Bomb Rush Cyberfunk on Steam - User reviews, Price & Information

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Bomb Rush Cyberfunk is 1 second per second of advanced funkstyle. Battle rival crews and dispatch militarized police to conquer the five boroughs of New Amsterdam. Become All City.

Bomb Rush Cyberfunk is a action, 3d platformer and stylized game developed and published by Team Reptile.
Released on August 18th 2023 is available only on Windows in 9 languages: English, French, Italian, German, Spanish - Spain, Dutch, Japanese, Portuguese - Brazil and Russian.

It has received 13,387 reviews of which 13,120 were positive and 267 were negative resulting in an impressive rating of 9.5 out of 10. 😍

The game is currently priced at 39.99€ on Steam, but you can find it for 1.16€ on Gamivo.


The Steam community has classified Bomb Rush Cyberfunk into these genres:

Media & Screenshots

Get an in-depth look at Bomb Rush Cyberfunk through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • OS *: Windows 7
  • Processor: Intel Core i3 2.5GHz or AMD Phenom 2.5GHz
  • Memory: 4 GB RAM
  • Graphics: NVIDIA GeForce GTX 460 or ATI Radeon HD 5850
  • Storage: 2 GB available space
  • Sound Card: Naganuma compatible
  • Additional Notes: Intel onboard video cards are not recommended

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

April 2025
The game is surprisingly good, never trust Redditor who said the level design is ass.
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Dec. 2024
Man, I love this game but part of me wishes it was... harder. That you could go... faster. I never really felt pushed, in fact it was the opposite. I had to hold MYSELF back to keep things interesting during the main campaign. On top of that, the lack of speed, the inability to lose control, and the loosely defined, overabundant and overly rewarding "Hard-Corners" takes more than a bit of the edge off of what I consider to be an otherwise great score attack game. The Cops do a little something to add some bite back, threatening to end your combo prematurely should you fail to navigate and... "negotiate" them properly, though admittedly, they are more of a nuisance if there's a specific route you're trying to take. As for things like story, music and aesthetics I feel like the game NAILS these. Not to say the story is particularly complicated, but it does enough to keep you wanting to get through it. The music is a... mixed bag for me specifically. Might've help if you could make playlist, or loop a song automatically, or if the music didn't automatically turn on upon loading into the map. Sometimes I just want some quiet, y'know? Aesthetics are... Well you saw the store page. Like what you saw? It's what you're getting for nearly the whoooole game. So thoughts overall: Good game. Bit on the easy side, but the vanilla experience is good enough to get MOST people through the campaign at least. If that's all you want, or if you don't care about difficulty, or you plan on trying out those cool mods you saw, then I do recommend this game. Just don't go in expecting Tony Hawk's Pro Skater, or Skate 4, or whatever. This is a game for the casual player first and foremost.
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Aug. 2024
For an indie game, BRC is an incredible piece of work that shines brightly in many aspects. The multi-tier police system is an absolute gem and their AIs are fun to play with, adding a unique layer of excitement to the gameplay. The art style is stunning, the quirky storyline is engaging, and the music, though a tad repetitive, sets a good atmosphere. There's a lot to appreciate, especially the abundance of items to discover in each map, and the overall humor found at each step of the game. However, there are a few features that left me feeling like I was playing a pre-release version. This is mostly because the core mechanics are so strong and well-executed, with the game only lacking some finishing touches. The fight mechanics, for instance, could have felt more polished with a few adjustments: The police don't have a life bar, making it impossible to track damage. I have access to three buttons that all do the same thing, and jumping, sliding, or boosting into enemies also deals damage. This lack of differentiation means I can spam any button on the controller and fight with minimal skill. The game actively discourages fighting because the only outcome possible is more trouble for the player. When things get too heated, changing clothes, leaving for the hideout, or having a game over (a convenient game over!?) resets the situation. I would have loved to fight to help clear out all types of police. It would have made for epic battles to be able to leave trails of injured police and broken equipment all over the map. However, most police infinitely respawn, which I found unrewarding and the biggest missed opportunity of the game. Using graffiti finishes to make them retreat temporarily so I could continue my borough more peacefully would have been so fun! I just can't wrap my head around the fact that so much effort was put into the police mechanics only to create a game design that encourages the player to avoid them at all costs. The lack of challenge is a common issue in the game, in my opinion. The figures' controls also suffer from redundancy, with three buttons feeling like they serve the same purpose as if two of them weren’t implemented yet. Even the final boss is way too easy and feels like an unfinished concept (you guys did so incredibly well with the DJ fight just before, what happened there? I read some people didn't like the lack of clarity, but I enjoyed feeling puzzled). The game could benefit from stronger side quests, actual races (there are just a couple of 30-second sprints during the story, and 2 outside of the story with one of them having an obvious extreme shortcut), more gang fighting techniques than just point competitions, and use some of the game mechanics a little more like the boost feature that is underused. Some other details could be improved, like it's unclear why I need to remove my skates to slide under obstacles outside of the developer running out of buttons on the controller, and why I am going much faster when sliding on concrete than on railings. I see I can use a boost to score more points but I am never properly explained how, while there are dozens of times where I am shown by the game how to wall ride a sign. It is unfortunate there are no new clear game mechanics that need to be learned past 10% of the progression to clear chapters? (In JSRF you learn to do an "Air" only mid-game for instance, and by the time you reach the final boss you have skills that you didn't dream of having at 20% of the game). I finished the story without knowing how to do a high jump, understanding the carpet slide mechanic, using any ride specialty feature, and more! That is a problem in my opinion because that means some time and effort was put into developing these features and they were then seriously underused. I would have loved to use these in the story and only perfect them post-game. This leads to my main grievance, which is that the gameplay feels a bit too straightforward and linear, moving from borough to borough in almost perfect order without much deviation in the storyline, and in turn, it makes the game overall feel short. It would have been fun to have to revisit some boroughs in the late game for other purposes. Even Millenium Square which is described as "the center of the city" needs to be explored only once. Instead of making so much of the story happen in bunches all at once, it could have been told more slowly to give an excuse for the player to stay a little longer in New Amsterdam. Despite these shortcomings, BRC is a gem with a lot of potential. With a few improvements to the very strong game mechanics already in place and a bit more challenge, it could truly shine as one of the best indie games out there.
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July 2024
This game...is okay. I've replayed it about 2 and a half times and I can say that it satisfies my itch for a spiritual successor to the Jet Set Radio games. GAMEPLAY: The Good> If you've played Jet Set Radio, you know what to expect. If you haven't, it's a game about styling and graffiti spraying on bikes, skates, and boards. A majority of the fun of the game is about mastering your use of the controls and pulling off better stunts as you get better at the game. No level ups or unlockable abilities. It's all about what you know and how you use it. There have been a few, I will call, "upgrades" to the way the Jet Set series does controls. You feel more in control of what your character is doing with things like the rocket jump. There are even mechanics in the game that are never directly stated you can use. It carries that fun from old games before brow-beating tutorials were the standard, where there was an element of discovery to the game. The graffiti was also commissioned by a fine selection of artists, and a lot of them, so you can find very cool designs to collect. The Bad> For a game where movement is the end-all-be-all...it feels slow. There are very few times where the game wants to take a risk and/or plunge you into something extremely challenging. It feels like the game wants you to learn it at a slow pace until you have everything down. Then when you've learnt it, you've beat it, and the post-game doesn't have enough content to keep you interested in continuing a playthrough. A game like this should have more surprises just for the lulz and more variety in missions and content to justify the depth in the mechanics. The Ugly> The focus seems to be on what is happening on the rails (styling) as opposed to your skill in maneuvering on those rails. You'll notice that there are very few options for accessible alternative routes, which means you'll be going in circles over, and over, and over again, significantly reducing it's replayability. ESPECIALLY harming the post-game. MUSIC: The Good> The music is phenomenal. I expected the soundtrack to fall short of the gameplay, but they have outdone themselves with the roster, even bringing Hideki Naganuma out of Funk retirement. It is mostly a blend of futuristic funk and rap. It is much more listenable than I had expected. The Bad> I, personally, think they dropped the ball by not including more 2Mello tracks into the game, but they picked his best for the game, so it's fine, I guess. The Ugly> There is an absence of punk and alt-rock in the soundtrack. A game that leans heavily on it's fight-the-system, anti-conformity aesthetic and movement based gameplay should NOT be without a heart-pumping punk song or two. With the abundance of online artists and bands that'll take a gig for a couple benjamins, this is inexcusable. It makes the game feel slower and more boring than it, in all reality, isn't. GRAPHICS: The Good> The cell-shading is fantastic. It's a style that is not used as often or effectively as it can be, and this game applies it amazingly. Everything holds a cartoony style that blends with the landscape without being washed out. Very nice use of colors. It also doesn't require a quantum-computing graphical unit to play. The Bad> Not much bad to complain about. If you don't like the semi-blocky look of characters, that may be a turn-off, but it adds to the style of the game. The Ugly> again, Not much ugly here. It is does what it does well graphically what it sets out to do. STORY: The Good> The story is unique. I will not go into detail with the actual story, only summarized pieces without spoilers and how it works with the game. It sets the plot well at the beginning. You are hunting for your lost head in a futuristic urban setting. It's an okay premise that gives the character a simple motivation and leaves the character open to be explored and develop as the story progresses. There is also a battle for control of the city that you need to partake in for various reasons involving the mystery of who you were. The parts of the story that take on a psychological exploration are on-point, cool, aesthetic, trippy...They are awesome. The Bad> There is so much story that is condensed for the sake of gameplay, and what is not condensed is shown to you through cutscenes. There is no attempt at telling the story through creative means, and there is a LOT that is not explained accurately, if at all. If murder is an actual threat on the streets, what prevents groups from going into all-out war? Good faith? Why is tagging (graffiti) the respected way to take territory? Who are the old-timers? Why are they trusted to judge competitions for territory? because they are old? What even is the history of New-Amsterdam? Why is it new? There is so much potential for story that is sacrificed upon the alter of Plot. It's disappointing, but leaves a lot of potential for a sequel (when it really shouldn't). The Ugly> The dialogue is the worst written in the history of fanfiction. There are animes with better written english dialogue than this game. Every character feels like a hollow shell or a puppet reciting tropes for the sake of fitting into every scene. "I" could've written better dialogue. It's that bad. I ended up skimming the main points and skipped most of it just so I wouldn't have to read it all. I never bothered to read it on my second playthrough. OVERALL: It's a fun game with MASSIVE potential for sequels and improvements. I can't recommend it at full price unless you just want to show love and support for the developers, like I did. If you have an itch for a Jet Set Radio scratch, it'll scratch ya. Don't expect anything mind blowing, but go into it with curiosity, and you'll find the fun in it.
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June 2024
Things this game is good at: - Wonderful to look at - Moving around is fluid, responsive, and feels fun - The story starts strong - I've heard a variety of opinions on the levels but I actually really like all of them - This soundtrack has some absolute bangers on it I still come back to - I'm just so happy to be playing a spiritual successor to JSR/JSRF Things I wish this game did better: - The combo system is not especially deep which became very apparent when getting the score-based achievements. This game leans harder into Pro Skater style combos than its spiritual predecessors but without Pro Skater's escalating balance system the combos become a theoretically infinite test of patience. This especially rears its head in turf battles, and makes the whole game a bit too easy - In tandem with the above point, the movement system is just a little too constrained for my taste. The MovementPlus mod can get a little extreme in the opposite direction where you're moving at insane speeds in levels clearly not designed for it, I would have loved to see a version of this game with pace of movement somewhere in the middle and levels designed for that level of speed - There's a lot of elements that fall juuuuust short of the mark to me. The story totally fumbles its last act, the OST has more good than bad but with some hard misses, and the character designs are a real mixed bag - The combat just does not belong Overall? Worth. Happy to see this game out and receiving such a positive reception. Fun to play and a great modding community to boot. Despite its issues I still really enjoyed it
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Frequently Asked Questions

Bomb Rush Cyberfunk is currently priced at 39.99€ on Steam.

Bomb Rush Cyberfunk is currently not on sale. You can purchase it for 39.99€ on Steam.

Bomb Rush Cyberfunk received 13,120 positive votes out of a total of 13,387 achieving an impressive rating of 9.53.
😍

Bomb Rush Cyberfunk was developed and published by Team Reptile.

Bomb Rush Cyberfunk is playable and fully supported on Windows.

Bomb Rush Cyberfunk is not playable on MacOS.

Bomb Rush Cyberfunk is not playable on Linux.

Bomb Rush Cyberfunk is a single-player game.

There are 2 DLCs available for Bomb Rush Cyberfunk. Explore additional content available for Bomb Rush Cyberfunk on Steam.

Bomb Rush Cyberfunk does not support mods via Steam Workshop.

Bomb Rush Cyberfunk does not support Steam Remote Play.

Bomb Rush Cyberfunk is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Bomb Rush Cyberfunk.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 15 June 2025 00:37
SteamSpy data 06 June 2025 16:27
Steam price 14 June 2025 20:35
Steam reviews 12 June 2025 07:48

If you'd like to dive deeper into the details about Bomb Rush Cyberfunk, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Bomb Rush Cyberfunk
  • SteamCharts - Analysis of Bomb Rush Cyberfunk concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Bomb Rush Cyberfunk compatibility
Bomb Rush Cyberfunk
9.5
13,120
267
Game modes
Features
Online players
153
Developer
Team Reptile
Publisher
Team Reptile
Release 18 Aug 2023
Platforms
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