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NEONNET: Cyberdeck Roguelite

App Store·GamesFree + IAP5.00 (1)launched 8mo agoapp updated 3d ago
Scout Score
15

NEONNET: Cyberdeck Roguelite generates an estimated $3–$20/month in revenue from 3–20 downloads/month on the App Store, according to AppCurrents estimates (updated 2026-08-02).

Estimates updated 02.08.2026 · How we estimate · Ranges reflect model confidence, not exact figures.
Est. revenue / month$3–$20
Est. downloads / month3–20
Estimate confidencelow
PricingFree + IAP
Rating5.00 ★ (1 ratings)
CategoryGames
Released01.12.2025
App last updated01.08.2026
PlatformiOS
Est. downloads / mo
3–20
Est. revenue / mo
$3–$20
Rating velocity / day
0
Chart velocity
Peak rank
Days tracked

Modeled monthly estimate · rating velocity · low confidence

About

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, mal…

Trends & analysis

Chart rank trend

US · overall
Collecting rank historyno snapshots so far. Fills in twice daily.

Why it's surfacing

Scout 15
Newness
30
Breakout
3

Ratings & velocity

★ 0 in window
Total ratings
1
Jun 15Aug 2
New ratings / day
10
Jun 25Aug 2

Rating distribution

100% positive · 1 ratings
5
100%
4
0%
3
0%
2
0%
1
0%

Geographic reach

best rank · 0 storefronts
Collecting storefront coverageno snapshots so far. Fills in twice daily.

Revenue & downloads trend

ARPU $1
Est. revenue / mo · $7
$8$2
Jun 15Aug 2
Est. downloads / mo · 6
86
Jun 15Aug 2

In-app purchases

2 tiers
Buy Credits - 500$1
Level Up$1

Update history

3 updates tracked
  • v2.33d ago

    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.

  • v2.21mo ago

    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.

  • v2.13mo ago

    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.

NEONNET: Cyberdeck Roguelite — FAQ

How much money does NEONNET: Cyberdeck Roguelite make?

According to AppCurrents estimates, NEONNET: Cyberdeck Roguelite generates approximately $3–$20 per month (low confidence), modeled from its the App Store chart performance, rating velocity, and monetization signals.

How many downloads does NEONNET: Cyberdeck Roguelite get?

NEONNET: Cyberdeck Roguelite sees an estimated 3–20 downloads per month on the App Store, per AppCurrents modeling.

Is NEONNET: Cyberdeck Roguelite free?

NEONNET: Cyberdeck Roguelite is free to download on the App Store, monetizing through in-app purchases.

What is NEONNET: Cyberdeck Roguelite's rating?

NEONNET: Cyberdeck Roguelite holds a 5.00-star average from 1 ratings on the App Store.

When was NEONNET: Cyberdeck Roguelite released?

NEONNET: Cyberdeck Roguelite launched on the App Store on 01.12.2025. Its latest version shipped 01.08.2026.

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