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CyberJam

l337157games.cyberjam

An eight-way cyberpunk auto-battler. Hire a crew for the Agency, spend your Credz well, and outlast seven rival operators.

Voir l’analyse complète Joueurs · rétention · sessions · mises à jour · succès

À propos

Disclaimer - *Tastefully Generated Assets, For those who want a cheeky round at a balanced card game where the Shop is NOT rigged with Code.

FUN SYNERGY BUILDER AND AUTO BATTLER.

THE AGENCEY NEEDS YOU TO BUILD A TEAM AND TAKE ON THE CONTRACT.

You run a crew for the Agency. Every round you spend Credz, recruit assets, and arrange seven of them on a board. Then the round ends, you're matched against a rival operator, and the fight resolves itself — you don't get to touch it.


So the game is the part between the fights. What to buy. What to sell. Whether to raise your Clearance now and take a beating for it, or hold the tier and win this one. Whether the crew you can afford today is still alive in seven turns.


Whatever's left of the fight comes off your Rep. Run out of Rep and you're out. Last crew standing takes the contract.


THE ROSTER

  • 234 recruitable assets across eight factions — salvage crews and repossessors (RECLAIM), network technicians (SWITCHBOARD), masked data-heist couriers (BACKCHANNEL), underground race engineers (REDLINE), corporate war-platforms (LEVIATHAN), rogue energy phenomena (GLITCH), corporate artificial life (SYNTHETIC), and whatever keeps leaking through the Void Gate (VOIDBORNE) — plus 32 unaffiliated freelancers who'll work for anyone.
  • Six Clearance tiers. A tier-one asset is a flat 2/2. A tier-six asset is a problem.
  • 60 operators, each with a Protocol that changes how the whole contract plays.
  • 40 augments and a Black Market, for when you'd rather do it off the books.
  • Merge three copies of anything into a Chromed version of itself.
  • Every asset says something when it lands — or, if it's a machine, makes the noise a machine would. 714 recorded cues: a line for every card, eight for every operator.


WAYS TO PLAY

  • Take a contract — you against seven rival crews.
  • Go off the books — augments and black-market gear turned on.
  • Campaign — five districts, each ending in something that doesn't play fair.
  • Multiplayer — up to eight crews in one lobby.


Six boards, from the Agency floor to the Void Gate.


RECRUIT / UPGRADE / OUTLAST.


Historique des joueurs de CyberJam

25d tracked in 30d range · 6h averages

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