stream of customers. In theory, these two systems should complement each other—combat fuels the shop, and the shop funds further expeditions. In practice, however, the connection between the two can feel thinner than expected, as neither side develops enough depth to fully support the other. Combat, while functional, lacks the intensity and variety typically associated with roguelite shooters. Enemy encounters tend to follow predictable patterns, and the range of behaviors is limited, which reduces the need for strategic adaptation. Weapons themselves offer some variation, but the overall feel of combat remains relatively straightforward, without the escalating complexity or synergy-driven builds that define stronger entries in the genre. Over time, runs can begin to feel repetitive, with the excitement of exploration gradually giving way to routine. The shop management aspect introduces a different kind of pacing, shifting the focus from reflexes to organization and decision-making. Players are responsible for stocking shelves, setting up displays, and selling weapons to customers, creating a loop that should emphasize growth and progression. While the idea is appealing, the systems behind it are relatively shallow. Customer interactions are limited, pricing mechanics lack nuance, and the overall sense of building a thriving business never fully materializes. Instead of feeling like a dynamic marketplace, the shop often functions as a simple transaction hub, lacking the complexity needed to make it truly engaging over the long term. Visually, the game adopts a pixel-art style infused with neon lighting, aiming to capture the essence of a cyberpunk setting. The aesthetic is consistent, with glowing environments and stylized characters that fit the tone, but it rarely goes beyond surface-level appeal. The world feels more like a backdrop than a living environment, and while it supports the gameplay, it does not significantly enhance it. Sound design follows a similar pattern, providing basic feedback and atmosphere without adding much in the way of memorable or impactful audio moments. Technical issues further complicate the experience. Interface inconsistencies, occasional bugs, and unclear systems can disrupt the flow, making certain actions feel less intuitive than they should be. These problems are not constant, but they appear often enough to affect immersion and highlight the game’s lack of polish. Combined with the relatively shallow mechanics, they contribute to a sense that the game’s ideas were not fully refined before release. Despite these shortcomings, there is still something appealing about Neon Blight’s core concept. The idea of balancing risk and reward between dangerous expeditions and business management is inherently engaging, and there are moments where the loop begins to click. Collecting rare weapons and returning to the shop with valuable inventory can be satisfying, especially in shorter play sessions where repetition is less noticeable. The game’s ambition is clear, even if it does not consistently deliver on that ambition. Ultimately, Neon Blight feels like a project with strong ideas that struggle to reach their full potential. It offers a unique blend of mechanics and a distinctive setting, but both its combat and management systems lack the depth needed to sustain long-term engagement. Players who are drawn to experimental indie titles may find value in its concept, while others may be left wishing for a more polished and fully realized experience. Rating: 5/10
I hope that the developer ##### themselves in the Noggin for scamming all these people out of a half baked game years ago.
Crashes too often... potential good game.
imperfect. fun.
Game is very buggy and clunky. Major story breaking bugs and placeholders. It seems someone had a lot of passion for this once they started and lost steam as they went along, leaving the game abandoned and now, 3 years later, figured they could put it on 80% off to make a quick buck off of it. It is such a shame, as a enter the gungeon + moonlighter fusion sounds like a great game concept.
There may be some bugs but it's a damn cool game. The city scene is peak Pixel Cyberpunk and the gameworld is fun to explore. It's cool to see that it's still getting updated and I respect the solodev behind it all.
This game's art is very beautiful. The enemies are diverse in their AI and their movement scripts. I particularly enjoy the storekeeper dynamic that the player can make money from by selling extra loot found on missions. The storyline has a lot going for it, and the weapon stats are intuitive. Movement is smooth, combat is engaging and skill-based. Overall, a fun experience. Don't listen to the haters, keep up the creativity. Great work!!
Related
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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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