Welcome back to another Core Decay development update - after a brief hiatus, we're back with an in-depth overview of the Cybernetics feature of the game!
Cybernetics is one of the major gameplay systems of Core Decay, allowing in-depth customization to develop your abilities the way you want and representing a narrative element that ties into many of the larger plot points of the game.
Cybernetics in the world of Core Decay
Before looking at how cybernetic implants work in-game, let's get a brief overview of the role the field of cybernetics and biotech plays within Core Decay's setting.
As mentioned in a previous dev blog post, the world portrayed in Core Decay is one of scarcity, technological regression among the general public, and a consolidation of power. As a result of this, while biotech as a field is actually quite far ahead, it has not interfaced with the larger population beyond a few specific cases.
In other words, cybernetic implants are not ubiquitous - while experimental programs are occasionally mentioned in the media, and occasional examples of cybernetic enhancements do exist, this is where the field has remained as far as most people are concerned. Occasional advanced biotech programs, rumors of military experiments, and scattered examples of cybernetics in the wild is, publicly, the only real indication of such technology that exists.

The actual state of things will be left mostly unsaid here for the sake of leaving out spoilers - but suffice to say that these rumors are not only (mostly!) true, but hint at a far, far bigger picture.
Which brings us back to you - the player. Your role in this mysterious web of secrets is a large driving force behind much of the game's narrative, and significant clues are to be found in your physical nature. We'll skip over the details here for now (part of the joy of these games is to put the puzzle pieces together as you play!), and simply say that you find yourself in a position to fundamentally alter your body. Others - or indeed yourself - may not fully understand what this means, but the implications are immense.
Some of these implications will take the entire game to understand, but others are obvious right from the beginning. Most practically: your body can undergo highly extensive surgeries to dramatically alter your capabilities.
The Cradle
First, let's finally take a closer look at a device teased here and there throughout the last year - the Cradle.

Narrative
The Cradle represents the pinnacle of late 21st century medicine and the achievements of Proteus International. A fully integrated operation theater, the Cradle allows for highly comprehensive, entirely automated surgical and pharmaceutical programs, as well as cutting-edge diagnostics and medical heuristic analysis. Put simply, it acts as a staffed hospital in a space as small as 6x6x6 meters, and while its power use is comparatively humongous compared to most localized tech, countless people from all over the globe have benefited.
Or, that is at least what Proteus International would tell you. The Cradle has indeed seen successful distribution across the entire world, but the actual number of people impacted is quite small - and restricted to the elite few. It does all it promises (and, unfortunately, far more), but as a replacement for hospitals its failings are geopolitical rather than technical.
Proteus knew, of course, that energy (and particularly potential energy) through the electrical grid is in far scarcer supply than existing logistical infrastructure. Local hospitals and their staff can draw resources from far more than just electricity, whereas the Cradle, orders of magnitude more efficient, still requires far too much of the invaluable power grid to ever justify this improvement.
So why did Proteus commit to large-scale distribution of a device that would never see widespread use? The answer lies in the multinational endeavor known as the AEGIS Project, but that is the subject for a later post!
Gameplay Mechanics
When arriving at a new location, it is often a good idea to locate a Cradle unit - beyond often being located in areas with useful intel or resources, you also need to physically interface with a Cradle to install, upgrade, or remove implants. These are, after all, highly invasive surgeries!
This reliance on physical navigation to manage implants puts an emphasis on navigation, where as you begin to learn your environments you find more natural ways to navigate to and from the nearest Cradle as needed. Exactly where to find a Cradle and how much space is between two Cradles is entirely a matter of what logically makes sense for a given area. For instance, a medical building is a fairly good bet to contain a Cradle, whereas an abandoned warehouse is probably quite a bit less likely.
Managing implants
Once interfacing with a Cradle, you are locked into the surgical chair and an interface allows you to manage your cybernetics.

This UI can be accessed from anywhere at any time - you can always bring up your cybernetics, look at options and read details about any implant - but a Cradle has to be accessed to actually perform the surgery.
Whether using a Cradle or not, each body region can be browsed for potential implants to be installed, as well as look at already installed ones. Cybernetics come in two types:
- Implants, which govern passive functions
- Core modules, which grant active abilities
- [ ? ]
You can only install four core modules at once, whereas you can install a total of 20 implants (5 in each body region).
Before installing an implant, you'll note that there's a few slots already filled in the lower left. These are indeed already installed implants and cover particular narrative features of importance (such as the comlink implant to send and receive messages, an intuition-based AR system and more).

Core Modules
Moving onto the topmost row, these are your four slots for core modules, one representing each body region and each granting an activated ability. In each region, you can install one out of two core modules, and each core module can be upgraded in one out of two ways - in total, making for 16 choices in active abilities.

Core modules are very rare, but each one can dramatically change your playstyle or provide a powerful complement to other strategies. All core modules drain energy from your bioelectric capacity during use, though how and when depends on the module. Bioelectric energy can be replenished in a few different ways, including the use of energy cells for rapid restoration.

Implants
Implants, granting passive abilities, can be installed into 20 slots across four regions, with each region having its own selection of implants. There are many more implants to choose from than there are slots, so each playthrough can differ quite substantially depending on which implants you choose to install.

Some implants are less impactful, others very impactful, and it is entirely up to you which implants to prioritize, determine which implants might synergize in unexpected ways, and explore with a wide range of combinations.

Core Disks & Implant Disks
To install a new core module or implant, you need core disks and implant disks respectively. A core disk is a highly valuable discovery, second only to [ ? ] implants, so finding places these might be located is always a good priority.


Implant disks are somewhat less rare but still highly situational in where they may be found. If cybernetics is an aspect of the game you want to focus on, a medical facility is always a very welcome sight!

The cost of a core module is always one disk to install and two disks to upgrade, and the cost of implants can vary between one and three disks depending on implant potency. Some implants can also receive upgrades, improving their functionality.
So wait, what are these, exactly?
Considering that the Cradle performs all surgical service, one might ask what these disks actually are. The answer to that lies in the heart of the game's narrative, so that will have to be left for seeing in the game itself!
Surgical Trauma
More invasive implants can cause surgical trauma - a negative effect on the body region in question. This condition can be treated with a medkit - adding a second layer of functionality to medkits - or with specialized medication. Conversely, some implants are considered less invasive and never cause surgical trauma.

Core modules are always considered invasive and always cause surgical trauma when installed.
Surgical Rollback
Implants can be uninstalled through a surgical rollback, though this is considered a highly invasive procedure and therefore occurs surgical trauma. Removal of an implant requires credits to perform, as credits are an energy-backed currency and the Cradle needs to draw from the regional power grid when operating off protocol.

Conclusion
This concludes our first look at cybernetics! This feature ties strongly into many other game mechanics so we'll revisit it over time - and next time, we'll take a closer look at the detailed health system of the game!
