- Thank you — as BULLET FEST comes to a close - 14 June 2026
Hey everyone,As Bullet Fest comes to an end, we just wanted to take a moment to say thank you to everyone who picked up Cyberpulse during the event. Your support means the world to us and to Gabriel, the solo dev who poured years of work into making this game a reality.Cyberpulse was born out of Gabriel's love for the arcade classics that defined the genre — games like Geometry Wars and Nex Machina that pushed twin-stick gameplay to its limits. That same spirit of fast, satisfying, skill-driven action is at the heart of everything Cyberpulse is built around.If you've had a chance to play, we'd love to hear what you think. Whether it's a quick Steam review, a comment here, or just a message telling us your favorite moment — it all matters more than you know. Reviews in particular help new players find the game, so if you've been enjoying it, please consider leaving one.Thank you again fo…
- World Record Footage! - 18 December 2025
Steam player Dan-o has uploaded all of his world record runs to this youtube playlist. As of writing this message, these videos capture the top leaderboard score on every level featured. If you would like to see the most elite Cyberpulse gameplay in the world—to improve your own runs, or to just marvel at the mastery—this playlist is a must-watch. (A spoiler warning for those who haven't finished the game, but Dan-o took care to keep the thumbnails safe for the game's truly hidden content.) Can You Climb To The Top? As of right now, these videos showcase the gameplay of the player who has every single #1 spot on every single level. Dan-o has genuinely mastered Cyberpulse. 🔥 But every level in Cyberpulse has a leaderboard where scores can climb infinitely high. Despite their impressive numbers, each record remains toppable. Can you master the mechanics, unseat Dan-o's number-one positio…
- Engine Update and Fixes - 8 December 2025
Primarily driven by Unity upgrading older versions of their engine, I've taken the time to implement the following: Engine Update The version of Unity that Cyberpulse runs has been updated to a release that addresses a potential security vulnerability. This vulnerability was prospective—not something known to have caused actual issues—and almost certainly did not affect any Cyberpulse players. That said, always good to keep software up-to-date. If curious, you can read more here. Fixes The sector Citadel has had a fix to its late enemy waves so there are no issues with spawning. Maps with circular layouts have had extra colliders added to the boundary to help stop enemies from (rarely) tunnelling when thrown at high speeds. An uncommon hang that could occur during the final score tally due to floating point issues has been eliminated. Thank you for playing Cyberpulse! 👾
- Tiny Patch 1.72 - 30 June 2025
Fixes Hourglass-shaped maps now have extra colliders at the corners to avoid thrown enemies slipping through them. This addresses the occasional spawning issue that could happen on the late-game level Rejection. Small typo fixed in the Logs (bestiary). PS: If you've enjoyed Cyberpulse, consider joining the Discord server! It has been fun and lively since it began last week. 😃
- Tiny Patch 1.71 - 29 June 2025
Fixes Fixed the “Time Played” stat in the Stats page not recording correctly in certain situations. For many who began prior to this patch, your playtime on Steam will be more accurate. Lowered the travel speed of one link in the world map that was a little too fast for the camera. Improvements To help gameplay clarity, bytes and their trails have had their brightness reduced by 2%. Two levels, Apogee III and Clash II, have had their score goals adjusted to balance their challenge for where they are in the campaign.
- Join the Discord! - 27 June 2025
I've created a small Discord sever for Cyberpulse: https://discord.gg/kGRjujHSv8 For those who would like to chat about the game, ask questions, report experiences, or just talk about their high scores. We already have a few world record videos posted! 😃 If you've enjoyed Cyberpulse and would have fun talking with others about it, come and join!
- Cyberpulse Update 1.7 - 25 June 2025
Some more enhancements, fixes, and polish to help Cyberpulse run smoothly for all: Rebalancing The following levels have had their score targets reduced to aid campaign progression:Apogee III, Boolean, Clash II, Rebound, Riposte, Starfall, and Trifurcation. Co-op now has a 1% higher camera, 1% more edge padding, and 1% larger player circles for ease of play. Byte pickup flash dimmed by 10% to improve gameplay readability. QoL Improvements The cursor now locks to the window if you are playing with keyboard but is free to move when using a controller to work nicely with other apps. The controls menus now shows all button choices for actions that have multiple choices, like how dash can be activated with either trigger. Rewired, the game’s input system, has been updated to its most recent version to future-proof input issues. On Survival levels in the world map, an ability must be equipped…
- Steam Deck and Linux Launch Fix - 29 May 2025
The newest releases of SteamOS and Linux had an update to the glibc library that broke the edition of FMOD that Cyberpulse runs. This was causing the game to crash on startup on updated Steam Decks and Linux machines running the latest OS versions. Thankfully there was a way to manually tweak the flags on the FMOD executable—Cyberpulse now boots smoothly on all hardware running SteamOS and Linux!
- MacOS / Linux / Small Patch - 23 May 2025
Grenade bullets now have a slightly different look to help communicate they don't collide with the player on their own. The first phase of the first boss now shoots slower bullet clumps to help players who are still learning the boss mechanics. Resolution and fullscreen settings now appropriately interact and save between sessions on all OSes. A recent build misconfiguration where content began unlocked, that only affected MacOS and Linux, has been fixed. Hopefully no one ran into this, but if it did affect you, my apologies and please drop me a thread on the forums so I can help you recover a normal save state.
- Engine Update Patch - 21 May 2025
Cyberpulse now runs on the most recent version of Unity. This addressed some issues that were happening on cutting-edge machines and should generally improve stability going forward: Fixed boot up and splash screen problems on Apple Silicon chips running newer versions of macOS. Unity implemented a few improvements to the engine's scripting backend that should give a modest boost in performance on certain setups. The Linux floating-point fix from the previous patch is now in all builds to help with future compatibility for differing CPU architectures. These two levels had a small decrease in their initial score target to help player's progress: Citadel and Quickdraw. Today is Cyberpulse's one year anniversary. Thank you everyone for the support and for playing Cyberpulse!
- Linux Gameplay Patch - 21 May 2025
Fixed an issue where certain Linux versions, in combination with specific CPUs, were running into floating-point errors that were lightly messing with gameplay. Note that this may have affected some players on the Steam Deck. Specifically, exploding grenade bullets fired by some bosses and enemies that ease into their movement (like pointers and rocketeers) were moving too quickly. This was overall making the game slightly harder than intended for the small subset of players affected. If anyone still sees weird linear movement from grenade bullets or pointer enemies, please drop a thread on the boards!
- Balance Patch 1.65 - 25 April 2025
Difficulty Tuning Many levels had their score goals slightly lowered to help players progress and to have aesthetically-pleasing targets. Most adjustments were small and don't deserve mention, but I will highlight a few that did get notable decreases for progression goals: Exaction, Flash, Ricochet, and Titanomachy. Most all level score goals are well-balanced now, but if you like the game and are walled by a level, please mention it to me in the pinned thread on the discussion boards! Grenade bullets no longer hit the player prior to exploding. Given grenades often follow sudden and non-linear movement curves to position right, it feels more fair for them not to hit the player. I finished up some small boss tweaks to make a handful of fights a little easier: 1-B: Grenades now release two fewer bullets. 3-B: All grenades are now gravity arc grenades, which makes the fight a little easie…
- Cyberpulse Update 1.6 - 20 April 2025
After receiving more great player feedback, I have implemented the following upgrades: QoL Improvements There are now sliders to adjust bloom and saturation in the graphics settings! These should help tune the visuals and gameplay for monitors where it may be too intense. There is also a new slider to reduce screen shake in the gameplay settings, if you do not enjoy the added effect. All ability power-ups get a tool tip, rather than just the first two, to help explain their mechanics and avoid player trial-and-error. NOTE: These new tooltips apply to everyone—even if you have progressed far you will still have the them pop for the applicable power-ups. I apologize if this spends a charge poorly, but I had someone on the boards ask how Sword works after having finished the game, so I think best to leave the new tooltips fresh for all. Boss Rebalance Without changing score potential, so t…
- Cyberpulse Update 1.5 - 13 April 2025
This patch is dedicated to the player who recently reached 100% completion. 🔥 Difficulty Tuning This large batch of levels have had their score targets reduced to help players progress in the campaign: Apogee II, Apogee III, Binary, Citadel, Clash III, Congruence, Convergence, Evolution, Exaction, Flash, Gridlock, Haywire, Hello World, Maelstrom, Network, Powercell, Precision II, Reboot, Ricochet, Riposte, Riposte, Sinkhole, Triangulation, and Trifurcation. Given these reductions, some people will now have new levels unlock upon opening the world map! The late game boss with tentacles has had a few of his attack patterns nerfed after they were over-tuned. Bugfixes The player is now invincible upon landing the final hit on a boss, thus avoiding weird issues or frustration when dying after taking a boss down. Your score is always sent to Steam leaderboards upon level completion, so if yo…
- Tiny Patch 1.41 - 6 April 2025
Improvements The splash screen now correctly does shader preloading when starting a new file. This helps avoid frame hitches on new enemy spawns when the game is first booted up. Bytes sent out by picking up a shield when you already have one are now equally dim to bytes from damaging the boss.
- Cyberpulse Update 1.4 - 4 April 2025
The two-player campaign experience has received a few key improvements along with a grab bag of other fixes: Co-Op Improvements The camera is now 9% higher whenever you are playing co-op to help avoid gameplay feeling too herky-jerky. The camera also has 250% more zoom padding when you move to opposite edges so each player can see far enough ahead and never gets covered by the HUD. The sector Cubism now has better power-up placement with two players. The sector Boolean now has easier score goals, primarily for co-op but it applies to single player as well. Endgame bosses have had their shields fixed for co-op. Visual Balancing Boss limbs now put out dimmer bytes when they explode. This helps a lot with visibility when taking down bosses, especially those against reddish color schemes! Bytes are now generally 3% dimmer to help refine gameplay clarity. Bugfixes The rival score in the bott…
- Duplicate Controller Patch - 24 March 2025
Bugfixes I have implemented a small change to the controller assignment code to help people who have duplicate controller inputs still play single-player without having to debug their setup. If you run into any controller issues now please head to the pinned thread on the discussion board! Tiny polish to animations relevant only for postgame.
- Bugfix Patch 1.31 - 21 March 2025
Bugfixes Menu windows now never miss their shrink animation. Fixed edge case where Jelly enemies could miss a bounce. Tiny fix to Arc container spawn location on Consequence. Stats page no longer shows names of levels that have been unlocked but not unsealed.
- Cyberpulse Update 1.3 - 20 March 2025
As a thank you to all the players who've posted feedback or voiced their enjoyment of the title, I have implemented the following improvements, score target changes, visual adjustments, and bugfixes: Improvements Per player request, when you restart a level it now begins half a second faster! You now see fewer tips on start when just replaying a single level. Audio rewind for instant replay in Versus mode has been restored. Some world map links now have nicer animations. A few bosses have had their level pictures updated to look cooler. All duel levels now have slightly better endings (without affecting score potential) Level Score Target Tweaks Ricochet targets lowered. Riposte targets lowered. Precision targets lowered. Shockwave targets lowered. Rebound targets lowered. Evolution targets lowered. Recompiler targets lowered. Quickdraw targets lowered by a smidge. Surge targets lowered…
- Bugfix Patch 1.21 - 17 March 2025
Improvements Slightly easier score goals on levels Precision II and Binary. Some map links have better animation timing. I have briefly disabled sound effects in Versus mode instant replay as it was bugging on some machines. Fix coming soon. Bugfixes Safer material access code to avoid null transform issues. Fixed edge case where thrown firewall getting exploded by switch firewall bugged level. Error checking on player level statistics code for future safety.