CybArena artwork$4.99100%Positive

CybArena

Hold the arena solo or with three friends in online co-op. Ninety-second waves, twelve bosses, ten guns, seventy perk cards, and a build that snowballs with every kill. Survive to wave 36, kill the guardian, then see how far Endless goes.

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From the Steam store

CybArena is a top-down cyberpunk wave shooter for 1-4 players. Pick your mercenary, take a gun off the rack, and hold the arena through ninety-second waves of drones, minelayers, kamikaze bombers and worse. Every third wave, a boss kicks the door in.

Every run is a build. Kills shake loose perk tokens, and every token deals you a hand of cards: stack crits, set your rounds on fire, ricochet bullets off the crowd, or chase a legendary that chains each kill into the next. Chain kills into combos, spend the payout at the vending machines, and dash through anything you can't dodge. Between waves you get fifteen seconds to breathe. Spend them well.

Fight solo or bring up to three friends in online co-op. Revive downed teammates, donate a spare life, and stack party passives, because every character makes their signature power-up drop for the whole squad. Survive to wave 36 and the arena sends its guardian. Kill it and the city is yours. Then Endless mode asks how much further you can go.

The Assault pick: raw weapon damage, and damage power-ups that stick around longer when he's the one grabbing them. His Mortar Shower ultimate rains shells from above, up to six volleys of six, for players who answer crowds with craters.

The Skirmisher: the fastest feet in the arena, built for players who never stop moving. Beast Mode is twenty seconds of everything at once. Faster fire, faster legs, bigger damage, and a magazine that doesn't run dry.

The Control pick: fire rate on the trigger and a panic button the whole team learns to trust. Shockwave stuns every enemy in the arena, wipes the bullets around you, and shoves the crowd back. Pick Surgeon if you like being the reason everyone's still alive.

The Support, and the newest recruit: deeper magazines out of the box, and ammo drops fall more often for the entire party while Munition's in the lobby. Bullet Pulse fires expanding rings of real bullets. They crit, they pierce, they count.

The rack holds ten guns, from the sidearm that never jams to the Minigun's wall of lead, and every unlock is permanent: waves cleared and levels gained earn Weapon Tokens that carry across runs. Buy at the loadout screen or from the mid-run vendor, and swap guns mid-run when the wave demands it. Every weapon plays differently. The Double Barrel is two barrels, one answer. The DMR punches through the line. The Flamer never stops burning. Each gun also has its own exclusive perk cards, from Choke on the shotguns to Spin-Up on the Minigun, so every gun on the rack is a new build to learn. Heavier guns hit harder. They also slow you down. Choose.

Enemies drop six timed power-ups: Extra Life, Infinite Ammo, Speed Boots, Double Damage, XP Boost and Rapid Fire. Each character makes their signature drop more common for the whole party.

Kills also drop perk tokens. Grab one and you're dealt three cards from a pool of seventy across four rarities, from a humble +2% to legendaries like Death's Echo, which chains every kill into the next. Every percentage compounds on what you've already stacked, bosses always pay out rare or better, and you carry a few rerolls for the hands you can't accept. By the late waves, no two runs are holding the same gun the same way.

Purchase special equipment from one of five vending machines. Upgrade your movement speed. Get yourself an immunity pill. If you're after a bit of crowd control, grab an Airstrike or a Nuke (in extreme measures). There is something at all vending machines to help you get the job done.

Nine enemy types with nine agendas: chasers, gunners, rocket drones, minelayers seeding the floor, bombers on a countdown, laser eyebots, grenade lobbers, and support drones shielding everything else. Any of them can spawn Elite. Armoured, Swift, Volatile or Shielded, each one ringed so you know exactly what's about to ruin your day, and worth triple coins if you ruin its day first. Bosses join the fight every third wave, from the Cyber Snake you dismantle segment by segment to the Railway, a moving wall of guns riding the line at the edge of the arena. Every boss enrages at half health. Survive them all and wave 36 sends the guardian, escort included. This is the only wave the clock won't end for you: it doesn't stop until the boss is dead. Kill it, take the city, and let Endless mode start counting.

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