CyberCorp Review: Fun Firefights but Struggles to Stay Fresh
CyberCorp enters the overcrowded world of cyberpunk shooters with a solid premise: drop players into a dystopian city as remote-controlled Synths and let them blast through waves of enemies while upgrading gear and hunting for loot. It sounds like a slam dunk on paper, especially for fans of isometric twin-stick mayhem. And to its credit, the game mostly delivers on the shooting. But when compared to more polished genre staples like The Ascent, CyberCorp quickly starts to feel like a lesser clone. There is fun to be had here, but only if your expectations are set low and your patience is high.

The core gameplay loop is undeniably satisfying at first. Missions are fast-paced and packed with enemies, and the game gives you a variety of weapons to experiment with. Between ranged attacks, melee finishers, and reload-timing bonuses, the moment-to-moment combat has an arcade feel that is approachable and often thrilling. There is enough impact behind your shots and attacks to make everything feel fluid. Add in support for co-op, and on paper this could be your next late-night squad obsession.
However, that excitement fades too quickly. Mission structure is painfully repetitive. Whether you are clearing out gang territories, protecting terminals, or just getting to an exit, the objectives blur together after just a few hours. Environments lack visual distinction, despite the neon-drenched cyberpunk setting. Every level starts to look like a recycled back alley or industrial corridor. Unlike The Ascent, which built a living, breathing world filled with texture and verticality, CyberCorp feels like it was procedurally generated from a list of clichés.
Worse, technical issues start to pile up the more you play. In co-op sessions, players frequently get stuck on the wrong side of doors or locked out of key areas entirely. This forces restarts and can completely derail a mission, especially when playing with friends. Animations occasionally bug out, enemy AI sometimes breaks, and in rare cases the UI just disappears mid-mission. These kinds of hiccups are manageable in short bursts but become frustrating over longer play sessions.
The loot system and progression mechanics try to give the experience depth, and while they do add some replayability, the game lacks the personality or complexity needed to make you care about your build. You unlock new gear and customize your loadout, but the differences often feel incremental rather than transformative. It never reaches the kind of satisfying build experimentation found in deeper RPG-lites or action shooters.
CyberCorp is an okay game with a good idea at its heart. The action is enjoyable and the co-op potential is real, but it lacks the variety, polish, and worldbuilding to compete with better titles in the genre. If you are a cyberpunk junkie looking for something new to shoot your way through, this will scratch the itch for a while. Just be ready for some bugs, repetition, and a feeling that you have played a better version of this game before.
RATING: 3.0 out of 5.
Cybercorp is now available for PC, Nintendo Switch and Xbox Series S/X.
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I thought the combat was exciting at first, but after a while it started to feel repetitive. Still, it has some cool moments.