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CyberCorp News

Fallout Style UI

Orange - looks great and stylish.


Concept - Inventory, weapon stats, armor, skills, upgrade cards.


We decided to completely redesign the interface for our game for the fourth time in five years. ːsteamhappyː
First, draw the concepts and edit them in Photoshop, and then cut and lay them out in Unity.


Concept - Weapon change screen. Colors indicate rarity. Physical and shield damage.


Concept - Forge. Upgrading cards and skills. 3 cards turn into 1 of the next level.

The concepting process took several months.
It brought many changes to the way the player interacts with the game (UX).


Concept - Global map. Story and side missions. Difficulty - the more difficult, the greater the reward.


Concept - Pause screen. Minimap, mission objectives, found loot.

Orange is really cool. Bright, attractive, contrasting.
But in the game you need to interact with the inventory a lot:
  • insert fire damage card into the sword
  • paint body armor to dark green
  • upgrade ricochet card in the blacksmith
  • disassemble the helmet for spare parts to use it in your Sniper rifle
  • sell looted trash
  • read about exotic perks in new dropped energetic shotgun
  • assemble your own set of armor
  • etc



Concept - Inserting upgrade cards into armor.


Concept - Completion screen with loot taken from the mission.

[h3]In the end, we changed orange.
Because player's eyes started to physically hurt after half an hour of playing.
The new color is not as stylish, but it is classic and practical.[/h3]

Happy gaming!
See you on August 20th ːthumbaliftː

Early Concepts

I'm making a game press kit and digging through old stuff.
I found some interesting concepts from the very beginning of development.

To zoom in -> right click on the image -> open in new tab.

















Basic Weapons

Renders of some basic weapons.



EA Roadmap



[h2]Current build[/h2]
  • Stable: No major bugs.
  • Enhanced Gameplay: Big improvements from the demo (gameplay, UI, input, progression, AI).
  • Multiplayer: Playable, but has some lobby and out-of-sync bugs.


[h2]Roadmap[/h2]
  1. Hotfixes: Fixing initial bugs right after release.
  2. Content Updates: Improving gameplay and adding new content.
  3. Multiplatform & Cross-Play: Coming in 8-12 months.


[h3]We'll fix all the hot bugs right after the EA release.
Don't rush to give bad ratings! Contact us![/h3]

Happy gaming!
See you on August 20th ːthumbaliftː

4 Weeks till Release

We are working hard to ensure CyberCorp delivers the best experience possible.

We've fixed numerous bugs related to gameplay, animation, balance and localization, ensuring the game is as smooth and enjoyable.
Additionally, we’ve crafted icons for most weapons and modifier cards, adding an extra layer of visual polish to the game.

[h3]Achievements[/h3]
Our artist and developer have worked hard to add a variety of achievements to the game. Now, you can earn rewards for inserting modification cards, using different skills, completing missions on increased difficulty, and much more. Each achievement comes with its own unique icon.
Get ready to collect them all!



[h3]Matchmaking[/h3]
Now makes it easy to find and connect with other players for cooperative missions. You can see the power level and readiness of your teammates. The mission details, including difficulty, reward level, and reward type, are displayed on the screen so you know what to expect. Join a team, choose your missions, and get ready for thrilling cooperative battles!



[h3]Inventory[/h3]
We have fixed numerous typos, balanced hundreds of cards, added hotkeys, and improved gamepad controls in the inventory.



[h3]Thank you for support[/h3]
With the release date approaching, we are under a lot of pressure to ensure everything we planned is completed. Your likes, shares, and comments mean a lot to us and keep us motivated.
Thank you for being with us!

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