
Cyber Survivors
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Description
Co-op survivors-like in a neon digital world. Blast geometric swarms with 1–4 players, vote as a squad on the objectives that interrupt every run, and stack weapons and personal artifacts into a build that melts the screen.
About
The system has a virus. It's you.
You are a rogue process loose inside a hostile machine. Everything here is built from raw geometry — cubes, pyramids, spheres — and all of it wants you deleted. Survive long enough and you stop being prey: one weak pulse becomes a storm of beams, orbits, turrets and drones that clears the screen every few seconds.
Decide the run together
Every few minutes the run stops asking you to survive and starts asking you to choose. Three objectives appear, and the whole squad votes.
- Capture a data node while the swarm closes in
- Escort a fragile core across the arena — it only moves while you're beside it
- Defend a relay that dies without you
- Purge a marked zone, or collect scattered shards under a timer
Twenty seconds to vote. Three friends can outvote the fourth. The winning objective is where the next fight happens — and where the rewards come from.
Builds that argue with each other
Level-ups are shared: the whole party levels together, and everyone picks their own card from a randomized draft of rarities. Weapons are archetypes, not stat sticks — chaining beams, orbiting blades, ground zones, turrets, mines, kamikaze drones — and each one changes how you move, not just how much you hit for.
Artifacts are personal. They aren't a damage number, they're a condition: stand still and hit harder, get faster the closer you are to death, stay near an ally or lose the bonus. Two players in the same run end up playing two different games.
The arena bites back
Shrines scattered across the map offer trades — real power for a real cost, paid immediately. Chests sit in the open, or behind a mini-boss that has to be earned. Ranged enemies keep their distance and fire; elites and mini-bosses arrive on a schedule you can hear coming; and every layer ends with a boss that closes the door behind it.
Built for co-op from the first line of code
- 1–4 players — play solo, or bring the whole squad
- Steam invites, friend list join, or a five-character lobby code
- Get downed, not deleted — allies can pick you back up
- Shared party level and synchronized card picks: nobody waits in a menu alone
Features
- Fast, readable neon combat built on pure geometry — you can always tell what is about to hurt you
- Squad-voted objectives that break the run into decisions instead of a single survival timer
- Personal artifacts that rewrite your playstyle, plus a randomized card draft every level
- Distinct weapon archetypes that combine into wildly different builds
- Mini-bosses, elite waves, shrine trades and guarded chests scattered through every arena
- Layers that escalate in colour and cruelty, each closed off by a boss
[hr][/hr]
Wishlist now to hear the moment the demo goes live — and bring a friend. This one is better with one.