Cyber Cult City cover
Cyber Cult City screenshot
Genre: Indie

Cyber Cult City

Quick Fix 1.2.1

V 1.2.1


  • Fixed an exploit that allowed you to duplicate perks infinitely.
  • Stat card upgrades and perk upgrades now look different so you can more easily decide at a glance if you want to hack it(reroll it).

Small Update 1.1

V 1.1


  • The damage output of “Boarder” enemies(the hoverboarding guys with swords) has been reduced by more than half.
  • Secret passages found under trees no longer appear in the Market.
  • You can use the ‘TAB’ key to open your cards menu now. This has been added to the tutorial.
  • Fixed a crash that could be caused by turret vision cones not finding their turret.
  • Hostage situations no longer appear near the player’s landing position.
  • Fixed an issue that would cause the difficulty to change to easy when selecting retry after dying or selecting continue from the main menu after backing out of the level select screen.
  • After dying the retry screen pops up less abruptly and added subtle music.
  • Removed a loading screen tip that is no longer relevant.
  • Ui resolution fix that may help if you had a slight ui offset issue when running at anything other than 1080p. I do not think this fix will help if you’re having issues on a 4k monitor. Please let me know, as this is something I’m working on.

Version 1.0 of Cyber Cult City is Live!

Immersive sim inspired action roguelike Cyber Cult City is out now!

Community plays Cyber Cult City and Chat with Developer

I'll be chatting with community member Bobby on launch day while he plays the game. I'll be explaining how some of the game works and we'll see how many times he dies.

Pre-release V 1.0



  • Mission modifiers. I’ve added a bunch of modifiers that can change how you play. They can be positive or negative and usually there’s more than one affecting your mission at a time. For instance, sometimes you may have a modifier that makes enemy bullets more powerful, but also modifier that gives Cyborgs less health. Some combinations of modifiers will only show up in later sectors.

  • Modifiers will show up as small nodes connected to levels on the mission select screen. You can hover over them to see what they do. Here’s a list of what may show up.


    • Fragility: Enemies have less health

    • Neon Haze: Thick fog limits your view

    • Lucky: You’re feeling lucky

    • They Live: Cyborgs come back to life as clones(once you kill the clone they’re done for good)

    • Late Shift: Less Cyborgs

    • Armored: Cyborgs have more health

    • Cred Bags: Cyborgs drop money when hit

    • Big Guns: Enemy bullets do more damage

    • Cloaked: Chance for Cyborgs to be cloaked, making them harder to see

    • Respite: Fully healed at the beginning of the mission

    • Recharge: Battery fully charged at the beginning of the mission

    • Restored: Fully healed and battery fully charged at the beginning of the mission

    • Party Time: More Cyborgs

    • Brainy: Double research points

    • Flammable: Cyborgs burn easier

    • Fire Proof: Fire resistant Cyborgs

    • Cold Front: Cyborgs freeze easier

    • Thick Skin: Cryo resistant Cyborgs

    • Conduit: Cyborgs electrocute easier

    • Grounded: Wattz resistant Cyborgs



  • Added a new NPC you may run into that’s looking for her sister.
  • Added a new NPC that wants to meet up later.
  • Added tutorial pop-ups that will show up on the level select screen when certain early game parameters are met. These are for brand new players, but will show up if you’ve played before one at a time after each mission until they are exhausted.
  • Added subtle ambient music that plays when no enemies are nearby.
  • Added a new dynamic track. This one, like the other two dynamic tracks, increases with intensity when near, nearer and then engaging enemies.
  • Fixed a very specific collision issue where you could get yourself stuck in a wall when attacking a tree and leaning against a building.
  • Nano bots are only created through their related perks. I feel like having them on the giant fans with no context added confusion. You would have a halo of them shocking and freezing enemies around you with no explanation, which the equipped perks gives.
  • Removed the tents from homeless camps and replaced them with sleeping bags. The tents were usually near buildings and trees, so adding all that extra collision ended up being annoying. The sleeping bags have no collision.
  • Electric Barriers that spawn on main roads only have a chance of showing up after Sector 1.
  • Generators are smaller.
  • Fixed a bug that would cause the ‘Static Cloud’ mine perk to last infinitely when you had more than one stack.
  • The melee perk ‘E-Burst’ no longer travels through walls.
  • Changed text when hacking a console that can damage cyborgs and added screen shake to the event.
  • ATMs no longer display ‘Need Key’ when you only have one key.
  • A certain NPC will no longer reveal generators on the map. He was not meant to.
  • Fixed an overlapping NPC issue with the homeless camps.
  • Money is slightly harder to come by on all modes.
  • Health items were 50% less common on hard and adept modes, they are now 60% less common.
  • Hack-able heat grates and bot hatches no longer spawn at homeless camps.
  • Minor changes to the enemy AI.
  • There is now a short delay before being able to select options on the death screen to avoid accidental input.
  • Boxes will no longer spawn on enemies.
  • Fixed many minor issues and some graphical issues.
  • Fixed some typos.



Beta 8



  • General stat clean up. This is something I’ve been waiting to do until I was sure about stat caps and how they would function in the code. There were many unfinished aspects to the stat system. From the way they were displayed, to the way they functioned. This has been polished. All displayed stats are now saved properly. Stat functions are now working as you would expect by looking at them.


    • Under the hood stat functionality is now consistent with the displayed stats on the weapon cards.

    • Resolved issues caused by certain stats going into the negative.

    • Stats are now color coded on your weapon cards. When stats are below average they are in red. When they are average or above they are blue. When stats are at their cap they shimmer.

    • The range stat on all weapons caps at 50.



  • Melee polish.


    • The ranged and speed stats for your melee weapon now actually matter.

    • Melee is less chaotic when you have two stacks of the ‘Quick’ perk.

    • When having high range or the ‘Quick’ perk your sword swing will register until the swing is fully finished.

    • You were able to get stuck in objects when swinging directly towards corners or when having objects directly behind and in-front of you when swinging your sword. This has been fixed.


  • Ranged ‘Range’ stat has been lowered slightly.

  • Cool down for both your ranged and melee weapon is twice as fast now when not aiming.

  • Enemies won’t spawn in tents or trees anymore, which they did(rarely) before.

  • Dead turrets and drones no longer have a hack prompt.

  • New load screen tips.

Beta 7

Beta 7


Market revamp, keys, hostages, ATMs, roof stashes and more!


  • Market revamp.


    • Upgrade perk booths. Buckets next to the Ranged, Melee, Board and Body booths allow you to donate credits to increase their stock. Your donations are persistent; amount donated carries over between runs. Each booth starts out with one perk option. Donate 2000 credits to increase the stock to two and 4000 to get the stock to three.

    • After finding and interacting with a particular nurse, she will be able to heal you for a small donation at the market. Once found and interacted with she will be available at the market every run.

    • You need to rescue the drone parts dealer to have access to his services. Once rescued he will be available at the market every run.

    • You need to first rescue the explosives dealer before having access to his services. Once rescued he will be available at the market every run.

    • Market guards no longer pester you by following you around if you haven’t attacked them during your current run.

    • New assets and a remodel.


  • Keys are a part of the game again, but are used differently than before. They are rarely found in trash, by paying the wishing well, in explosive crates, hack-able crates and regular loot crates.

  • You may run across caged citizens. You can free them for a reward if you have a key.

  • ATMs may be found inside buildings. They allow you to use one key per try, in hopes of getting a large sum of credits. You can use these as many times as you want until you get a payout.

  • New loot chest that requires a key to open.

  • New rare loot chest that requires two keys to open.

  • Rooftop stashes. You may now come across loot bags on top of buildings that can only be retrieved by knocking them off the building while sliding across the rooftops on your hoverboard.

  • You may now run across a hostage situation. Saving the citizen involved will earn you a reward. These only have a chance of showing up during certain mission types.

  • Health items are half as common when playing on hard or adept.

  • There are four new achievements relating to upgrading the perk booths in the market.

  • Button for the wishing well is hidden when hovering over other interactive opportunities to keep from accidentally triggering the wrong interaction.

  • Because of some issues not worth explaining, I have had to go through and change the code for every single audio cue in the entire game. Although this was a HUGE pain, I’m glad I had to do it because I found that the audio levels to many sounds were not tied to the audio level set by the player in the options. That is now fixed.

  • There were several instances where music wouldn’t play when it should have. This has been fixed.

  • You only get a loot crate at the beginning of a new sector now after unlocking the relevant research.

  • Your drone’s bullets no longer cause knock-back to enemies.

  • The body perk ‘Opportunist’ now can activate on any hack-able object.

  • The body perk ‘Opportunist’ no longer give infinite free loot when beginning a hack on an upgrade.

  • The ranged perks ‘Key Frequency’ and ‘Burst Shot’ are now properly working when using a controller.

  • The ranged perk ‘Burst Shot’ now works when on the hoverboard.

  • Key and drone part amounts are no always displayed next to your cash during missions.

  • Locked loot crates now show up on the mini-map when you have the relevant drone mod. Before only unlocked crates were showing up.

  • VIP cell button can be activated by holding ‘B’ button or space bar in the same way hacking works.

  • Health bars on destructible generators have been placed higher.

  • Fixed two possible crashes that could happen during the intro after the last engine update.

  • Added a ‘Credits’ button to the title screen.

  • You can no longer pause during the intro text.

  • Gave all interface buttons a consistent appearance.

  • Added a few new tips to the loading screen.

  • Some optimization.

Beta 6

Beta 6



  • Nanobots. These hang out around the giant fans. You can attract them by getting near. Once attracted they will orbit you until you are near an enemy and off your hoverboard, at which time they will attack a nearby enemy. There are four types; default, fire, ice and wattz.

  • New Hoverboard Perk: Static Momentum. Creates electric projectiles while moving quickly on your hoverboard. Each stack creates two more projectiles with a limit of three stacks.

  • New Hoverboard Perk: Nano Attractor. Attracts nanobots while sliding across rooftops. The more stacks the more nanobots attracted up to three stacks.

  • New Melee Perk: Hidden Star. Release a ninja star that orbits, then attacks while aiming your sword. There are three stacks. Each stack adds another ninja star.

  • New Ranged Perk: Key Frequency. Bullet frequency is tuned to create a chance at attracting nanobots. Greater chance per stack up to three stacks.

  • New Thrown Perk: Nano Grenade. Grenades release nanobots when thrown. More are released per stack for a total of 10 at three stacks.

  • New research unlocks a bonus loot crate at the beginning of every new sector.

  • Wattz has been totally revamped. There were several issues with the weapon damage not lining up with it’s wattz stat. This has been resolved. On top of that, damage from lightning bolts created by electrocuted enemies has been reworked.

  • “Bomber” cyborgs can now be rewired to fight for you. They cost 75 battery to hack now since they one shot everything they attack.

  • The cursor(hand) when entering a rest stop game is now positioned near the right of the screen instead of the left side when entering. This was causing some issues when using a controller before.

  • The trap perk “Defender” no longer shoots explosive bullets when the player has the ranged perk “Explosive Shot”.

  • Fixed tons of text alignment issues introduced in the last engine update.

  • The Engineers in sector 3 now use the appropriate sprite when on their hoverboard.

  • Enemies will stop attacking your drone when it’s in need of repair.

  • Homeless camps no longer spawn in buildings.

  • Basketball courts will no longer spawn inside buildings.

  • Static NPCs no longer hang out inside of each other.

  • NPCs will not get stuck in boxes.

  • Fixed some graphical anomalies introduced in the last engine update.

Quick Fix Beta 5.1

Beta 5.1


  • Many small changes due to a GMS 2 engine update that caused crashes and other issues. Please let me know if you run into any issue I missed.

  • The wall seperating sector 4 and 5 has been removed.

  • NPC and player dialogue text is easier to read on similar colored backgrounds.

  • NPC spawn rates have been tweaked.

  • Changes to some of the artwork.

Beta 5

Beta 5


  • Recon is what I’m calling the new bestiary. On the mission select screen you can now look through entries with descriptions and elemental resistances for all enemies you have defeated by clicking on the "Recon" tab.

  • New rest stop mini-game. In this mini-game you need to throw ninja stars at cyborgs while avoiding mothers holding babies. Hit a mom and you get a stat reduction on one of your weapons. Hitting a Cyborg gives you a stat increase. You have six chances.

  • New Ranged Perk: Override: Chance for your bullets to hack Cyborgs. Up to three stacks for a total of a 30% chance at max stacks.

  • New Ranged Perk: Burst Shot. Adds another bullet per stack to each shot fired. At the maximum three stacks, you will shoot a burst of four bullets each shot fired.

  • New Melee Perk: Shared Pain. Standard melee attacks on a Cyborg will also damage a nearby linked Cyborg. One stack applies half your melee physical damage to the linked Cyborg, two stacks applies full physical melee damage.

  • New Body Perk: Knowledge. Injector attributes are known without needing to inject them first. Replacing this perk after equipping it will cause you to forget all injector attributes.

  • Get a Second Chance. You can now find very rare “Second Chance” items. Find 4 of these and you will be able to recover from death one time. Found pieces will be displayed on your HUD next to your HP.

  • New NPCs you may run into like to gamble. Pay them 100 credits and cross your fingers for good loot.

  • Preforming a melee attack on a car before hacking it will leave a trail of fire in it’s wake.

  • The coin toss mini-game now decreases a weapon stat when you miss.

  • Tweaked many enemy elemental resistances.

  • I’ve removed the Keys tab from the level select screen. This feature was never meant to stay in the game. It was meant as a place holder before I had added other features.

  • Made new music for the coin toss mini-game, the diner and the ninja star mini-game.

  • Updated the artwork for several enemies.

  • Added tips to the loading screen. Currently there are more than thirty.

  • There is a slight delay before being able to hack, inject, speak, etc to prevent accidental interactions. This keeps you from accidental interaction when unpausing the game with the B button as well.

  • Added some new interiors.

  • Tweaked the way the ranged perks “Penetrate” and “Smart Bullets” work when combined. Mostly noticeable with when your range stat is higher.

  • The body perk “Hacking Pro” has been updated to fix some issues and tweak the amount it reduces hacking costs on various objects for each stack equipped. Also the stack cap is now two instead of three.

  • The melee perk “Focus” no longer works when on your hover board.

  • NPC text no longer overlaps.

  • You can now use the escape key or B button to rejects perks and stat cards.

  • Added UI buttons to the weapon card screen you can use to flip through your cards instead of having to use the mouse wheel or controller bumpers if you prefer not to.

  • Health, battery, grenades, mines and cash are now all displayed on the mission select screen.

  • Some aesthetic changes to some of the mini-games.

  • The hover board now leaves a trail when aiming.

  • The player’s arm is no longer able to move 360 degrees after letting off the aim button while on the hoverboard.

  • Hoverboarding enemies no longer loop their sword attack sounds when not attacking.

  • Increased the selection box size on the “Hard” difficulty interface button. You had to click on the left side of it before.

  • Some minor optimization.