2026-06-14 23:43 UTC · Community Announcements · admin
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
2025-12-18 17:48 UTC · Community Announcements · gabrielgardner
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 ever
2025-12-08 20:52 UTC · Community Announcements · gabrielgardner
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 circ
2025-06-30 02:11 UTC · Community Announcements · gabrielgardner
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. 😃
2025-06-29 03:03 UTC · Community Announcements · gabrielgardner
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.
2025-06-27 13:09 UTC · Community Announcements · gabrielgardner
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!
2025-06-25 15:35 UTC · Community Announcements · gabrielgardner
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
2025-05-29 14:06 UTC · Community Announcements · gabrielgardner
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!
2025-05-23 01:59 UTC · Community Announcements · gabrielgardner
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
2025-05-21 21:03 UTC · Community Announcements · gabrielgardner
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 t
2025-05-21 05:16 UTC · Community Announcements · gabrielgardner
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 th
2025-04-25 22:19 UTC · Community Announcements · gabrielgardner
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-linea
2025-04-20 04:41 UTC · Community Announcements · gabrielgardner
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 yo
2025-04-13 23:12 UTC · Community Announcements · gabrielgardner
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
2025-04-06 16:22 UTC · Community Announcements · gabrielgardner
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.
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