
Cyberemo 2007: “Wake up damn you, Emo, we have a lot of veins for cuts!” Old-school platformer breathtaking game.
Modeled estimate, not a reported figure. How we estimate →
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): 0/day in the week to Aug 4 → 0/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

Cyberemo 2007 is an adventure indie game that takes place in the Cry City, where tears, pain and body tattoos are most valued. You play as E, a guy in search of a secret that reveals the mystery of its origin. Your actions will not affect the course of the plot and everything that surrounds you!

Cyberemo 2007, not a simple game, get ready for a souls-like challenge!
All matches are random. The game consists of jokes, banter and irony. We are not trying to offend anyone. All game content is created as a banter over various aspects of life and activity. The game is filled with humor, jokes and positive. All names, titles, places and events are random. Our game is completely invented and is a parody.
Genres
Engagement
Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This game is amazing. I spent the whole time being equal parts confused and amazed at the incredible story and gameplay. I want to shake the developers hand. Worth every cent.
Я - эмо-кид, и вот что я думаю насчёт этого... Те, кто ненавидит эмо-кида, пусть лучше посмотрят на себя, они просто нам завидуют, потому что мы умеем писать без ошибок. Я не режу себе вены, не плачу и не слушаю мрачную депрессивную музыку, Я слушаю эмоциональную музыку. Хоть я не так уж часто покупаю шмотки от «Hot Topic», это все уже лучше, чем все эти «антиэмо», который таскают «Nike». Я считаю, что это - такие, какие они есть, они не боятся самовыражаться и выражать свои эмоции, и вам всем пора бы уже к этому привыкнуть. Эмо=круто Вы=не круто, врубитесь в это.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Russian
Hours played at review time, across 44 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Much better than Cyberpunk 2077
[h1] Очередной трэш-шедевр в Steam [/h1] Я встретил в игре большое количество багов, которые не особо помогали мне проходить уровни. Управление в игре кривое, что так-же сильно мешало геймплею. Геймплей (как и сюжет) сделаны за пару вечеров без какого-то напряга. Если не считать ворон за окном, то игру можно пройти за 30 минут! Полная цена тут опять же рофловая и сделана только для того, чтобы еженедельно продавать игру со скидкой 90%! Из минусов: -Баги с вылетающими платформами -После тира в бою у меня забагали выстрелы и я не мог стрелять *Пришлось перезапускать уровень -Скучный геймплей -Стим игру в библиотеку не засчитывает -Стим достижения не засчитывает Из плюсов: - Игру не рекомендую к покупке! Хотите увидеть обзор на какую-то свою игру? Вы запросто можете мне её подарить!:) А если вам понравился мой обзор, не забывайте ставить лайки или кидать награды(*^ω^) А так-же, вы можете подписаться на мою кураторскую группу в Steam: [h1] [url=https://store.steampowered.com/curator/43626167-Lord-Azazel-Group/] Куратор: Lord Azazel Group [/url] [/h1]
It's rare for a game to evoke such strong emotions, but this one certainly did. The intense combat, immersive dialogue, and creative world-building have me completely hooked, and I'm left craving more. Although I’ve only scratched the surface of what this game has to offer, I can say without hesitation that it brings me back to the days of my youth. To be specific, this game had me so captivated that I didn’t even want to take a break—honestly, I would’ve rather stayed glued to the screen than deal with any real-life distractions.
n1
So ... I got the Game for free from a Friend ... Yeah i played it and got even both Endings .... It was an experience ... I will now respect every other Game ... For a Troll Game this Creator has done really much that much must be noted, but i think he really got a problem after creating this Game ... because i have now problems after finishing this game. Yeah ... don't buy it i guess but you can troll your Friends with this Game. Pleas do not play this ... btw. really loved the Samurai Bullet Person ... JK Thank you for reading
Najlepsia hra na svete
Cyberemo 2007 is yet another of literally thousands of 2D retro pixel platformers infesting Steam and lowering the average quality of all video games everywhere. This is lazy Russian shovelware/cash grab stuff, assembled badly in probably the space of an afternoon with ClickTeam Fusion, the codeless drag-and-drop "game construction kit". It's intended to cash in on the success of Cyberpunk 2077, but as an insincere joke game. From a technical perspective, the game doesn't meet basic minimum requirements that most PC gamers expect as standard. The artwork here is terrible, it's a blend of old retro pixel "art" used as a substitute for contemporary PC graphics, and some of the most amateurish MS-Paint style drawings I've ever hurt my eyes on. It's unclear if this is due to lack of budget to arrange someone who can do graphics properly, or lack of talent, regardless, the overall visual quality of the game is extremely low as a result of these decisions. There's no options to change the resolution for the game or customise the graphics settings. There's no way for gamers to ensure this is running at the native resolution of their displays... there's no guarantee this game will look right on any PC as a result of this hamfisted design decision. There's no way for gamers to try improve the low quality graphics. Some of the defects in the game can be attributed to the choice of using the Clickteam Fusion construction kit - the "No-Code" construction kit that "Anyone can make games with!!". Including, you know, people who aren't game developers. Which is a problem. This is a very poor quality toolset sometimes used by amateur developers as it's free (so they don't have to pay for GameMaker Studio) and doesn't require advanced game development skills, but unfortunately has very limited capabilities (it's arguably worse than GameMaker Studio). Just as you can't make a silk purse out of a sows ear, you can't make a great video game if you use a terrible engine. These technical defects push this game below acceptable standards for any modern PC game. The poor quality of this game is reflected by how many people spent time with it. At the time of this review, SteamDB shows the all-time peak player number was only 6 players. This is a remarkably low number, and now, the only player activity occurs once or twice a month, presumably someone loading it up to see what it is then quickly uninstalling it. Considering there's over 120 million gamers on Steam and well over 50,000 games for gamers to choose from (over 9,000 completely free titles), the overwhelming lack of interest in this low quality game is to be expected. Cyberemo 2007 is relatively cheap at $1 USD, but it's not worth it. Given the defects and quality issues with the game, coupled with the unrealistic price, and the questionable ethical nature of the developer and/or their associates (as outlined above), this is impossible to recommend. [b][quote][url=https://partner.steamgames.com/doc/marketing/profile]Profile Features Limited![/url][/quote][/b] Valve have marked this game as "Profile Features Limited" at the time of this review. This is usually caused by poor sales figures and low community acceptance for the game (to date). Until this status changes, this game will not give you +1 to your Game Collector badge count, appear in profile achievements or any other Steam meta-accomplishments, nor can it be displayed in some profile showcases. If these factors are important to you, it may be worth holding off before buying this game. [b]Note:[/b] Because this is more of a "joke" game, intended to draw attention from controversy or in the hopes of going viral because it's "so bad it's good" (but it isn't good at all), there's nothing here to offer to serious gamers. As usual, with most awful/joke games, all the comedians come out of the woodwork. The vast majority of the reviews for this game are joke reviews, such as "this game cured my cancer, saved my marriage, changed my life" etc. Because most of the reviews are as insincere as the game itself is, the positive review score for this game should be disregarded.
Cyberemo 2007, developed and published by Siberian Mouse, is a deliberately strange, lo-fi first-person experience that leans heavily into surrealism, emotional discomfort, and early-internet nostalgia. Rather than functioning as a traditional narrative-driven game, it feels more like an experimental mood piece—an abstract glimpse into a fictional cyberpunk-emotive world shaped by teenage angst, digital decay, and cultural aesthetics from the early-to-mid 2000s. Its title sets expectations immediately: this is not a polished sci-fi epic but a rough-edged tribute to an era defined by neon text overlays, personal blog drama, MySpace-era fashion, pirated MP3s, and emotional overexposure online. Players navigate fragmented spaces and erratic visual metaphors rather than cohesive environments, and the lack of traditional direction becomes part of the game’s thematic identity rather than a flaw to be patched out. The gameplay is intentionally minimalistic—movement, interaction with occasional objects or triggers, and observation form the bulk of the experience. There are no combat sequences, puzzles, progression systems, or branching narratives. Instead, Cyberemo 2007 places the player into a deliberately confined aesthetic loop, inviting them to interpret its symbolism rather than react to mechanical challenges. This structural simplicity may frustrate players expecting clear objectives or traditional engagement, but for those drawn to exploratory indie art games, it creates a sense of psychological participation. The experience becomes about noticing stylistic choices, environmental mood shifts, abrupt transitions, and small details—posters, props, lighting, glitch overlays, or phrases scribbled into the digital scenery. Every space feels like a metaphor for emotional isolation, identity construction, or the performative sadness that existed in online subcultures of the era. Visually, Cyberemo 2007 embraces roughness with intention. Low-resolution textures, washed-out palettes, neon distortions, and jagged reflections mimic outdated 3D engines and homebrew digital art projects from two decades ago. The environments feel both artificial and autobiographical, as if someone tried to reconstruct a memory using faulty software. Character models and props appear uncanny and exaggerated, amplifying the game’s emotional discomfort. Siberian Mouse frequently leans into surreal juxtapositions—bright colors beside oppressive darkness, cute imagery beside unsettling symbolism, glitch effects layered over quiet domestic spaces. This aesthetic inconsistency reflects the fragmented nature of emo digital culture, where sincerity, irony, and self-mythologizing coexisted without ever fully aligning. Sound design plays an equally significant role in shaping atmosphere. Ambient audio loops, distorted electronic noises, melancholic synths, and abrupt silences create a rhythm that keeps players uneasy but engaged. There may be moments where audio seems absent or underdeveloped, but even that contributes to the sense of emotional vacancy. The music choices evoke a particular cultural memory—emo, post-industrial, bedroom electronica, and homemade remixes that dominated the early days of online identity-making. The soundtrack does not guide or reassure; it lingers like nostalgia someone isn’t ready to let go of. For players who lived through the late-90s and 2000s internet, this auditory direction may feel uncomfortably familiar. Because Cyberemo 2007 prioritizes emotion and aesthetics over structure, its narrative exists between implication and interpretation. It is not meant to be understood in a linear or literal way. Instead, the game suggests themes—alienation, digital identity crisis, performative sadness, rebellion as fashion, online friendships replacing physical ones, and the blurring of sincerity and self-branding. Some players may see it as a critique of the emo subculture, while others may interpret it as a nostalgic preservation. The ambiguity invites discussion and reflection, though players who prefer concrete storytelling may find it frustratingly opaque. Like many experimental indie projects, it relies on the player to complete its meaning. However, Cyberemo 2007 also carries the limitations common to Siberian Mouse’s catalog. The experience is short and does not evolve mechanically over time. Replay value depends entirely on whether a player wants to revisit the atmosphere rather than the gameplay. Technical polish—collision detection, texture fidelity, interface design—can feel uneven or outdated, and while some of that contributes to the aesthetic, other elements simply appear underdeveloped. The pacing can feel static, and the lack of interactive depth may leave players feeling detached rather than immersed. As with many highly niche art games, its appeal is selective rather than universal. Yet despite its rough edges, Cyberemo 2007 succeeds on its own terms. It does not pretend to be mainstream entertainment or a fully realized cyberpunk narrative. Instead, it presents a very specific emotional snapshot—an interactive collage of cultural memory, melancholy, irony, and digital loneliness. For players interested in outsider art, experimental indie design, subcultural nostalgia, or games that explore affect rather than mechanics, it offers something unusual, personal, and deliberately uncomfortable. It asks players to feel rather than win. Cyberemo 2007 will not convert skeptics, and it makes no attempt to. But for those who recognize the era it evokes—or who appreciate games as emotional expression rather than structured entertainment—it provides a strangely compelling, unsettling, and unforgettable experience. Rating: 7/10
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
Related
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