top of page

Cyber Citizen Lets You Rob Banks, Go to Prison and Ruin Your Entire Life

  • Writer: Niels Gys
    Niels Gys
  • 3 hours ago
  • 5 min read

Cyber Citizen is a newly released cyberpunk life simulator where you can spend an entire simulated existence working respectable jobs, building relationships and raising a family. Or you can steal things, burgle buildings, deal through the black market, acquire criminal friends, rob a bank, flee the law and eventually become such an appalling citizen that society would presumably prefer you were fired directly into the sun.


Yes. The crime is real.


But Cyber Citizen is not a Cyberpunk 2077-style action RPG or a first-person crime simulator. It is a predominantly text-and-systems-driven idle life sim where you choose how your character spends their time and watch a procedurally messy little human catastrophe unfold.


It launched on Steam on August 13, 2026, and the fascinating bit isn't simply that crime exists. It's that Cyber Citizen appears willing to let criminality infect your entire simulated life.

Wide neon cyberpunk city skyline at night with futuristic towers glowing blue and magenta above reflective water, representing Cyber Citizen.

Need a criminal enterprise with slightly less chance of lethal injection? The current GTA Online Weekly Grind has the bonuses, discounts and money-making opportunities actually worth crawling out of your bunker for. Let Rockstar provide the poor financial decisions.



What Do You Actually Do in Cyber Citizen?

Cyber Citizen follows characters across their lives in a dystopian cyberpunk society.


Rather than manually walking around a city punching policemen and stealing their cybercars, you select focuses for your character and let activities resolve through the game's systems. Jobs and other activities can progress automatically, dice rolls influence outcomes, equipment and relationships matter, characters age and eventually another generation can inherit credits and the family name.


Basically, somebody looked at the traditional RPG hero's journey and asked:

What if instead of killing a dragon, Darren spent 46 years making increasingly catastrophic financial and moral decisions?


More importantly for CRIMENET, those decisions don't have to involve becoming Cyber Employee of the Month.


Criminal focuses include Theft, Burglary, Black Market and Chaos, alongside legitimate work and other life pursuits.


And these aren't merely character-background labels granting +3% Edginess While Wearing Sunglasses.

Cyber Citizen has systems built around becoming an actual criminal.



You Can Rob a Bank, Go to Prison and Become Human Sewage

The criminal possibilities are where Cyber Citizen starts becoming genuinely interesting.

The game supports criminal reputation and law-enforcement consequences, while its achievements confirm several wonderfully antisocial milestones.


There is an achievement for robbing a bank.

Another requires escaping the law after robbing it.

You can fill your entire friend circle with criminals.

You can finish a life with the worst possible reputation.


The game's systems also include imprisonment and serious criminal consequences, while one achievement confirms that your magnificent career in civic engagement can conclude with death by lethal injection.

That is quite an escalation from forgetting to recycle.


What makes this more interesting than simply having a menu containing CRIME.exe is the apparent possibility of constructing an entire criminal existence around these systems. Theft and black-market activity sit alongside relationships, reputation, careers and eventually your character's descendants.

Cyber Citizen isn't just asking whether you're willing to rob something.


It's asking what happens when being an absolute bastard becomes your CV.


Cyber Citizen character creation screen showing cybernetic character types, combat and specialist classes, bizarre quirks including Packet Ghost and Glitch Taxman, starting equipment and Hard Mode options.

Cyber Citizen lets you turn one unfortunate human life into a criminal career. Our Best Crime Games rabbit hole expands the operation considerably, with games built around theft, organised crime and making society regret giving you free will.



The Bank Robbery Doesn't Make This Payday

There is one important distinction before everyone starts assembling a crew and screaming about thermal drills.

Cyber Citizen contains a bank robbery. It is not currently established as a heist game.


The robbery is a confirmed event, but there's no evidence that most of Cyber Citizen revolves around elaborate heist planning, manually infiltrating locations or repeatedly executing robberies.

This remains a life simulator first.


That's arguably the more unusual proposition anyway. Steam contains enough games about professionally entering banks without permission to qualify as an international security concern.

Cyber Citizen is interested in what happens when robbery is simply one chapter in a much larger life of questionable decisions.


You might work.

You might accumulate debt.

You might build relationships.

You might have children.

You might create a criminal dynasty.

You might apparently end up executed by the state.

LinkedIn is going to have an absolute nightmare formatting this.



The Generational System Could Be the Clever Part

Characters aren't necessarily the end of the story.


Cyber Citizen includes children and legacy characters, with achievements stretching as far as reaching a fifth generation.

That potentially gives its crime systems a much more interesting context than a conventional criminal sandbox.

A terrible reputation isn't merely a score attached to an immortal videogame protagonist who has killed 4,000 people but remains inexplicably welcome at every local shop.


Here, criminality exists inside a system concerned with careers, relationships, ageing and inheritance.

That makes Cyber Citizen's most intriguing question less:

“Can I be a criminal?”


We already know the answer is yes.


The interesting question is:

“How completely can I ruin this person's life?”


And, potentially:

“Can I make ruining lives the family business?”


That second part is where CRIMENET starts gently stroking its chin.



Cyber Citizen gameplay screen showing a cybernetic enforcer character, equipment and inventory panels, corporate debt story objectives, side quests, activity logs and character stats in a neon cyberpunk interface.

This Week in CRIME is CRIMENET’s underworld briefing: GTA money worth stealing, new crime, villain and horror games worth knowing about, investigations worth reading and industry disasters requiring immediate public humiliation. Get the briefing delivered weekly. If CRIMENET has already cost your employer several productive hours, there’s also Ko-fi.


So, Is Cyber Citizen Worth Buying?

Too early to call.


Cyber Citizen has only been out since August 13, and there isn't yet enough meaningful player evidence to judge whether its systems remain interesting across several lives, whether criminal careers have genuine depth, or whether watching activities resolve eventually becomes the videogame equivalent of supervising a washing machine.


Steam doesn't yet have enough reviews to generate an overall user rating, and there isn't a meaningful community consensus on bugs, balance, repetition or long-term progression.

That doesn't make the game bad.


It makes confidently declaring it brilliant or terrible three days after launch an excellent way to transform gaming journalism into astrology.

What is already clear is that Cyber Citizen deserves attention from anyone interested in unusual crime simulations.


This isn't a cyberpunk game where crime exists because somebody spray-painted CORPORATIONS BAD onto an alleyway.


You can steal. You can pursue burglary and black-market activity. You can become notorious. You can associate exclusively with criminals. You can rob a bank. You can flee the authorities. You can go to prison. Your character can apparently make decisions sufficiently poor that lethal injection enters the career-development conversation.

That's a real criminal fantasy.


Whether Cyber Citizen has built enough game around it to make that fantasy genuinely great remains the unanswered question.


For now, consider this less a verdict and more a police bulletin:

Cyber Citizen has entered the building, the bank vault is mysteriously empty, and we would very much like to know what happens next.

 
 
 

Comments


About the Editor
Naamloos3.png

I'm Niels Gys, founder and editor of CRIMENET GAZETTE. I write about crime, heist, villain, and horror games because somebody has to separate genuine criminal masterpieces from games that couldn't organize a successful mugging.

Outside the website, I'm the frontman of JETBLACK SMILE, a Belgian rock 'n' roll band that sounds like bad decisions played through loud guitars. Turns out writing about chaos, criminals, and morally questionable life choices isn't all that different from writing songs.

I started CRIMENET because too much gaming coverage feels afraid to have an opinion. Reviews become press releases, every game is "solid," and somehow everyone leaves happy except the reader.

Not here.

CRIMENET covers crime, heist, villain, and horror games, alongside the occasional film or series that earns a place in the criminal underworld. Not the heroic kind. The kind where you rob banks, build empires, betray your crew, or become the monster everyone else is trying to survive.

I don't do review scores. The internet already has enough people arguing whether a game deserves a 72 instead of a 71, like they're negotiating a hostage release over a single percentage point. I'd rather tell you what the game actually feels like to play and whether it's worth your time.

Every article is built on research, evidence, and an unhealthy intolerance for mediocre game design.

 

Strong opinions are welcome. Invented facts are not.

Think less "trusted reviewer."

More "your inside man in the digital underworld."

I'm not here to save the world.

I'm here to tell you which crimes are worth committing. 🤘

THIS WEEK
IN CRIME.

Weekly briefings on crime games, villains, heists, industry disasters, and digital chaos.

No corporate fluff. No fake hype. Just the underworld report.

THIS WEEK
IN CRIME.

Weekly briefings on crime games, villains, heists, industry disasters, and digital chaos.

No corporate fluff. No fake hype. Just the underworld report.

© 2026 CRIMENET Gazette

Independent. Evidence-based. No paid review scores.


WHY TRUST CRIMENET?


About | Editorial Policy | Privacy Policy | Cookie Policy | Affiliate Disclosure | Terms | Corrections | Contact

bottom of page