# NEONNET: Cyberdeck Roguelite — Deckbuild. Hack. Descend.

> Cyberpunk roguelike tactics game with grid exploration and turn-based combat. (iPhone/iPad app by Verosocial Studio.)

- Source: https://appshunter.io/ios/app/neonnet-cyberdeck-roguelite/id909573547 (this page in markdown: same URL + `.md`)
- Developer: [Verosocial Studio](https://appshunter.io/developer/354566841)
- Category: Games, Entertainment, Role Playing, Strategy
- Price: Free with in-app purchases
- Rating: 5.00/5 from 1 App Store ratings · 2 written reviews indexed
- Age rating: 12+
- Requires: iOS 17.6 · 49 MB
- Languages: American English
- Released: 2025-12-01
- Data updated: 2026-08-04
- Monetization: free
- User reviews in markdown: https://appshunter.io/ios/app/neonnet-cyberdeck-roguelite/id909573547/reviews.md

## What is NEONNET?

Thank you for playing NEONNET. You bring the patience, nerve, and good judgment that the Glass Tower demands, and this game is built for players who enjoy earning a win one careful decision at a time.

NEONNET is a cyberpunk roguelite RPG for iPhone and iPad. Build a cyberdeck, explore a hostile grid, manage a hand of tactical cards, and use terminal commands to survive a tower full of robots, malware, processes, cabinets, and bad options. Every run asks you to read the room before you act.

The Glass Tower is a turn-based dungeon crawler where position, health, cards, credits, ICE, installed software, and the next command all matter. Move through rooms and corridors, reveal the map, inspect threats, and choose whether this is the moment to attack, hack, retreat, save, or descend. The tower does not reward random taps. It rewards a plan.

What you can do:

- Build a cyberdeck with attack, defense, hack, draw, and utility cards.
- Manage draw, hand, discard, and exhaust piles during a live run.
- Play a card when timing is right, or hold it for the next dangerous room.
- Explore a turn-based grid with fog of war, stairs, events, cabinets, and hostile robots.
- Use map, look, scan, status, inventory, deck, and objectives commands to assess the floor.
- Attack robots directly or attempt a hack when the reward justifies the risk.
- Trace hostile processes before committing to a breach.
- Kill dangerous PIDs, bury zombie tasks, and keep your process table under control.
- Jack in for higher-risk intrusion turns and manage the consequences.
- Install software that strengthens the build you have, then remove tools that no longer fit.
- Open cabinets, earn credits, spend ICE, and weigh each market decision.
- Resolve floor events, gather story fragments, complete quests, and unlock trophies.
- Choose starter deck profiles with different early-game rhythms.
- Review operator rank, run history, and notable actions between attempts.
- Save named runs and continue when you have time for another floor.
- Play offline without relying on a constant connection.

Why NEONNET feels different:

- Strategy comes before reflexes. Every action is turn-based, so you can think before committing.
- The deck-builder system keeps each run flexible. A strong hand can become a weak hand if you spend it at the wrong time.
- Terminal commands are part of the game, not decoration. They provide direct access to movement, scouting, combat, software, cards, quests, and process management.
- The process table creates a second tactical layer beyond robot combat. A clean floor can still become dangerous if you ignore malware, worms, or critical tasks.
- The retro terminal presentation supports quick scanning while the visual map keeps your current position clear.
- Short sessions still matter. You can scout a room, resolve an event, tune a deck, clear a process, or save a run without needing an uninterrupted evening.

Built for players who enjoy cyberpunk games, roguelite RPGs, deck builder card games, tactical grid crawlers, terminal games, hacking fiction, robot combat, turn-based strategy, sci-fi dungeon crawlers, and compact offline mobile games with real planning depth.

NEONNET is not an idle tapper or a reflex-heavy action game. It is a tactical hacking RPG where the best move is sometimes a careful scan, a saved card, a clean escape, or a retreat before the system closes in. Check the grid, count the hand, watch the process table, and make the next turn yours.

Your run can be as brief or as deep as you want. Learn the tower floor by floor, turn a rough opening hand into a working build, and leave every encounter with a clearer idea of what to do next. The tower resets, but your judgment carries forward.

## Key features

- Grid exploration with threat scanning
- Turn-based tactical combat
- Hacking and software upgrades
- Quest system with story threads
- Market economy for trading and upgrades
- Save and resume functionality

## Pricing and in-app purchases

Base price: Free.

**One-time purchases**

| Purchase | Price | Type |
| --- | --- | --- |
| Level Up | $0.99 | one-time |
| Buy Credits - 500 | $0.99 | one-time |


## Recent user reviews (2 of 2)

All indexed reviews: https://appshunter.io/ios/app/neonnet-cyberdeck-roguelite/id909573547/reviews.md

### 5/5 — Fun roguelike

*2026-04-21*

Fees honest to the original with the added cyber tech features

### 5/5 — Fun little game

*2025-12-02*

I like how there is a console for figuring it all out

## Frequently asked questions about NEONNET

### What is NEONNET's core gameplay loop?

NEONNET involves moving through grid sectors, scanning for threats, managing resources, and engaging in turn-based combat using attacks, hacks, and utilities. Players also complete quests and manage software upgrades in a market economy.

### Is NEONNET suitable for short play sessions?

Yes, NEONNET is specifically designed for brief mobile sessions. Its commands are clear, tactical outcomes are readable, and progress can be made in small chunks, with a save flow that supports interruptions.

### Does NEONNET have a story or quests?

Yes, NEONNET features a quest system tied to story threads that provide direction to each session. Players can accept and complete these quests as they progress through the game.

### What kind of upgrades can players get in NEONNET?

Players can buy, install, and evaluate software upgrades in the market. These upgrades can enhance their tactical capabilities and provide new problem-solving tools for encounters.

### What devices does NEONNET support?

NEONNET is designed for iOS devices, specifically supporting iPhones and iPads.

### What is the age rating for NEONNET?

NEONNET has an age rating of 12+, making it suitable for teenagers and older players.

### How often is NEONNET updated?

The latest version of NEONNET is 2.1, and it was last updated on April 24, 2026. This indicates a recent update and ongoing development.

### What is the user sentiment for NEONNET based on ratings?

NEONNET has a perfect rating of 5.0 stars from 1 rating, suggesting a highly positive initial reception from its users.

## Version history (last 5 releases)

### 2.3 — 2026-08-01

Thank you for taking NEONNET deeper into the Glass Tower. You play with the focus and patience this game asks for, and this update gives careful operators a clearer map, a sharper terminal, and stronger visual feedback for every turn.

* The NEON command log is easier to read. Text now uses a larger minimum size, more comfortable line spacing, a fully opaque terminal background, and no CRT overlay across the reading surface. The map keeps its retro signal treatment while the log stays clear when a floor gets busy.

* Larger terminal text also follows your preferred device text size. Commands and results remain easier to scan whether you are reading a quick movement update or reviewing several turns of combat and process activity.

* The new reading treatment is designed for useful contrast, not a flat wall of text. Prompts, warnings, system results, and card feedback retain their distinct colors, while the terminal background stays steady and dark enough to separate every line.

* The latest output receives priority without hiding the rest of the run. You can glance at the newest command result, then look back through recent movement, damage, rewards, and status changes without losing the thread of the floor.

* New command output now follows the latest line reliably. The log waits for the text layout to finish before it scrolls, so fresh movement results, combat feedback, card effects, and process updates land in view instead of stopping just above the newest entry.

* Opening an existing run now starts the command history at the latest output. The view no longer gets caught at the top when it appears before Auto Layout has assigned its final height.

* Terminal readability improvements preserve the command game's identity. Your prompts, system messages, results, warnings, and deck feedback keep their useful color cues while older output remains bright enough to scan during a tactical review.

* The core run stays familiar. Deck building, movement, attacks, hacks, process hunting, cards, software, floor events, quests, saves, and restores all keep their established turn-based rhythm.

* This update is focused on clarity rather than changing the rules under your feet. Your careful habits still matter: inspect the grid, measure your hand, watch health, manage active processes, and descend when the odds are worth it.

For the next run, try a longer map route, keep the command log open during a difficult floor, and use the new pulse as a quick health check before committing to a risky turn. Thank you for bringing a thoughtful approach to NEONNET.

### 2.2 — 2026-06-23

You play NEONNET with the patience and nerve the tower was built to test, and this update rewards that kind of operator. This release cleans up key command flows, makes deck choices easier to read, and gives your run history more weight without changing the hard-edged cyberpunk roguelite loop.

- Software management is more complete. The uninstall command now removes installed player software instead of stopping at a placeholder response. If a tool no longer fits your build, you can clear it out and make the loadout easier to understand.

- Deck commands are cleaner when your hand has duplicates. You can now use hand slot numbers with play, discard, and exhaust, so play 1, discard 2, or exhaust 3 targets the exact card you mean. That matters when two cards share a name but your turn depends on the right copy.

- Starter deck identity is easier to trust. New and uninitialized runs now seed the actual starter deck profile, and the deck command prints the selected profile. Packet Striker, Signal Intruder, Firewall Runner, and Daemon Tinker should feel more distinct from the first hand onward.

- Floor events are smoother. The event command now resolves the current event room without ending the turn. Stand on the event tile, trigger the room, collect the reward, and keep planning before you commit to a risky move.

- Key floor events now give more readable progress. Rewards, story fragments, and floor outcomes are easier to follow, which helps the Glass Tower feel less like a random maze and more like a hostile system you are learning to break.

- Creator now surfaces more of your operator record. Rank, starter unlocks, cosmetic reward rules, economy audit rows, and run summaries are available where you would expect to review them.

- The bones command now includes operator rank. It is still the quick place to check best-run metrics and notable actions, but it now gives a clearer read on who your operator has become across runs.

- Creator handle edits now use the same Handle Forge entitlement check as setname. This keeps name customization rules consistent across the app, with fewer surprises when changing your operator identity.

- Deck planning has less guesswork. Hand slots, starter profile labels, and clearer pile state make it easier to decide whether to play a card now, hold resources, burn a weak draw, or save tempo for the next room.

- Run pacing is still familiar. Movement, attacks, hacks, breach attempts, process cleanup, cabinets, saves, and restores keep the same turn-based rhythm, so returning players can jump in without relearning the tower. Command feedback is tighter now, making the current state easier to skim.

- Process hunting remains a central pressure point. Trace before you breach, kill when safety matters, bury zombie tasks when the system gets cluttered, and use streaks to turn careful cleanup into better rewards.

- Cyberdeck builds should feel more personal. Starter profiles now do a better job of nudging early choices, while command-based card targeting keeps later turns precise even when the hand gets crowded.

- Short sessions get practical benefits. You can check your deck, resolve an event, adjust software, review rank, and save progress with fewer dead ends and less uncertainty.

This update is not a full rules reset. It is a sharper version of the same tactical hacking RPG: read the grid, count the hand, manage software, watch the process table, and descend when the odds are worth it.

For your next run, try choosing a starter profile with intent, using numbered card commands from the hand view, and checking bones after a strong floor. The tower is still hostile, but your tools now speak more clearly.

### 2.1 — 2026-04-24

What's New:

TLDR: Version 2.1 is a stability and bug fix update. It is built to preserve your flow when you play in short blocks, multitask between game surfaces, or return after interruptions. The game still asks for thoughtful moves, careful resource choices, and incremental progress, but now with tighter handling around saves, purchases, and live quest updates. If you already like the loop, this version should feel cleaner. If you are returning after time away, it is a solid point to jump back in.

Version 2.1 focuses on practical polish and reliability rather than a rules overhaul. The core command-driven loop is unchanged, but a long list of edge-case fixes now makes sessions feel steadier when you jump between the map, quests, market, and save screens in quick bursts. This release is aimed at players who enjoy brief tactical play and want the game state, UI state, and reward state to stay aligned without manual retries.
- First purchase tracking has been corrected so the first paid purchase route now reaches the intended achievement path iån Game Center reporting.
- Save/load handling has been hardened for stale selection scenarios in save management, reducing mismatches when a row changes while the table refreshes.
- Storyline goal acceptance now applies live quest updates on the main queue, improving consistency when accepting goals during active UI updates.
- Market purchase row refresh now checks table bounds before reloading and falls back to full-table refresh when row-level updates are unsafe.
- News Reader selection behavior has been tightened so fast taps and stale indices are less likely to trigger odd transitions.
- Entitlement gates remain exactly the same: autosave and export save still require Floppy Save Kit, and setname still requires Handle Forge.

This update also improves the "feel" of moving quickly through a normal mobile session. If you accept a mission, inspect inventory, open market, and then save within a short window, the app now does a better job of reconciling transient UI state with authoritative game state. The goal was to reduce moments where the interface looked right but required another tap to fully settle.

Version 2.1 keeps NEONNET's existing identity intact:
- command-led tactical play
- short-session friendly progression
- grid movement, scanning, and risk management
- software and market planning
- story goals and quest tracking

A few details matter most in real usage:
- Rapid navigation between News Reader and save slots is more resilient to stale-row behavior.
- Purchase-related UI refreshes now prefer safety over brittle row assumptions.
- Quest progression acceptance is synchronized more carefully with active UI operations.
- Save/restore flows are more defensive when list state changes under user input.

No balance pass was introduced in this version, and no core mechanics were replaced. Combat rhythm, command semantics, progression pacing, and the general retro terminal style all remain familiar. Returning players should notice fewer rough edges in session transitions, not a different game.

Why this release matters for short sessions:
- Less friction when resuming and immediately navigating multiple screens.
- Better confidence that accepted goals and purchases are reflected correctly.
- Fewer awkward "did that apply?" moments after fast UI interactions.
- More stable transitions around save slots and news-driven quest flow.

What remains intentionally unchanged:
- The entitlement model and premium unlock boundaries.
- The command-oriented structure and turn-based cadence.
- The compact scope designed for brief, repeatable play windows.

Across routine play, these fixes remove uncertainty: actions confirm faster, state changes stick and short tactical sessions are easier to trust now.

### 2.0 — 2026-04-21

What’s new since the last release

* A more detailed progression system: levels now unlock new hacking abilities, expanded command options, and improved equipment choices, giving each play session a clearer sense of advancement.
* Expanded deck-building mechanics: players can now collect and arrange cyber tools, attack routines, defensive programs, and utility cards to shape their strategy before each mission.
* Robot combat redesign: enemy robots now behave with more varied tactics in turn-based encounters, including the ability to resist attacks with shields and require specific countermeasures.
* Improved cyberpunk interface: the retro terminal presentation has been refined with sharper visuals, more consistent HUD layout, and more informative command feedback for a more polished experience.
* Larger network challenges: the game now includes procedurally generated secure zones, more demanding firewall systems, and missions that require careful planning rather than repetitive input.
* More reliable persistence: save and restore functions are stronger, and named save slots give players a safer way to try different approaches and return to progress later.
Stronger narrative and atmosphere: the game now delivers more detailed story prompts, a greater variety of mission types, and a darker cyber-city mood that deepens immersion

### 1.7 — 2026-04-20

bug fixes

## More apps by Verosocial Studio

- [Heat Index & Category Computer](https://appshunter.io/ios/app/heat-index-and-category-computer/id370913314)
- [Wind Chill, Snow Day Pro](https://appshunter.io/ios/app/wind-chill-snow-day-pro/id372283970)
- [LSI Water Service Logbook/Plan](https://appshunter.io/ios/app/lsi-water-service-logbookplan/id373769371)
- [Roadtrip: Fuel & Trip Planner](https://appshunter.io/ios/app/roadtrip-fuel-and-trip-planner/id377000731)
- [Torque Calculator, Units Conv](https://appshunter.io/ios/app/torque-calculator-units-conv/id379959718)
- [Gas Oil Mixture Ratio](https://appshunter.io/ios/app/gas-oil-mixture-ratio/id380750809)

All apps by Verosocial Studio: https://appshunter.io/developer/354566841

---

*Data collected daily from the US App Store and indexed by [AppsHunter](https://appshunter.io/). User reviews are verbatim App Store reviews. Ratings, prices and chart positions refresh continuously; this snapshot is from 2026-08-04.*
