
Game intel
Carbon
Carbon is Action RPG set in cyberpunk/biopunk world. Create your path to power through 18 uniquely themed specializations in the passive skill tree. Carbon is…
Czech studios don’t usually chase the loot ARPG crown-that scene’s dominated by Diablo, Path of Exile, and more recently Last Epoch. So when Carbon, a cyberpunk hack-and-slash from Hardwired Studios, popped up with a playable Steam demo, a Kickstarter stamped “Projects We Love,” and a public shout-out from Daniel Vávra (Mafia, Kingdom Come: Deliverance), I paid attention. Endorsements don’t ship games, but they do open doors-especially when ARPG creators like Rhykker and ActionRPG are already talking about it.
Vávra’s public recommendation matters. In the Czech scene, his word carries weight, and internationally he’s become shorthand for grounded, systems-driven games that take themselves seriously. Carbon’s team also has peers amplifying the signal: Ingame Studios (Crime Boss: Rockay City), Madfinger Games (Gray Zone Warfare), and Eleventh Hour Games (Last Epoch) all offered public support. That last one is noteworthy—EHG knows the ARPG grind loop inside out, so even a “good luck” from them is a soft nod that Carbon could be onto something.
On YouTube and Twitch, early ARPG coverage is oxygen. Getting creators like Rhykker and Arcadebulls to notice means Carbon is crossing the first big hurdle: being visible enough for players to try the demo and start talking. That can snowball—if what’s there is sticky.
The pitch is clear: fast-paced, stylish combat in a story-driven cyberpunk world. That’s not easy to nail in an ARPG, where moment-to-moment feel has to coexist with deep buildcraft and long-tail endgame. The demo reportedly leans into speed and flair—think quick dodges, aggressive melee chains, and enough neon to make your GPU sweat. That’s a strong first identity. But for ARPG players, the devil is in the numbers and knobs:

Calling the game “story-driven” raises another bar. In cyberpunk, tone and writing matter. If Carbon can marry slick combat with grounded characters and a city that feels lived-in (Czech devs have form here), it could carve space away from the sci-fantasy lean of most ARPGs. If not, the story tag risks being window dressing.
The “Projects We Love” badge is a nice confidence boost, but it’s not the same as scope control. Before backing, I want specifics: How big is the team? What’s the roadmap from demo to 1.0? Is co-op planned, and if so, what’s the netcode strategy and anti-cheat? Will there be seasons or ladders? How does monetization work post-launch—paid expansions, cosmetics, or a pure premium model?

We’ve seen Kickstarters succeed when the slice is honest and the design pillars are locked (think Last Epoch’s clear identity early on). We’ve also seen gorgeous vertical slices wobble because the loot ecosystem wasn’t built yet. Carbon’s best move now is transparency: show a sample skill web, reveal item tiers and crafting flow, tease an endgame loop. Give ARPG diehards something to theorycraft.
ARPGs live and die by long-term friction: the chase items, the near-misses, the “one more run at 2 a.m.” Cyberpunk is an underserved flavor in this space, and a Czech take on neon-drenched dystopia is genuinely exciting. But the competition is ferocious and very dialed in. Diablo brings polish and seasonal cadence, Path of Exile defines depth and build wildness, and Last Epoch found a sweet spot for readability and customization.
Carbon doesn’t need to outgun everyone. It needs a distinct identity: melee-first speed with expressive mods, a story that does more than set dressing, and an endgame loop that rewards aggressive, stylish play. If the demo’s feel translates into a systems-first ARPG, the endorsements will look prescient rather than promotional.

This caught my attention because it’s rare to see a fresh ARPG lean this hard into cyberpunk style and get early buy-in from both creators and devs. I’m cautiously hyped. The demo suggests Carbon can nail the speed and swagger; now I want to see the crunchy stuff: itemization layers, build archetypes, and a reason to rerun content for hundreds of hours. Try the demo, pressure-test the combat, and if it clicks, back it with eyes open and questions ready.
Carbon has the right kind of buzz—Vávra’s nod, ARPG community interest, a Kickstarter highlight—and a demo with real style. If Hardwired can match that flair with deep loot systems and a durable endgame, this could be the cyberpunk ARPG we’ve been waiting for. For now: promising, with homework still to show.
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