# NEONNET: Cyberpunk Deck RPG — Tactical Cards and Dice Rolls

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

- Source: https://appshunter.io/ios/app/neonnet-cyberpunk-deck-rpg/id909573547 (this page in markdown: same URL + `.md`)
- Developer: [Verosocial Studio](https://appshunter.io/developer/354566841)
- Category: Games, Entertainment, Card, Role Playing
- Price: Free with in-app purchases
- Rating: 5.00/5 from 1 App Store ratings · 3 written reviews indexed
- Age rating: 12+
- Requires: iOS 17.6 · 56 MB
- Languages: American English
- Released: 2025-12-01
- Data updated: 2026-10-24
- Monetization: free
- User reviews in markdown: https://appshunter.io/ios/app/neonnet-cyberpunk-deck-rpg/id909573547/reviews.md

## What is NEONNET?

A good card, a lucky roll and a smart move can turn a rough room into a great story. NEONNET is a cyberpunk roguelike deck builder that mixes tactical card battles, dice and dungeon exploration with a retro terminal's charm.

You are an operator working through a troubled network, choosing who to trust and what to do with the records you recover. Expect hostile robots, useful contacts, credit caches and the occasional room name that deserves an eye roll.

ROLL, EXPLORE, REPEAT
- Roll a movement die, study the map and choose your route.
- Explore a board of 36 rooms with robots, rewards, story encounters and services.
- Enter STARX3 for compact 3 x 3 rooms connected by short, two-tile passages.
- Spend your saved movement roll across legal grid steps, with remaining steps carried between taps.
- Keep an eye on health and Credits while your next hand waits below the dungeon.
- Switch between STARX2 and STARX3 while continuing the same adventure.

BUILD A DECK THAT SUITS YOU
- Choose from Packet Striker, Signal Intruder, Firewall Runner and Daemon Tinker starter styles.
- Play attack, hacking, defense, draw and daemon cards.
- Check each card's dice requirement before committing.
- Weigh the cost of a card that returns through the discard pile against one that exhausts for the run.
- Pick card rewards or take Credits when the room offers a choice.
- Inspect your hand, draw pile, discard pile and exhausted cards in Deck.
- Browse the Card Library for effects, dice rules and ways to find cards.

PICK YOUR BATTLES
- Face room guards with card tactics, basic attacks or hacks.
- Choose a safe retreat when an encounter is better left behind.
- Visit the clinic for healing and room services.
- Take guaranteed salvage when you need a dependable reward.
- Try the optional Coin Door, where you can bank the pot or push your luck.
- Think through the next turn at your own pace.

A STORY WITH PEOPLE TO REMEMBER
- Set your motive and starting contact before your adventure begins.
- Recover a blackout record and decide how its story should end.
- Meet Patchwife, Mirror and Lattice, each with different interests in the network.
- Make choices about service, evidence and who receives the recovered record.
- Follow objectives and revisit your decisions in the Journal.
- Continue through three story chapters as your run develops.

RETRO STYLE, PRACTICAL CONTROLS
- Enjoy pixel characters, robot artwork and a terminal-inspired atmosphere.
- Watch gameplay dice throw, bounce and settle on the result of your action.
- Read the roll and outcome in a compact result popup.
- Open the log for the full story behind a short notification.
- Bring up the command terminal to type your next action.
- Use the separate Dice Tray for practice throws without spending a gameplay turn.
- Adjust music, haptics and motion to suit the way you play.

MAKE THE NEXT RUN YOURS
- Create your operator through Identity, Look, Deck, Story and Review.
- Pick your appearance and check your choices before starting.
- Save named adventures and return to unfinished business.
- Keep earlier grid adventures available alongside newer board runs.
- Find reference screens, settings and extra tools in More.
NEONNET is a good fit for players who enjoy turn-based strategy, dungeon crawlers, card games and fictional hacking adventures. There is time to inspect a room, change your plan and enjoy the small victories: a guard outplayed, a useful card found or a risky pot banked at exactly the right moment.
Optional purchases unlock extras including autosave and save export through the Floppy Save Kit.
Pick a deck, roll for the next room and outsmart the network.

## 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 |


## Is NEONNET safe?

Not enough ratings yet to assess NEONNET.

## Is NEONNET legit?

NEONNET: Cyberpunk Deck RPG appears legitimate, with a few gaps. The AppsHunter Legitimacy Score for NEONNET is 75 out of 100 points across 7 verification signals from App Store and developer data.

## Recent user reviews (3 of 3)

All indexed reviews: https://appshunter.io/ios/app/neonnet-cyberpunk-deck-rpg/id909573547/reviews.md

### 5/5 — Very enjoyable

*2026-10-19*

Played through the dungeons and rooms

### 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)

### 2.5 — 2026-10-19

Your curiosity and careful choices are a great fit for NEONNET. Thank you for playing and making time for the app. This update brings a new way to explore, clearer cards, and dice you can watch land.

- Meet STARX3, a new dungeon view alongside STARX2. Health and status stay at the top, your cards sit below, and the dungeon gets the space between them.
- STARX3 leaves out the desktop subwindows. Keep the map in view while choosing your next move or card.
- Choose the compact dungeon to explore 3x3 rooms connected by short, two-square passages. Every step follows the floor, with walls and encounters shaping your route.
- Roll once, then spend that movement allowance across several taps. Each grid step counts, and the same die stays with you until the allowance ends.
- Unresolved required rooms and hostile robots stop your movement. Deal with what is in front of you before pushing farther.
- Movement tactics work with your saved roll. Once you take the first step, your tactic stays locked until that movement ends.
- End a partly spent movement allowance early if you want to stop. Remaining steps are left behind.
- Switching between STARX2 and STARX3 keeps you in one shared adventure.
- STARX2 still offers its adjustable windows for the board, cards, optional dice, and game log.
- New board adventures have 36 named rooms, including credit caches, robot guards, and story and service rooms. Look out for Loot Boot, Doom Room, and Blame Frame.
- In STARX2's room board, roll and tap a reachable destination. The room you land in is the one you resolve.
- Pan the map, inspect a room, and check the movement cost before choosing where to go.
- Gameplay dice now get a brief physical throw and bounce before showing your roll's result.
- The dice display follows the result you are reading. Reopening saved movement or chance dice shows that roll again.
- Dice messages are shorter: the recorded roll and the outcome stay together without repeating the instructions.
- Reduce Motion shows the recorded faces straight away.
- Practice dice remain available in the Dice Tray, separate from your adventure.
- Card rules have more room for the required roll and the number of successful outcomes.
- STARX3 keeps physical card sizes consistent across hand pages, including the last few cards.
- Selected-card explanations wrap so you can read the action before committing.
- STARX2 cards keep their playing-card proportions with larger text. Longer rules scroll inside the card.
- The Card Library lets you compare card roles, dice requirements, cards you own, and where to find them.
- Deck keeps your hand, draw, discard, and exhaust piles available for inspection.
- Open the log or terminal in a sheet that slides up from the bottom. Pull the sheet higher to read more, then swipe it down or tap Done to return.
- STARX3 result cards slide from left to right along the bottom. The full message stays in the log when you want to review it.
- Room choices bring rewards, services, story decisions, and chance actions together in a popup.
- The main bar now has STARX2, STARX3, Deck, and More.
- Start a new character through New game. Choose Identity, Look, Deck, and Story, then review your choices before starting the adventure.
- Your current adventure stays available while you work on that new character.
- Find your character tools, journal, terminal, settings and other utilities in More.
- Journal and Objectives show the next available step alongside your progress and earlier decisions.
- Earlier adventures keep their original layouts and movement rules. Compact dungeon saves also retain your location, die, remaining steps, and reserved tactic.

### 2.4 — 2026-10-18

Your curiosity and careful choices are a great fit for NEONNET. Thank you for playing and making time for the app. This update brings a new way to explore, clearer cards, and dice you can watch land.

- Meet STARX3, a new dungeon view alongside STARX2. Health and status stay at the top, your cards sit below, and the dungeon gets the space between them.
- STARX3 leaves out the desktop subwindows. Keep the map in view while choosing your next move or card.
- Choose the compact dungeon to explore 3x3 rooms connected by short, two-square passages. Every step follows the floor, with walls and encounters shaping your route.
- Roll once, then spend that movement allowance across several taps. Each grid step counts, and the same die stays with you until the allowance ends.
- Unresolved required rooms and hostile robots stop your movement. Deal with what is in front of you before pushing farther.
- Movement tactics work with your saved roll. Once you take the first step, your tactic stays locked until that movement ends.
- End a partly spent movement allowance early if you want to stop. Remaining steps are left behind.
- Switching between STARX2 and STARX3 keeps you in one shared adventure.
- STARX2 still offers its adjustable windows for the board, cards, optional dice, and game log.
- New board adventures have 36 named rooms, including credit caches, robot guards, and story and service rooms. Look out for Loot Boot, Doom Room, and Blame Frame.
- In STARX2's room board, roll and tap a reachable destination. The room you land in is the one you resolve.
- Pan the map, inspect a room, and check the movement cost before choosing where to go.
- Gameplay dice now get a brief physical throw and bounce before showing your roll's result.
- The dice display follows the result you are reading. Reopening saved movement or chance dice shows that roll again.
- Dice messages are shorter: the recorded roll and the outcome stay together without repeating the instructions.
- Reduce Motion shows the recorded faces straight away.
- Practice dice remain available in the Dice Tray, separate from your adventure.
- Card rules have more room for the required roll and the number of successful outcomes.
- STARX3 keeps physical card sizes consistent across hand pages, including the last few cards.
- Selected-card explanations wrap so you can read the action before committing.
- STARX2 cards keep their playing-card proportions with larger text. Longer rules scroll inside the card.
- The Card Library lets you compare card roles, dice requirements, cards you own, and where to find them.
- Deck keeps your hand, draw, discard, and exhaust piles available for inspection.
- Open the log or terminal in a sheet that slides up from the bottom. Pull the sheet higher to read more, then swipe it down or tap Done to return.
- STARX3 result cards slide from left to right along the bottom. The full message stays in the log when you want to review it.
- Room choices bring rewards, services, story decisions, and chance actions together in a popup.
- The main bar now has STARX2, STARX3, Deck, and More.
- Start a new character through New game. Choose Identity, Look, Deck, and Story, then review your choices before starting the adventure.
- Your current adventure stays available while you work on that new character.
- Find your character tools, journal, terminal, settings and other utilities in More.
- Journal and Objectives show the next available step alongside your progress and earlier decisions.
- Earlier adventures keep their original layouts and movement rules. Compact dungeon saves also retain your location, die, remaining steps, and reserved tactic.

### 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.

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

## Related topics

[cyberpunk red companion](https://appshunter.io/ios/topics/cyberpunk-red-companion)

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*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 2026-10-24.*
