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CyberCorp on Steam - User reviews, Price & Information

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Brutal fast-paced isometric Co-op Loot Shooter in Cyberpunk world. Equipment-based combos. Exotic Weapons and Armor. Easy to start, hard to master. Play solo or with friends.

CyberCorp is a top-down shooter, twin stick shooter and top-down game developed and published by Megame LLC.
Released on April 22nd 2025 is available only on Windows in 14 languages: English, Russian, French, Italian, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Simplified Chinese, Thai, Turkish and Ukrainian.

It has received 322 reviews of which 266 were positive and 56 were negative resulting in a rating of 7.7 out of 10. 😊

The game is currently priced at 14.79€ on Steam, but you can find it for 11.22€ on Eneba.


The Steam community has classified CyberCorp into these genres:

Media & Screenshots

Get an in-depth look at CyberCorp 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
  • Requires a 64-bit processor and operating system
  • OS *: Windows 7 (64-bit)
  • Processor: Intel Celeron / AMD Phenom
  • Memory: 4 GB RAM
  • Graphics: Intel HD 4000 / Radeon R3
  • Storage: 6 GB available space

User reviews & Ratings

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

7 hours played
Aug. 2026
Great game with bad pacing and worse writing. You literally have to steal secret documents from the secret department. It wouldn't be so bad but you have to slog it all to get to the good endgame. 3/5
11 hours played
June 2026
CyberCorp is a stylish cyberpunk action RPG that combines twin-stick shooting with a loot-focused progression system, delivering a fast and energetic experience set in a futuristic world dominated by powerful corporations. Developed and published by Megame LLC, the game places players in the role of an operator who remotely controls combat units sent into dangerous urban warzones. This premise provides a fitting backdrop for a game built around intense firefights, equipment customization, and the constant pursuit of stronger gear. The most impressive aspect of CyberCorp is its combat. Battles are quick, chaotic, and highly dependent on movement and positioning. Enemies attack aggressively, encouraging players to stay mobile while making full use of their weapons, abilities, and equipment bonuses. The controls feel responsive, and the isometric perspective offers a clear view of the battlefield, allowing players to react quickly to incoming threats. Every encounter becomes an opportunity to experiment with different tactics, whether focusing on raw damage output, defensive survivability, or specialized status effects. Progression is deeply tied to the game's loot system, which serves as the core motivation for long-term play. Missions reward players with new weapons, armor pieces, modifications, and upgrades that can dramatically alter performance. The variety of gear encourages experimentation, and discovering combinations that work together effectively is one of the most satisfying parts of the experience. Rather than simply increasing numbers, many items contribute to unique build possibilities that can significantly change how combat feels. This constant cycle of collecting, upgrading, and optimizing creates an addictive gameplay loop that fans of action RPGs and looter shooters will immediately recognize. CyberCorp's cyberpunk setting also contributes greatly to its appeal. Neon lights, futuristic architecture, advanced technology, and corporate-controlled warfare create an atmosphere that feels authentic to the genre. The environments may not always be groundbreaking in design, but they consistently reinforce the game's dystopian themes. The visual presentation balances style and functionality well, ensuring that combat remains readable even when the screen fills with enemies, effects, and projectiles. Cooperative multiplayer adds another layer of enjoyment. Playing alongside friends makes missions more exciting and introduces opportunities for team-based strategies. Different builds can complement one another, allowing groups to tackle challenges more efficiently while enjoying the satisfaction of shared progression. The cooperative component feels like a natural extension of the game's design rather than an afterthought, and it significantly increases replay value for those who enjoy multiplayer experiences. Fortunately, solo players are not neglected, as the game remains fully playable without requiring a team. Despite its strengths, CyberCorp does have some limitations. Mission objectives can begin to feel repetitive after extended play sessions, particularly for players focused on grinding for the best equipment. The game's indie origins are also noticeable in certain areas, including content variety and overall scale. While the core gameplay remains engaging, some players may wish for a larger selection of environments, enemies, and activities to support the lengthy progression system. These shortcomings do not undermine the experience, but they do prevent the game from reaching the same level as the biggest names in the genre. What ultimately makes CyberCorp successful is its understanding of what makes loot-driven action games enjoyable. It delivers satisfying combat, meaningful character progression, extensive build experimentation, and a visually appealing cyberpunk setting. The game does not attempt to reinvent the genre, but instead focuses on refining familiar mechanics into a cohesive and entertaining package. Players who enjoy top-down shooters, cooperative gameplay, and the thrill of hunting for powerful equipment will likely find plenty of reasons to keep returning. Rating: 8/10
26 hours played
Dec. 2025
This is a pretty middle-ground review that leans towards "recommended". If you are like me and love the rare twin-stick-shooter aRPG then CyberCorp is worth looking into. This is quite similar to Housemarque's "Alienation" game. It leans more into looting and "buildcraft" than Alienation did, but doesn't feel quite as good to play. I'm going to focus primarily on feedback and gameplay-feel. Game-feel is a bit all over the place. On the one hand, shooting with the various gun types does generally feel good. Unfortunately hitting things does not. Enemies do not register hits particularly well, especially powerful ones. They don't flinch, knockback is almost nonexistent, and explosions don't knock them down. They ragdoll on death and that's it. This bad feedback issue is at it's worst when it comes to the games novel "style meter" mechanic. It's similar to Devil May Cry's mechanic of the same name, but tied to things like active reloads, slide dodges, multi-kills, and most importantly, finishers. The higher your style (from D-S) the more leeway you get with active reloads and the less damage you need to inflict on enemies before you can perform a finisher. This mechanic works really well at increasing the pace of combat! -but the issue is that the finishers have all the impact of watching a 4 year old smash action figures against each other. The zoomed out presentation, the lengthy and sometimes very sloppy animations just make every finisher feel like an awkward mid-combat pause and not a triumphant mini-victory. Frankly, I think finisher animations should just be removed (but the instant kill mechanic remain), or replaced with faster, flashier ones that need more particles or visual effects to sell their importance. I would even argue for something like a Shinobi style finisher where ALL enemies at the HP threshold are killed in one finisher. This would prevent the annoying (but safe) tactic of tapping "A" over and over on a group of weak enemies so you get to stay invincible during the lengthy animation. The game also suffers from being a looter-shooter with extremely boring end-game content. The exotic weapons are typically more hindered than helped by their gimmicks, and there's little incentive to do anything but grind the same handful of missions over and over. Some of these missions randomize enemy spawns, but most do not, and the end result is an aRPG in desperate need of some kind of endless or lengthy randomly generated dungeon.
20 hours played
Nov. 2025
TLDR:- A fun looter shooter, with a lot of customisation, made by a small & active dev team. Worth full price. Good enough for ~20 hours, but it offers more if you want an end-game grind to perfect your build. - The game is broken up into main misssions, with some randomised side missions and boss fights made available as you progress through the game; all missions can be repeated to grind for resources and specific loot. Missions can also have random modifiers to change up every mission run slightly. - Story bits are peppered into in the main missions, in between missions, and in the home base, overall it's very light but serviceable. - The visuals may not seem flashy and high-fidelity, but the colour-palette and art-style fit the cyber-punk aesthetic. - The music is decent, guns sound punchy and impactful; I didn't find the sound lacking in any way. - The game plays well with a controller, but the menu UI could be a bit more distinct and clear. - Some maps on randomised side missions might be repeated, but the enemy is varied and the missions are over quickly enough to not be an issue. - You can increase the difficulty in all missions for more rewards, and also increase specific loot drop chance (by paying standard currency). - There are a lot of skills and gear to choose from, and the guns in each category feel varied enough. - Transmog exists, and you can freely change the appearance and colour of your armour and even your guns. - There is good build variety with all the equipment, skills and unique effects of rare gear. You can modify armour/weapons with buffs and effects and it has a small cost, though I wish it was free, to allow easy and convnenient build-crafting. - The end-game is grindy because higher level skill card upgrades require a lot of resources, and you'll want to be chasing specific gear and skill card drops to round out your build. - The devs seem to listen to feedback and add and change some things. The game is also updated frequently for an indie title. It's fully released and still receiving updates, so kudos to the dev team. I bought the game at a -20% discount, but I had enough fun that I would've been fine paying full price. It may seem a bit janky at first, but it's entertaining once you get into it, and for this price you shouldn't expect AAA levels of polish. If you're intrigued by the game, you should definitely give it a try, just remember to keep a timer for 2 hours and play it within 14 days of purchase (for easy refunds).
33 hours played
Sept. 2025
Warning weary gamer, the spirits of Cyberpunk, Syndicate and Satellite Reign.. reside here

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Frequently Asked Questions

CyberCorp is currently priced at 14.79€ on Steam.

No, CyberCorp is currently not on sale. You can purchase it for 14.79€ on Steam.

Yes, CyberCorp received 266 positive votes out of a total of 322 achieving a rating of 7.69.
😊

CyberCorp was developed and published by Megame LLC.

Yes, CyberCorp is playable and fully supported on Windows.

No, CyberCorp is not playable on MacOS.

No, CyberCorp is not playable on Linux.

This information about CyberCorp is not available yet.

This information about CyberCorp is not available yet.

No, CyberCorp does not support VR.

CyberCorp offers both single-player and multi-player modes.

CyberCorp includes Co-op mode where you can team up with friends.

Yes, there is a DLC available for CyberCorp. Explore additional content available for CyberCorp on Steam.

No, CyberCorp does not support mods via Steam Workshop.

No, CyberCorp does not support Steam Remote Play.

Yes, CyberCorp 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 CyberCorp.

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 24 August 2026 17:19 UTC
SteamSpy data 11 September 2026 21:11 UTC
Steam price 12 September 2026 10:47 UTC
Steam reviews 10 September 2026 03:46 UTC

If you'd like to dive deeper into the details about CyberCorp, 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 CyberCorp
  • SteamCharts - Analysis of CyberCorp concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck CyberCorp compatibility
CyberCorp
Rating
7.7
266
56
Game modes
Multiplayer
Features
Online players
0
Developer
Megame LLC
Publisher
Megame LLC
Release 22 Apr 2025
Platforms
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