
Bomb Rush Cyberfunk is 1 second per second of advanced funkstyle. Battle rival crews and dispatch militarized police to conquer the five boroughs of New Amsterdam. Become All City.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 4.56/day in the week to Aug 4 → 8.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Xbox, GOG, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $39.99 | 15.7Kreviews | 98% | — | $13.3M |
| $39.99 | 4.6Kratings | 86% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 967 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Buy this game and become the imaginary parkour man who used to exist only in your head whenever you got bored in the car.
Music so good made me buy the game, a pair of speakers, and subscribe to all artists involved. Remember kids, laws don't apply to the wealthy or powerful, so get out there and sing, dance and paint to your heart's content!
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Dutch, Japanese, Portuguese - Brazil, Russian
| $39.99 |
| 1.1Kratings |
| 98% |
| — |
| not modelled |
| $19.99−50% | 72ratings | 92% | — | not modelled |
| $39.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 969 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I ♥♥♥♥♥♥♥ hate Jet Set/Grind Radio. It has maybe my favorite audio/visual style in just about any game ever, but it is ♥♥♥♥♥♥♥ miserable to play. Random difficulty spikes, awful controls, especially with the camera, so much missable content, plenty of mediocre characters that suck just to unlock, and a lot more. Bomb Rush Cyberpunk is if Jet Set was actually a good game. It is just as stylish and cool as Jet Set, while having gameplay that's actually fun, and a story mode that isn't horrific to get through. Some will definitely complain that it's a little too easy, and while that is true for just the main story, there's absolutely difficulty if you're going to be 100%ing the game, which I'm really going to have to finally get around to before Hyperfunk comes out, genuinely one of the games I'm most hyped for the release of right now. I highly recommend this game, definitely one of the best games of the decade so far.
Жуя Hubba Bubba включил MTV, по которому идет Samurai Jack, а за ним PowerPuff Girls. Решил сыграть в новенькую Tony Hawk American Wasteland на своей PlayStation 2. Съел йогурт скелетоны, закусив скиттлз. Получил MMS на свой Motorola Razr V3 И включил Sony Walkman, послушать немного Gorillaz
They told me for months this game "controls as bad as Jet Set Radio" and that is an outright lie, this game feels GREAT and it has THE JUICE
This game ruined my nostalgia for Jet Set Radio. In comparison to BRC, the controls are borderline unusable in JSR. Don't believe me? 100% BRC and get used to this game, then go back and try to play JSR. You'll suddenly see all of the problems with the initial design. This isn't to crap on JSR - it's a treasure from a different time, but BRC has found a means to replace it entirely in my heart. BRC is everything a modern JSR should be. I only have a few minor complaints: 1. Don't make me skate all the way to taxi spots to go back to the hideout. Mataan specifically is ridiculous. It's huge and there's 1 taxi spot. Make it so that I can press start and go back or something. I like playing the game, but the routes are also rather reductive/limited so skating the exact same line multiple times when achievement hunting or whatever is mind-numbing. 2. Make the controller's camera sensitivity cap higher. It's pretty frustrating how slow the camera is at its maxed out sensitivity. I'm not switching to keyboard and mouse just so that I don't have to fight the camera. All I need is a higher sens value. That's basically nothing to ask. Come on. 3. Needs more interesting locations and routing options. Open up more than 1 route to any given location. More billboards, more rails, more traversal - this is especially important in sprawling and vertical maps like Pyramid Hill or Mataan where you have 1 path to get to important features making the back-and-forth of it as you discover things rather boring. 4. For longevity, I wish the game had multiplayer and workshop capability. Allow users to make areas with in-game assets and the game would become infinitely playable. Could make some really impressive/weird movement maps and challenges this way. Ultimately, this game is still a 9/10 improvement on JSR's dated design.
You like skating, extreme sports, cell shaded graphics, funky music, old Sega games, bizarre settings, robots, graffiti, going fast, jumping high, fighting cops, looking cool, or all of the above? Play Bomb Rush Cyberfunk.
I am a fan of Team Reptile, and I like the fact they continue to operate in this fairly coherent, recognizable aesthetic across their games. Bomb Rush Cyberfunk is cool. It has a banger soundtrack, fun characters Team Reptile's, at this stage iconic, look. It has just enough world building to be interesting. Unfortunately the game also feels like it plays it extremely loose and hinges too much on aforementioned aesthetic. The design of the game ultimately feels like it doesn't "go" anywhere; there is nothing to solve, nothing to optimize, nothing to explore. All areas feel virtually the same. This is all almost entirely by virtue of the way the mechanics are laid out. In order to understand what I mean by this I first need to explain the central premise in BRC: comboing. This is fairly straightforward if you are familiar with virtually any skating game: keeping "momentum" (whatever that may constitute) allows the player to perform tricks to increase the scoremeter. In BRC it is simply being in the air, doing a wall-ride or grinding that keeps said momentum. So what is the issue? It seems to operate on a fairly well established formula. The primary issue can be summed up in one mechanic: manual grinding. Pressing a single button allows the player to grind even when there is no rail available. This grind will eventually run out due to losing velocity, but is extremely generous and can be infinitely extended with minimal effort. This immediately flattens the entire game to being trivially solvable: all combos are infinite given enough time. All "skating puzzles" are solved by pressing this simple button. There are effectively no resources routes to explore. Just press manual grind and win. This is further compounded by the very weird implementation of the boost meter, which, for some unexplicable reason, operates under a persistent resource. This means boost is NOT integrated into routes in the map: it comes down to whether you picked up the appropriate "boost item" beforehand. Together this culminates in every map being virtually the same thing in terms of what the geometry can meaningfully express, and it is a little embarrassing when you come to realize it. The game also feels very clunky in areas that just don't make sense for it to be clunky in. Movement itself seems to be based on velocity: the vector you commit to can be changed, but it's not an instantaneous directional change. Perfectly fine: this is what you would expect from almost any movement centric game. However, the "dash" does not play by these rules. It instead sets your velocity to a fix value aimed directly at one of eight possible directions (assuming keyboard; I don't know if it is better on a controller). This dash is mandatory for a lot of jumps. The result is that it feels awful to use and regularly causes what-should-be smooth traversal to finicky trial-and-error "try to align the direction properly". It is a baffling design choice to not integrate this better into the velocity based movement outside of it especially as the boost actually is. Overall I am pretty underwhelmed by this title. Not because it isn't well-made, but rather because it doesn't really adhere to the general "neatness" of Team Reptile's other works. It feels loose and underdesigned, relying more on vibes than clever design. Recommended for <20EUR, but certainly not at the ridiculous base price of 40.
Bomb Rush Cyberfunk absolutely nails the Jet Set Radio energy I've been craving for years — the movement feels incredible once it clicks, and I found myself grinding rails and chaining combos just for the sheer joy of it long after the story was done. The soundtrack is a genuine banger, the cel-shaded visuals are stunning, and the whole package has this rare quality where every element just fits together perfectly. That said, the trick system is pretty shallow with only three moves per gear type, and the skateboard, rollerblades, and BMX all handle nearly identically, which does take some of the shine off. The police system is more decoration than threat, but honestly the core loop of tagging the city while vibing to the OST is so satisfying that I kept coming back anyway. If you have any love for JSR or just want a stylish, feel-good game, grab it — preferably on sale, but it's worth it either way.
Офигенная игрулька, в которой можно просто почиллить, для Steam Deck прям очень подходит, летом, на улице или на даче)
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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