CyberSprawl: Survivors v0.8 — Since Early Access Launch
Character reworks, spreading corruption, persistent heart swarms, new combat effects and sounds, and clearer progression. Here’s what has changed since Early Access began.
The animated desktop main menu, with Exit in the red button at the bottom right.
El Money: a complete corruption rework
El Money keeps his distance as two drones support a spreading corruption wave. View full sizeEl Money arrives from a jackpot chest. View full size
Gold coins curse enemies, deal damage over time, and jump to nearby hosts when an infected enemy dies. Corruption can branch as the weapon develops.
Controller drones attack nearby corrupted enemies. Follow the outbreak to recharge active curses and improve their chance to branch.
Transfers keep their remaining lifetime. Distant chains expire instead of refreshing themselves forever.
Removed the overall corruption-host cap and reduced late-rank drone counts to make the outbreak the focus.
Widened early curse jumps and adjusted recharge coverage.
Added lime corruption marks, fast traveling pixel packets, bright transfer bursts, lingering trails, and separate spread, split, expiration, and drone sounds.
Added eight-direction walking, a fresh-cast pointing animation, and a jackpot chest entrance. Combat and the mission timer wait until arrival finishes.
Updated lessons and descriptions to explain corruption, recharge, and drone support.
Other character reworks and improvements
Keeper charges four chains, Tink spreads infection, and Angel hits enemies approaching from both sides. View full sizeNew walking animations for El Money, Keeper, and Tink. View full size
The Keeper: standing still builds Holy Lightning from one chain to four over 1.5 seconds. Moving resets charge. Added meditation, sacred symbols, gold invocations, blue robe fire, and new walk and palm attack animations.
Tink and Gremlin: infection spreads through living packs, with no infected-host cap and lower damage per host. Added walk and breach animations without the laptop overlay.
Cyber Chomp: Heart Swarm now maintains one persistent group. Extra Attack adds hearts; Attack Speed and Duration strengthen hits. Previews show the actual total, and body animation responds to real attacks.
Angel: body animation now responds to real attack events.
Chipstar and Hard-00N: restored the full eight-weapon arsenal. The mech stays near Chipstar while ranged weapons target at distinct distances. Evolution preserves reload progress.
The Architect: beams require an acquired target. Targeting lasers appear at every weapon rank.
GG: added directional claw animations and a magenta movement aura with a fading trail.
Gucci: corrected heavy case momentum and sideways impacts, with forceful debris feedback.
Game mechanics and progression
Choose one Doctrine to train through your actions. View full sizeGG boards ANGEL ONE and leaves with the secured loot. View full size
Choose one Doctrine before a run and earn research by performing its required actions. Requirements, saved progress, and milestones appear in a dedicated training console.
Failed runs retain earned research. Chapter goals remain visible while training, and confirming an already selected Doctrine no longer clears it.
Removed separate selectable run modes. Difficulty comes from the map and the rings you explore.
The timed mission lift accepts extraction while the boss is alive. Map 1 still requires defeating its final boss and extracting to unlock Map 2.
Unused chest reward slots now fill with useful random Overclocks when ordinary upgrades run out. Triple and jackpot rewards can mix upgrades and Overclocks; gold is still awarded.
Simplified Chapter 2 trials. Recruitment opens after Basics; Chrome opens after Playstyles.
Consolidated progression review into chapter pages, added chapter reward celebrations, and made character lessons replayable.
Added an A-button entrance skip, with keyboard and on-screen support. Combat starts after the entrance completes or is skipped.
New graphics and combat effects
Vacuum suction, chosen upgrade bursts, and impact debris. View full sizeKaren’s defeat releases a full shockwave and debris burst. View full sizeThe arrival elevator rises, opens, and retracts. View full size
Added ranked pixel explosions, accelerating shockwaves, and distinct boss and elite attacks with matching danger cues.
Made health loss visible with crimson tint and blood spray. XP gems have stronger outlines; field rewards use pixel artwork and pickup beacons.
Added branded elevator arrivals and extraction, rising shaft motion, sliding chevron doors, amber beacons, boarding lights, and ANGEL ONE flight with downwash.
Added separate, weapon-colored cooldown rings for slow attacks, positioned around the player’s feet.
Vacuum pickups now use animated machinery and a black-hole effect that pulls the surrounding atmosphere inward until it disappears.
Added level-up body responses and a burst of the selected upgrade icon with pixel trails as combat resumes.
Animated shrine machinery and emblem particles, supply caches, twin-turbine menus, and the mission dispatch scanner. Menu input remains available during motion.
Unified loading and title entry in the graphite console with actual preparation progress.
Adjusted attack force across rubble and enemy remains. Quiet kills collapse into remains, while stronger hits send material outward before it settles.
Reduced range-circle opacity, kept the HUD gold icon static, aligned resource icons, and prioritized critical feedback over decorative effects.
New sounds
Added distinct ascending pickup sounds for XP and gold.
Added the Blackout Crown sound for boss deaths.
Added El Money cues for corruption transfers, branching, expiration, and drone attacks.
Updated menu actions and outcomes with the shared physical sound palette. XP and gold feedback stay distinct during busy collection.
New content and rewards
Added activity-based Doctrine training, research milestone notices, and replayable character lessons.
Added useful random Overclocks to unused chest reward slots, giving completed builds a reason to keep collecting rewards.
Added a Discord community link to the main menu.
Balance changes
Increased selected damage ranks for Angel, Gucci, Brother Cain, Cardinal Silva, Old Jin, Tully, Viktor Okonkwo, and Viktor Kaine.
Reduced selected damage ranks or evolution spikes for GG, Judge Dreg, Lyra, Hector, Infereit, Chipstar, and The Mosaic.
Reduced Keeper’s Holy Lightning damage penalty from 40% to 25%.
Shifted Helena’s damage toward close-range charge beats and away from her broad remote pulse.
Changed Marla’s chain scaling from doubling to +25% per earned stack.
Increased Tully’s damage per spent charge from 75% to 100%, and Infereit’s stored repair capacity per colony from two to three.
Reduced Mosaic’s opening turret formation and removed free rank-one piercing.
Retuned Cyber Chomp around persistent hearts, Tink around broad infection, and El Money around following and sustaining corruption.
Interface, performance, and fixes
Removed artificial map and navigation delays. Prepared more menus, maps, lessons, and dense sprites during loading.
Fixed sprite-atlas stalls and reduced repeated combat rendering work.
Simplified repeated controller prompts and matched action colors to their glyphs. Results tabs consistently use LB and RB.
Fixed pause loadout clipping, the progression Back control, and keyboard focus during Doctrine selection.
Restored nearby battlefield identification and kept ring transitions visible in the minimap label.
Fixed canceled rescue pickups, clarified the evacuation boarding arc, and added a guarded exit confirmation with amber warning lights.
Kept extraction and loss information visible on the mission dispatch screen.