Early Access v0.16 // Boss In Testing

Cypher Runner

Reach the core. Survive The Cypher.

A cyberpunk roguelike platformer with procedural levels, permadeath, and meta-progression. Run, jump, wall climb, and dash through hostile depths — and now face what's waiting at the end.

Godot 4.7 Roguelike Platformer Procedural Permadeath
PCG
Level Gen
4
Enemy Types
Depth Scaling
0
Asset Files

Download

Grab the latest build and start running. Windows desktop, more platforms coming soon.

Cypher Runner — Build 16

Meet The Cypher // Boss In Testing

Latest
Linux — Coming Soon

No install required — extract and run. Procedural audio/visuals mean no external assets needed. Steam release planned.

// Coming to Steam

The boss is in testing. The run finale is coming. Wishlist now to stay in the loop.

Get notified at launch and help shape the game — your feedback on The Cypher fight matters.

Features

Everything procedural. No sprite sheets. No audio files. Pure code.

Full Movement Kit

Run, jump (coyote time + jump buffer), wall slide/jump/climb, dash, and purchasable double jump.

4 Enemy Types

Patrol, Drone, Charger, and Turret — each with unique behaviors and zone-based difficulty scaling.

Procedural Chunk Generation

Levels are procedurally generated at runtime with two layout modes: ground-run and platform-hop. No two runs share the same layout.

Meta-Progression Shop

+HP, shield, double jump, speed boost (stackable/sellable), dash range — persists across runs.

Local Leaderboard

Top 10 scores persisted locally. Score = depth × 1000 + coins. Animated rank reveal.

Procedural Audio & Visuals

Zero external assets. All audio synthesized at runtime. All visuals drawn from code.

In-Game Tuning Screen

Adjust hop/gap chunk ratio, hazard frequency, enemy density, and speed scaling per zone — all without touching code.

Zone Scaling

Enemy speed +20% and turret fire rate -15% per zone (every 5 depths). Difficulty never caps.

Steam Planned

Desktop release on Steam with cloud leaderboards. Android as second phase.

Build 16 // In Development

The Cypher — Concept Art

A first look at the world and boss taking shape. These are directional concepts — the in-game visuals are an evolving stylized version built entirely from code.

The Cypher — Phase 1, hot pink assault form

Phase 1 // Hot Pink

Initial assault form. Telegraphed charge, exposed core window.

Concept art — in development

The Cypher — Phase 2, electric purple, core exposed

Phase 2 // Electric Purple

Armor stripped. Faster, more aggressive. Pattern disruption required.

Concept art — in development

The Cypher — Phase 3, molten red meltdown

Phase 3 // Molten Red

Core exposed. Final meltdown. Everything hits harder.

Concept art — in development

Cypher Runner world — neon megacity street level

World // Neon Megacity

Dense streets, holo billboards, wet reflective surfaces. The world the runner lives in.

Concept art — in development

Cypher Runner world — near street view with kanji signage

World // Street Level

Kanji signage, neon reflections on wet pavement. The depths run beneath this city.

Concept art — in development

Patch Notes

Development history and changelogs for each build.

Build 16 — Meet The Cypher June 29, 2026

  • First Boss Encounter — "The Cypher" [in testing] — A massive multi-phase armored construct now waits at the end of the run. Dodge its telegraphed charge, find the exposed window, then dash through to break it down. Three escalating phases: hot pink, electric purple, and a final molten-red meltdown. Accessible now via the Boss Test arena while we wire it into the full depth-15 finale
  • New Art Direction Pass — Richer neon environments and updated character and boss visuals are underway. The world is getting a visual upgrade to match the scope of what's being built
  • Version bumped to v0.16

Build 15 — HDR Support + Mid-Run Augments June 27, 2026

  • HDR Support — The neon cyberpunk visuals now render in true HDR on capable displays (Steam Deck OLED, HDR monitors), with brighter, punchier glow and bloom. Falls back cleanly to SDR on non-HDR setups. Toggleable in Settings
  • Mid-Run Augments — Clearing a zone (every 5 depths) now pauses the run and offers a choice of 3 random run-scoped buffs, Hades-style. Pick one and carry it through the rest of the run. Makes every run play differently
  • Augment pool: instant +1 HP, faster dash cooldown, 2× credit drops, one-hit shield, one-time revive on death, and the high-risk Glass Cannon (2× credits — but you take 2× damage)

Build 14 — Game Feel Update June 10, 2026

  • Combat Impact Overhaul — Dash kills now land with real weight: a split-second freeze-frame (hit-stop) and a screen shake fire every time you dash through an enemy. Works on all four enemy types: Patrol, Drone, Charger, and Turret
  • Hard Landing Feedback — Drop from a big height and the screen now kicks on impact, scaled to how fast you were falling
  • Smarter Camera — The camera now leads in the direction you're running, showing you more of what's coming instead of what's behind you. Built to matter in a game about reacting fast at high speed
  • Character Animation Juice — The runner now stretches on jumps, flattens on dashes, and squashes on landings (extra squash on hard landings), making every move read clearly at speed
  • Pause Menu — Press ESC (or Start on a controller) to pause mid-run. Resume instantly, or abandon the run with Q. Abandoned runs end through the normal run-end flow, so your depth and score still count toward the local leaderboard

Build 13 — Wall Climbing Rework + Display Settings

  • Wall Climbing Reworked — hold the directional input into the wall and press jump to climb up. Pressing jump without a direction (or while pushing away) still launches you off the wall. The old hold-for-150ms mechanic has been replaced entirely
  • Display Settings — full window and resolution control in the settings screen
  • Window Mode — press F to cycle between Windowed, Fullscreen, and Borderless
  • Resolution — press Q / E to step through 1280×720, 1600×900, 1920×1080, 2560×1440, and 3840×2160. Resolution only applies in Windowed mode
  • Bug Fix: Fixed a bug where the chunk the player was standing on could disappear mid-run, causing an instant death
  • Bug Fix: Fixed a bug where dying near the end of a chunk would respawn the player at the start of the next chunk instead of the current one

Build 12 — Slow Fall, Wall Climb Fix, Vault, Columns

  • Slow Fall Inside Pits — gravity drops to 35% of normal for the entire descent; falling feels floaty and controlled. Wall jumps carry further upward. Gravity snaps back to normal the instant you climb back out
  • Wall Climb Actually Works Now (Bug Fix) — previous design required holding jump for 0.25s while wall-sliding but the wall-jump input always fired first. Redesigned with tap-vs-hold: tap jump = wall jump, hold jump (0.15s+) = climb at 95px/s
  • Vault Over Wall Tops — when climbing a purple wall and reaching the top while still holding jump, you now automatically vault over the ledge with a short upward and forward boost. Makes the pit escape feel complete
  • Climbable Columns in Ground and Hop Chunks — purple columns (32px wide) now appear in non-pit chunk types. Ground chunks get 1–2 columns (200–300px tall) with a gold coin at the top. Hop chunks have 70% chance of one column on a wide platform with landing platforms on either side

Build 11 — Controller Support + Pit Escape Route

  • Full gamepad support for gameplay — D-pad or left analog stick to move, A (Cross) to jump, B (Circle) to dash
  • Controller buttons remappable in Settings screen — press keys 5–8 to assign a new button to each action
  • Menus still require keyboard
  • Pits now have an inner climbing shaft — two parallel purple walls inside the pit, close enough to wall-jump between
  • Gives a dedicated escape route: jump into one wall, wall-jump to the other, repeat to ascend
  • Shaft position varies randomly each run so it doesn't feel the same twice

Build 10 — Pit Chunks + Gecko Grip

  • Pit chunks appear at difficulty 3+ based on pit_chance (default 30%); ground sections on both sides let players skip entirely
  • Purple walls on pit edges are climbable using the existing wall-climb mechanic — no new player code
  • 2–3 coins at the pit bottom reward players who go in
  • Gecko Grip in shop ([6], 20 CR) extends wall climb time from 2.5s to 4.0s — makes deep pits far more forgiving
  • Pit and hazard floor cannot appear in the same chunk

Build 09 — Procedural Chunk Generation + Tuning Screen

  • Levels are now fully procedurally generated at runtime — no fixed hand-crafted chunk set
  • Two layout modes: ground-run (open floor with elevated platforms) and platform-hop (gap-based stepping stones with automatic bridge insertion)
  • No two runs share the same layout; no gap is ever impossible
  • New In-Game Tuning Screen accessible from Settings (press T)
  • Tune 4 gameplay levers without code: hop/gap chunk ratio, hazard floor frequency, enemy density (Low/Normal/High), and enemy speed scaling per zone

Build 08 — Local Leaderboard

  • After each run, players enter their name (up to 10 characters, pre-filled from last run)
  • Rank calculated and animated: "NEW HIGH SCORE!" for rank 1, "RANK #N" for top 10
  • Top 10 scores persist in user://leaderboard.tres — survives save wipes
  • Score formula: depth × 1000 + coins
  • Leaderboard accessible from main menu via the L key
  • Designed for local-first use; cloud and Steam backends planned for later

Build 07 — Depth Modifier System + New Chunks

  • Enemy difficulty now scales per zone (every 5 depths)
  • Enemy speed +20% per zone; turret fire rate -15% per zone (capped at 50% of base interval)
  • Zone 1 (depths 1–4): 1.0×/1.0×
  • Zone 2 (depths 5–9): 1.2× speed / 0.85× fire interval
  • Zone 3 (depths 10–14): 1.4× / 0.70×
  • Three new difficulty-4 chunks added (14 chunks total):
  • Chunk_Siege — 3 turrets with overlapping detection zones, gap crossings through crossfire
  • Chunk_Stampede — 2 Chargers + 2 Drones across wide split arenas
  • Chunk_Crucible — hazard floor gauntlet with all 4 enemy types