Cyber Citizen is an indie RPG and simulation game built around idle progression in a neon-lit city that operates on its own schedule. Players shape a character through focus choices and d20 rolls rather than direct control over every action, creating a cradle-to-grave experience where jobs continue whether the player watches or not.
Gameplay
The core loop centers on three focus slots: Primary, Secondary, and Support. A player selects combinations that steer the character toward honest work, debt reduction, or network building, or toward theft, burglary, black market dealings, and chaos. Each pairing produces outcomes a single focus cannot reach on its own. Ten classes across five types, including Hacker, Infiltrator, Droid Builder, and Geneticist, alter how the world responds to the character.
Progression runs on d20 rolls that carry real critical successes and failures. Jobs resolve automatically over time, yet the player can accelerate them. Gear degrades, the character ages with each completed activity, and a single poor roll in the wrong situation can end the run. Reputation, friendships, romance, and the possibility of leaving an heir allow credits and the family name to pass to the next generation if the bloodline continues.
Crime carries permanent marks. Every illegal job tags the character as criminal, increasing pursuit risk. Capture leads to bail payments, sentences, or escape attempts that add years to future penalties. Murder results in a lifelong murderer status and a twenty-five-year sentence upon arrest. Companions from the Support slot provide profession bonuses, such as halved damage from a Medic or reduced capture odds from an Infiltrator, though bringing a known criminal along can extend a sentence.
Game Modes
Play revolves around contrasting career paths that run simultaneously or sequentially. Legal routes emphasize steady work and debt management, while criminal routes involve stealing, fencing goods, and managing pursuit mechanics. Hidden stories unlock through specific focus pairings, such as attempting to rob the Central Credit Vault or stealing a spaceship from a warlord's hangar.
Generational legacy forms another layer. A character who produces an heir transfers accumulated credits and reputation forward, allowing continued play across multiple lives. Without an heir the run ends permanently. A built-in content editor lets players add custom activities, items, and characters, while mod support and drop-in music expand the available options without altering the base dice-driven systems.
Key Mechanics and Systems
Reputation and relationships influence available opportunities and companion quality. Droid companions can be purchased, stolen, or hacked. Five gear tiers range from basic consumer items to unique prototypes. A day and night cycle affects the city, with unlockable themes and soundtracks changing the atmosphere. The jail system includes bail, serving time, escapes, and ongoing pursuits that affect future runs.
All progression remains single-player and hands-off by design. Activities resolve independently, yet player decisions at key moments determine long-term outcomes. The combination of idle resolution and occasional high-stakes rolls keeps the city moving forward even during extended absences.
Is It Worth Playing?
Cyber Citizen suits players who enjoy life-simulation games with light RPG elements and dice-based randomness. The idle structure allows steady advancement without constant input, while focus combinations and class choices create meaningful branching paths. Those who appreciate generational progression and permanent consequences from crime or poor rolls will find the systems rewarding.
The built-in editor and mod support extend replay value for users who want to customize the experience. Because the game relies on player-set directions rather than moment-to-moment control, it appeals most to fans of Progress Quest-style grinding mixed with decision trees similar to BitLife. Anyone seeking direct action or real-time combat should look elsewhere, as the title emphasizes long-term planning and acceptance of dice outcomes over manual skill.