Compara los precios de Death Horizon: Cyberfusion en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Horizon Lab. Publicado por Horizon Lab. Lanzado el 27/2/2025. Disponible en PC. Géneros: Action, Adventure, Indie.

Cyberpunk implants and zombie hordes sound promising on paper, but mixed reception and persistent jank make this VR roguelike a hard sell for anyone outside the genre's most forgiving fans.

My first hour with Death Horizon: Cyberfusion felt like catching a glimpse of something genuinely interesting before a fog of unfinished design rolled back in. The concept is earnest and specific: a physics-based VR roguelike where you build a run using cybernetic implants, procedurally generated corridors, and a handful of upgradeable weapons. If that pitch lands for you the way it landed for me, hold that optimism loosely. The implant system is the most alive part of the experience. You can slot in a hook that lets you tether and yank enemies toward you, blade attachments that protrude from your knuckles for close-quarters pressure, a Spider Hand implant that lets you climb surfaces or deploy a small explosive companion, and an electro-arm that stuns clustered undead. Each of these has a tactile hook worth exploring. The weapon bench in the hub lets you upgrade a pistol, revolver, burst rifle, or shotgun, which feeds into a roguelite credit loop: die and you lose your unbanked credits and the guns you carried in. Only a melee weapon or prosthetic sees you through recovery. That structure has real potential. The trouble is that almost everything surrounding that skeleton resists you. Firearms feel hollow, with point-blank shotgun blasts sometimes failing to drop a single slow-moving zombie. The katana, the game's most reliably effective tool, gets stuck in enemy geometry regularly, and zombie ragdolls flop unpredictably when you are surrounded, turning tense moments into frustrating puppet shows. Procedural generation keeps levels fresh on paper, but the corridors and warehouse rooms are visually repetitive enough that the novelty fades fast. Objectives stay shallow throughout: kill a quota, survive a timer, collect items scattered across hallways. There is no campaign arc to hang your runs on, which means the weight of carrying you forward falls entirely on the combat loop, and that loop is too rough to shoulder it. Community reception sits in mixed territory, with roughly two thirds of Steam reviewers positive at the time of writing. Players who enjoy tactile VR physicality and can tolerate jank as a feature rather than a bug seem to find moments worth revisiting. Those who came expecting the polish of Arizona Sunshine 2 or Saints and Sinners left disappointed. The full release in February 2025 reset early access progress and added new implants, which feels like the game is still finding its feet rather than standing on them. Accessibility options are thoughtful, including snap and smooth turning, holster repositioning, height offsets, and a magnetic pull for loose items, which shows the team cares about comfort. It just needs that same care applied to enemy behavior and environmental variety. I root for small studios trying to build something ambitious in VR, and Horizon Lab's ambition is clear. But right now, Cyberfusion asks you to love the idea of what it could be rather than what it is. If you have a genuine weakness for physics-based VR brawling and the implant variety sounds like enough to keep you tinkering, there is a rough gem buried here. Everyone else should watch the patch notes for another few months before committing. Kai, Scout Team

Death Horizon: Cyberfusion

Death Horizon: Cyberfusion

27 feb 2025Horizon Lab
GamerScout opina

Cyberpunk implants and zombie hordes sound promising on paper, but mixed reception and persistent jank make this VR roguelike a hard sell for anyone outside the genre's most forgiving fans.

PC
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Acerca de Death Horizon: Cyberfusion

My first hour with Death Horizon: Cyberfusion felt like catching a glimpse of something genuinely interesting before a fog of unfinished design rolled back in. The concept is earnest and specific: a physics-based VR roguelike where you build a run using cybernetic implants, procedurally generated corridors, and a handful of upgradeable weapons. If that pitch lands for you the way it landed for me, hold that optimism loosely. The implant system is the most alive part of the experience. You can slot in a hook that lets you tether and yank enemies toward you, blade attachments that protrude from your knuckles for close-quarters pressure, a Spider Hand implant that lets you climb surfaces or deploy a small explosive companion, and an electro-arm that stuns clustered undead. Each of these has a tactile hook worth exploring. The weapon bench in the hub lets you upgrade a pistol, revolver, burst rifle, or shotgun, which feeds into a roguelite credit loop: die and you lose your unbanked credits and the guns you carried in. Only a melee weapon or prosthetic sees you through recovery. That structure has real potential. The trouble is that almost everything surrounding that skeleton resists you. Firearms feel hollow, with point-blank shotgun blasts sometimes failing to drop a single slow-moving zombie. The katana, the game's most reliably effective tool, gets stuck in enemy geometry regularly, and zombie ragdolls flop unpredictably when you are surrounded, turning tense moments into frustrating puppet shows. Procedural generation keeps levels fresh on paper, but the corridors and warehouse rooms are visually repetitive enough that the novelty fades fast. Objectives stay shallow throughout: kill a quota, survive a timer, collect items scattered across hallways. There is no campaign arc to hang your runs on, which means the weight of carrying you forward falls entirely on the combat loop, and that loop is too rough to shoulder it. Community reception sits in mixed territory, with roughly two thirds of Steam reviewers positive at the time of writing. Players who enjoy tactile VR physicality and can tolerate jank as a feature rather than a bug seem to find moments worth revisiting. Those who came expecting the polish of Arizona Sunshine 2 or Saints and Sinners left disappointed. The full release in February 2025 reset early access progress and added new implants, which feels like the game is still finding its feet rather than standing on them. Accessibility options are thoughtful, including snap and smooth turning, holster repositioning, height offsets, and a magnetic pull for loose items, which shows the team cares about comfort. It just needs that same care applied to enemy behavior and environmental variety. I root for small studios trying to build something ambitious in VR, and Horizon Lab's ambition is clear. But right now, Cyberfusion asks you to love the idea of what it could be rather than what it is. If you have a genuine weakness for physics-based VR brawling and the implant variety sounds like enough to keep you tinkering, there is a rough gem buried here. Everyone else should watch the patch notes for another few months before committing.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayerachievementstier:sub-5VR RequiredCyberpunk ImplantsCredit-Loss RoguelitePhysics CombatWeapon UpgradingZombie HordeHub-Based ProgressionMelee-Focused

Requisitos del sistema

Mínimos

OS
Requires a 64-bit processor and operating system
Memory
8 GB RAM
Storage
4 GB available space
Graphics
GTX 1060 / 1660TI (6GB VRAM)
Processor
Intel i5 7600 3.5ghz+
VR Support
OpenXR

Recomendados

OS
Requires a 64-bit processor and operating system
Memory
16 GB RAM
Storage
4 GB available space
Graphics
GTX 1070 or better
Processor
Intel i7 9700k or greater
VR Support
OpenXR

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Información del juego

Desarrolladora
Horizon Lab
Distribuidora
Horizon Lab
Fecha de lanzamiento
27 feb 2025

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¿En qué plataformas está disponible Death Horizon: Cyberfusion?

Death Horizon: Cyberfusion está disponible en PC.

¿Cuándo se lanzó Death Horizon: Cyberfusion?

Death Horizon: Cyberfusion se lanzó el 27 de febrero de 2025.

¿Quién desarrolló Death Horizon: Cyberfusion?

Death Horizon: Cyberfusion fue desarrollado por Horizon Lab.