Cyber Citizen logo in neon blue and pink over a cyberpunk city skyline

Game review

Cyber Citizen Review

7 / 10

Developer
Rocket Powered Games
Publisher
Rocket Powered Games
Released
13 August 2026
Platforms
["Windows", "Mac", "Linux"]
Genre
RPG

One Life, One d20, and a City That Doesn't Care

Cyber Citizen bills itself as "Progress Quest's hands-off grind meets BitLife's cradle-to-grave choices, dressed in chrome and cheap neon," and that mashup is the clearest way to describe it. Rather than manually walking a character through a cyberpunk city, the player assigns a Primary and Secondary focus, adds a Support, and then watches jobs, crimes, and relationships resolve largely on their own, governed by d20 rolls with genuine criticals and genuine failures. Ten classes and five character types — Hacker, Infiltrator, Droid Builder, and Geneticist among them — shape how the world treats a given citizen, and because certain opportunities only open up through specific combinations of focuses, the store page and player feedback both point toward experimentation over settling on one optimal routine. One reviewer with 654 minutes logged captured the shift in framing well, describing a game that "builds its identity around life simulation, role-playing decisions, idle progression, probability, and the consequences of choices made over an entire character lifespan" rather than the usual combat-forward cyberpunk template.

Crime, Consequences, and a Justice System With Teeth

The most distinctive system on offer is how seriously the game treats criminal activity. Illegal focuses — Theft, Burglary, Black Market, Chaos — pay better than honest work, but every illegal job marks a character CRIMINAL, and a marked name draws sharper attention from law enforcement. Getting spotted triggers a pursuit that can be shaken or that ends in a cell; from there, a player can pay bail, serve the sentence, or break out and add five years to the tab. Killing someone is permanent and severe: a MURDERER flag for life, with a twenty-five-year sentence waiting whenever the law eventually catches up. That 654-minute reviewer's write-up singled this loop out specifically, noting that "this prevents crime from becoming an effortless shortcut to wealth" and that "players willing to take risks can potentially build highly profitable criminal lives, but a few unfortunate events can transform success into a lengthy prison sentence" — which is a fair summary of how the mechanic is meant to create tension rather than just a bigger number to chase.

Friends, Romance, and an Inheritance That Outlives You

Relationships slot into the Support role and function mechanically rather than decoratively: a Medic friend halves incoming damage, an Infiltrator halves the odds of getting caught, and an Agent can slip the law's attention entirely — though associating with a friend who has their own criminal record can add to a sentence if a player gets arrested alongside them. Characters also age, and equipment wears out, until death becomes unavoidable; leaving an heir carries a character's credits and name into the next generation, while dying without one ends the line outright. The 654-minute review frames this as the system's real hook, arguing that "this inheritance mechanic turns individual characters into parts of a longer lineage and provides motivation to think beyond immediate profits." A second reviewer with 1,466 minutes recorded — by some margin the heaviest play session in the available sample — backed that pull up more simply, calling it "a really fun little idler that is sometimes hard to leave and not get too invested in."

A Content Editor and Mod Support Underneath the Idle Loop

Beyond the core loop, Cyber Citizen ships with a full in-game content editor that lets players write their own activities, items, and characters, plus a mods folder and drop-in custom music support — features aimed squarely at replayability once the built-in focus combinations have been exhausted. Steam's own category list backs this up with "Includes level editor" alongside Steam Achievements, Steam Cloud, and Save Anytime, and the game also lists several accessibility options: Adjustable Text Size, Color Alternatives, Adjustable Difficulty, and Playable without Timed Input. One caveat worth flagging directly from the review sample: the 654-minute reviewer noted the game carries no official Steam Deck Verified or Playable badge, writing that its "relatively lightweight presentation and interface may make experimentation through Proton possible" but that compatibility should be treated as unverified rather than guaranteed. A fourth reviewer, with 590 minutes played, ran into a more concrete interface complaint — spending "3.5 hours with no idea how to get a vehicle" and asking for a toggle to stop the idle system from silently reassigning a manually chosen focus.

A Small Sample Split Between Praise and a Pointed Complaint About Art

Across the four English-language reviews available, three recommend the game and one doesn't. The dissenting review is brief but pointed, dismissing it as "basically a reskinned idle webgame, extremely basic" while allowing that "it's cheap at least." More striking is a comment from the 590-minute reviewer, who recommends the game overall for "the concept as an idler and the gameplay itself" but states plainly that "the artwork in this game is very obviously AI generated" and that they "would not have purchased this game because of the AI artwork inclusion alone." Wanderer can't independently verify what tools, if any, went into the game's art, but it's a specific, clearly worded complaint from a player who otherwise engaged with the systems in detail — including flagging that Steam's "Pixel Graphics" filter doesn't obviously apply to what's on screen — so it's included here rather than left out.

Verdict

Cyber Citizen is a genuinely unusual pitch — a d20-driven, BitLife-style life sim wrapped around an idle cyberpunk city, with a crime-and-punishment system that has real teeth and an inheritance mechanic that gives individual playthroughs a reason to matter beyond their own length. The content editor and mod support suggest a developer building for a long tail, and at NZ$6.39 with no in-app purchases, the monetisation model is about as low-friction as it gets. Set against that is a thin, mixed four-review sample that includes real interface confusion (an unclear vehicle-unlock path, a focus-reassignment toggle that isn't there yet) and one detailed, credible complaint about AI-generated artwork that potential buyers should weigh before purchasing. For players drawn to hands-off, systems-driven simulation with genuine consequences for failure, it's a cheap and interesting experiment; players sensitive to the art question should go in with that reviewer's specific complaint in mind.

Category scores

Category scores are the reviewer's read on each area. They inform the overall score but do not average into it — the number at the top of the page is a judgement, not a calculation.

  • Gameplay 7 / 10
  • Progression 7 / 10
  • Performance 6.5 / 10
  • Originality 7.5 / 10
  • Monetisation 8.5 / 10
  • Interface 5.5 / 10