CyberCityTrading

CyberCityTrading

by David Bawcutt

0 ratings
Free

Rating summary

Details

  • Released
  • Updated
  • March 24, 2026
  • April 8, 2026

Features

CyberCityTrading screenshot #1 for iPhone
CyberCityTrading screenshot #2 for iPhone
CyberCityTrading screenshot #3 for iPhone
CyberCityTrading screenshot #4 for iPhone
CyberCityTrading screenshot #5 for iPhone
CyberCityTrading screenshot #6 for iPhone
🖼️Get Icon
Icons↘︎

About

You're a lone trader in a galaxy of cyberpunk city-states, each with its own economy, factions, and secrets. Buy low, sell high, dodge pirates, and outmanoeuvre rival traders who are working the same routes — and you won't even see them coming until it's too late. Cyber City Trading is a turn-based trading simulator inspired by classics like FTL and No Man's Sky, designed from the ground up for iPhone. A galaxy that hides its secrets. Most cities start shrouded in darkness. Explore to uncover new markets, anomalies, and one-time discovery events. Be the first trader to reach an undiscovered city and earn a permanent Founding Merchant discount. Markets that fight back. Prices shift every turn based on supply, demand, events, and the invisible hand of rival NPC traders. A Corporate War can spike weapons prices overnight. A Drug Ban can wipe out your cargo's value. Adapt or go broke. Rivals you have to find. Enemy traders aren't marked on your map. You'll feel their impact — depleted stock, crashed prices — before you ever meet them. Build a dossier on each rival as you cross paths, and decide whether to compete, undercut, or avoid. Your ship, your edge. Upgrade your cargo hold, engines, armour, and stealth systems. Fuel is finite — plan expeditions carefully or risk being stranded between cities. Cities that grow with you. Invest in infrastructure and watch an Outpost evolve into a Town, then an Industrial Hub, then a Megacity — unlocking new industries and exports at every stage. Key features: — Turn-based strategy built for mobile: deep but never overwhelming — Fog of war exploration across a procedurally connected galaxy map — Dynamic economy simulation across every city — Rival traders with hidden AI behaviour and market impact — Random events: corporate wars, embargoes, food shortages, black market crackdowns — Ship upgrades and fuel-based expedition planning — NPC contacts who sell intel, tip you off, and offer exclusive deals — Cyberpunk aesthetic with glitched data, neon UI, and dense atmosphere — Autosave every turn, pick up exactly where you left off Every run is different. Every route is a risk. How far will you push before the galaxy pushes back?
Show more

What's New in CyberCityTrading

2.3

April 8, 2026

Combat & Encounters • Boarding HP fix: Player hull is now properly checked between boarding damage events, preventing damage on an already-destroyed ship • Combat reentrancy guard: Rapid taps can no longer trigger overlapping combat rounds • Pirate Lord retreat: State changes from retreating now properly save to disk • Cargo loss rebalanced: Insurance-protected cargo loss now scales proportionally (small stacks of 1-2 units are no longer guaranteed to lose at least 1) Economy & Trading • Supply duplication fix: NPC traders can no longer buy more goods than a city actually has in stock • Price floor: Buying goods can no longer cost 0 credits due to compounding discounts — minimum cost is 1 credit per unit • Sell price fallback: Selling goods in cities with missing price data now uses the base market price instead of giving 0 revenue • Sabotage UI accuracy: Catch percentage display now correctly accounts for character sabotage bonuses StoreKit & In-App Purchase • Purchase verification hardened: Unverified transactions no longer grant game access (App Review compliance) • Refund handling: Game now properly re-locks when a purchase is refunded or revoked by Apple • Entitlement re-validation: Cached unlock state is verified against actual App Store entitlements on every launch Stability & Data Integrity • Game Over screen: Bankruptcy now shows a proper "GAME OVER" overlay instead of leaving the player on a non-functional game screen • Save corruption resilience: Corrupted save data no longer shows a non-functional "Continue" button — the game correctly detects undecodable saves • Pirate Lord cargo loss: Fixed a force-unwrap crash risk during inventory iteration when losing cargo • Log performance: Game log now trims to the most recent 200 entries, preventing save file bloat in long games

More