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A turn-based tactics roguelike where you run a mercenary company. Draft and deploy a deck of soldiers and vehicles, hire new mercenaries in the field, take territory against an AI opponent or your friends on hand-built maps, and clear contracts before the week timer ticks to zero and the run ends.
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Match strength key:80+65+50+<50Cyberwars
SteamAbout Cyberwars
Cyberwars
The world and its environment have been devastated. Mega corporations run the world, and now the work gets done by mercenaries on contract.
You're the commander of one of those companies. Helix Dynamics has hired you to shut down Synapse Global's AI program before it goes online and gives Synapse an undisputed military and economic advantage.
Synapse keeps developing while you're deployed, so every week you spend fighting is a week closer to their project finishing. Take their research stations, push into their Black Site Data Centers, and capture their HQ before the AI comes online.
Combat
Cyberwars is a turn-based tactics roguelike. You move infantry, vehicles, helicopters, naval units, and aircraft across hand-built maps, capture cities and factories for production, hold airports and ports to control the air and sea, and use terrain and fog of war to break the enemy line.
Your company
Your army is a deck. Every unit card is a specific soldier or crew that gains XP and survives across contracts. Between deployments you operate from a base where Raven, your handler at Helix, lines up your next contracts, and Tully, your mechanic, handles repairs and upgrades. After each contract you draft new cards, upgrade your veterans, add new economic and production buildings to your HQ Zone, upgrade your commander, and more.
Alongside your unit cards you can equip:
Factions
You build your company around one of six factions, each with its own commander, starting deck, and identity:
Enemy Factions
The clock
Synapse's AI program is on a deadline, and your contract runs against it. Every combat turn costs a week of development time you can't get back. Finish a contract quickly and you delay their development. Contracts come in three tiers, escalating in difficulty, and you can move between them freely. The run ends when you successfully capture Synapse's HQ, or you lose when the clock runs out.
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