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CyberTaxi: Lunatic Nights News

CyberTaxi: Lunatic Nights Early Access Has Launched

[h2]Dystopian Taxi Drivers![/h2][p][/p][p]CyberTaxi: Lunatic Nights is rolling out of the depot! As promised, the Early Access version launches today and is now available to everyone. We hope you’re ready to visit Prison City - a place where everyone’s armed to the teeth and where not only gangs but also zombies roam the streets.[/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]The game is being developed by a small two-person team with the support of freelancers. This project has been a huge learning experience for us, showing just how ambitious game development really is. We set out to create the game we always wanted to play - a mix of a dark taxi simulator and a shooter, inspired by 80s action movies.[/p][p]At the same time, we want to highlight that CyberTaxi: Lunatic Nights is in Early Access, not its final version. We’re fully aware that there are still aspects that can be improved or polished, and we’ll be working on them moving forward. Our goal is to deliver the game in a form that players will truly enjoy.[/p][p][/p]
What’s in the current version
[p]In this Early Access release of CyberTaxi: Lunatic Nights, you can explore the first of the planned districts - taking on crazy fares and missions, upgrading and reinforcing your taxi, fighting enemies, and unlocking achievements.[/p][p][/p][p][/p][p]The game currently features around 30 missions, ranging from straightforward taxi rides to fulfilling the wildest requests of your clients. You’ll also be able to discover plenty of hidden weapons.[/p][p][/p]
What we’re planning for the future
[p]In the first few months after the Early Access launch, we’ll focus on refining the first district and the core gameplay mechanics. In recent months, we’ve worked hard on missions, driving, combat, and optimization, but we know there are still things that don’t work quite as they should.[/p][p]Further down the line, we’ll begin adding new districts to the game. They’ll follow similar principles but bring fresh ideas into play. We want each district to stand out not only visually but also in terms of gameplay style.[/p][p][/p][p][/p][p]We’ve got plenty of ideas for improving the game, and we’d love to bring them to life with your help (game development is a hellishly time-consuming and resource-heavy process). We’ll be sharing more of our concepts in the future, and we’re looking forward to your feedback.[/p][p][/p][p]Filip & Szymon[/p][p]Hed Media Games[/p]

New release date and progress on the game

[h2]Dear taxi drivers![/h2][p][/p][p]First of all, we apologize for the long break in communication about CyberTaxi: Lunatic Nights. What is the reason for it? It's simple - we are working on the game all the time. Creating such a complex and action-packed dystopian taxi simulator takes time, especially since a very small team is developing the game. We want to thank you for your interest and support of the project so far.[/p][p]After a few more weeks, we are ready to reveal when the game will be in your hands and present what we have been working on.[/p][p][/p][h2]The early access release of CyberTaxi: Lunatic Nights will take place on September 2, 2025.[/h2][p][/p][p]We realize that this means additional weeks of waiting for the game, but we hope you will stay with us and the final product will meet your expectations. We want to spend the extra time refining the gameplay and adding all our ideas to the game. Below are some of the things we have already implemented into the game.[/p][p][/p][h2]A glimpse of what we are working on[/h2][p][/p][h3]More interesting missions[/h3][p]We added more tutorials to the game, showing the various simulation mechanics and the combat system. We refined the missions undertaken by the player, in which one often has to look into the strangest corners of Prison City.[/p][p] [/p][p][/p][h3]Improved driving physics and fare rating system[/h3][p]We want driving a cab to be as much fun as possible, so we've paid a lot of attention to refining this element. The game also includes clearer methods of evaluating cab courses with a summary of the rating given by customers.[/p][p][/p][p] [/p][p][/p][h3]New AI of opponents[/h3][p]In addition to driving, there will be a lot of shooting action and on-foot combat in our game. Enemies already behave very dynamically, thanks to the new artificial intelligence system, and we are working on making the combat as engaging as possible.[/p][p][/p][p] [/p][p][/p][p][/p][h3]A richer world[/h3][p]We are constantly enriching the game world with additional attractions, secrets, and places where you can find something interesting. Among other things, we have added stores where you can buy some food to recover your health.[/p][p][/p][p][/p][p][/p][h3]Better performance and quality of life features[/h3][p]We have updated our in-game settings to provide better graphics scalability and optimization. Now, particular video presets have much more impact on the game's overall performance. Additionally, we have added such quality of life features as dynamic FOV, invert Y-axis, various sensitivity controls, and many other settings that will make the experience much more fun. [/p][p][/p][p][/p][p][/p][h3]Other elements[/h3][p]We plan to implement many other things in the game by the release, including such features as dialogues recorded by actors and text translation into key languages. Also, we're constantly conducting intensive play-through sessions to eliminate bugs and optimization issues (which, as the examples of many recently released games show, is incredibly complicated in the case of Unreal Engine 5.0).[/p][p][/p][h2]Summary[/h2][p]As you can see, the early access of CyberTaxi: Lunatic Nights is on the final straight, and the finish line is already visible. Thanks again for your interest and support! We'll see you on September 2 on the streets of Prison City.[/p][p][/p][p]Greetings,[/p][p]Hed Media Games team[/p][p][/p][p][/p]

Release Date Postponement and Roadmap

Dear Players and Taxi Drivers Who Have Already Played the Demo!

First of all, thank you to everyone who tested the demo of CyberTaxi: Lunatic Nights and added the early access version to your wishlist. By releasing the demo, we wanted to showcase our vision for a game that blends taxi simulation with chaotic action gameplay. While we succeeded to some extent, we also received a lot of constructive criticism. Many players recognized the potential within the game, but at the same time, it still has quite a few technical and design issues.

This feedback convinced us that the project is worth further development, but it’s not quite ready to hit the streets just yet. We have decided to postpone the release of CyberTaxi: Lunatic Nights by three months – to the end of Q2 this year. This extra time will allow us to take another look at the game and redesign many of its elements.

CyberTaxi: Lunatic Nights is being developed by a small team—right now, just one person is responsible for the entire project. However, this dystopian taxi simulator is a labor of passion, and we are dedicating a lot of time and effort to it. We hope this delay serves as proof of our commitment – we want to deliver our vision and create a game that, above all, provides great experience.

We will keep you updated on our progress, and below, we have outlined our action plan for the coming months, focusing on key technical and design aspects.


[h3]WHAT WE PLAN TO IMPROVE IN THE GAME[/h3]
[h2]Technical Issues and Controls[/h2]
We aim to eliminate performance issues that, despite demo fixes, were still present on many configurations. This is a complex issue, but it looks like we are on the right track to improve smoothness and remove elements that put a strain on CPUs and GPUs.


Another crucial aspect of technical improvements is refining controller support for both gamepads and keyboard + mouse. In the demo version, there were several instances where controllers or the keyboard didn’t function correctly.

[h2]Missions and Story[/h2]
We plan to redesign the structure of story missions and the game’s introduction. In the current version, players received too much information at once, making it difficult to grasp the game mechanics smoothly. We want to create a better story campaign where missions appear more naturally and gradually introduce players to different gameplay aspects.


We also intend to expand missions to make them more engaging while adding extra challenges, both behind the wheel and on foot. At the same time, we want to give more personality to the characters, events, and the city itself, which is meant to be driven by chaos and the madness of its inhabitants.

[h2]Simulation and Driving Model[/h2]
We have many potentially exciting taxi mechanics, such as transporting passengers, ride ratings, and special fares, but we want to refine them. We aim to ensure that players feel their impact on how passengers experience their rides.


We are also working on improving the driving model and physics. We want taxi driving to be enjoyable and encourage fast, chaotic driving. At the same time, we will make sure that players feel more encouraged to upgrade their vehicles.

[h2]Combat – Vehicle and On Foot[/h2]
While we are satisfied with many of the weapon effects we have created, we will ensure that the combat mechanics feel more satisfying. Our plan is to give players more opportunities to use special weapon types and better balance firepower.


Regarding on-foot combat, the primary thing we will enhance is enemy AI. So far, enemies have been too static and not challenging enough, but that is going to change.

[h2]Quality Improvements[/h2]
We plan to enhance the visuals of many in-game elements, especially passenger models and the main character. Until now, we have used temporary voice recordings for characters, but our goal is to replace them with professional voice actors.


Among other quality improvements, we plan to refine UI readability and aesthetics, add better sound effects, and implement various quality-of-life upgrades, such as a customizable FOV.

We hope you stay with us, arm yourself with patience, and wait a little longer for your ride to Prison City.

Best regards,
Hed Media Games


Second Demo Update – Optimization and Driving Model

Hello everyone,

There’s not much time left until Steam Next Fest ends, but the CyberTaxi: Lunatic Nights demo has received one more patch! In this update, we focused on key player feedback, including optimization and the driving model. As always, we appreciate all your input—it helps us make a better game.

We invite you to keep testing the demo—Prison City always needs brave taxi drivers!

[h2]Performance[/h2]
The main changes and fixes in this update focus on optimization. To improve game smoothness on all configurations, we have implemented optimization tweaks to the game map, reviewing textures, objects, and lights. We have also adjusted the game's internal graphic settings to gain additional frames per second.



We hope these changes will improve the game's performance on various PCs—in our internal tests, they provided a noticeable boost in efficiency. Of course, we will continue working on this aspect of the game.

[h2]Driving physics[/h2]
We've made numerous improvements to the driving model to make it more enjoyable and responsive to player interactions. Our goal is to eliminate the feeling that the taxi has too much inertia while ensuring that players have greater control over it. In addition to changes in driving physics, we've also refined controller handling to make driving with a gamepad feel smoother and more satisfying.



Working on the driving model is complex, as many factors need to be considered, but we hope the changes in this patch are a step in the right direction.

Below is the full list of changes in this update.

PATCH NOTES - v. 3.95qx [Demo]
Following fixes were implemented:
• Lots of optimalization fixes.
• All levels and maps updated.
• Hundreds of lights removed or redesign around city.
• Lots of textures updated or downscaled.
• Various objects removed or added around the city.
• Removed problematic objects and applied new materials.
• Various optimization fixes with textures.
• Ultra and High setting is now combined into High.
• Fixed Settings tabs (for controllers).
• Resolution Scale set to default values.
• Driving model & physics updated.
• Better handling and friction setup.
• Controllers have better feel now while turning.
• Throttle and brakes feel more realistic now.
• Added new speed stat and buttons hint to TPP taxi cam.
• Fixed player position and player scale.
• Player Camera repositioning.
• Dozens of material fixes.
• Updated enemies and navmesh.
• Lots of other bugfixes.
• Fixed errors around first level.
• Fixed some materials in first apartment.

Response to Demo Feedback & New Video Content

Hey there,

Thank you for all your feedback on the game demo and trailer—both positive and critical. We're working tirelessly to meet your expectations and address as many of your comments as possible. The first results of our efforts are already here in a major update to the demo (version v. 3.85qx). We hope this update reflects our dedication and commitment to making the game as fun as possible!

You can find the full list of fixes at the bottom of this message—here, we’re focusing on the most important changes.

[h2]Extended Time Limit and Content in the Demo
[/h2]
The first major change is the increase in the demo’s time limit—you can now play for up to an hour and complete a total of five story missions. The previous limit was too short, restricting free exploration and preventing players from fully testing different mechanics.



Additionally, we have adjusted mission layouts and refined many of them. In the new version of the client "requests" system, you’ll now get a clear indication of the conditions needed to earn extra tips.

[h2]Collisions & Traffic Behavior
[/h2]
We’ve added pedestrian-vehicle collisions while walking. This makes traffic movement in these segments more realistic. We’ve also refined the behavior of other road users, including criminals roaming the streets.




[h2]Controls & Driving Model
[/h2]We’re working on eliminating control issues by updating the controller plugin. Unfortunately, this is a complex matter, as additional third-party software may interfere with proper button mapping in the game. Until we fully resolve the issue, we recommend disabling non-Steam controller drivers, such as controller emulators, if you experience problems. In very rare cases, disabling Steam Input in the game’s Steam settings may also help.



Improving the driving model is a more intricate process, but we’ve made some tweaks in this update. Most importantly, we’ve added a taxi stats screen to highlight that your starting vehicle is intentionally sluggish and hard to handle—its performance improves only through upgrades purchased in the shop. We’ve also introduced a new parts vending machine for taxi upgrades.

[h2]Optimization & Other Fixes
[/h2]We continue working on game optimization, and the first improvements should be noticeable in this update. We've also adjusted various sound effects, as some were louder than others. In addition, we've implemented multiple fixes related to fare rewards, hidden loot, taxi upgrades, and weapon mechanics.

PATCH NOTES - UPDATE v. 3.85qx Full Changelist:
  • Demo content extended (1 hour time limit and complete 5 missions).
  • We have updated the controllers plugin - this may fix some input stuff for various gamers (we strongly recommend to turn down 3rd parties drivers for input, some strange additional drivers or controller emu's as this may interfere with proper game input button mapping - in very rare cases we recommend to turn off the Steam Input to fix some issues).
  • Japanese language now has a new bold font instead of thin one.
  • Various input fixes.
  • Player has collision with enemy vehicles now.
  • Added new Taxi Stats panel.
  • Added new vending machines.
  • New starter types for cabbie added.
  • New missions added.
  • Upgraded various descriptions inside Taxi.
  • Hint for Stats Panel is visible now.
  • Heater Hint displays correctly.
  • New features with Customer Moods were added.
  • Every Customer Mood has unique requirements.
  • Many material fixes.
  • Mission order redesigned to provide more fun.
  • Some enemies are immune to primary weapon.
  • Fixed level volumes of many sounds.
  • New loot added - Electronic Parts and Metal Scraps.
  • Updated Xbox & PS controllers mapping.
  • Enemies no longer shoot with electric traces.
  • Post-processing fixes.
  • Updated Logotype post-process.
  • Overall cleanup and optimization.
  • Changes some textures to VT.
  • Another loot pass and polishing.
  • New tip bonuses are applied properly now.
  • Many other minor bugfixes.


[h2]New Gameplay Video
[/h2]A detailed video featuring our commentary has been released on IGN, showcasing elements from the upcoming Early Access version of the game. Check it out!
[previewyoutube][/previewyoutube]