Compare CyberCorp prices across trusted key stores and find the best deal. Developed by Megame LLC. Published by Megame LLC. Released on 4/22/2025. Available on PC, Xbox. Genres: Action, Adventure, Indie, RPG.

If Destiny and The Division had a smaller, scrappier cousin who preferred neon-soaked rooftops to open worlds, this is it. Solo or co-op, it rewards build tinkering more than it rewards patience with its story.

I went into CyberCorp half-skeptical. Megame is a small outfit with an eclectic catalog, and an indie top-down looter promising Destiny-level depth sounds like the kind of pitch that ends in disappointment. What I found was something more honest than the pitch: a focused, kinetic isometric shooter that knows its lane and mostly stays in it. The setup puts you in the role of an Agent who never actually leaves his apartment. Instead, you pilot a Synth, a remotely controlled cybernetic shell, through the fractured districts of Omni-City. Missions task you with objective defense, hacking terminals, capturing control points, and clearing gang-controlled zones. The procedurally generated levels shuffle map layouts, enemy rosters, loot drops, and even weather conditions between runs, which gives the whole thing a light roguelite texture without fully committing to that structure. Levels feel tight and purposeful rather than sprawling, which suits the top-down perspective well. The combat loop is the main reason to be here. You carry two firearms and one melee weapon at all times, and the melee slot matters more than you might assume: melee kills restore health, which nudges you toward closing distance instead of kiting eternally from range. Weapons range from energy rifles that chew through shields to punchy close-quarters pistols and weirder exotic options like deployable drones and rocket launchers. Rarer gear comes with perk card slots that add effects like ricochet or faster shield recharge on armor pieces. The card-based upgrade system layered over all of this is where the build variety actually lives, and it rewards the kind of player who reads stat tooltips and enjoys theorycrafting a loadout. Enemy types also force you to adapt, with shield-bearing enemies who simply ignore gunfire, pushing you back toward melee or environmental kills. The push-forward, aggressive playstyle the game is designed around clicks when a build comes together. It does not click quite as hard when you are still scraping together gear in the early going. Where CyberCorp stumbles is in the areas surrounding that core loop. The story is skeletal at best: there is corporate corruption, a rat to unmask, and a city to clean up, but nothing that creates genuine investment. The loot variety, while functional, lacks the tactile "oh, that's different" excitement that keeps Diablo players awake at 2am. Weapons often feel distinct only on paper, with stat changes that do not always translate into meaningfully different moment-to-moment feel. Performance on PC has drawn complaints about bugs and occasional crashes that still linger post-launch. The online co-op, which is the game's central pitch, also lives and dies with player population, and finding partners at odd hours can be a waiting game. Solo play is perfectly viable, just quieter in terms of the combo synergies the game is really built around. For the right player, CyberCorp is a genuine little find. If you miss the feeling of grinding missions for that next exotic drop, building toward a specific loadout synergy, and doing it from an isometric camera that gives you actual battlefield clarity, this scratches that itch at indie pricing. Go in expecting a complete live-service looter and you will be let down. Go in expecting a handcrafted smaller-scale take on that formula, made by someone who clearly loves the genre, and the rough edges become much easier to forgive. Kai, Scout Team

CyberCorp

CyberCorp

Apr 22, 2025Megame LLC
GamerScout Says

If Destiny and The Division had a smaller, scrappier cousin who preferred neon-soaked rooftops to open worlds, this is it. Solo or co-op, it rewards build tinkering more than it rewards patience with its story.

PCXbox
Steam Deck Playable
Best Price Available
€10.99
at Kinguin
Lowest tracked: €5.49
Track this price

GamerScout Verdict

Best for players who want a focused, budget-friendly take on the Destiny loot loop from a top-down perspective.

Compare Prices(5 stores)

KinguinBest price
StandardGlobalSteam KeyKey
€10.99
Priced in EUR by the store
Buy
StandardGlobalSteam KeyKey
€12.64-15%
Priced in EUR by the store
Buy
StandardGlobalSteam KeyKey
€14.56-14%
Priced in EUR by the store
Buy
StandardEurope (EU)Steam KeyKey
€14.79
Priced in EUR by the store
Buy
StandardEurope (EU)Steam KeyGift copy
€17.49-13%
Priced in EUR by the store
Buy
StandardGlobalSteam KeyKey
€19.03
Priced in EUR by the store
Buy

Every store in this table quotes us in euros, so the EUR figure is the price the seller actually set, not our arithmetic — which is why EUR is also the currency we rank in. We only list an offer here when the store gives us its price in euros, so nothing in this table is a number we invented.

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Price History

Lowest tracked
€5.4922 Aug 2026
Current best
€10.99
Keyshops
€4.63€7.59€10.55€13.515 Jun28 Jun22 Jul14 Aug6 Sept
5 Jun — 6 Sept
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Screenshots & Media

About CyberCorp

I went into CyberCorp half-skeptical. Megame is a small outfit with an eclectic catalog, and an indie top-down looter promising Destiny-level depth sounds like the kind of pitch that ends in disappointment. What I found was something more honest than the pitch: a focused, kinetic isometric shooter that knows its lane and mostly stays in it. The setup puts you in the role of an Agent who never actually leaves his apartment. Instead, you pilot a Synth, a remotely controlled cybernetic shell, through the fractured districts of Omni-City. Missions task you with objective defense, hacking terminals, capturing control points, and clearing gang-controlled zones. The procedurally generated levels shuffle map layouts, enemy rosters, loot drops, and even weather conditions between runs, which gives the whole thing a light roguelite texture without fully committing to that structure. Levels feel tight and purposeful rather than sprawling, which suits the top-down perspective well. The combat loop is the main reason to be here. You carry two firearms and one melee weapon at all times, and the melee slot matters more than you might assume: melee kills restore health, which nudges you toward closing distance instead of kiting eternally from range. Weapons range from energy rifles that chew through shields to punchy close-quarters pistols and weirder exotic options like deployable drones and rocket launchers. Rarer gear comes with perk card slots that add effects like ricochet or faster shield recharge on armor pieces. The card-based upgrade system layered over all of this is where the build variety actually lives, and it rewards the kind of player who reads stat tooltips and enjoys theorycrafting a loadout. Enemy types also force you to adapt, with shield-bearing enemies who simply ignore gunfire, pushing you back toward melee or environmental kills. The push-forward, aggressive playstyle the game is designed around clicks when a build comes together. It does not click quite as hard when you are still scraping together gear in the early going. Where CyberCorp stumbles is in the areas surrounding that core loop. The story is skeletal at best: there is corporate corruption, a rat to unmask, and a city to clean up, but nothing that creates genuine investment. The loot variety, while functional, lacks the tactile "oh, that's different" excitement that keeps Diablo players awake at 2am. Weapons often feel distinct only on paper, with stat changes that do not always translate into meaningfully different moment-to-moment feel. Performance on PC has drawn complaints about bugs and occasional crashes that still linger post-launch. The online co-op, which is the game's central pitch, also lives and dies with player population, and finding partners at odd hours can be a waiting game. Solo play is perfectly viable, just quieter in terms of the combo synergies the game is really built around. For the right player, CyberCorp is a genuine little find. If you miss the feeling of grinding missions for that next exotic drop, building toward a specific loadout synergy, and doing it from an isometric camera that gives you actual battlefield clarity, this scratches that itch at indie pricing. Go in expecting a complete live-service looter and you will be let down. Go in expecting a handcrafted smaller-scale take on that formula, made by someone who clearly loves the genre, and the rough edges become much easier to forgive.

Kai
Kai · Scout Team

Indie & narrative

Tags

singleplayermultiplayercooponline-coopachievementstrading-cardscloud-savestier:indieLooter ShooterProcedural LevelsCard-Based UpgradesPush-Forward CombatSynth Build VarietyOnline Co-opExotic LootMission-Based StructureMelee-Ranged Hybrid

System Requirements

Minimum

OS
Windows 7 (64-bit)
Memory
4 GB RAM
Storage
6 GB available space
Graphics
Intel HD 4000 / Radeon R3
Processor
Intel Celeron / AMD Phenom

Recommended

OS
Windows 11 (64-bit)
Memory
8 GB RAM
Storage
10 GB available space
Graphics
GeForce GT 1030 / AMD RX 550
Processor
Intel Core i3 / AMD Ryzen 3

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Reviews & Ratings

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Game Info

Developer
Megame LLC
Publisher
Megame LLC
Release Date
Apr 22, 2025

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Frequently asked questions about CyberCorp

How much does CyberCorp cost?

As of 6 September 2026, the cheapest in-stock offer for CyberCorp is €10.99 at Kinguin, out of 7 live offers we track across verified key stores. Prices change daily — the table on this page is refreshed continuously.

Where can I buy CyberCorp cheapest?

The lowest in-stock price we track for CyberCorp is €10.99 at Kinguin (6 September 2026). We compare 7 live offers from verified key stores — the full table with every store and its trust score is on this page.

What platforms is CyberCorp available on?

CyberCorp is available on PC, Xbox.

When was CyberCorp released?

CyberCorp was released on 22 April 2025.

Who developed CyberCorp?

CyberCorp was developed by Megame LLC.