Hey everyone,
We're Plica Games — a doctor who codes between hospital shifts and his partner Red.. Cyber Spartan is our first game on Steam, and we wanted to share where we've been, where we are, and where we're going.
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### The Story So Far
Building Cyber Spartan has been a marathon. Between 9-to-5 shifts at the clinic and late-night dev sessions, every feature in this game was carved out of stolen hours. There were weeks where progress meant two lines of code between patient consultations.
Our biggest hurdle? Character animation. We spent months wrestling with placeholder sprites, trying different approaches — procedural animation, traced wireframes, pixel art generation. Nothing hit the quality bar we wanted. We've recently onboarded a dedicated animator - a young talent Gerson Soma, to bring the Spartan to life with proper hand-crafted sprites. That work is still in progress, and when it lands, you'll see a massive visual upgrade to the player character.
This Early Access build is raw. It's honest. It plays well, but it doesn't look finished — because it isn't. We're shipping it now because we believe in showing our work and building with the community, not behind closed doors.
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### What's in the Early Access Build
- Top-down cyberpunk action — fast, lethal, Hotline Miami-inspired
- 18 floors across 3 game modes (Arcade, Hot, Infiltrator)
- 37 unlockable skills across 3 trees (Firearms, Katana, Cyber Warfare)
- Hacking minigame system
- NAMAI — a hostile overseer that watches and judges your performance
- Full skill shop and token economy
- Gamepad support
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### The Roadmap to Full Release
Here's what we're working toward, in priority order:
**1. New Character Model**
Our animator is finishing a complete sprite overhaul — new idle, run, attack, and ability animations. This is the single biggest visual upgrade coming.
**2. Revamped Enemy AI**
Smarter patrol routes, squad coordination, fear responses, and per-enemy behavioral profiles. Enemies should feel dangerous, not just numerous.
**3. Level Design Overhaul**
Better layouts, environmental storytelling, floor decals, directional lighting cues, and more varied combat arenas. Every floor should feel distinct.
**4. Skill Balancing & Full Implementation**
All 37 skills will be fully wired with proper VFX, audio, and gameplay impact. Some abilities are currently placeholders — they won't be for long.
**5. New Skill Icons**
Replacing temporary icons with polished, consistent artwork across all three skill trees.
**6. Weapon Rebalancing**
Tuning damage, fire rates, accuracy, and feel across all weapon types. Every gun should have a reason to exist.
**7. Improved Enemy Models, Hitboxes & Collision**
Visual upgrades to enemy sprites, tighter hitbox accuracy, and better wall collision behavior. We know — we're working on it.
**8. Steam Achievements**
A full achievement set tied to skill mastery, floor completion, and hidden challenges.
**9. Cutscenes & Story Mode**
The narrative infrastructure is built — 18-floor story arc, dialogue system, cinematic engine. We're holding it back until the art and voice direction are ready to do it justice.
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### A Note from the Dev
I won't pretend this is a polished AAA experience. It's a game made by people who care deeply about the craft, working with limited time and resources. Every update will make it better. Your feedback — what feels good, what doesn't, what you want more of — that's what shapes where we go next.
Drop us a line on Instagram [@gamesplica](https://instagram.com/gamesplica). As Indie developers we treatment every comment, every interaction with care. We would love to ear from you.
Thank you for being here at the beginning.
— Plica Games
