Early Access

Cypher Runner

A cyberpunk roguelike platformer with procedural levels, permadeath, and meta-progression. Run, jump, wall climb, and dash through hostile depths.

Godot 4.6.3 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 09

Procedural Chunk Generation + Tuning Screen

Latest
Linux — Coming Soon

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

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.

Patch Notes

Development history and changelogs for each build.

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