Full game metadata
| Field | Value |
|---|---|
| Steam app type | game |
| Steam App ID | 4689190 |
| Live current players | 0 |
| SteamPulse tracked peak | 0 |
| Live count (today's peak floor) | 0 |
| Price | Price not available |
| Free to play | No |
| Discount | 0% |
| Original price USD | — |
| Current price USD | — |
| Release date | 2027 |
| Developer | Astigma Productions |
| Publisher | Astigma Productions |
| Owners estimated | Not available |
| SteamSpy owner estimate minimum | Not available |
| SteamSpy owner estimate maximum | Not available |
| Review type | Not available |
| Positive review percent | Not available |
| Positive reviews | 0 |
| Negative reviews | 0 |
| Total reviews | 0 |
| Steam recommendations | Not available |
| Achievements | Not available |
| Average playtime forever | Not available |
| Windows support | Yes |
| macOS support | No |
| Linux support | No |
| Parent game | Not available |
| Store URL | https://store.steampowered.com/app/4689190/ |
Short description
A fixed-camera cyberpunk ARPG set in an abandoned corporate facility. Two origin paths — Analog and Cyborg — branch into six specialist classes, each with unique resource mechanics and signature perks. Deliberate combat, deep loot, and builds that transform how you play. Escape Earth Facility #723.
About this game
Playtest Note This is a VERY early release. Like pre-pre-pre alpha version. There is no in-game story, and all assets and models are placeholders. Items, talents, perks, and many other features are still in the infancy stage. What Is Neurokore: Requiem? A Diablo-style action RPG in a cyberpunk world where flesh and machine are at odds — but share a common enemy. Low-poly 3D with high-res PBR textures and dynamic lighting. Fixed isometric camera. The tone layers gritty neon-noir, campy 80s sci-fi, and body horror into something that feels like Neuromancer meets The Thing meets Flash Gordon. Eight Classes, Eight Different Games Choose an origin — [b]Analog[/b] (flesh that refuses to become obsolete) or [b]Cyborg[/b] (pragmatism that crossed the threshold) — then specialize into one of three advanced classes per path. Survivalist — traps and adrenaline. Pressure builds your resource; safety bleeds it. Count / Countess — curses and composure. Controlled play sustains you; panic breaks you. Enculted — charm enemies to fight for you. Turn the horde against itself. Forged — extra mechanical arms. Budget your power grid across active augmentations. Automaton — autonomous drone swarm. Your bandwidth caps how many fight alongside you. Polymath — psionic telekinesis. Seize and slam what stands in your way. Every class has its own resource system. This isn't a mana bar with a different skin — each resource changes how you make decisions in combat. Talent Trees & Signature Perks Five tiers of talent investment per class. Early tiers broaden your kit. Later tiers redefine it — adding drone swarms, extra limbs, enemy charm, proximity mines, curses, or telekinetic control. Perks are permanent progression through talent points, not something gear gives or takes away. Gear That Changes Behavior Eight equipment slots, each with a dedicated stat domain — you know what a drop does at a glance. But the real power is in behavior mods : a jetpack backpack and a phasing backpack both go in the same slot, but they create fundamentally different characters. Loot doesn't just scale your numbers — it changes how you play. Deliberate, Weighted Combat Attacks commit you. F…
Supported languages
English
