Devlog #15 – Hot wheels and methedrine
Another month with plenty of news from cyberpunkdreams. Let’s unpack all of it below: New updates We only published two big updates this month, but they were huge ones. First of them, Maintenance release brought several technical improvements to the app, enhancing
Devlog #14 – Little world
Some big updates since our last devlog. Let’s dig into the latest from cpd: February’s first update was Flex/Able, refining spike mechanics and bringing several new options for using vehicles. Not only a new type of spike, Braid, was implemented, but
Devlog #13 – Killer conscience
New year, new content. That's life in cpd. Let’s check out what January brought us: The first update of the month was Killer conscience, expanding on all mechanics related to deadly outcomes. As the update name hints at, now the game
Devlog #12 – To a happy new year!
With 2022 ahead of us, let’s take a look at how we closed 2021. December brought us just one big update: Need for need. As the name implies, it added and tweaked some mechanics relating to your character’s need for a
Devlog #11 – Arcologies
With the year coming to a close, let’s take a look at what November brought us. The first update of the month contained improvements to several different mechanics. You can now form a new type of team from your crew in
Devlog #10 – Dangerous Addiction
Time for the month’s roundup. Step through to find out what happened in October: Come. Towards the door. On the updates front, we opened the month with Hot spike, making several changes to the spikes system. Now more spikes are usable, more
Devlog #9 – Summer’s end
September was a hot month in cyberpunkdreams. Check it out: After Wardrobe malfunction, covered in our last devlog, the first big update of the month was Night call, whose namesake mechanic gives our night hawk players a unique resource every week,
Devlog #8 – Puppy heaven
Let’s take a look at what happened in the game this month. The first update during August, Smalltime junktown, was focused on adding new mechanics to the junk trader job, such as adjustments in price and load quantities, while also bringing
Devlog #7 – Apps, Tweaks and Factions
July was a busy month! We’ve opened a testing group, put out our exploit bounty, and brought plenty of updates to the game itself. Many of these changes were the direct result of your feedback, tweaking the difficulty levels in
Announcing our New Testing Group & Exploit Bounty
Hello! We’ve got a couple of things for you today: our new testing group is open to applications, and we’re now offering an exploit bounty to all players. Testing Group As mentioned in the last devlog, we're inviting players into a new