A top-down roguelike bullet-hell survivor where you pilot a cybernetic mech-dog against endless swarms of rogue cats. Dash, blast, and stack augments into game-breaking builds across 60 waves, persistent nemeses, and epic boss fights — then die, upgrade, and deploy again.

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Cyberpunk Neon Survivor is a genre-hybrid roguelike bullet-hell built by a small independent team, and the moment-to-moment gameplay — the dashing, the shooting, the augment-stacking, the nemesis hunts — is already the kind of experience I wanted to ship. What's not finished yet is the long game: the deep meta-progression, the expanding roster of heroes and maps, the collectible systems, and the late-game rewards that turn a fun run into a lifetime hobby.

I'm choosing Early Access because a survivor-style roguelike lives or dies on feel, balance, and replayability — and those are exactly the things that benefit most from real players pushing the game in ways no solo developer can simulate in testing. I want to watch how the community actually builds, what heroes they gravitate toward, which augments feel overpowered or underwhelming, and where the difficulty curve frustrates versus rewards. That feedback will directly shape what gets built next.

Players who join during Early Access will help decide which hero packs land first, which map themes get expanded, which collectibles get added to the persistent-unlock system, and how the meta-progression economy is tuned. In short: I think the game is good enough to enjoy right now, and I want the community to help make it great before 1.0.”

Approximately how long will this game be in Early Access?

“I'm planning on roughly 9 to 12 months in Early Access, with a target 1.0 launch window in early-to-mid 2027. That gives me time to roll out the planned hero and map packs, build out the persistent-unlock and collectible systems, balance the meta-progression economy against real player data, and fold in the community-driven content that comes out of Early Access feedback.

I'd rather take the time to ship a 1.0 that feels finished — strong endgame, polished balance, clean localization, and all the planned content in place — than hit an arbitrary date. If a critical piece of community feedback reshapes the roadmap, the timeline may flex by a couple of months, but I don't expect this to drag on indefinitely. Players who buy during Early Access will see regular updates throughout that window, not long stretches of silence."”

How is the full version planned to differ from the Early Access version?

“The Early Access build is a complete, playable roguelike survivor with the core combat loop, meta-progression, boss rotation, and a strong feature baseline. The full version aims to expand on that foundation in both breadth and depth, using Early Access feedback to decide exactly where to invest.

I plan to grow the hero roster with additional mech-dog archetypes, each with their own ability kit, passive, and unlockable weapon evolution. Alongside them, I'm exploring themed hero packs — groups of heroes tied to a shared motif, playstyle, or story beat.

I plan to expand the map pool with new arena themes, biome-specific hazards, and environmental variants that change how waves play out. Community feedback will help guide which themes we prioritize first.

I intend to deepen the persistent progression and unlock systems — adding more Quantum Upgrade tracks, additional Data Shard store tiers, and a broader collectible/achievement layer that rewards long-term play with cosmetic variants, lore entries, and hero skins.

We're also exploring new game modes, new enemy archetypes, additional mini-boss encounters, mutator and heat combinations, and community-requested features that emerge over the course of Early Access. The final shape of these systems will depend on what resonates with players during the EA period.

Beyond new content, I plan to use the Early Access window to polish balance, performance, accessibility options, and localization, and to evaluate support for additional platforms, controller input refinement, and cloud saves based on player demand.

None of the above is a guarantee — priorities may shift as we learn from the community — but these are the directions we hope to take the game before 1.0.”

What is the current state of the Early Access version?

“"The Early Access build is a complete, end-to-end roguelike survivor that can be played from main menu to 1.0-grade victory screen. Core systems are implemented, tuned, and stable. Specifically, the current build includes:

Playable content

8 unlockable mech-dog heroes, each with unique stats, signature abilities (Frag Charge, Rebound Rounds, Shockwave Slam, EMP Grenade), and hero-specific unlock conditions, plus a Random Hero option
11 enemy archetypes including elite affix variants (Teleporter, Shielded, Splitter, Berserker) and randomized "beefy" glow variants
6 boss encounters — five rotating bosses at waves 10–50 and the Eternal Sovereign at wave 60
3 companion drone-dogs (Attack, Shield, Repair) each with their own leveling system
20 augments and multiple weapon evolution paths
10 arena maps and 10 cycling arena themes
Systems

4 game modes: Normal (60 waves), Endless, Boss Rush, and Daily (shared seed)
Between-wave augment selection and hero leveling
Persistent nemesis system — enemies that kill you return stronger
Special encounters: Clowder packs, Shield formations, Squirrel swarms, Blood Moon waves, and rotating Wave Events (Swarm, Elite Surge, Bounty Hunt, Power Overload)
Optional difficulty layers: Mutators, Challenges, and 4-tier Heat system, each scaling rewards
Dual meta-progression: Data Shards for the permanent Shard Store (6 upgrade tracks) and Quantum Keys for cross-hero Quantum Upgrades (9 tracks)
Persistent profile tracking kills, bosses, longest run, high scores, Endless best, and hero unlock progress
Presentation & polish

Original cyberpunk synthwave and ambient soundtrack with separate Music and SFX volume control
Full UI for Main Menu, Character Select, Settings, Pause, Game Over, and Victory
Intro cinematic, boss death sequences, damage numbers, camera shake, hit flashes, and full VFX layer
Keyboard + mouse input fully mapped; fullscreen toggle (F11) supported

Known limitations you should expect during Early Access:

Controller support is not yet fully mapped
Only English localization is shipping at launch
A handful of balance edges (late-Endless scaling, rare enemy-affix interactions, specific augment combos) are still being tuned based on player data
Additional accessibility options (colorblind palettes, screen-shake toggle, fully rebindable keys) are planned but not yet in the build

Current version at launch: v0.9.6. Updates will roll out through Early Access as new content and fixes are completed.”

Will the game be priced differently during and after Early Access?

“No”

How are you planning on involving the Community in your development process?

“The community is the development process during Early Access — I'm building this game in the open and I want players shaping it as we go.

Where we'll talk:

Steam Community Hub & Discussion Forums will be the primary home for bug reports, balance feedback, feature requests, and patch note discussion. I read every thread.

Steam reviews will be monitored continuously — both the positive and the critical — and I plan to respond directly to constructive feedback when relevant.

How feedback turns into updates:

A public roadmap (posted as a pinned Steam News post and maintained on Discord) will show what's being worked on now, what's queued next, and what's on the "under consideration" list.

Regular community polls will help prioritize which hero packs, map themes, mutators, and collectible systems land first — including "vote for the next hero" and "which map theme do you want next" cycles.

Patch notes will explicitly credit community feedback when a change was driven by it, so players can see their input directly shaping the game.

Cadence:

Content and balance updates during active EA periods
Smaller hotfix / balance patches as needed based on bug reports
Dev logs on Steam News covering what's shipped, what's coming, and what I'm wrestling with

What I'm especially hoping to hear about:

Hero feel, ability timing, and weapon evolution satisfaction
Difficulty curve and Heat/Challenge tuning
Late-Endless scaling and where the meta-progression economy feels generous vs. stingy
Accessibility gaps (input, color, shake, text size)
Bug reports with repro steps — these go to the top of the queue

This is a small, independent project, so I won't be able to implement every request — but I'll try to be transparent about what makes the cut, what doesn't, and why.”
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This game is not yet available on Steam

Planned Release Date: May 15, 2026

This game plans to unlock in approximately 3 days

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About This Game

Cyberpunk Neon Survivor

Neon-soaked streets. A war between dog and machine. One mech-hound against the swarm.

Cyberpunk Neon Survivor is a top-down roguelike bullet-hell where you pilot a cybernetic mech-dog against relentless waves of rogue cat-kind — feral clowders, elite affix-wielders, persistent nemeses, and city-shaking bosses. Dodge, dash, and detonate your way through escalating hordes while stacking augments into game-breaking builds… until the Eternal Sovereign humbles you all over again.

Every run is different. Every death feeds your nemesis. Every wave is a fresh gamble.

Key Features

8 Playable Mech-Hounds + Random Pick inspired by my pup, Dunkin! Start with Iron Hound, Neon Striker, and Void Reaver, then grind kill-milestones to unlock Shadow Fang, Acid Phantom, Thunderclaw, Voidwalker, and the legendary Golden Seraph. Each hero brings its own signature ability — Frag Charge, Rebound Rounds, Shockwave Slam, or EMP Grenade — plus unique stats and silhouette.

20 Augments + Evolving Arsenal Pick augment mods mid-wave to reshape your build. Stack fire rate, damage, magnet range, dash cooldown, HP, armor, and more. Unlock weapon evolutions and combine them into a walking singularity.

11 Enemy Archetypes + Elite Affixes Face Sparkcoil Hunters, Holo-Fangs, Ironjaw Sentinels, Velvet Shadows, Plasma Lashes, Rustblade Berserkers, Tactical Ghosts, Neon Rippers, Corebreakers, Fractal Wraiths, and skittering Bionic Feral Squirrels. Elites roll random affixes — Teleporter, Shielded, Splitter, Berserker — and can appear as "beefy" glowing variants at any time.

Boss Every 10 Waves — Eternal Sovereign at Wave 60 Five signature bosses rotate through waves 10, 20, 30, 40, and 50 — Iron Claw, Hellfire Panther, Frozen Heart, Cosmic Devourer, and Arctic Sovereign. Survive them all to face the final cyber-cat king, the Eternal Sovereign, at wave 60. Push into Endless and the full cycle repeats, with the Sovereign returning every 60th wave, stronger each time.

Persistent Nemesis System When an enemy kills you, that specific cat becomes your personal nemesis — returning wave after wave, stronger each time, until you put it down. Random nemesis mini-bosses also stalk you every 10 waves starting at wave 15.

 Special Encounters

  • Clowder Packs — a beefy leader + 5-8 nemesis-style escorts (wave 5+)

  • Shield Formations — tight squads with a shared shield (wave 15+)

  • Squirrel Swarms — 30-60 fast little menaces (wave 10+)

  • Blood Moon Waves — 3× enemies, 3× score and XP (wave 20+)

  • Wave Events — Swarm, Elite Surge, Bounty Hunt, Power Overload

3 Companion Drone-Dogs Deploy one of three orbital mech-pup drones — Red Attack (auto-targets enemies), Blue Shield (intercepts enemy bullets), or Green Repair (heals you over time) — each with their own leveling system.

4 Game Modes

  • Normal — 60 waves, boss every 10th, Eternal Sovereign finale

  • Endless — infinite escalation, chase your personal best

  • Boss Rush — boss every single wave, 2× score

  • Daily — shared seed, fixed modifiers, global bragging rights

Mutators, Challenges, and Heat Stack optional difficulty before each run — HARDENED CORES, OVERCLOCKED, BRITTLE SHELL, Glass Cannon, Iron Man, Turbo, plus four Heat Levels — each layering risk on top of your shard rewards.

Two Meta-Progression Currencies

  • Data Shards — Spend at the Shard Store for 6 permanent upgrade tracks (HP, Damage, Speed, Magnet, Shard Finder, Armor Plating)

  • Quantum Keys — Earned every 1,000 kills; spend on 9 Quantum Upgrades that buff every hero forever

10 Arenas, 10 Themes Neon Alley, Industrial Zone, Data Nexus, Toxic Wasteland, Void Rift, Inferno Core, Frozen Citadel, Storm Fortress, Cosmic Abyss, and Eternal Domain — themes cycle as you slay bosses, and arenas rotate across runs.

📈 Persistent Profile Total kills, bosses slain, longest run, highest score, Endless best, and hero unlock progress — all tracked between runs. Short sessions, deep progression, permadeath.

🎧 Original Cyberpunk Soundtrack Pulsing synthwave, industrial ambience, and neon-drenched combat music score every dash, detonation, and last stand.

Controls

  • WASD — Move

  • Mouse — Aim & Fire

  • Space — Dash (i-frames)

  • Q — Hero Ability

  • R — Ultimate

  • P — Pause

  • F11 — Toggle Fullscreen

Who It's For

If you love fast, punishing, run-based shooters where a perfect augment stack turns you into a god for 90 seconds before your nemesis humbles you — this is your game. Short sessions. Deep progression. Permadeath. Enough neon to melt a cathode-ray tube.

Deploy. Die. Upgrade. Deploy again.

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

"This game uses pre-generated content created with the assistance of generative AI. Specifically: some 2D character, enemy, and environment art was sourced from AI-assisted asset packs; portions of the store page description and in-game flavor text were drafted with AI writing tools and then human-edited. No generative AI content is produced live at runtime — all assets are fixed and shipped with the build. The developer has confirmed appropriate rights/licenses for all included assets."

System Requirements

    Minimum:
    • OS: Windows 10 64-bit (version 1909+)
    • Processor: Dual-core 2.5 GHz (Intel Core i3-4000 / AMD FX-4300 or equivalent)
    • Memory: 4 GB RAM
    • Graphics: Vulkan 1.0 compatible w/ 1 GB VRAM — Intel HD Graphics 4600, NVIDIA GeForce GT 730, AMD Radeon HD 7750
    • Storage: 15 GB available space
    Recommended:
    • OS: Windows 10/11 64-bit
    • Processor: Quad-core 3.0 GHz (Intel Core i5-8400 / AMD Ryzen 5 2600 or better) — bullet-hell waves scale with core speed
    • Memory: 8 GB RAM
    • Graphics: Dedicated with Vulkan 1.2 / DirectX 12 + 2 GB VRAM — NVIDIA GTX 1050 Ti, AMD RX 560, Intel Iris Xe
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