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

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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 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.

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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.





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