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NeuroKore: Requiem
Astigma Productions · Published by Astigma Productions
Content notice: Neurokore: Requiem is a dark cyberpunk action-RPG with graphic violence and 80s-style body horror. Combat depicts blood, dismemberment, and persistent corpses; enemies are themed around cybernetic mutilation, mutation, and deformity. The setting is bleak and oppressive — corporate dystopia, augmentations gone wrong, and an undertone of dread drawing on films like The Thing and Videodrome. The world includes references to drug and substance use, and one playable class (the Enculted) channels occult power through ritual self-harm. The game does not contain sexual content.
Last updated 28 Sept 2026
A fixed-camera cyberpunk ARPG set in an abandoned corporate facility. Two origin paths — Analog and Cyborg — branch into six specialist classes, each with unique resource mechanics and signature perks. Deliberate combat, deep loot, and builds that transform how you play. Escape Earth Facility #723.
Action, RPG, Free To Play · 2027 · More free games
About this game
Playtest Note
This is a VERY early release. Like pre-pre-pre alpha version. There is no in-game story, and all assets and models are placeholders. Items, talents, perks, and many other features are still in the infancy stage.
What Is Neurokore: Requiem?
A Diablo-style action RPG in a cyberpunk world where flesh and machine are at odds — but share a common enemy. Low-poly 3D with high-res PBR textures and dynamic lighting.
Fixed isometric camera. The tone layers gritty neon-noir, campy 80s sci-fi, and body horror into something that feels like Neuromancer meets The Thing meets Flash Gordon.
Eight Classes, Eight Different Games
Choose an origin — [b]Analog[/b] (flesh that refuses to become obsolete) or [b]Cyborg[/b] (pragmatism that crossed the threshold) — then specialize into one of three advanced
classes per path.
Survivalist — traps and adrenaline. Pressure builds your resource; safety bleeds it.
Count / Countess — curses and composure. Controlled play sustains you; panic breaks you.
Enculted — charm enemies to fight for you. Turn the horde against itself.
Forged — extra mechanical arms. Budget your power grid across active augmentations.
Automaton — autonomous drone swarm. Your bandwidth caps how many fight alongside you.
Polymath — psionic telekinesis. Seize and slam what stands in your way.
Every class has its own resource system. This isn't a mana bar with a different skin — each resource changes how you make decisions in combat.
Talent Trees & Signature Perks
Five tiers of talent investment per class. Early tiers broaden your kit. Later tiers redefine it — adding drone swarms, extra limbs, enemy charm, proximity mines, curses, or
telekinetic control. Perks are permanent progression through talent points, not something gear gives or takes away.
Gear That Changes Behavior
Eight equipment slots, each with a dedicated stat domain — you know what a drop does at a glance. But the real power is in behavior mods: a jetpack backpack and a phasing backpack both go in the same slot, but they create fundamentally different characters. Loot doesn't just scale your numbers — it changes how you play.
Deliberate, Weighted Combat
Attacks commit you. Four targeting modes — cone, radial AoE, projectile, and hitscan — each with readable ground telegraphs. Enemy density scales from small groups to screen-filling hordes. Hardcore mode available for permadeath runs.
Earth Facility #723
A vast corporate complex — half augmentation research center, half high-security prison — abandoned without notice. The corporation didn't shut it down with care. It just stopped thinking about the people inside. Analog and Cyborg players start in opposite wings and converge in the maintenance corridors below. What you find down there is worse than what either side left behind.
System Requirements
Will my PC run this? →Minimum
- OS: 11
- Processor: Any
- Memory: 4 GB RAM
- Graphics: Integrated
- Storage: 1 GB available space
Supported Languages
Latest news
AnnouncementsOfficial
Procgen Dungeons
v0.3.0 — Procgen Dungeons, Cover System, and a Big Difficulty PassEvery floor is now a different shape, you can finally duck behind a barrel without it being decorative, and the game has stopped trying to delete you in the first room. New SystemsProcedural Dungeons — Levels are sparse maze layouts carved fresh per run. Dead ends, winding corridors, branching paths. Spawn always lands in a safe room with a starter chest; the boss and exit live behind a switch puzzle at the far end. Mob density scales with player level, so the first few floors aren't deep-zone-crowded.Cover System — Crouch behind a barrel and enemy fire actually gets blocked. Destructible props sit on a new collision layer that takes damage from your shots and breaks open for loot.Health Potions — New Q-key consumable slot. Three charges, 30-second recharge each, heals over time. Stimpacks for Analog characters, Batteries for Cyborgs — both roll in any game so coop partners can trade.Armor + Weapon Identity — Head/Chest/Gloves/Legs now roll damage reduction. Every weapon archetype rolls a signature stat that defines it: RPG blast radius, sniper headshot bonus, taser chain count, accelerator ramp speed, knife bleed, hammer impact radius, and so on. Unarmed is a real playstyle now too, with glove affixes (Spiked / Concussive / Shockwave) to support it. TuningThe first encounter no longer asks for precision play. Enemy attack cadence slowed across the board, heavy hitters had their damage cut, sniper projectiles are dodgeable, and the first three player levels see gentler base damage. Closing distance against a pack as a melee character is finally a strategy. PlusHitscan and projectile shots still graze past their effective range with falloff damage; cone and AoE now match their visual hit area instead of silently extending.Destructibles are bullet-catchable from standing fire height — aim at the barrel, it breaks.Power-curve stat rolling — common items cluster near their floor, uniques get genuinely hig...Read full article on Community Announcements (Rathe)AnnouncementsOfficial
Let there be... sound?
v0.2.1 — Audio Pass & Polish This update lands the first proper audio pass on Neurokore, plus a stack of visual polish and quality-of-life fixes.AudioEvery weapon now has fire SFX — multi-sample arrays with per-shot pitch/volume variance, so rapid fire doesn't sound mechanical and enemy fire reads as distinct from yours.Channel weapons (Taser, Energy Accelerator) get an engage zap plus a continuous hold loop while you hold LMB.Music — 5 level tracks shuffling per New Game+ run with a 15s fade-in and a 30-second silent gap before re-looping, plus a title theme.Footsteps, damage grunts, explosions, UI clicks, hit-flesh confirmation — all wired across the player, enemies, and the menu.Room-aware reverb (small hallway vs. large room) and a 24-slot positional audio pool that prefers idle slots so long sounds don't get clipped.Audio settings tab — Music / Sound Effects / Ambience sliders, persisted across sessions. Settings panel is now tabbed: Game / Display / Audio / Accessibility. Heads-up: SFX are still very much a work in progress. The set you're hearing now is the baseline — sounds for taking damage, bullet impacts on walls, and a few other gaps are queued for upcoming sessions. If anything sounds off or out of place, let me know.Visuals & UXItem icons replace the placeholder unicode glyphs everywhere — inventory grid, drag preview, ground pickups (now billboarded textured planes), and the cursor when click-moving items. Camera shake & push per weapon archetype. Kinetic weapons get random-jitter recoil at fire time, RPG/grenades land with distance-scaled impact jolts, and energy weapons get a directional "pressure" push that springs back. \Combat Effects + Missions HUD panels tucked under the minimap. Combat Effects shows your equipped-weapon quirk tips; Missions is a placeholder for the eventual quest UI.Character panel re-laid-out — equipment slots rearranged, avatar moved into a tall portrait beside the stats column.Tooltip type line now reads "Armor — Legs" / "W...Read full article on Community Announcements (Rathe)






