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Screenshots

  • CyberClick: Cyberpunk Clicker screenshot 1
  • CyberClick: Cyberpunk Clicker screenshot 2
  • CyberClick: Cyberpunk Clicker screenshot 3
  • CyberClick: Cyberpunk Clicker screenshot 4
  • CyberClick: Cyberpunk Clicker screenshot 5
  • CyberClick: Cyberpunk Clicker screenshot 6
  • CyberClick: Cyberpunk Clicker screenshot 7
  • CyberClick: Cyberpunk Clicker screenshot 8

About CyberClick: Cyberpunk Clicker

You start on an e-waste dump with a rusted terminal on your knees. Between you
and the Core — the computing heart of the megacity — stand one thousand and
twenty-four bosses. None of them can be skipped.

HACKING, NOT ONE BUTTON
Tapping the terminal pays in crypt at once; automation gathers it on its own,
even while the game is closed. But speed costs heat: every tap raises it, past
the threshold it nearly doubles your income and brings the risk of a crash. The
game is played on that edge, not on a single spot.

1024 BOSSES, NO TWO ALIKE
The boss grid is built from faction, archetype and rank: 8 × 16 × 8. A faction
holds for sixteen fights and repaints the whole scene in its colours; the
archetype changes every fight — sixteen different mechanics: shields, reflected
damage, healing, stealing your crypt, a fee for every touch, splitting into
targets. Rank builds up inside the faction and you can see it: sparks, haze,
spikes, a neon outline, an aura of debris, a spinning halo, a glitch across the
scene. Twenty-three bosses are named and speak for themselves. Health is
counted from your own damage, so you cannot out-level a fight and win it
without looking.

168 PURCHASES THAT CHANGE THE RULES
Forty-one tap tools, forty links of automation, twenty-six businesses — a
ladder from a screwdriver to control over a district. Plus twenty outfits,
fifteen implants, twelve agents and nine services that drain crypt per second
but lift a limit.

THE CITY REMEMBERS
Events arrive as cards: a job, a bet, a debt due in minutes. Every choice moves
three axes of reputation — Fear, Respect, Contacts — and lands in your log.
Event chains run link by link, and how a chain ends depends on all of your
answers, not the last one.

FOUR STAGES AND THE ORACLE
The dump, the streets, the corporate floors, the Core: each stage has its own
palette, its own backdrops and its own thing to break into. At the end the
Oracle offers three ways out — burn it, take it, or walk away. Three endings,
three different currencies.

HIDEOUT AND NEURAL NET
Daily tasks, a seven-day streak, run statistics, a wardrobe. Reflashing for
neurochips wipes the run but keeps six permanent nodes — the next circle goes
faster and further.

FAIR PLAY
• Works offline; all progress is kept on your device.
• Reward clips start only when you tap for them. Interstitials are rare — on
the move from one stage to the next.
• The game can be finished without buying anything: gems, boosters and a
subscription are sold; crypt, reputation and neurochips are earned.
• The subscription speeds things up and removes ads, it does not unlock
content.
• No sign-up, no data collection.

English and Russian, dark theme, hand-drawn art.

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