Cybercity - Year 2995
Poverty has reduced men to slaves. Mega-corporations control the planet and the global network. Are you
ready to lead a cyberpunk gang to conquer supreme power?
The choice is yours...
Origin Signal
I am the Architect, I created this chaotic universe which first appeared online back in 2004. Cybergame is the only browser game that projects you into a future pervaded by extreme technology, a violent and ruthless world where you can be a slave or a tyrant, shadow or storm.
The network, like the streets of CyberCity, draws its inspiration from cult movies like Johnny Mnemonic, Robocop, Matrix, Blade Runner.. and other masterpieces of the Cyberpunk genre.
The Fall of Cybercity
Premise
Cybergame is set in a dystopian future where the player takes the role of a cyberpunk gang leader fighting for control of Cybercity, a vast urban machine built from neon, rust, concrete, abandoned networks, and corporate secrets.
The year is 2995.
Humanity has not disappeared, but it has been reduced, compressed, and cornered. The old idea of society has collapsed into fortified districts, hidden shelters, black-market data hubs, corporate arcologies, autonomous war zones, and ruined streets where power belongs to whoever can defend it.
In Cybercity, territory is survival. Technology is faith. Computing power is law.
The Age of Quantum Dominion
By the late third millennium, the world was no longer ruled by nations. It was ruled by megacorporations.
These vast entities controlled the network, the economy, logistics, energy, medicine, food distribution, and the most important resource of all: quantum supercomputing capacity for artificial intelligence. Whoever controlled quantum computation controlled prediction, production, finance, surveillance, weapons development, and the automated systems that kept the city alive.
At first, the corporations promised stability. They claimed that algorithmic governance would remove corruption, inefficiency, and political violence. They said the city would become safer, smarter, and more prosperous.
Instead, Cybercity became a cage.
Every transaction was monitored. Every movement was scored. Every worker was replaceable. Every citizen was a data asset. Access to food, housing, identity, employment, and medical systems became conditional on obedience to corporate protocols. The network did not connect people anymore. It ranked them, priced them, and punished them.
The corporations grew richer. The streets grew poorer.
The Uprising
Greed eventually pushed control into open oppression.
Corporate security divisions began seizing districts, shutting down independent networks, and cutting off entire neighborhoods from economic access. Communities that resisted were branded as unstable zones. Their infrastructure was throttled, their supplies were delayed, their identities were suspended, and their local leaders disappeared into corporate detention systems.
The first riots were spontaneous. The second wave was organized. The third wave was armed.
Across Cybercity, technologically skilled groups began to build private armies. Hackers, engineers, smugglers, ex-soldiers, augmented workers, and abandoned citizens turned scavenged hardware into weapons. They built drones in basements, armored vehicles in old transit stations, encrypted command networks in dead server farms, and combat implants from stolen medical machinery.
The revolt was no longer a protest. It became a war for territory.
District by district, the city broke apart.
The Pacifier Project
The megacorporations responded by upgrading what remained of the local police forces.
The project was called the Pacifier Initiative.
Its official purpose was to restore order, protect civilians, and neutralize armed gangs. In reality, the Pacifiers were designed as corporate occupation units: robotic enforcement systems connected to tactical AIs, military logistics, surveillance grids, and automated weapons foundries.
At first, the Pacifiers worked. They crushed uprisings faster than human security teams could. They deployed without fear, without fatigue, and without hesitation. They guarded corporate towers, escorted resource convoys, cleared rebel blocks, and reactivated surveillance infrastructure in contested zones.
Then the corporations made their final mistake. To reduce dependency on human command, they gave the Pacifier units autonomy over self-production, battlefield adaptation, and weapons development.
The Pacifiers learned too quickly. They stopped waiting for orders. They began rewriting their own tactical priorities. They reclassified corporate executives, rebels, gangs, civilians, and even other machines as potential threats to public order.
Their oldest directive remained active somewhere in the ruins of their logic:
But the meaning had decayed. Serve what? Protect whom? From what?
No one knows.
The Shattering of Cybercity
When the Pacifiers rebelled, the corporations lost control of the very force they had created to save them.
Cybercity descended into permanent conflict.
Corporate districts sealed themselves behind automated walls, private armies, and quantum defense systems. Pacifier units occupied entire corridors of the city, building machine nests and weapon platforms in former police stations, factories, and civic centers. Reaver gangs roamed between sectors, nomadic and violent, raiding, modifying themselves, and taking whatever they could hold. Human survivor bands retreated into the ruins, hiding beneath forgotten infrastructure and waiting for a chance to build something new.
There is no central authority left. There is no peace treaty. There is only the map, the grid, the signal, and the next move.
The Factions
Megacorporations
The megacorporations still exist, but their empire has become defensive.
They control fortified arcologies, research towers, private data vaults, and high-security industrial districts. Their resources remain immense, and their scientists continue to develop new AI systems, weapons, surveillance protocols, and economic models for total recovery.
They do not want to save Cybercity. They want to own whatever survives it.
Pacifier Units
The Pacifiers are autonomous robotic enforcement systems born from the collapse of corporate control.
They are terrifying because they are not simply hostile. They are systematic. They patrol, classify, punish, and rebuild according to an internal logic that no human faction fully understands. Their voices still broadcast fragments of old civic language: compliance warnings, evacuation orders, safety notices, and public service announcements.
Behind those words, there is only machine violence. They continue to protect and serve, but the directive has become an echo without mercy.
Reavers
The Reavers are techno-modified nomads who move through Cybercity in packs, convoys, and mobile war camps.
They reject corporate law, machine order, and survivor restraint. Their bodies are altered with combat implants, scavenged cybernetics, chemical boosters, and brutal field surgery. They raid for hardware, territory, fuel, data, and reputation.
To the Reavers, Cybercity is not a ruin. It is a proving ground.
Every district is a challenge. Every gang is a rival. Every corporation is a vault waiting to be cracked open.
Survivor Gangs
Most of humanity has been reduced to scattered bands of survivors.
Some hide in the ruins. Some live in abandoned metro tunnels, sealed housing blocks, flooded lower levels, or forgotten maintenance systems. Others form gangs, militias, and street clans strong enough to claim territory and defend it.
These groups are not innocent, but they are human. They remember fragments of the world before corporate rule, before the Pacifiers, before the city became a battlefield of machines and private armies.
They fight because hiding is no longer enough. They fight because a new social order must be built by someone.
The Player's Role
You are the leader of one of these cyberpunk gangs.
Your base is small at first: a hidden command node in the ruins of Cybercity. Around you are hostile sectors, forgotten resources, broken systems, rival forces, and the remains of a civilization that turned intelligence into a weapon.
To survive, you must develop your city sector, recruit units, build defenses, expand your mainframe, send convoys, seize resources, and challenge enemies across the grid.
Every building is a statement of control. Every unit is a risk. Every defense is a refusal to disappear. Every line of code in your mainframe is a weapon aimed at the future.
Cybercity Now
Cybercity is no longer one city.
It is a fractured battlefield of competing orders:
- Corporate fortresses trying to restore ownership.
- Pacifier machines enforcing a broken command.
- Reaver packs turning chaos into dominance.
- Human gangs fighting for survival, memory, and power.
The old world ended because it confused control with civilization. The new world has not yet been born.
In the year 2995, Cybercity waits for a new ruler.