Bomb Rush Cyberfunk cover
Bomb Rush Cyberfunk screenshot
PC Switch Steam
Genre: Platform, Sport, Adventure, Indie

Bomb Rush Cyberfunk

Patch 3

Patch 3 changelog:

- Fixed the 'auto-save' bug.
- Made quarterpipe multipliers reliable and fixed the ones in Hideout.
- A rail in Millenium Square no longer breaks your combo if you jump from it going upwards.
- Added missing wall collision to the ferry port to the pyramid.
- Closed a gap letting players miss a checkpoint on entering the Versum Hill court.
- Fixed Mataan dream death zone collision.

Patch 2 - Shuffle

In this patch we have some more general fixes lined up. Some specific places were breaking combo's due to faulty setups, happy to say those have been mostly eradicated. You can take a look at the notes for the full picture.

The main dish of this patch is the improved pause menu map that now shows Taxi Signs, Cypher Spots and Public Toilets. The toilets will be visible from the get go, but the Taxi and Cypher spots you will have to discover yourself first before they show up on the map. We've also included a counter for how much stuff you still have left to collect in the current stage. Think outfits, skateboards, music or graffiti.

Additions
Added voice lines for the Oldhead
Added Sjoerd Poldermans to the dance credits
Added map markers for available Toilets and discovered Cypher Spots and Taxi Signs
Added collectable counter
Added shuffle functionality to the Music app

Fixes
Coil now reappears in Mataan even if you haven't gotten his text yet
Red Felix appears in cyphers during appropriate sections in the game.
Fixed more spots that caused your combo to drop in Versum Hill and Mataan.
Fixed name of the Natas Spin trick.
Apply language text changes along with language selection.
Fixed collision issue in Mataan.
Fixed tankwalker target reticules sticking around on using a toilet.
Fixed NPC characters attacking turrets also teleporting the player.
Fixed Felix not using his spraycan in the final dream.
Fixed music and graffiti app not reopening in the same spot.
Fixed getting stuck when dancing or pausing in front of an opening bmx door.
Fixed Photo Generic achievement not unlocking reliably.
Fixed mixtape restarting on every stage switch.
Fixed missing support for unknown controllers.
Fixed a bug where the game would crash on startup when the Steam cloud was disabled.
Fixed a bug where the video settings of the PC would be applied to the Steam Deck, which would result in the Steam Deck version not launching.
Character Select is no longer dependent on the frame rate.

Physical Versions and OST on Vinyl

You there! Got a need for this game on your shelf? Or the Soundtrack on vinyl?

Regular retail versions (Switch/Xbox/PS5) will hit NA and EU stores December 5. (Japan stores next year)
And each box comes with this fancy set of 6 graffiti stickers:



Okay, but what if you don't want just any regular old retail version? We got you. There are exclusive physical editions that come with a few more extras on top of the sticker set:
  • different cover art from Kudaman
  • a slipcase of the original cover art
  • a booklet of all the in game graffiti pieces
  • Base and Jay DLC download code (NA only)
  • and also available as a PS4 version (unlike the retail ones)
Beyond that you can get the soundtrack on a 3xLP.



If you want to have an exclusive edition by Xmas (the 3xLP only ships next year), here are the times before which you need to order:
  • International shipping
      Sunday, Nov 12 11:59pm PST
  • USA shipping (or international with DHL express)
      Sunday, Dec 10 11:59pm PST
  • USA with USPS Priority or FedEx/UPS Express
      Sunday, Dec 17 11:59pm PST

Patch 1 Hotfix

Letting you all know we pushed this hotfix in addition to yesterday's Micro Boy patch. We are confident this patch solves the issue with people losing progress in rare situations due to exiting in an unexpected way leading to faulty save that made it revert to an old backup save. Of course if you want to be completely safe, we usually suggest using the quit buttons in the game to close the game (although we always slap ALT-F4 ourselves).

Fixes

  • Fixed auto save / loss of progress issues
  • Fixed intrusive / repeating garage unlock cutscenes that messed up in some situations

Patch 1 - Micro Boy

Hey everyone, Dion here. We had a crazy good launch so here's a big thank you from the team to you for playing our game. Looking at the numbers we can see people spend 10 to 12 hours on a comfortable playthrough, double that for a 100%. But we are also happy to see people going wild with mods to get even more out of the game.

In this first patch we focused on fixing mostly technical issues. Still, we managed to sneak a new app onto your flip phone: Micro Boy. I'll tell you right now it doesn't give you anything in the game, but you can't really have a flip phone without a good mini game on it in my opinion.



Other than that some ease of use of the game has been improved as well. Rest assured we plan to tackle the information shown on the map and pause menu among other things in an upcoming patch.

Additions

  • Added Micro Boy mobile game to the flip phone apps
  • Added a cypher spot to the Hideout
  • Added Knxwledge - hwbouths to the Bomb Rush Cyberfunk Soundtrack
  • Added album art to the Bomb Rush Cyberfunk Soundtrack
  • Added Paul Koster to Environment Artists in Credits
  • Added Localization teams to Credits
  • Added Benni the taxi driver's missing voice in taxi menu related cutscenes
  • Added OpenGL Core backend to Windows build
  • Added support for changing the movement controls and phone movement controls
  • Added a more explicit boost gate door to the intro of the chapter 3 dream


Fixes

  • Fixed the transition from Versum Hill to Millennium Square sometimes soft locking
  • Fixed combo multipliers not resetting when entering a Robo-post mid combo
  • Fixed certain building edges in Mataan considered safe to respawn on
  • Fixed the police heat sensitivity being overly high in chapter 6
  • Moved garage unlocks to be one chapter earlier so discovered movestyle colorways can be used earlier
  • Fixed getting REP for redoing a graffiti spot after another crew has gone over it again
  • Fixed movestyle garages not working when playing as the FRANKS
  • Fixed a graffiti spot on a high billboard in Brink Terminal that did not save
  • Graffiti at the end of races no longer disappear upon reload
  • Completed Combat Encounters are not set as REP target anymore
  • Fixed Felix's last 2 outfits unlocking before finding the collectables for them
  • Fixed a lot of faulty grind lines that were breaking combos
  • Fixed many issues with missing colliders in the environment
  • Fixed Nice achievement now also works with BMX and Inline Skates
  • Fixed the artist and title names on several small graffiti pieces
  • Fixed VSYNC setting getting saved incorrectly
  • Players should no longer be locked out of boss battle environments when they fall out of the level
  • Oldhead, Base and Jay show correct number of outfits in character select
  • Players should no longer be able to fall out of the chapter 5 dream intro
  • Map on phone should no longer show graffiti spots that are not yet available
  • Fixed Rise’s second challenge activating before the first challenge is completed
  • The game no longer halts execution when the game does not have focus
  • Increased speed at which you can skip a cutscene
  • Ensured player loads into the right scene after a crash during scene changes so that cutscenes and character/movestyles/phone app unlocks are not missed by any chance
  • Shader change for certain VFX used by enemies including turrets that caused crashes for certain players on older hardware
  • Fixed several memory leaks causing crashes

Game Director Interview

Hello, hello! Only one week left to go.

Until the game releases Friday next week, here is an interview with our game director Dion Koster - talking about the development, art, dancing, music and more.

Moving in Style

It's been too quiet here!

While we were heads down working on the game, that doesn't mean there hasn't been anything to share.

The big news: We have shown off a first public demo at a few local events. You can find bootleg videos of it around the net.

The team is going hard to get the full game ready for summer 2023. The rest of this year is all about bringing the main bulk of the game to completion, start to finish. Which leaves next year to tie up lose ends, side missions, localisation, polish, publishing and more. It's a tight schedule!

So let's take a look at something we've shown off in more detail with demo:

The way you move around in Bomb Rush Cyberfunk!


The game first started with only on foot action. But it has now grown to include skateboards, BMX and inline skates (read more about it from Dion Koster) :


With those new styles there are also changes to how they all work together.

You won't be grinding on your shoes in this game.

Instead you automatically switch to your current set of wheels on hitting a grind (or half pipe!). And trying to ride up stairs will bring you back on your feet. But you can also swap between the two at the press of a button!
So what sets wheels and feet apart besides different tricks and speed?
Why would you still bother to walk? Well, well!

You can slide while on foot. This is the only way to gain speed from boost lanes or passing under low gaps! And there is a special high jump available when you are not on wheels.
Each type of wheels also has something unique to them.
The skateboard for example is the only movestyle that can use a natas spin like this:
On to tricks and combos!

After you've covered another crews turf with your graffiti, you get to contest them on it in a score challenge.

So how does the scoring system work?

Let's start with the buttons.

How many trick buttons do you need? One? That's not enough. We are giving you three! Each one has a dedicated trick tied to it, for full control over your combo chains. Three tricks on the ground. Three tricks in the air. Three tricks on a grind. The more you mix it up, the better your score.
Not enough? There are also special boost tricks for each situation that reward more points.
Tricks will form a combo as long as you keep the chain going. You can extend them further by landing with a slide or manual. If you are coming from higher ground, this will also give you extra speed.
The next part is how you turn a combo into a real high score: the Multiplier.
You can run or ride on billboards and lean into hard corners on a grind.

Every new billboard or hard corner you hit during a combo will increase your multiplier by one. The more of them you can find and string into a single combo, the higher your score will be.


You got all that? Good. Until next time.


Second Teaser! ... Trailer?

A second teaser is coming

You heard that right! The team is cooking up a second teaser for you.

Until that's done we still have more to share though.
Starting off with one of the crews you will meet:

IT'S THE FRANKS





These stitched up B-Ballers are of mixed heritage and one of the neighbourhoods is their turf.


(can shaking preview from our animator and video producer @Kittomatic)

Next up a new licensed track for the game, accompanied by another crew from @TR_Dion:

Reso Spectres



And before we top this of with some of your work here is some more world building too!

All ahead a well dressed dog:


One of several arcade machine props conceptualised by @semdoller and modelled by @RemmersTim:


And an industrial building block - early concept by @TR_Dion and final model by @SunBunGames:


Fanart



The second collage with some of the great fanart we are receiving!


(from top left to bottom right: @MaxGrecke @dripeverywhere @casadastra_ @shenanisketches @G_Ray2001 @Loopersum @mlp_Double_Tap @ssssquash)


If you want to share your own art (not necessarily fanart!) and talk with others about the game, we've got dedicated channels for both of these things on our discord:


Sweet Progress

If you are subscribed to our newsletter or follow us on twitter you have already seen new content for Bomb Rush Cyberfunk. Here comes an amalgamation of some work in progress leaking through from the team!

Flip phone functions for navigation and messaging by @broodroost3r:


The underground shopping mall from our world art powerhouse @SolveigGames:



Big billboard illustrations and the penguin mascot Polo from @semdoller:



A new character to the cast from @TR_Dion: Rave



And if you need some more live action, @RemmersTim occasionally streams modelling and testing props in game on twitch:


Interviews



For more juice on what the game is all about, there are two interviews for you to read out there.

The first one comes free, in raw unedited Dutch at gamer.nl.

And the second one can be found in this month's Edge Magazine.


(fabulous photo from the interviewer, @JordanOloman)

Fanart



We've been quite blown away by the amount of fanart already out there and even more so by how quickly it's being made.

@TR_Dion: I swear they are sitting with pen and paper ready for when the 'Dion tweets a character' siren starts sounding

Here are some of our favourites, keep 'em coming!


(from top left to bottom right: @Tikifaceart @SMACKDILLYDOO @ChemUnderdose @resaliputra @SH0R0KEN @CasualRad @java_finch @koma5me_ppt @RealMean90)


If you want to share your own art (not necessarily fanart!) and talk with others about the game, we've got dedicated channels for both of these things on our discord: