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Cyberwave - Version 12 vs Version 13
Jun 8, 2026, 11:02 PM
Refresh wishlist figure to nearly 1.2 million and update the post-launch framing
Jun 8, 2026, 11:02 PM
Backfilled missing history revision to match current content (integrity reconciliation 2026-06-16)
11Overview2233Cyberwave is the independent game development studio that created Solarpunk. It is a small German indie studio, publicly described as a roughly two-person core team, and Solarpunk is published by rokaplay. The game was built over roughly four years of development.4455Development of Solarpunk6677Solarpunk was developed by Cyberwave's small core team, with funding helped along by a successful Kickstarter campaign. The studio focused on the PC build and on the game's peaceful, no-combat survival design across floating islands.8899Console Port Partnership10101111Shipping Solarpunk on PC, PlayStation 5, Xbox Series X|S, and Nintendo Switch 2 on June 8, 2026 required more engineering capacity than the small team could provide alone. The publisher partnered with Mi'pu'mi Games, a Vienna-based porting studio, to handle the three console versions. The PC version remains Cyberwave's direct responsibility.12121313Studio Profile14141515DetailInformationStudio nameCyberwaveTypeSmall independent studio (roughly two-person core team)CountryGermanyPublisherrokaplayConsole porterMi'pu'mi GamesGameSolarpunkEngineUnreal Engine1616Reception and Reach17171818By the spring before launch, Solarpunk had passed nearly 1.2 million Steam wishlists, an unusually strong figure for a cozy survival game from a small studio. The team has pointed to that number as evidence that the cozy, no-combat survival design found an audience well before the June 8, 2026 launch.19192020The studio's public framing across Kickstarter campaign updates and developer posts has stayed consistent: a small, focused team rather than a rapidly scaling studio. That approach made the console port partnership with the Vienna-based porting studio a structural choice rather than a late addition, since the multi-platform launch required engineering capacity beyond what the core team handles directly.