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Cyberstrike
Project type
Souls-like Combat
Date
Jan 2024
Dive into a brutal, atmospheric future where precision meets aggression. Cyberstrike blends the methodical tension of Souls-likes with fluid, dynamic combat—seamlessly chaining sword strikes and gunplay to carve your path through a dystopian world. Every encounter demands adaptability: parry with your blade, counter with a well-placed shot, or unleash hybrid combos to overwhelm foes.
Key Features:
Hybrid Combat System: Switch between melee and ranged attacks mid-combo for explosive, player-driven creativity.
Souls-like Challenge: Tight hitboxes, stamina management, and punishing but fair enemy designs.
A Handcrafted Future: Dark sci-fi environments with environmental storytelling and haunting vistas.
Modular Development: Built with a mix of custom systems and curated assets (full credits provided).
Project Background:
A passion project by a two-person core team (developers) with support from talented seasonal artists. Our goal is to deliver a visceral, condensed Souls-like experience with a unique identity.
Status: In Development – Playable Demo Coming Soon to Steam
Stay Tuned: Wishlist on Steam for demo updates—your feedback will shape the journey!
01
Movement Functionalities
At first I was planning to add some parkour functionality but then my inspiration for this game was MGSV, one of the greatest stealth game there is.. So I decided not to overcomplicate his movement so that he has limitations to being stealthy.


02
Automatic, Bust-Fire and Single Shot Shooting
Currently my character has only one favourite gun of his. An Automatic assault-rifle . It is a automatic gun but I have implimented other featues in the code and if I create more guns based on my base class I can give them any shooting functionality just from toggling a check-box.
03
Rock throw to distract
This is one of the most interesting features of a stealth game that I like, when you don't want to risk enemies spotting you while you move. You can distract them by throwing rocks and making sounds in my game!


04
Custom patrolling path for AI
Enemies in my game are not bound to follow a same patrol path pattern.
They can patrol in a longer path or a short path with as many patrol points needed.
05
Footstep Detection
Well, no point of calling it a stealth game if enemies are unable to listen to you moving around. Thats why in my game I have a footstep hearing ability for my enemies so they can hear you move and be alerted.


06
Stealth Takedown
Enemies can be taken down but only when they are unaware of someone being around if they get alerted which is indicated on top of their head. Oops! you can take them down any longer unless they again start patrolling or become unaware of your presence.