Cyber Rail
A downloadable game for Windows
New Content on Discord!
Feedback Form
-----Description-----
Run on walls, slide, swing, and more to build up speed and zoom through a flying convoy of robot bandits.
This is the tutorial and some early versions of the first few procedurally generated levels.
-----Controls-----
L-Mouse ---> shoot
Middle or R-Mouse ---> grapple
L-Shift ---> slide
V ---> melee
R ---> reload
M ---> mute music
K ---> reset game
Alt+F4 ---> quit
-----Other Movement Features-----
* Double Jump
* Wall running
* Vaulting
* Ramp Sliding
* Grapple Swing -> slide while pulling your grapple
* Super Jump -> jump after sliding for a bit
* Get a free jump if you jump to cancel a grapple or wallrun
* Much more movement for you to discover
-----OST Playlist-----
https://tinyurl.com/2kjma8ke
-----Credits-----
Code - William Zollman (https://william-zollman.itch.io/)
Art and Animation - Blake Edwards (https://ratlz.artstation.com/)
Sound - Noah Henson (https://www.youtube.com/@liverthief6979)
Props - Joe Rohm (https://joer2000.artstation.com/)
Status | In development |
Platforms | Windows |
Rating | Rated 5.0 out of 5 stars (5 total ratings) |
Author | William Zollman |
Genre | Shooter, Action |
Tags | 3D, Cyberpunk, Fast-Paced, First-Person, FPS, Parkour, Physics, Singleplayer |
Download
Install instructions
-Find the downloaded file where you downloaded it (often your downloads folder)
-Select the downloaded file "CyberRail (Demo)"
-Click "Extract All" in the toolbar above the file
-Choose a convenient place to extract to (like your desktop)
-Extract the files to that destination you chose
-Open the newly created folder "CyberRail (Demo)"
-Double-Click on the file named "CyberRail" or "CyberRail.exe"
Comments
Log in with itch.io to leave a comment.
This is truly an awesome game. The movement mechanics are smooth af and transitioned super well. Also, the stylized graphics were insane and blended really well with the gameplay, not too flashy but it still looked and felt good. I think the highlight of this game were the weapons tho. They were all completely different from each other and supported different playstyles. the boomerang provided much better movement tech and the sniper/SMG literally transformed to suit the user's needs.
this is genuinely extremely fun i could easily sink hours into this in a more polished version, the shooting and movement all feel very smooth, although the grappling hook could be tuned a little better in my opinion, my biggest complaint is that (if this game is leaning towards being a roguelike) getting a good run feels way too easy with the boomerang gun being the best weapon it leaves you with a lot of money allowing you to buy every single item after every level, it'd also be nice to be able to see all the items you've bought. overall great demo with very fun movement and shooting, but i think it should lean more into being a roguelike with more decisions to make and more rng and whatnot
Thanks so much!! I'd love to hear your specific critiques on the grapple as well so we can make that feel as good as possible. This is a very old version, with our discord being where we release new content, but we haven't changed the grapple much in that time
often times the grapple feels just a tad bit too short to be able to use comfortably, maybe having the ability to charge your grapple to be able to launch it faster and at a longer range might be a fun change ? (just going off of my first thought here), it'd also be nice to be able to change in the settings which grapple type (swing and regular) is activated while holding shift . btw, on your discord may you say which channel releases newer versions of the game? i thought through the patch notes channel you could download the newer versions but i am sadly met with an error code 8 on steam whenever i try to add to cart
Oops, looks like I never actually sent the reply I typed up to this. So sorry!
Good feedback! Yeah, a setting to swap the grapple/swing behavior is something we'll definitely want. And we'll see if there's some way to make the grapple not feel too short, your idea sounds fun
Also, the issue you were reaching on Steam is that the last closed playtest we ran had closed at that point. We'll announce the next playtest soon through our Discord, and when we do, we'll give info on how new playtesters can get their Steam Playtest key and try out our latest version
Thanks for your time and suggestions!
Can somebody tell me why its so slow for me
Dev here: There is a memory leak in this build that can cause extreme frame rate drops, especially in later levels. We've resolved most of the issues that were causing this in the Alpha build, which will be available for play testers on our Discord server starting 5/11.
In the meantime, in this specific build, when the game starts lagging, you can press L and 1 at the same time, which will take you to the previous level, meaning you won't have to close the application or restart your run. I've found that more often than not, it works pretty well.
Thanks for checking out our game!
This game is actually a lot of fun. I can see myself spending a lot of hours in this game. I do think there a few changes that maybe implemented. I only got to the repeater and smg but I kind of regret getting mostly because the boomerang seemed a little too op which is alright if the enemies get more hp. Also I feel like the game would be a bit more fun if you added more upgrades but in moderation because the current are pretty good just need a bit of fine tuning.
The boomerang is definitely a bit overtuned in this build. We are planning on decreasing its hitbox size, but that's a little farther down the road.
We also thought the repeater felt a bit clunky after this build, so we introduced backpack reloading, which will passively reload whichever weapon you aren't currently using (sadly not in this build).
We are slowly introducing more upgrades with each new update! I believe our most recent build has 29 to choose from. This build is the Alpha build I mentioned above, which can be accessed by filling out the playtesting form on our Discord.
Thanks for the feedback!
I like this game, it gave me kind of ghostrunner vibe. The shooting is smooth, the game path is just good. But I do think there are few things that can be improved, for the UI interface, there isn't any description of each section. I was confused at first. For the hook rope in the game, sometimes it feels kind of unsmoth. Besides that, everythying looks good to me, and I enjoyed playing the game!
Thank you for your feedback! UI is always something we're trying to improve, to convey all the information the player needs in the cleanest way possible. Adding a screen that explains all the UI elements is a great suggestion and likely one that we will end up implementing as development progresses.
I'm glad you enjoyed playing! If you want to keep up with updates in the development process, feel free to hop in our Discord server if you haven't already
This game is really interesting! The shooting and jumping mechanics feel great, but I think it lacks some guidance for beginners. When I first entered the game, I didn't know what I needed to do. However, I feel that overall gameplay is very good. It would be even better if the characters could have more actions or if there were upgrades for weapons or character abilities in the game. For example, having shotguns and the ability to sprint forward would enhance the experience in my opinion.
Thanks for your feedback! I'm glad you enjoyed our game.
Teaching players the mechanics and objectives of the game is something we've grappled with (no pun intended), as our tutorial is pretty long, and runs the risk of overloading the player with information. As development continues, we're always looking for ways to condense information in the tutorial to be as clear as possible with the player.
We are planning to introduce more weapons in the game, including a shotgun, as you suggested. Stay tuned and thanks for your comment!
This game has a lot going for it, with its smooth as butter controls and really good movement options that allows you to move through each level at a good pace. When it came to the grappling hook, there were some issues where I would get stuck on the ceiling of a platform if I grappled underneath, but I usually was able to get out of it quickly. The gunplay felt very responsive, and I felt like every shot I took felt like I should've hit, which it mostly does. Sometimes if you do shoot an enemy that's too far away, your bullets won't hit, but it is not a deal breaker. I tried out a few of the weapons, and while I do think some of the ideas are cool, I do feel like the initial pistol felt the best to use. This could just be that I need to spend time with each weapon more though. Overall, I thought this game is really fun, and a solid foundation for something even cooler in the future.
I'm glad you enjoyed the movement! The range limit is in place to discourage the playstyle of sitting back and sniping enemies from beyond their aggro range, since we want to encourage players to get up in the enemies' faces and outmaneuver them rather than out-ranging them. But I agree, in some cases, not being able to damage an enemy from a distance can be frustrating and we are definitely willing to look into expanding the player's range.
Weapon balance is something the we are constantly tweaking, as we introduce new enemies, upgrades and weapons. We have made some quality of life changes to the repeater and boomerang since releasing this build to bring them on par with the revolver.
Thanks for your feedback and thank you for checking our Cyber Rail!
I really enjoyed this game and thought it was really well done and fun to play. I really enjoyed the game mechanics and it really felt like everything flowed smoothly as I was playing. No movements felt awkward and it was a very immersive and fun experience. The demo was super helpful in learning how to play the game and did a really good job of guiding me along. I feel that the main game itself is enjoyable as a casual action-shooter. The only thing I struggled with a bit was getting a hang of the grappling mechanics as I kept getting stuck under platforms and falling off them. It did make good use a few times when falling or needing to get back on the stage.
The grapple has been one of the more difficult mechanics for us to teach because of its dual behavior:
When grappling using only [M2], the player is yanked in a straight line to the target
When grappling using [M2] while holding [Shift], the player swings in an arc around their target.
The second option is the best way to smoothly recover from under platforms, but it is also one of the most difficult mechanics for us to teach, since the concept of the grapple being able to behave in two different ways is unintuitive for a lot of players.
I'm glad that you checked out the tutorial and gave us this feedback. It's really important to us to know which mechanics our tutorial teaches effectively and where we are falling short.
Thanks for your feedback and we encourage you to check the Alpha build on our Discord if you haven't already!
Cyber rail was a very fun game to play! The wall-climbing and movement mechanics were very well done, so with the models in general. My only problem in the game was that after eliminating every enemy on the level and reaching the end of the map, nothing happens and i have to wait until the timer runs out and the game develops further. My other critique is that the game felt a little easy, but besides those two things this was a great game!
Thanks for your feedback! Looks like the latest version is missing important information explaining the new method of moving forward after you complete a level. I have restored an older version of the game for now.
I tried out an early version for this a few months ago at a demo. it was super fun and I've been following it loosely ever since
Thanks for the kind words and for sticking around! Moving forward, the demo on this page will not be updated, so if you want to try out our new content, feel free to join our Discord server.
We'll be hosting our first closed playtest with a ton of new content this month, and we'd love to see you there!
https://discord.com/invite/Yse3PjQNpd
Everything about this game is amazing. I like the ecstatic art being created, it gives a nice environment for players to be in. Movement and animation are very smooth with good interaction among each other. There were no real issues when I did the playthrough except for maybe melee. Melee feels a little weird to use considering how well gun shot feels.
Sound design is my favorite part since I like this kind of music and it creates the vibe for the game. I honestly didn't expect myself to enjoy this one that much as it is only being created by a few people. This is way over my expectations and I enjoy it. Good Job!
Thanks!! Glad you like the music, I know I certainly do :P
I really enjoyed this demo, even though it was repetitive I still enjoyed learning new ways to use the movement. I appreciate the weapon designs and their mechanics.
The mele attack feels kinds redundant as it deals very little damage. I didn't find myself using it often, and when I did, it wasn't to much success. Id replace it with a shotgun blast from like a sawed off so it has a little more range and deals more damage up close.
I really liked the grapple swing mechanic, although it was sometime hard to gauge when an object was in grapple range. What I've seen other games do it put a little number just under the crosshair showing the distance of the object the player is looking at, that way it'll be easier to tell when something is in grapple distance.
The second weapon (the marshal if I remember correctly) is a fun mechanic although it requires a lot of reloading. Also keeping track of the two ammo pools was something that was distracting from the gameplay. I'd just combine the two ammo pools and have one reload for both weapon configurations.
The tutorial was also pretty long. As a movement FPS player I grasped the mechanics fairly quickly so an option to speed up the tutorial would be nice.
Once thing that did seem missing was an incentive to kill enemies . It seemed like I could just zip my way to the end of the level and ignore all the enemies. This could be due to this just being the demo, but an incentive to kill is pretty important.
While I do have my criticisms, it's mainly because I actually enjoyed this a lot. I cant wait to see what this game would look like when more content is added and when it's more polished. It's on my steam wishlist and I look forward to playing it. :)
Great ideas, we'll definitely mess with these things! The next update we've been working on adds that incentive to kill enemies, along with other systems currently missing from our full our game loop. So hopefully that part is addressed by the next time you get a chance to see the game.
Thanks for your feedback!!
First things first, the art of this game is absolutely amazing! The art style is really unique and fits the vibes of the gamer perfectly! It took me a second to get the hang of the controls but once I did, the game was super fun. The parkour was a nice challenge and the enemies where fun to take care of. Overall the game has an awesome design that keeps me entertained well throughout my play through!
Thanks, this is great to hear!
Wow! This game was awesome - I had a ton of fun playing it. I got through the tutorial and first two levels, and then got stuck on the third because my computer couldn't keep up.
First off, the music is a banger. And then the movement and platorming is addicting. To be honest, I would play this game just for the platforming alone, but then there's also shooting *chef's kiss*.
In terms of feedback, I feel like the second gun's damage output doesn't keep up with the first in terms of the pace of the game. Additionally, I know you're probably already working on it, but a level select or main menu would go really nicely.
I'll definitely be watching for Cyber Rail on steam. Great job!
Man, this is high praise! We'll rebalance the weapons and take a look at optimizing the 3rd level for sure
Our Steam page is up at https://store.steampowered.com/app/2468230/Cyber_Rail/
This game was a ton of fun! The movement felt expressive and intuitive, and it was really fun. It felt super satisfying to build momentum, jump up high, and headshot enemies. I also really enjoyed the soundtrack and art direction, they felt fitting to the gameplay without being distracting.
Thanks, that means a lot, man! Glad it's feeling like a cohesive package
WOW this was so fun!! Tutorial was very straightforward, the parkour was just challenging enough, and the enemies are so fun to kill while I'm practically flying through the air. I'd totally love to buy this when it's released!
Great to hear!! :D
You can wishlist the game on Steam to get notified when we release! https://store.steampowered.com/app/2468230/Cyber_Rail/
This game is absolutely incredible! And I don't say this lightly. Honestly, I came in with very low expectations but was pleasantly surprised by how well the game plays and how fun and engaging it is. The shooting mechanics feel really nice, and I love how you can gain speed running on walls. (Also once I learned how to B-hop is was over for the enemies).
Thanks so much!! Glad you figured out the B-hop :p
Super dope game the running on walls speed up mechanic is something that I could see making this really fun to do at a high pace. Also the swinging mechanic was very fun just flying through the air. The sound track was also very nice to listen to. This is definitely a game once fully done I'd love to play.
That's so awesome to hear, thanks man!