
A fixed-camera cyberpunk ARPG set in an abandoned corporate facility. Two origin paths — Analog and Cyborg — branch into six specialist classes, each with unique resource mechanics and signature perks. Deliberate combat, deep loot, and builds that transform how you play. Escape Earth Facility #723.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.
Media
About
This is a VERY early release. Like pre-pre-pre alpha version. There is no in-game story, and all assets and models are placeholders. Items, talents, perks, and many other features are still in the infancy stage.
A Diablo-style action RPG in a cyberpunk world where flesh and machine are at odds — but share a common enemy. Low-poly 3D with high-res PBR textures and dynamic lighting.
Fixed isometric camera. The tone layers gritty neon-noir, campy 80s sci-fi, and body horror into something that feels like Neuromancer meets The Thing meets Flash Gordon.
Choose an origin — [b]Analog[/b] (flesh that refuses to become obsolete) or [b]Cyborg[/b] (pragmatism that crossed the threshold) — then specialize into one of three advanced
classes per path.
Survivalist — traps and adrenaline. Pressure builds your resource; safety bleeds it.
Count / Countess — curses and composure. Controlled play sustains you; panic breaks you.
Enculted — charm enemies to fight for you. Turn the horde against itself.
Forged — extra mechanical arms. Budget your power grid across active augmentations.
Automaton — autonomous drone swarm. Your bandwidth caps how many fight alongside you.
Polymath — psionic telekinesis. Seize and slam what stands in your way.
Every class has its own resource system. This isn't a mana bar with a different skin — each resource changes how you make decisions in combat.
Five tiers of talent investment per class. Early tiers broaden your kit. Later tiers redefine it — adding drone swarms, extra limbs, enemy charm, proximity mines, curses, or
telekinetic control. Perks are permanent progression through talent points, not something gear gives or takes away.
Eight equipment slots, each with a dedicated stat domain — you know what a drop does at a glance. But the real power is in behavior mods: a jetpack backpack and a phasing backpack both go in the same slot, but they create fundamentally different characters. Loot doesn't just scale your numbers — it changes how you play.
Attacks commit you. Four targeting modes — cone, radial AoE, projectile, and hitscan — each with readable ground telegraphs. Enemy density scales from small groups to screen-filling hordes. Hardcore mode available for permadeath runs.
A vast corporate complex — half augmentation research center, half high-security prison — abandoned without notice. The corporation didn't shut it down with care. It just stopped thinking about the people inside. Analog and Cyborg players start in opposite wings and converge in the maintenance corridors below. What you find down there is worse than what either side left behind.
Genres
Stats
Languages: English
Related
Related
Trends
Price over time, from our own daily price tracking.
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.