
Cyberfusion is a VR roguelike, physics-based, full-body FPS that immerses you in a futuristic battlefield. Featuring cybernetic implants and procedurally generated levels, this game challenges you to adapt and survive in a world where your body is your ultimate weapon.
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): 0.14/day in the week to Aug 28 → 0/day in the week after.
Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 21 → 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.
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Reviews
Themes across 45 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This is a great game and I had a lot of fun with it. But i acidentaly pressed the new game button insted of the hub button and now my whole game progress is lost. Please make a warning sign that all progress is lost when I start a new game. I would like it when there is a three slot save system that I can save my progress in three diffrent slots (for diffrent players for example)
For starters, although I would not recommend this game to most VR players, I do really like this game, the reason I do not recommend it however, is because i'm a very VERY avid VR player, I play constantly, I'm used to a ton of jank and can work around it most of the time with little issue, However most people aren't me, they're normal and don't play all the time and will get headaches with this game very easily, So for everyone sake please address these issues. 1: make grabbing weapons ALWAYS Corrects grab the anchor points with proper location and rotation (Feels really weird making a full fist NEXT to my gun and i'm still somehow holding it) 2: FOR THE LOVE OF GOD! I'M A SUPER CYBER WOMAN BUT I CAN'T HOLD ONTO MY SWORD TO SAVE MY LIFE. (Get rid of weapons flying our of your hand anytime you swing too fast or stab an enemy, it's super annoying and awful) 3: Improve the swords slice and dicing capabilities, it's shouldn't take so much OOMPH with my cybernetic arms to carve rotting flesh into peices (Katana just doesn't quite feel right, needs work) 4: Add an option for telekinetic pull grab instead of flick grab, Sure it's cool, but it's sucks. (Sorry guys, not a fun mechanic when it only works 60% of the time properly...) 5: Add more melee weapons, Get creative, Doesn't have to be insane, but anything than JUST a Katana would be nice. 6: The game says it's full released but I see a distinct lack of content, Only like 5 or 6 sectors? Couldn't had put in some other game modes (Again, this IS the cyberfuture, Anything is basically possible, Get creative, through some pseudo-outdoors level, with like city rooftops and rain, Doesn't gotta be SUPER big or SUPER detailed, but anything more would be nice. 7: Spider claws are entirely and utterly useless, the spider WORKS i guess, but the climbing capabilities are awful, You can BARELY lug your 4000 ton ass around and that's if you don't let go of the wall for no reason. (Maybe allow them to be used as claw melee weapons or let you pick up and through enemies.) 8: Change the crouch to 2 states, Standing and crouch and you toggle between them and with that new crouching mechanics, add a slide to the game. You do all those things kid, and your gonna be JUST Fine! Good luck, Hope to see improvement in the future!
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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**languages with full audio support
Hours played at review time, across 45 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h1]Experienced on the Meta Quest 3[/h1] You can view my gameplay & early impressions here: https://youtu.be/QETIVwHlXX4 This is a neutral recommendation. Is this a bad game? I wouldn't say so. However, it's just more like an alpha build and because of that it looks & plays very generic. However, with some polish and a lot more content, this could be a good game at the end of the Early Access period. Currently, levels all look pretty much the same. Weapon variety is limited. Enemy variety is limited. Death Horizon Cyberfusion is a budget rogue-lite extraction action game. You have shooting, slashing, & punching. However, due to the limited bullets & limited energy for the punches (or hand blades), the best weapon to use for most fights is the sword / katana blade. There is an enemy with armor, so you'll want to punch him, but then finish him off with the sword. The problem is that the game becomes very repetitive very early on. The only reason enemies become threats is because you're overwhelmed with the number and you can't kill them fast enough. Other than that it's just endless swinging. The starter handgun is not very useful. You'll want to save your money to unlock the assault rifle and get as many upgrades of it as you can. The problem is that ammo is limited and you'll have to get lucky in getting more. So you're stuck using the blade for most of the fights. Enemy AI is pretty brain-dead as well. Game is running on the Unity Engine. On my RTX 3080, I was getting mostly 90 fps. I did not experience any serious issues or bugs. However, the gun angle and the sword angle were both off on the Meta Quest 3, which made swinging the sword feel off, as well as shooting the weapon being a bit too high. You have full locomotion, along with smooth or snap turning available. You have camera tracking head or hand. You can play in seated mode. You have a grab system similar to HLA, but not quite as good (but not as bad as the negative reviews would make you think). [b]Rate 5/10.[/b] [quote]Please note: I received a free Steam key through the Steam Curator Connect program. If you enjoyed my review, please consider joining my Steam Curator group [url=https://steamcommunity.com/groups/Oculus_WMR]Oculus Rift Reviews.[/url][/quote]
I was waiting for the Death Horizon 2 game but got the Cyberfusion version instead. Okay, what can I say about the game? 1. It was fun to play (the most important part). 2. Cyber implants are really good. 3. The graphics, especially for the PC version, could be better, but overall, it’s okay. 4. The game needs more content. 5. The game has some bugs, but they don’t ruin the gameplay. Overall, it’s a great concept and a good game, especially for early access and at this price. If more content, variety, and multiplayer are added, this game could be a blast. But even as it is, it’s worth a try.
I'm a big fan of this team and their previous game, Death Horizon Reloaded. My friend and I spent a lot of time playing multiplayer and various challenges. In their new project, DH Cyberfusion, I loved the ability to upgrade your hands and weapons, which adds a fantastic level to the gameplay. Yes, the list of weapons is small at the moment, but the developers promise to add more in the future. Another interesting idea is the hub; I think its capabilities will eventually increase and it will be like DRG. I strongly recommend giving it a try and can't wait to see where the game goes. stil great game!
Game is very jank, as it resets your height calibration setting upon loading every level, Blades get stuck in enemies constantly as if they were made of fly trap tape, you need to slide your controllers past eachother to reload the pistol (when using Index Knuckles) and enemies slap you from a couple feet away from where their arms are at. This game has physics, but not as polished as Boneworks or Blade and Sorcery (as jank as those games can be). The levels are flat and boring to travel through, and the enemies are very repetitive. The graphics are exactly what you'd expect for something made for a mobile device like the Quest 2, nothing that would look remotely good on PCVR. Also I'm pretty sure they used AI-generated images in parts of the game for character pictures. The only good thing I can say is they at least tried to give you a VR body with legs and arms, unlike most VR games with floating hands.
good idea poor execution
Played on index and was already disappointed once I entered the game, No options menu from the get go, sometimes, at random you will crouch, which is very annoying, Game is janky, will wait for more updates but for now I am refunding.
Death Horizon: Cyberfusion is an ambitious virtual-reality action shooter that aims to blend full-body immersion, physics-driven combat, and roguelike progression into a fast, repeatable sci-fi experience. Developed and published by Horizon Lab, the game positions itself as a kinetic test of adaptability, asking players to survive a constantly shifting battlefield while augmenting their bodies and weapons with cybernetic upgrades. The result is a title that clearly strives to push immersion and replayability, even as its execution reveals both compelling ideas and notable rough edges. At the heart of Cyberfusion is a loop built around short, intense VR runs through procedurally generated environments. Each session drops the player into a maze of corridors and combat spaces populated by cyber-enhanced enemies, with progress measured less by narrative advancement and more by survival, efficiency, and accumulation of resources. Death resets the run, reinforcing the roguelike structure and encouraging players to treat each attempt as an experiment in loadouts and movement rather than a linear campaign. This structure works well in VR bursts, creating sessions that feel immediately engaging even if they rarely slow down long enough to develop a strong sense of place. Combat emphasizes physicality above all else. The game uses a full-body avatar system, grounding the player’s actions in visible limbs rather than abstract floating hands. Reloading, aiming, and melee attacks all rely on deliberate physical motion, and the intention is clearly to make combat feel embodied rather than abstract. When this works, it can be satisfying to dispatch enemies through precise movement and timing, especially in close-quarters encounters where positioning and awareness matter. However, the same physical commitment can also expose weaknesses in weapon feel and enemy feedback, making some encounters feel less impactful than the concept suggests. Weapon variety and upgrades form the backbone of progression. Firearms, melee tools, and cybernetic enhancements are unlocked and modified across runs, theoretically allowing players to shape their preferred combat style. Cyber implants promise additional layers of strategy, granting enhanced abilities or altered combat behavior. In practice, these systems offer incremental variation rather than dramatic shifts in playstyle, and some players may find that upgrades do not significantly change how encounters unfold. The sense of long-term growth is present, but it leans more toward modest optimization than transformative power fantasy. Procedural generation plays a central role in replayability, ensuring that layouts change with each run. While this prevents memorization and keeps navigation unpredictable, the environments themselves tend to blur together over time. Corridors and rooms often share similar visual language and scale, which can make extended play sessions feel repetitive despite the underlying randomness. Enemy encounters, likewise, tend to rely on familiar spawning patterns, sometimes undercutting the tension that procedural design is meant to create. Visually, Cyberfusion adopts a clean, utilitarian sci-fi aesthetic. Industrial interiors, glowing interfaces, and cyberpunk accents dominate the look, prioritizing clarity and performance over environmental storytelling. In VR, this readability is important for comfort, but it also means that the world rarely feels atmospheric or memorable. Sound design supports combat with functional cues and effects, helping players track enemy movement and attacks, though it rarely elevates the experience into something more immersive or emotionally charged. The roguelike economy introduces risk-reward tension, as players collect resources during runs that can be spent on upgrades but are lost upon death if not secured. This system encourages cautious play and decision-making, but it can also feel punishing when progress stalls due to repeated failures. Without a broad pool of meaningful upgrades, some runs may feel less like experimentation and more like repetition, especially when mechanical differences between builds remain subtle. Ultimately, Death Horizon: Cyberfusion feels like a game defined by its ambition. It wants to be a deeply immersive VR shooter where physical presence, procedural challenge, and cybernetic progression combine into a compelling loop. In moments, it achieves that vision, offering bursts of satisfying action and a strong sense of embodiment. Yet its limited variety, uneven weapon feel, and understated presentation prevent it from fully realizing its potential. For VR enthusiasts who enjoy roguelike shooters and are willing to tolerate rough edges in exchange for physical immersion, Cyberfusion can still provide engaging sessions. For others, it stands as an interesting but uneven experiment—one that hints at what the genre could become with further refinement and iteration. Rating: 6/10
As a fan of Cyberpunk 2077, I was impressed by this game for Steam VR. It immerses you in a dark, cyberpunk world where technology and corporations rule everything. The virtual reality creates a feeling of being in Night City, with its dark streets and neon signs. The graphics for VR look good, adding to the immersive atmosphere of the game. The zombie battles become much more intense thanks to VR, and the character progression and weapon upgrades add depth. The interface is also well-designed, making the game easy and comfortable to interact with. For Cyberpunk 2077 fans and VR gamers, this game is definitely worth checking out!
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