Cyberwars

Cyberwars

About the Game

Cyberwars

The world and its environment have been devastated. Mega corporations run the world, and now the work gets done by mercenaries on contract.

You're the commander of one of those companies. Helix Dynamics has hired you to shut down Synapse Global's AI program before it goes online and gives Synapse an undisputed military and economic advantage.

Synapse keeps developing while you're deployed, so every week you spend fighting is a week closer to their project finishing. Take their research stations, push into their Black Site Data Centers, and capture their HQ before the AI comes online.

Combat

Cyberwars is a turn-based tactics roguelike. You move infantry, vehicles, helicopters, naval units, and aircraft across hand-built maps, capture cities and factories for production, hold airports and ports to control the air and sea, and use terrain and fog of war to break the enemy line.

Your company

Your army is a deck. Every unit card is a specific soldier or crew that gains XP and survives across contracts. Between deployments you operate from a base where Raven, your handler at Helix, lines up your next contracts, and Tully, your mechanic, handles repairs and upgrades. After each contract you draft new cards, upgrade your veterans, add new economic and production buildings to your HQ Zone, upgrade your commander, and more. 

Alongside your unit cards you can equip:

  • Implants, one-turn stat boosts for a unit that needs an edge in the moment.

  • Field Hacks, single-use very powerful abilities like scouting a region or changing the combat zone by creating a new factory.

  • Firmware, passive effects that apply for the whole run.

  • Your commander, a faction-tied unit who projects a buff augment zone over nearby allied units and gets stronger the better you perform throughout the run.

Factions

You build your company around one of six factions, each with its own commander, starting deck, and identity:

  • Wolf, infantry

  • Bear, armor land vehicles

  • Viper, helicopters

  • Shark, naval

  • Falcon, fixed-wing aircraft

  • Hammer, artillery

Enemy Factions

  • Sgt. Takahashi

  • Victor Slate

  • Dr. Kade

The clock

Synapse's AI program is on a deadline, and your contract runs against it. Every combat turn costs a week of development time you can't get back. Finish a contract quickly and you delay their development. Contracts come in three tiers, escalating in difficulty, and you can move between them freely. The run ends when you successfully capture Synapse's HQ, or you lose when the clock runs out.

Modes

  • Roguelike: the campaign. Persistent company, contract tiers, time pressure, and a final assault on the Synapse HQ.

  • Custom Match: 2 to 8 player skirmishes with drafted decks. Play against AI, hotseat, or online.                                   

  • Online Multiplayer: play with friends or strangers.

  • Tutorial: a guided intro to the combat systems.

  • Custom Map Editor: make new custom maps to play against your friends on.

Initial Release