Cyber Seekers: Conquest Is the Rogue-Lite Disaster Your Playlist Doesn’t Need
Hello everyone. Let me introduce you to “Cyber Seekers: Conquest,” a game that is so enamored with buzzwords like “rogue-lite” and “traversal shooter” that you’d think the developers had locked themselves in a conference room with a dartboard of industry terms and said, “Eh, yeah, that’ll do.” Let’s peel back this neon-glazed onion and see what’s really going on under all that chrome paint and artificial hype.
The Premise – Bots Hiring Bots to Kill Bots
Right off the bat, this game proudly tells you that you’re not just anyone. Oh no, you’re a Cyber Seeker, which sounds like something a middle schooler scribbled on the back of a notebook while skipping math homework. You’re essentially a bot hired to kill other bots. Revolutionary stuff here – bots killing bots. Next you’ll tell me there are rogue mechs. What’s next, robots with daddy issues? It’s basically Skynet outsourcing through Fiverr.
Each run starts with peanuts for resources, because apparently, artificial intelligence in the future hasn’t figured out logistics. You kill more robotic blips, get credits, and level yourself up. Shocking. Truly the bleeding edge of game design – grind currency, buy upgrades, rinse, repeat. If this sounds like every other rogue-lite under the sun, congratulations, you’ve played this game without actually playing it.



Traversal – The Great Marketing Buzzword
Now, traversal. Yes, that mechanic the developers hang from the rafters like it’s the second coming of sliced bread. Wall-running, grappling, gliding… where have I seen all this before? Oh yes, literally every other cyberpunk parkour shooter that thought strapping a grappling hook to a cardboard cutout automatically makes it innovative. Don’t get me wrong – movement is essential, but calling it a “city as your playground” feels disingenuous when it’s just another excuse to run across shiny walls while praying the collision detection doesn’t implode.
If I wanted to parkour badly with guns, I’d play Titanfall 2 again, because unlike this, that game had actual polish instead of an everything-and-the-kitchen-sink approach to design. Here it feels like traversal is a Band-Aid slapped over mediocre gunplay.
Enemies & Alert Levels – The Spreadsheet of Fun
The alert system basically punishes you for succeeding. Kill more bots, the city goes DEFCON 1, and suddenly tougher enemies appear. Sure, bigger challenge deserves bigger rewards, but let’s be honest – it’s just a treadmill of misery disguised as progression. Do the challenges! Kill more bots! Fight stronger bots! If I wanted to be punished for doing well, I’d play Dark Souls with a blindfold while my PC is downloading Windows updates in the background.
They promise “powerful enemies and mechs” but really, this is an endless arms race with a difficulty curve drawn by a caffeinated squirrel. The whole system screams artificial inflation of playtime, stretching out basic encounters so you feel like you’ve accomplished something instead of realizing you’re trapped in a loop more tedious than a hospital compliance seminar.

Modules, Crates, and Randomness – RNG Theater
Ah yes, crates and random stats. Because heaven forbid we design character progression in a way that isn’t dictated by the RNG gods. You find “modules” and “unique weapons” with random abilities. Translation: you’ll get a grenade launcher with the hitting power of a wet noodle nine times before you finally roll something that isn’t a complete joke. Nothing gets me more excited than gambling in my loot-a-thon – truly the Vegas casino of video games, except instead of jackpots, you get disappointment wrapped in neon packaging.
The Death System – Lose It All, Thank You for Playing
If all your units die in a mission, say goodbye to your progress. Yep, good old-fashioned rogue-lite reset button. You lose your weapons, upgrades, and that tiny scrap of sanity you had left. Wonderful design right there, folks. It’s like walking out of surgery with all your limbs attached, only to be told the hospital will repossess them if you stub your toe on the way home. Nothing screams “fun” quite like having all your hard work flushed down the digital drain for the sake of “gameplay balance.”
System Requirements – At Least Your Toaster Can Run It
To their credit, this game doesn’t expect you to have NASA-level rigging to run it. An i3 and a potato-tier GPU will apparently get you in the door. Great. At least people won’t need to sell a kidney on the black market for an RTX card just to experience the thrill of wall-running into geometry bugs.
Final Thoughts – Hype vs. Reality
At its core, “Cyber Seekers: Conquest” is another title frothing at the mouth to capitalize on rogue-lite mechanics, flashy movement, and randomized loot tables. It’s all smoke and mirrors – like someone looked at a list of popular game mechanics from the past decade and thought, “What if we threw all of them into a blender?” The result: a game that will inevitably feel familiar, borderline generic, and frustrating for anyone expecting depth over repetition.
If Titanfall and Hades had a bland robot child that refused to do homework, this game would be it.
There may be flashes of fun in the traversal or the loot drops, but it reeks of shallow replay value trying desperately to appear like content-rich design. To me, this isn’t conquest – it’s just another occupy-and-recycle gaming experiment.
Verdict? A skeptical bad. Gamers deserve better than warmed-over mechanics with shiny chrome plating. Give me substance over sizzle any day.
And that, ladies and gentlemen, is entirely my opinion.
Source: Cyber Seekers: Conquest
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