The Person Behind the Game

About Cyber-Sweeper

๐Ÿ‘พ

The Dev

Hobby Programmer ยท Minesweeper Fanatic ยท Germany

Hi, I'm the developer behind Cyber-Sweeper. I've been playing Minesweeper since the mid-90s, when it came bundled with Windows 95 on the family computer. While other kids wanted to get to the desktop as fast as possible, I was perfectly happy staying in the mine field.

For years it was just a habit โ€” a few games at the start of the day, the same way some people do a crossword. But somewhere along the way, I started reading about strategy. Then about world records. Then about the competitive community. At some point I was reading technical discussions about board generation algorithms at 2am, which is roughly when I admitted to myself that I had a real interest here.

When I started learning to program more seriously, a Minesweeper implementation was the obvious project. Not because it's easy โ€” it's not, especially if you want the game to feel right โ€” but because I already knew exactly how it should feel. I'd played enough of them.

Cyber-Sweeper Developer Concept Art

Why Cyber-Sweeper Exists

There are hundreds of Minesweeper clones online. Most of them are essentially the same: a grid, a counter, a restart button. That's fine โ€” the core game is great. But I wanted something with more.

I wanted a progression system that gave you a reason to keep playing even on the difficulty levels you could already clear. I wanted campaigns with unusual grid shapes that force you to think differently. I wanted a no-guessing mode that finally made Minesweeper genuinely fair. I wanted it to look like it belonged in 2024, not 1992 โ€” hence the cyberpunk aesthetic, the animated title, the RPG ranks.

And I wanted a site that treated visitors like intelligent people who might actually want to understand the game more deeply. So I wrote the guides too.

What Cyber-Sweeper Is Built With

โš™๏ธ The Game

Built with TypeScript (compiled directly in the browser via a module script), using vanilla DOM manipulation for the grid. No game engine, no framework โ€” just clean logic and CSS. The no-guessing solver runs a constraint-satisfaction algorithm before generating each board.

๐ŸŽจ The Design

The cyberpunk aesthetic uses Orbitron for headings, Rajdhani for body text, and Share Tech Mono for monospace elements. Animations are CSS-only wherever possible. The CRT scan-line overlay is a pure CSS pseudo-element. Dark mode only โ€” it's a mine field, not a spreadsheet.

๐Ÿ  Hosting

Hosted on Netlify. No backend, no database โ€” game state lives in localStorage, highscores are submitted manually via the contact form. The entire site is static HTML, CSS, and one TypeScript file. Fast, cheap, and nearly impossible to take down.

About the Ads

Yes, Cyber-Sweeper has ads. I'm not going to pretend otherwise or bury it in a privacy policy. Here's the honest version:

Building and maintaining this site takes real time. The no-guessing algorithm alone took several evenings to get right. Writing the guides took more. If ads can cover hosting costs and maybe offset a few hours of development time, that's a reasonable trade.

I've tried to keep ads non-intrusive โ€” sidebar banners and a bottom leaderboard, nothing mid-game or blocking content. The game itself is 100% playable without interacting with any ad.

If you find the ads bothersome, I genuinely understand โ€” browser ad-blockers exist and I won't judge anyone for using them. I'd rather you played the game with an ad-blocker than didn't play it at all.

What's Coming Next

The roadmap includes a proper live highscore list (once the backend is ready), a daily challenge mode (same board for everyone, 24-hour window), and more campaign levels. I also want to add a replay system so you can watch how you solved a board after the fact โ€” useful for learning from mistakes.

If there's something you'd like to see, the contact form actually reaches me. I read all messages.

Come Say Hello

Got a highscore to share? A bug to report? A pattern you can't figure out? I'm genuinely interested in hearing from players.

โœ‰ Get in Touch
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