

CyberHoney
aliothgame · May 13, 2024 · Strategy, Roguelike, 2D, Turn-Based Strategy, Deckbuilding
Buy CyberHoney from Steam at $4.99 — the cheapest of 1 store we compare.
Where to buy CyberHoney — official stores
CyberHoney price by region
CyberHoney costs £4.29 in the United Kingdom, $4.99 in the United States, €4.99 in Europe (EUR), $4.99 in Georgia (USD), CA$6.49 in Canada, NZ$7.39 in New Zealand, A$7.50 in Australia, R$16.99 in Brazil and zł22.99 in Poland right now.
| Region | Best price | Official store | Key shop | Stores |
|---|---|---|---|---|
| £4.29 | £4.29 | — | 1 | |
| $4.99 | $4.99 | — | 1 | |
| €4.99 | €4.99 | — | 1 | |
| $4.99 | $4.99 | — | 1 | |
| CA$6.49 | CA$6.49 | — | 1 | |
| NZ$7.39 | NZ$7.39 | — | 1 | |
| A$7.50 | A$7.50 | — | 1 | |
| R$16.99 | R$16.99 | — | 1 | |
| zł22.99 | zł22.99 | — | 1 |
Each row is a real price from that region's own stores, not a currency conversion, so the figures are not directly comparable. Switch regions in the header to shop the one you buy in.
Screenshots
About CyberHoney
Players can choose up to 4 heroes to fight. In hundreds of random levels, there are nearly 100 types of enemies and dozens of powerful Bosses waiting for your challenge. Each character has unique weapons and skills. Using different weapons can change character’s attack range,
CyberHoney — game info
- Platforms
- Windows
- Steam Deck
- Playable
- Player modes
- Single-player
- PC Game Pass
- Not included
DLC & expansions
🎁 Complete the collection
Base game + 0 of 7 DLC at today's best prices (some DLC unpriced).
What Steam players say
Recent verbatim reviews from Steam — separate from playze.io community reviews below.
I didn't know there was a online version of this but I'm still glad that this type of game is finally be able to play offline. As much as I love and I wanted to recommend this, I can't for now. The problems are: - Some bosses are too op despite being the early stage (Nuns) - The poor translations. - A bug; Sometimes you won't be able to move your characters after using their ultimates which caused me to lose stupidly twice. - The difficulty variations. The nitpick complains - I would actually love it more if you could level up your characters like in online version. It's good that they've set all characters'level to max. (100) but I feel like the charm of leveling up is rewarding and that would make the game more fun because of the progressive. - The characters shouldn't be locked behind the achievements which you have to gone through hell (literally Hell difficulty). They should be obtainable via quests or gacha system. - The stages are too much when comparing it to the rewards you'll get. overall I think the dev should put more effort to make the game more fun rather than just being this passive. The game is good. I love the game. But i feel like the devs don't love their g…17 found this helpful
Every stage is pretty much the same and late game one hit dead from bosses. WTF lol11 found this helpful
I remember playing the gacha ver for a short while a few years back, and I liked it enough to buy now. When comparing to the gacha ver, I might recall some parts incorrectly, please understand. The game steers away from the gacha system by raising your unit's levels to 100 and removing stamina, farm stages, daily missions and the likes. The only gamemode currently available is rougelite, which I was fond of the most, and makes the most sense to be a standalone game. Characters are earned by defeating levels, you start with 4 starter characters. To unlock new ones you need to beat the stages. However some others are currently locked and require DLCs to unlock, but there's no signs of any IAP or DLC yet. You didn't need to pay to get them in the phone ver I think. Weapons are acquired randomly in the rougelite stages, although you can roll in a gacha with in-game currency to get new ones in [strike]your starting loadout[/strike]. I unlocked 2 weapons of a character locked behind DLC, but she didn't become playable. I'm not sure whether the phone ver unlocks a character when you get her weapons. Please don't do that if you read this. [b]Update[/b]: You actually always start with…6 found this helpful
(日本語レビューは英語レビューの下にあります) EVERY CHARACTER HAS THE RIGHT NUMBER OF FINGERS, oh my god what a breath of fresh air, none of the in-game art is AI lmao. As a fan of gacha-style single-price games, war chess and auto-battlers, I can already that this is one of the good ones that there is actually worthwhile gameplay content in. Aligns well with my personal perception of the War Chess genre as "SRPGs for people who don't have the patience to move a dozen units around a huge map". The base mechanics, as they should be, are nice and simple (each stage is 4x7 squares), leaving a lot of room for positioning/attack range in different builds. Haven't played enough to say much about the roguelike elements, but I will say that this genre as single-player offline makes the most sense as a roguelike. I love games like Idle Devils but there is a really clear point at which you're just pushing to complete a stage with a higher number. Really looking forward to spending more time with this one, and any additional content on the way! ~~~~~~~~ すべてのキャラクターが正しい指の数を持っている。 ガチャスタイルのシングルプライスゲーム、戦争チェス、オートバトラーのファンとして、これは実際に価値のあるゲームプレイコンテンツがある良いゲームの1つだと思う。ウォーチェスというジャンルに対する私の個人的な認識「広大なマップを何十ものユニットを動かす忍耐力がない人向けの…6 found this helpful
CyberHoney, developed and published by aliothgame, is an indie tactical strategy title that blends elements of roguelite progression, turn-based combat, and modular character building within a colorful sci-fi framework. At its core, the game positions itself as a “war chess” experience, inviting players to assemble a squad of heroes and guide them through procedurally generated encounters across compact grid-based battlefields. Rather than following a linear campaign structure, CyberHoney emphasizes repeatable runs, evolving builds, and adaptive strategy, creating a loop centered on experimentation and tactical refinement. The foundation of gameplay revolves around selecting up to four heroes per run, each equipped with unique abilities, weapon types, and combat roles. Weapons are not merely stat upgrades; they alter attack ranges, animations, and sometimes even skill behaviors, meaning equipment choices directly shape battlefield performance. This system encourages players to explore combinations and adjust tactics depending on what tools become available during a run. The skill system further expands this flexibility, offering numerous potential synergies that can dramatically c…
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