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Knights, mercs, and hackers! Update #232 is working its way through the dome now, with an exciting new Hacker Talent Prank, big boosts to all the secondary objective rewards, reduction of cost of Extra Item Carry nodes, reduction in Team Power Level boost for hack-only missions, and more. It's a big raft of changes, get on and let's heist!
If you're enjoying the relentless pace of updates as we slog our way toward release in mid-May, please take a moment to share the game with a friend and leave a review steamhappy
Knights and mercs, we've got a follow-up update here to the big AI tactical decision-making update that we released yesterday. It catches up on a few bugs (like Investigating! on bodies) and improves a few other areas that players have since helped us identify in feedback and F10s. We're exciting to hear the stories of more exciting tactical battles coming to light already, so this is a great move for the game, now we just have to clean up a bit and move into the stealth area to improve the AI there as well to finish out this final enemy improvement push.
Knights and Mercs, today's Update #229 is the first delivery of a series of enemy agent and AI improvements that we are wrapping up as the game gets closer to full launch. With this update specifically, we have not added any new intelligence to the enemy agents, we have only tuned and improved things they were already thinking about (and fixed the bugs in these systems too!). The biggest change is discussed in the Tactical Repositioning header below.
Just a warning - the enemies, especially higher Power Level, are probably more dangerous than yesterday. Do be careful and take some extra save checkpoints! We will continue to rebalance in either direction as needed - can't wait to get your feedback.
We've also sped up the entire pace of play by tweaking how quickly the game can transition between turns, and added very helpful warning before you make an attack that will be targeted by Overwatch reaction shot.
If you're enjoying the constant improvement and polishing of the game during Early Access, please take a moment to thank our dev team with a review! We need everyone! More updates are coming steamhappy
Knights!
As you've seen on the public roadmap, we've been working on translations for Cyber Knights: Flashpoint. We're excited to have reached a milestone where we can offer preview builds for the translated game in French, German, Italian, Brazilian Portuguese, and Spanish. These are early, beta versions of the translated text -- we need your help to evaluate their quality and see where we should be making changes to give as many speakers of these languages as possible the best experience.
Early feedback from our small handful of initial volunteers has already been extremely valuable; now we just need more input so we can continue to improve.
Knight and mercs, we're back with another focused dose of polishing, improvement, Talent fixes, map updates and more. Update #229 has a special focus on every F10 that was ever reported about movement Talents - they've been fixed. We've also improved storylines where Tags weren't always being applied, fixed impassible areas in maps, fixed bugs with Cybersword EMP Talent, the unexpected and early appearance of Turrets (woops, but coming very soon!) and more. Let's dig in to this polish and fix update!
If you're liking the relentless push here as we rush toward the end of Early Access, please take a moment to leave a review! I know myself and our little team of 3 working on gamedev here would appreciate it steamhappy
Knights and mercs, we've got Update #228 (no joke!) landing here on the New Boston streets. We've improved the logging flow around BioScan Fields and fixed a number of edge case bugs for them, added 2 new eyewear lenses for the circular glasses, improved photo mode with even more options, fixed reported map F10s and fixed some issues with Matrix turn ending and dumpshock. This is a big quality bucket of features and F10 fixes - so thanks to everyone helping us polish and improve the game until it shines!
If you are enjoying the relentless pace of updates that our small team of 3 game devs is producing, please take a minute to post a review!
Knights and mercs, we've been holding to our weekly map release schedule now for 18 weeks now and counting - but we're coming up on the full release, so why not hop-skip and pick up the pace? Today we have a second new map for the week, joining the proc-gen lists: Cyber Research Clinic. We've also polished up the animation back-and-forth that can occur between Overwatcher and attacker when counter-fire is invoked (your under Overwatch, try to attack, the Overwatcher misses, you shoot back!) and fixed a host of reported map bugs, improved some props (red couches!?) and more.
If you're enjoying the relentless pace that we are keeping to expand and improve the game, please take just a moment to leave a review. We need everyone and remember, you can always edit later.
Knights and mercs - we've got new street styled outfits coming online, the new and enhanced photo mode feature from the roadmap, big upgrades to high Power Level milsec and corporate enemy allocation, better Exfiltrate VIP locations, a Trait improvement and more F10 fixes. It's Update #226 - let's take a look.
But first, if you are enjoying the relentless pace of updates, we hope you'll consider leaving a review to thank the small team of 3 working on game dev for Cyber Knights: Flashpoint!
Knights and mercs, heists across the New Boston Zone are dropping onto a new, dangerous rooftop map with Update #225. We've added a new map, added new cosmetic options, added new facial cyberware options (limited but ready to grow), improved some weapon and mod balancing, map bugs, and fixed every F10 that had the word "typo" in it!
We're hard at work expanding and improving the game from every angle - so please take a moment to leave a review and share the game with a friend.
Knights and mercs, its Saturday and it's another big update day for Cyber Knight: Flashpoint! We've dropped another exciting type of proc-gen objective on you, rebalanced some of the Knight's signature Talents a bit, improved the animation for damage previews, made it easy to toggle on all enemy sight cones, increased the size of your merc's Edit Notes field, and completed a really nice pass of polish on the game camera behavior.
This relentless pace of update is carried by the 3 of us doing gamedev, story writing and all the rest. If you're enjoying the game and how it has grown, please take a moment to leave a review for our team!
Knights and mercs - we've got Street Sweeper, Update #233 tonight landing with a bunch of bug fixes, map improvements, resolving story issues and invisible contacts! It's a big update that sweeps up and tidies up, cleaning out the F10 bin from this week, especially around the Daedalus Bloc retirement storyline. Let's dig in!
If you're enjoying the Early Access and relentless pace of updates (more coming!), please take a moment to leave a review. We are a tiny team and every review counts so much for us!
Also - did you see the release date news?
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Knights, we are thrilled to now share with you a specific launch date; Cyber Knights: Flashpoint will be exiting Early Access on May 15th!
[previewyoutube=5cumHBWrUGE;full][/previewyoutube]
(If you have a sec, please click through to YouTube to give the video a and leave a quick comment; helps a lot more people see it!)
I don't want to save this for last: thank you to each and everyone of you that has supported us during Early Access. Whether you've already bought the game or helped spread the word, we would not be able to make it to release on this one without your support.
EA gets a bad rep, and sometimes deserves it, but it's the only way indies like us are able to make a game with this depth, keep the creative control that makes our games what they are, and iterate on it to make the most of your excellent suggestions and feedback. And no worries if you're one of the many folks who simply prefer to wait for a game to be more fully baked before investing your playtime; we appreciate you even just for wishlisting, or for picking it up on a good EA discount to support us as a win-win.
An extra-special thanks to the now 700+ of you who have left a Steam review!!
Knights and mercs, heists across the New Boston Zone are heading to a new, dangerous location with Update #222. We've added a new map, fixed issues with the Daedalus story, fixed issues with VIPs following the new Death Save rules and therefore surviving missions (:facepalm:), and resolved reported issues on Achievements as well as a huge pile of F10s about minor map issues.
We're hard at work expanding and improving the game from every angle - so please take a moment to leave a review and share the game with a friend.
Major update today Knights, with our very first retirement storyline: "Daedelus Bloc!" This 10-mission storyline becomes available at Power Level 6+, when a shareholder asks you to help them create havoc inside the Jupiter Group megacorporation.
This intricate power play is paced to give you plenty of time to engage with other late-game content, running heists on the side to build your warchest and grow your skills so you'll be ready to pull off the biggest jobs of your career at the very end.
It includes 2 brand new maps, new objectives, new additions to the proc-gen system, and is just the beginning of some very exciting new mission formats you'll see more of as Cyber Knights: Flashpoint continues to evolve.
We intend to add multiple retirement storylines to the game over time, staggered across multiple power levels to allow for playthroughs of different lengths and a variety of roleplaying choices in what kind of opportunity your Knight will give up their criminal power climb for, and who (if anyone) from their squad they'll share this escape with if they can.
Knights and mercs, a new update is trickling down from the gleaming corporate towards the neon-baked streets of New Boston. Update #220 updates the Death Save rules for lower difficulties (allowing mercs to be knocked out of the mission but not die and for missions to fail correctly), added new hotkeys for Timeline manipulation in the Safehouse, improved balance of Matrix Hosts by Faction type, fixed the 1-frame T-Pose at the start of mission deploy, made all higher level Wounds a bit worse and fixed a big pile of F10s.
We are hard at work mixing bug fixes, polish, and final rule changes with more big content hits. Last update added a new proc-gen mission object and next update is going to blast a major story - so stay glued to this page. If you are enjoying the relentless pace of additions, please take a moment to leave a review. Remember, you can always edit it later.
Mercs and Knights - another big update is coming to New Boston! With Update #219, we have added an all new new proc-gen objective, +15 new proc-gen combos tied to it, 7 new boss-level enemies to support it, reduced Light Armor protection by ~5%, split Hacking Drugs out from Combat Drugs officially, further improved the new game experience for controllers, and fixed a heaping pile of your F10s!
If you are enjoying the relentless pace of updates, content additions and bug smashing - please take a minute to leave a review. The 3 team members on gamedev are working hard to make all this happen, and we work for your reviews!
Knights and mercs, another balance, fix and improve update is dropping today between the weekly big hits of maps and proc-gen objectives and the upcoming big drop of the first Retirement storyline. Today we've got Update #218, which improves Hacker's Null Op Talent (at the cost of more points), adds the Buyer's Filter to Cold Storage ALL tab and fixes bugs with the filtering, fixes Cybersword Preempt Talent always Glancing Hit, rebuilds the New Game Knight screen for better keyboard/controller support, improves higher Power Level Stun Clubs, fixes 2 major story recruit issues where the recruit might end up "hung" and more! It is a big one - a heavy hitter - let's dig in!
If you are enjoying the relentless pace of improvements, please take a moment to leave a review. We are climbing on 700 now and excited for every milestone. Let's go!
Tonight we are issue a big patch to fix bugs, Snipers in T-Pose and the most recent batch of F10s! Thanks for your patience with game issues, we're working hard to resolve everything, polish and improve.
If you find and F10 a bug, we will work hard to make sure it doesn't last long! And if it does take a while, no F10 is thrown away until it is fixed. We will get them all eventualy :D
Thanks to everyone who left a review after the last 2 big updates with the new loadout system and the new proc-gen objectives.
All right - here we go, patch land!
Mercs and Knights - we have a big one hitting the streets tonight in New Boston! A new proc-gen objective has been added along with +15 new proc-gen combos tied to it, we've rebalanced the enemy spawning sets across every faction and the entire game, tweaked the speed of storyline starting at the beginning of the game to give just a little more breathing room, now allow the results of minting a File Set to add +20% influence, improved the Limit Break UI and more!
The relentless pace of updates will not stop during Early Access. If you are enjoying the game and/or the updates, please take a moment to leave a review!
Knights and mercs, we've got Update #216 arriving on the New Boston streets this morning. This one is dedicated to the new Loadout system, which allows you to rapidly save your merc's equipment setup and then swap your equipment to another loadout (making big or small changes) or share that equipment set with another merc altogether. We dive into the details below and have included a demonstration video too!
We wanted to send out a big thanks to everyone playing, posting and sharing ideas for how to improve Cyber Knights: Flashpoint during Early Access. Your input goes into updates! Also, a special thanks to everyone who left a review this week.
Tonight, we did a run-down of the most popular current F10s that are jamming up the queues and tried to fix as many as we could. Some of these (like Nano-Stimkit being renamed to "rec") were generating silly numbers of F10s, so they just had to go, now steamfacepalm
As there are no new features or content, it isn't going to get an update number. Thanks to everyone playing and especially to everyone taking a minute to send in F10s, we are fixing them every day!
Welcome to Sunday evening, mercs and heisters! Let's do Update #215! With this update, we've pushed Stress Limit Breaks into the light so you can't miss them anymore, we've increased the variation of what you can get in a Stress LImit Break including some new temporary negative Traits, added a new negative Trait ability to cause ripples of Stress through your team, fixed a longstanding bug with how Passive Talents could double-activate and waste charges, and improved 2 Talents at the start of a larger Talent polishing project.
If you're enjoying the game or the relentless pace of progress, please take a moment to share Cyber Knights: Flashpoint with a friend or leave a review!
Knights and mercs, we heard a rumor that you like updates with new stuff! So, here we go - Update #214 adds 5 new cosmetics to a new facial piercings category, adds a powerful new filter to all Cold Storage tabs, makes some key balance improvements to the Eleventh Hour mission and fixes some old Legwork bugs that have been plaguing the F10 streams and fixes other F10s as fast as we can go.
Thanks to everyone sending in feedback, playing the game and especially to the players who left a review since the last update (yesterday)! If you're enjoying the game and the relentless update pace, please take a moment to leave a review to help our small team carry forward.
Knights and mercs, the New Boston zone has been too quiet lately. And you know that means heisting. Bob hasn't checked in on the radio? Probably trouble. Joe didn't take his last smoke break? Probably an update. Yep - it is Update #213 with a new and exciting map set in the Boston Harbor, a very powerful new Talent unlocked for Cybersword (Preempt at last!), fixes to how Vanguard's Blend shows movement notifications and some player-requested improvements to overwriting existing entries in your appearance and class bulid libraries.
We're hard at work improving the game from every angle - so please take a moment to leave a review and share the game with a friend.
Hello, Knights! It's time for another CKF Community Challenge. We did something different in December with the Giving Gifts event, but we are back to our more "regular" challenges that change up gameplay. This time we want to challenge you to run with a limited roster. This will make injuries and wounds more impactful and lead to some tough decisions on what missions to take, when to take them, etc.
After talking with some of our community members about the best way to implement this challenge, we have one specific requirement to ensure that you run with a limited roster:
- Your barracks must be no higher than level 2
Depending on where you are in your current game, having a limited roster may require starting up a new campaign if your barracks is already upgraded to level 3 or above. You are not required to start a fresh game though if your barracks meets the requirement above.
As always, most of the fun of community challenge is what you all share about how your tackle them! Here are some ideas for what you could share:
- Who you prioritize (what jobs, etc) when your roster is limited
- Your strategies for juggling injuries, etc when you have less mercs
- How your playstyle changed from your 'normal' to accommodate this challenge
- Any other creative ways you want to share to tell us about your team: memes, interpretive dance, gifs, etc
No matter what you choose to share, please share screenshots of your barracks showing us that it is level 2 (or unupgraded)!
Weve opened up a discussion here on Steam in the General Discussion forum for aIl of your posts. If you post in our Discord, head to #limited_roster_challenge to join in on the conversation!
Look forward to seeing how you all tackle this challenge! As always at the end of the challenge, we'll be back with a wrap up and a few highlights!
Knights and mercs! We've got an update that is dedicating to batching a bunch of hotkey and options requests from the player base! With Update #212, we've added middle mouse panning, a swap weapons hotkey, fixed the oddity in End Action hotkey behavior, added a Zoom Sensitivity option, fixed Ricksham Drips bugs with the end of the second mission, completed a wave of balance improvements and refocusing of Contact Traits and renamed the Loadout tag to the Under Equipped to be more clear about exactly what it means.
This is a big package of changes all directly linked to community requests - so thanks for playing, posting feedback to help us improve during Early Access and especially a big thanks to everyone leaving a review!
Knights and mercs, we are back with another weekly map release for Update #211. Here at Trese Brothers HQ, we are grinding up a number of the big boulders in our roadmap, so the updates are coming a little slower and more of the hours are on big stories, retirement, translation and other key roadmap goals. Still - we've got good stuff coming to ya! Update #211 adds a new map and another +8 proc-gen combos as well as fixing issues with the Ghoul storyline, improving a number of maps and fixing some bugs with Contact services.
If you're enjoying the relentless pace of updates and improvements, please take a moment to leave a review. It is a full team effort form our small studio to keep an Early Access going this fast and to try to be constantly present to chat, listen and improve!
Knights and mercs, we're here with Update #210, which is a really good one - fixing Power Play issues, optimizing the game and improving character Attributes plus fixing some F10s. Thanks to everyone playing and posting feedback, we're hard at work expanding the game (new Syndicate Debts storylines and map just this week) and are running headlong for the next story and map expansion already.
If you're enjoying the game and the relentless pace of update, please take a moment to leave a review to help us keep rocking this Early Access.
Knights and mercs, ok ok - so hear me out. We know we did new fun stuff just yesterday but we were thinking ... it's time for new fun stuff again! Update #209 drops another weekly mission map, adds a new type of navigation challenge to the Matrix with the Sluice node, continues the series of fixes for the new Syndicate Debts content, and fixes a set of F10s we targeted for this week.
If you're enjoying the relentless pace of updates and improvements, please take a moment to leave a review. It is a full team effort form our small studio to keep this Early Access absolutely hopping with new new new, so please review review review steamhappy
Knights and mercs, we are here with a big story update for the Syndicate Debts origin story. To avoid spoilers, we are going to go light on descriptions for this update, so it will be short. Don't worryyou know our pace of updatesthere will be more soon!
If you're excited to see us growing the story content for the game, please take a moment to leave a review and help us celebrate! You can always edit your review later if needed.
Knights and mercs, it's another update your favorite fast moving Early Access cyberpunk heist game! Tonight we are rolling out a package of fixes, rebalances and tweaks before the next big thing. We've adjusted how Revolver crafting interacts with your mod limitations, allowed you to delay the Warner-Braun Era legwork (like others), added highest and lowest turn marks to the load game screen, fixed bugs preventing auto-extraction from always working, rebalanced from Grip weapons, and fixed some typos and map issues. It's a busy one, polishing up the game to be always better.
If you enjoy the relentless pace of improvements around here, please take a moment to leave a review and help us continue this Early Access journey.
Knights and mercs, it is Sunday in the New Boston zone, and you know a heist is happening somewhere. Actually, quite a few heists steamhappy Update #206 rolls out expanded save slots (now 10 instead of 4), three big changes to how Contact Limit breaks pace, order and roll their options, really fun up-balance for E-Rifles and Shotguns and some F10 fixes to boot.
If you are enjoying the relentless pace of updates around here, and think perhaps this is how Early Access should be, please do take a minute to leave a review. We are working hard to keep this EA period a constant stream of improvements and hope you'll help us share that widely!
Knights and mercs, we are back with another weekly map release for Update #205 and a heap of really nice improvements to the Cold Storage File and File Sets tab, as well as 12 adjusted high-Rarity weapon mods, Steam Trading Cards releases, reworked Syndicate Debts Legwork flow, adjusted mission payments offers and more.
If you are enjoying the game and our relentless update schedule to keep this Early Access phase alive and happening, please take a moment to leave a review. We are a tiny studio and every review helps!
Knights and mercs, we've got another update hovertruck coming in hot! The pilot says he can bounce this one right across the deck and into your Steam library, so let's see what we've got! Update #204 breaks out the save and load menus into dedicated sub-menus, visually differentiates the higher level data nodes (Fortress and Vaults), adds Contact Trust % as a bonus to all mission pay, fixes issues where Contact Traits around mission pay and deadline were not always being applied, improves some long-range weapon Traits, fixed bugs with Prox-Mines and well ... we fixed a lot of F10s, so check the full changelog for all the details!
If you're enjoying the relentless (and sometimes daily) updates for Early Access, please take a minute to leave a review! We're working hard on some big content additions for the game next, and while we're grinding on that, we've got steady pace of polish and improvement updates coming out!
Hello Monday, hello Knights, hello mercs! It is another big F10 smash update, grinding for that polish every day while the team keeps working hard on bigger chunks of content and features back at HQ. With Update #203, we've fixed an issue that was preventing Red Mist Event mission from working, forcing Contacts to Limit Break in a fair order instead of RNG order, fixing issues with K-Protocol not always applying correctly, fixing all the gun SFX sounding so silly (oops!), rebalancing a few Pistols, improving Leverage and ... well, a lot of things. Check the full release notes for all the details!
If you enjoy our relentless pace of updates and our dedication to keeping this Early Access moving forward and getting better constantly, please share it in a review! Remember you can always edit your review later.
Knights and mercs, it's another late update but some good things feel like they can't wait. Update #202 arrives just in time to fix all the issues with Assassinate VIP missions that popped up this morning (the VIP now arrives!), rebuild the outlining tool in the game to do a better job, especially with faces and complex geometry, improved how Leverage pop outs work, fixed map issues across the board and completed the rename sweep of Files so that Files that are not in sets drop the Roman numerals (I, II, etc).
Thanks to everyone supporting us with a review this week - we appreciate it. We can repay you with a relentless update schedule :D
Knights and mercs, it is a bit late here in 2231, New Boston never sleeps. With Update #201, we have the new weekly map release and +8 new proc-gen combos, a big update to Leverage display to indicate its reasoning for being available (or not) and the Contacts that could qualify, adding a button to make removing mods from weapons easier anywhere, adding a hover to the Counter Intel token-for-Favors window, boosting proc-gen mission name variety by over +100 terms (combinations go boom!), improving enemy scaling for UltraTek and Warner-Braun and fixing some other key bugs.
It's a big one so let's dig in. If you like the relentless pace of updates, improvements, new maps and more - please take a quick minute to leave a review. Our small team can thank you ... with more updates :D
Knights and mercs, welcome to Update #200! This update is dedicated to the smashing of F10 bug reports and feedback and closing over 40 groups of F10s in our system. We really appreciate every player who is posting up feedback, and bugs and helping us improve the game. Every F10 is a way for us to address issues faster and also allows us to store away feedback that we can pull on when we need something to work on. So thank you players - you are making this Early Access everything it can be :D
If you like the style of relentless updates, please take a moment to leave a review. We need everyone!
Knights and mercs, we're back with another update in 2025 with more content - this time a new Power Play storyline, the first critical round of changes to the rules around Smoke / Smoke Grenades, and a really big number of minor tweaks to appearances to reduce small clipping and cosmetic appearance issues. Thanks to everyone posting up feedback, we are getting our engines going this year with big updates - story, missions, and the final set of features before launch - so stay tuned for some big hits!
If you are enjoying Early Access and our style of relentless updates and constant improvement, please take a moment to leave a review! You can always change it later :D
Mercs and Knights - Update #198 is a short one with a focus on getting us back on track for our Weekly Map Release schedule! We have a new map - Broken Highway - and two other small improvements to deliver today with better objectives in your bodyguard missions, improved Sec AI rules about buffing their forces and a fix to how Ignore Recoil is formatted for armor and cyberware. Also, we fixed a huge number of minor typos and issues in story and lore text, so thanks for all of your F10s!
If you like the constant stream of new, improved, polished and added during your Early Access, please remember to leave a review!
Before we release the next map, we've got an update fully focused on closing F10s and polishing the game. We've got so much cooking, it's good to take a moment just for bug fix and QoL at times before the next big release cycle starts. Update #197 fixes issues with armor, buff stacking, improves the tutorial for Steam Deck and controllers, improves the Benches tag in the safehouse, fixes mod attachment issues and makes Revolver's special rules about mods more clear.
Thanks to everyone playing, posting up F10s and leaving a review on the game! We're working on improving and adding to the game in large and small ways - so if you like what you're seeing, be sure to leave that review!
Happy New Year, Knights! Things have run a bit slowly here at the start of 2025 with a third of our team on holiday, a third of our team sick and a third working away. But we're getting things moving again with Update #196, celebrating with new outfit options, new hairstyles, +15 new matrix host templates, improved Matrix host progression that includes the size of the host, boosted mission pay, tweaks to the balance of Truck Job and fixes for old F10s and reported bugs.
A huge welcome and thanks to everyone who is playing and joined up during the WInter Sale! We've had an amazing influx of input, feedback and reviews and we appreciate every bit, scrap and steamthumbsup
This will be a big year for Cyber Knights getting all grown up and launching on Steam, so let's go steamhappy!!
Happy New Year, Knights of New Boston! Thanks to everyone for a great year of playing, improving and expanding the game. Early Access would not be any fun without you and your feedback, so thank you for showing up and sharing so much with us this year - your time, your energy, your encouragement and your bugs.
What better way to round out the year than a new update? Update #195 opens new critical pathways to gain Influence with your Contacts to help them Limit Break, fixes issues with the Rook Prototype Weapons Power Play service, adds some new awesome weapon models and looks to the game, improves the Power Slice bonuses for the new high-level blades available through the Fadelight Blades Power Play storyline, and makes some other smaller improvements to the display of Glancing Hit rules and fixes an ancient and odd "why do I have 20 Favors with my enemy?" bug.
Happy New Year! We hope you'll leave a review as we roll into 2025.
Knights! We're here to wrap up the weekend and almost the year with Update #194 which includes a 9th weekly map release, major rebalance to Dead Drop Hit, a ton of improvements and critical fixes to Leverage, better UI for Contact buy and sell services, map fixes and more.
Every week the game is growing, gaining features, improving balance and progression and getting a little more QoL polish. We hope you're enjoying the Early Access process we've got going - relentless updates, never invalidate a saved game.
Please consider leaving a review - our small team needs your help to spread the word!
Tonight, it is a Winter Sale Bug Smash! With 34% off, we should kill 34 bugs, right? Well, we focused on some of the most popular F10s in the last month and went on a bug smashing spree! It's not quite 34, but we're hard at work polishing up the game and cleaning up small bugs so your play is smoother, faster and always fun.
A huge welcome to all the new Cyber Knights pouring into New Boston during this Winter Sale! Thanks for checking out the game, for your support, for your posts and for your reviews!
Welcome again to the Winter Sale and now the drop of the Power Play storyline system! We're amped to roll out this new piece of the story engine which pushes the strategy layer and Contact simulation another big step toward completion. The new Power Play storylines begin to deliver on Contacts changing of their own accord, becoming unique due to the events of your career and truly becoming different in each playthrough. We've also more tightly bound Contact Traits to secondary mission objective offerings. Let's dig into Update #192!
(If you enjoy all the work we're putting into the game, there's no better present you could give us this holiday season than leaving a Steam review!)
Tonight's deck sweeping update is a quality of life update focused on cleaning up F10s and reports coming in from the community. We've got a great set of fixes and some improvements including flipping all disabled security devices outlines gray, making items hidden by filtering obvious, adding +8 new matrix host templates, improved Matrix HUD controller support and more.
A big welcome goes to all the new Knights joining us in the New Boston zone! We're here every day, working to improve the game, so please say hi here or on Discord :D Thanks to everyone playing, posting, sending in feedback and posting reviews!
Welcome to the Winter Sale and the drop of our latest weekly map release! We're excited to keep the streak of new maps for 8 weeks in a row, and this week hits hard with Gate Enclave, adding new Leverage that can allow you to purchase a Red Key in advance of a mission, continued rebalancing for Matrix hosts (by Power Level, rewards, faction and Q-Sec Tally thresholds) and finally fixing the new Contact to the Underworld Hub offering, the High-Risk Transporter.
We'll aiming to have another big update for you on Monday, ready for some great playtime over the holidays. If you enjoy all the work we're putting into the game, there's no better present you could give us this holiday season than leaving a Steam review!
When we say, "constant improvement" sometimes we just mean "daily improvement!" There are quality-of-life fixes, bug fixes, progression, and balance updates in this update that didn't feel like they should wait another day. With Update #189, we've kicked Brave Star into high gear by allowing their soldiery to scale up to Power Level 10 (previously they were locked to PL 2), improved consistency and late-game scaling of equipment, armor, and stats for all enemies at PL 6+, fixed Carnivore Sewer's special benefit, prevented objective files from appearing in the same node in Matrix File Hunt, improved Scourge's Nervo-Tox Shell, fixed Gun Runners who might be stuck and refusing to join in on new storylines and fixed issues with Best in Class filter memory, default value (now false) and added it to cybernetic surgery to boot.
No small update! Thanks for everyone supporting, sharing the game, hitting F10, and posting on the forums. A special thanks goes out to everyone who posted a review this week! Our small team thanks you.
We're back for a rapid one-two punch of updates with some important fixes to the new Sector 01 Interchange map, a big upgrade to how Items are handled during missions (no more backpack!), much clearer signposts for HI-POWER Security Devices in their hovers, fixes for the Best in Class Filter, and more. When we've got something this good ready to go, it would be a shame to sit on it, so we're shipping this 50 MB package of goodness tonight!
If you like the pace of updates, the new maps or just seeing your feedback translated directly into the game - please be sure to tell a friend, share the game, and leave a review!
Welcome to the weekend and the latest weekend update! We're excited to keep the streak of adding one new map a week rolling with Sector 01 Interchange, adding a new Leverage that lets you take an extra merc on a mission, adding new Contact to the Underworld Hub offering, improving Hovertruck Operator services, adding (my new favorite) Best in Class filter for Weapon, Weapon Mods and Armor,
We're hard at work expanding and improving the game every week with multiple updates. If you like the relentless pace and the direction the game is going, we hope you will leave a review!
Early Access improvements across the board continue with today's Update #186. We have a new map and objective proc-gen combo (Decommissioned Core X Assassinate VIP), improved program/talent/item coloring in the HUD, big improvements to navigating the Matrix HUD with keyboard or controller, ability for Matrix Talents to exceed screen size and still scroll to them, some very important progression and balance updates, and another round of polishing for Blueprint crafting.
It is a heavy haul of an update with a lot going on! We've detailed it all below for you to read in detail.
Thanks for playing and posting and our small team especially thanks you if you choose to leave a review!
It must be a Monday and we've got the big update we just couldn't button up over the weekend ready for you now! This one comes with a bundle of improvements to Matrix Host scaling (host rating color and Q-Sec AI), a new mission flag to pre-warn about matrix difficulty, the hotly requested "stayed crouched which planning sprint" QoL, improvements to enemy offensive capabilities in scaling, making the Bio-Recycle items available from day 1 and improving the map repeat protection from 2 to 5.
We're hard at working making Cyber Knights: Flashpoint better, bigger and more polished each week. We couldn't do it without you - thanks for the posts, playing and your F10s.
We hope you'll take a moment to leave a review if you are enjoying the game and our relentless update pace.
It must be Thursday and we're rolling out a new update with a full rebuild of our character's ragdolls, adding missing ambient SFX to the game, visually linking doors to their trigger panels to reduce confusion, fixing auto-duck bugs and more!
A big thanks again to everyone playing and posting feedback - we're hard at work during our Early Access phase and on our way to 200 updates here! Every few days, the game takes a lunge forward, getting better or larger - so let's keep grinding together. We've got a new Weekly Map Release coming up and more content to follow it as well.
Did you notice we do Early Access a bit differently? We vow to keep EA a crazy, relentless march to the finish line. You've got feedback? Post it and watch the game get better constantly. If you're having fun or like the direction of the game, please leave a review to help us keep trucking.
Hello, Knights! It's time for another CKF Community Challenge. Though honestly this is less of a challenge and more of a show and tell. In the spirit of the holiday season, we want to hear what gifts you would craft and give your mercs.
There are only two requirements for this:
- Your gifted items must be ones you craft
- Your merc must use the crafted item you give them
Since this is a very different sort of community 'challenge' what you choose to share may be different from other challenges, some ideas:
- The story of why you chose that particular item for that particular merc
- your head canon for the relationship between your CK and mercs
- Any other creative ways you want to share to tell us about your team: memes, interpretive dance, gifs, etc
Hope your appreciate my terrible photo editing job! :D No matter what you choose to share, please share screenshots of your merc with their gift equipped and in use!
Weve opened up a discussion here on Steam in the General Discussion forum for aIl of your posts. If you post in our Discord, head to #giving_gifts to join in on the conversation!
Another update is coming down the pipe to New Boston streets - and this one lands with a new Scourge recruit in the Underworld Hub, a big buff to Soldier's Plaster-Cross Talent, a rebuild of some of the rules and UI for minting FIle Sets, better display for Armor with 0 Protection Points, tweaks to the Hackers class tree and a big bundle of F10s fixed.
A huge thanks to every Knight joining us on the streets of New Boston during the Autumn Sale! We hope you'll share the game with friends by leaving a review. We're a small but relentlessly updating studio with a focus on making sure this Early Access is always moving forward, so if you like the updates, hit the review button steamhappy!
Another heist on the streets of New Boston and another update coming down the pipe. Thanks to everyone playing and posting F10s, reviews and sharing the game. And welcome to all the new Knights joining us during the Autumn Sale - we've got a lot more coming your way.
Today's update adds a new mission map option to the Assassinate VIP mission type, improves on the Fast Forward system (less finicky hotkeys) and an option to Auto Fast Forward all the time, improving Limit Breaks and fixing bugs, rebuilding the Timeline Event History to remove paging and upgrade to high performance endless scroll, and finally fixing some reported F10s with existing mission maps.
A big thanks to everyone posting up a review this week! Our tiny dev team is grateful for you steamhappy
The shadowy underworld of New Boston is getting another big update! We're kicking off a 5th week of the New Weekly Map released schedule with ... a new map! And 3 new recruits from your Underworld Hub to allow you to recruit every class in game from either the hub or a storyline. We've also made some improvements to legwork rules and joined a new RPG bundle. Check it out, it's Update #180 and we're 34% off to celebrate!
If you're enjoying the game or our relentless pace of updates and improvements, please take a moment to leave a review.
Knights of New Boston - last night we went fishing in the black soup with the latest update and we were able to catch and fix 1 of the 2 final bugs that can cause the game to freeze up. In order to keep fishing for the last case, we've got a new update out tonight with more debugging, the 1st case fixed and some new balance tweaks to help it go down easy. We've improved enemy Initiative stat to be a part of their progression, added Attribute bonuses to 2 Traits that were missing them, improved the value of XP and $$ secondary objectives, and started some improvements on the NanoFab help text.
Thanks for all the F10s and reviews - you're helping our small team keep up its pace of improvement. Please give us a shout and help share the game with a review if you're enjoying this Early Access period!
Knights, we have a late Sunday night update here to get us ready for the new week. This one includes some progression adjustments on higher difficulties (Matrix challenge), clear marking when mission is from a hand-written storyline vs. proc-gen, 4 new visuals for weapon mods, improved balance of UAR, SMG and AR, fixed a ton of small mistakes in Weapon Mods and Intrinsic Mod Blueprints. We've also made a set of control scheme improvements in the Roster for Steam Deck and controllers and added a ton of new debugging to your F10s in case you hit one of the 2 rare cases that can still cause an enemy's turn to lock up in game (hit F10, we will fix!)
Thanks to everyone playing, posting, and sharing the game with a review. Our tiny team couldn't do it without your support!
Another week, another 3 updates, another new map released! Resupply Station is the 4th map of the new weekly map releases (is it still new!?) and is a wide-open and exciting map that forces some new styles of play, and rewards long range weapons, speed and daring strategies. We've also addressed the raging bug that was trapping Knights in the Urban HQ Assassinate missions, addressed issues with Team Power Level not going up correctly for any difficulty when the Team Power Level was 0 and more.
If you like new maps and think we should do more, please take a moment to consider reviewing the game! Help us spread the word about this improving and expanding game and the hard work that our small team is putting in.
Knights and mercs - we're excited to drop Update #176 with a roadmap milestone being knocked off the list with Steam Deck Verifcation, some new visual accessories and a big set of really important F10 fixes from your reports, prioritizing what is most important and most reported by the community right now. This Update #176 helps clear the decks for another weekly map release, maybe as soon as tomorrow.
We're working hard to constantly improve the game based on your feedback, so please send it in and you'll see the game improving weekly. If you're enjoying the insanity of our Early Access phase and the constant pace of updates, please take a moment to leave a review!
Knights and mercs - welcome to the weekend Update #175 which mixes performance boosts with doors-go-boom and a really big pile of fixes for your community F10s, including a lot of key map updates. This update includes some new ways to change the environment with explosions, map updates for a number of the new maps and objective crosses, improvements to the rules on secondary objectives, improved timeline clarity and better tattoo rendering.
If you're enjoying the updates - please take a moment to help us share the game with a review.
Welcome new Knights! The Gunslinger's 34% off sale is stll raging, so let's celebrate with a new weekly map release! In Update #174, we're releasing our 3rd map in the weekly series - the sprawling and fortified Decommissioned Core. We've also completed some key rebalancing to Safehouse Tokens and Simstream Trainer Stress, fix bugs with Proximity Mines sometimes not going boom(!), fixed Gunslinger bugs with Gun Kata, Twin Irons and Cover Me, improved the matrix program HUD and more. It's a lot, so let's get digging in to the details.
But before we do, we'll remind you to please consider taking a moment to leave a review on CKF. We're a small team working hard to improve constantly (near daily!?) and if you think this is an awesome Early Access or are just enjoying the game, please share that with a reviewsteamhappy
Knights, another update is landing in New Boston and it is adding a new type of secondary objective, big QoL improvements to the mission deployment screen and handling of hack-only missions, new protection against repeated proc-gen mission objectives, and a bundle of improvements for controllers and the Steam Deck.
We're busy daily with new things for you - so thanks for playing, posting and leaving a review if you like the pace of updates 'round here.
Welcome all the new Knights in New Boston! With Update #172, we're hitting a very specific feature set - the secondary objective system as we are preparing to add new types of secondaries to the game and need everything in tip-top shape. We've made sure that you can always see what reward hangs in the balance now, upgraded the looting objective to count lockboxes, ensured that you cant get duplicate objective requirements, allowed mission maps to have more influence over the Turn and Sec Level limits (bigger maps increase it) and clarified the text in a ton of objectives as well. And more - now that we have a rapidly growing number of maps in proc-gen, we've added the system to avoid allowing them to repeat.
Let's dig in! If you're enjoying the game or our update cycle, please be sure to leave a review!
Way back in Update #164, we promised to keep to a new map release schedule - one new map a week until launch! Update #166 dropped the first new map last week and we're here with Update #171 to drop the second new map - the crumbling rooftop ziggurat. The new Gunslinger class released yesterday is no excuse not to pile on another map, so let's do it! We've also put in some key fixes to Head Hunters (the dreaded -1 HH and back-from-the-dead HH).
We're excited to be rolling with this new Weekly Release schedule for new maps and to hit the first back-to-back weeks. We are sure to miss weeks along the way, but keeping this weekly drumbeat as often as we can will ensure the game has a huge pool of maps and content for every heist team to hit. Thank you for your reviews to help us keep going!
While Cory has been pumping out new maps for the Weekly Map release (btw, expect a new map tomorrow!), I've been working on the newest character class for the game: the Gunslinger.
The Gunslinger's Gunlink spinal implant hardwires them to their chosen weaponry, allowing them to move and fire with something more than reflex, something more than instinct. Like the fabled duelists of the Old West, the Gunslinger walks with a quiet confidence, their guns ready to speak for them.
We're excited to push the class list to a big round 8 - meaning there are now a whopping 64 viable multi-class combinations + 8 more for the Knight, totaling 72 total class combos. It is especially exciting to drop in a new combat focused class that is an excellent choice for anyone carrying a Pistol as a backup multi-class for combat and utility.
It's another big milestone for the game and if you're enjoying the pace of progress, new content and updates please leave a review for our team!
We've got a huge week ahead of us, Knights! Any day now, the Gunslinger is about to kick down the doors and light this place up with a hail of bullets and we've got a new Weekly Map Release coming up later in the week. In prep for these big content drops, we've got a steady patch release here that fixes some bugs with last week's level, polishes out some more Talent bugs, and fixes other F10s and issues.
If you're ready for the new content and enjoying the pace of continued updates and polish, please take a moment to leave a review!
Update #167 is completely dedicated to fixing a few issues with Terminals and Lootboxes in the new Logistics Hub map and fixing Talent issues. Lots and lots of little Talent issues! With Update #167, we took the fight to the F10s reported around Talents and closed over 50% of them in this update. We're excited to slate the work to tackle the other 50% of reported issues and get the class trees in tip-top fighting shape!
If you're enjoying the steady stream of improvements, please take a moment to leave a review!
Back in Update #164, we promised a new weekly map release schedule and Update #166 has arrived to delivery on that promise. This update includes a new mission map - Logistics Hub - that is playable on 7 proc-gen objectives, a big UI improvement with a Font Scale option, fixes for Biomimic movement warnings, more obvious Free Respec period and a ton of really important F10 fixes from the community.
We're excited to start this new map release schedule and to try to march it all the way to launch, ensuring the game has a huge pool of content for every heist team to hit. So thank you for your reviews to help us keep going!
Knights, this is bug street - an update where we squish popular F10s and prep for the next big thing. Having just come off adding 5 new proc-gen combos for the Bodyguard objective, we're prepping some really big things (new map release this week, upcoming Gunslinger class, Steam Deck verification) and keeping up with the F10 train. This update is dedicated to bug fix and minor balance tweaks, so let's dig into what we've got.
A big thanks goes out to everyone playing, posting and sending in F10s with feedback, suggestions and of course, pesky bugs. We're continually polishing the game and tuning the experience based on your timely feedback, so thank you.
And, of course, as we are a really small team - every single review counts. Thank you to every Knight who has posted up a review!
Knights of New Boston, another update is hitting the streets hard. Today we're announcing a new ambitious goal for a weekly release schedule for a new map, dropping 5 new proc-gen combos for the Bodyguard objective type that vastly increase its map variety (even though they are not new maps), and fixing the meta-visual issue that was wreaking havoc on Mac OS, Linux and Steam Deck. We've also bumped the Sell action over to default submit (spacebar, (A)) in Cold Storage for better consistency with the market and inventory.
Thanks to everyone playing and especially to those leaving a review and helping us vault over 500 reviews last week! Here's to more updates, more maps and more reviews!
Knights, a new update is filtering down from the top of the dome to the streets, to the shadows, seeping through the pavement. Surely it will reach your underground safehouse soon. With Update #163, we've added new options to the New Game Knight screen including weapons packages and your pick of starting cybernetic, further improved and tweaked the meta-visuals update, smoothed out the Safehouse timeline animation and provided a 3rd Fastest speed, and fixed a lot of bugs from your F10s!
We are hitting so many different angles of polish and improvement for the game and we're super excited for what is next. It goes something like (1) more mission maps (2) Gunslinger class and (3) more story! Check out the Gunslinger Preview thread that is ripping along on Steam right now with great ideas about how to make that class extra fun and cool.
We're 3 reviews short of 500 steamhappy! If you're enjoying the game or how we are running our Early Access (always improving!) please take a minute to leave a review.
Knights, a big update has arrived tonight. This one has been months in process, slowly moving forward to complete the heavy lifting of rebuilding the game's meta-visualizations for Talents, Full Auto, Overwatch, enemy Sight Cones and security devices. It's a huge scope but we're glad to have arrived here with a big update tonight for all of our heisters. We've also scored a win for Steam Deck verification with this build, added movement alerts for prox-mines, improved the skip enemy turn system and made a huge bundle of small but important updates to mission maps to be sure they play as expected.
If you enjoy the updates, improvements and expanding content - please take a minute to leave a review. The small team here appreciates every one!
This Update #161 is dedicated to doing things faster. Everything in your Inventory, Market, NanoFab and Cold Storage is now fasterrrrr. You can submit F10s faster because we remembers you Discord username and you can make new games faster because we remember your Attribute selections from the last time. We've added a new appearance option to tweak lip color and we've also adjusted the default Screen Move to wide screen to help players on larger, wider screens like 4K who are encounter the game feeling like it is just too small to play. And finally we've fixed another set of issues with the Scourge and the UNA Hacker recruits. These two - so much trouble!
Knights of New Boston - this one is a patch to catch up on some bugs that snuck in about prisoner handling. We're working on some new and exciting story levels with cool happenings, but this caused an issue where prisoners were appearing out of their cell or not at all. We've also further pushed the Sells Cyberdeck service out to levels 5 and 6 and correctly aligned all the Power Level decks out to that point. And finally, we fixed a few lingering issues that could occur with Legwork and the new recruits from Era '31.
Tonight's update is a quick one, so I will keep this quick as well. We've made some important updates to the feedback form for Steam Deck and controller support, added a 4th service level for Program Sellers with new program options, reduced IO Size for Deception II and Disarm II and fixed Decoy (HOT) not coming out fully hot.
Let's dive right into this small update -
Welcome to the dusk of the weekend in New Boston! We're continuing the tour of second-round balance and improvements and tonight are hitting on pricing in the weapons, mods and armor categories. We've also added a sick new map - the burnt out floor of a flophouse in a street habstack - for proc-gen rotation, improved coherence for Cyberdeck sales, upgraded some Decoy programs to Decoy (HOT) and improved the Hype, Stress (etc!) affects of boosting and burning merc and contact relationships.
We always love rolling out something new and this is a key balance patch for the game's early economy. More will be following! if you are enjoy the game and our dedication to continued adds and improvements during Early Access, please take a minute to leave us a review. Remember, you can always edit it later!
Knights of New Boston - we've got another update here for you with further improvements to the matrix, fixing up a few small bugs in the recent glut of new matrix maps, a new scheme for how ignored / dismissed Recruits are handled, a fix for anyone with a stuck Scourge recruit, improved consistency of Hacking tags on missions and more.
A big thanks to everyone playing, posting and hitting F10 this week! We've seen a huge wave of new players come onboard so it is so helpful to get fresh eyes on Early Access. Keep an eye on this page, more updates and more good things are coming.
If you enjoy the game and our special way of doing Early Access, please take a moment to leave a review! Remember you can always edit it later.
Welcome all new Knights from Steam Turn-based RPG fest! We're here working hard on Early Access with a constant stream of updates. There is a lot left to do to wrap up our Early Access roadmap but it is more content and smaller feature sets than huge milestones now. We've been excited in these last few updates to be doing "rounds" in the game, hitting a wide spectrum of areas for balance, improvement and expansion. With Update #156, we've come around to matrix hacking to add a new node type and a big blast of new matrix host templates to explore. We've also removed the clickability of characters from the safehouse, fixed a bug with the ERA Hacker recruit if you chose to Delay the recruit and more.
Thanks to everyone playing, posting and leaving a review! We're running hot with an update every 2.3 days, so send us feedback and any bugs you hit and we are working hard to improve constantly. If you like the style, please leave a review!
There is smoke pouring out of the NanoFab, someone is in there crafting like crazy! If you aren't in there crafting like crazy, maybe this update will help you get that forge roaring. With Update #155, we're completing a series of balance improvements around Blueprints, max uses, sale prices, and crafting times that should increase the fun and progression of the NanoFab and possibly entice more mercs to give Item crafting a second look - or, if not yet, soon. We've also fixed a ton of other F10s submitted, so thank you for all your help, posts and encourgement!
If you are enjoying Cyber Knights and our special way of doing Early Access - the game is never idle! - please take a moment to leave a review and help us continue.
Welcome to the weekend of Turn-based RPG Fest on Steam! Welcome to all the new Knights rolling into the New Boston zone. We are here all the time if you have questions for us and we are working hard to improve the game off your feedback. With Update #154, we've rolling out the first big step toward finish the Contact Limit Break system with Compromised and Power Play tags - which will basically allow Contacts to step up into a higher tier of power for their future Limit Breaks. We've also added a new proc-gen Legwork story with new Contact types involved and new merc skills and backstories that will be called on to pull it off. Finally, a heap of nice F10 bug fixes, so thank you!
To everyone playing, we thank you! Please, consider taking a moment to leave a review, especially if you enjoy how we are conducting our Early Access phase - always busy, always improving!
This one has come out rapidly on the heels of Update #152 because of a critical bug with legwork created in #152 getting stuck on the timeline. You could see a lot of events pile up at 0h and never complete. With this patch in place, everything will complete back-to-back without the need to really advance the turn.
In way of apologizing for the bug, we've also completed a nice big set of QoL improvements and bug fixes for other parts of the game as well.
it's late after a long day of polishing the game - so we're kicking this patch and QOL fix without too much fanfare or screenshots.
As Steam's Turn-Based RPG Fest rolls on this week, we're back with another update to fix some of the issues that snuck out the door with Monday's ERA storyline update, add a new proc-gen legwork option, improve legwork results and fix other minor bugs. Hopefully this will clear the deck from story bugs and we'll be back to adding new new new.
As always - thank you for playing our game or wishlisting if you're waiting. If you have given the game a try and like the way we are conducting Early Access (152 updates!?!?) and are enjoying the game, please leave a review. The small team here thanks you!
Welcome to Steam's Turn-Based RPG Fest! We're going to have a crusher of a week with a ton of new content coming online and we are kicking it off with a blast of new stories for the Treaty '31 ERA in New Boston. These new storylines include new recruits, new challenges, new types of map interactions and of course, chances to make new enemies, allies and form bonds within your team and beyond that will last into the rest of your career. We've also added an exciting proc-gen Legwork system that has been cooking for a while and more.
Thanks to everyone playing, wishlisting and reviewing Cyber Knights. We're in Early Access right now and we're BUSY. So, if EA isn't your think, wishlist us. If you're in playing, please take a minute to leave a review when you get far enough to help share your experiences with others. If you have an issue, hit F10 in the game to send in a bug report or feedback.
Sunday is a nice lazy day for an update! We're excited to be hitting a point in the balancing cycle to be coming back to some systems and giving them a second pass of improvements. Probably all of these major areas will get a few more passes before they've really settled, but this is great time to be really tweaking and tuning. In the last few updates, we've been hammering on loot and Blueprint distribution and Account selling for Influence and today it is time for Secondary Objective rewards. We've rebalanced the requirements (Sec Level or Turn count atm) and increased the rewards (more Favors, more Influence, more XP, etc) and tweaked the weighting for all the reward types (better Blueprint distribution, Influence more likely). It should be a nice upgrade to help make these stick out and be very attractive to work harder to get.
Thanks to everyone stepping up to post an F10, post a thread on the Steam forums, join our Discord and especially for posting a review. We are a tiny indie studio, so your energy, your shares, and just talking to you goes a long way to keep us moving forward at this pace!
Update #149 comes as another step forward in working on balancing out the game's overall progression. We've switched momentarily from loot to contact Limit Break rules to boost how you can get Influence from Accounts to do, to open up more pathways on existing Contact types and to prep for some new pathways coming. We've also added easy access to Armor Blueprint sales from the start of the game so you can cash in on these and 2 lower Power Level Cyber Heart implants that are easy to access without needing to grind a splicer to Level 4 service.
A huge thanks to everyone taking the time to share feedback with us during these critical months of Early Access. We're continuing to improve, grinding and polish the game every day. If you're enjoying the game, please take a minute to leave a review to help us continue our work. Remember, you can always edit it later.
Update #148 comes ripping out of the gate with a key UI change that helps demystify some of the results of weapon crafting, a nice change to the Roster UI, removes the Sec Tally penalty for using Vanguard's Lure, adds a new proc-gen map and objective combo, improves ability for controller players to see hovers, adds a nice matrix log when you scan the CPU and more!
It is Early Access - and all we know how to do is keep moving forward, fast. We're building, testing and pushing content at a pretty good pace (daily??) and we hope you'll take a moment to consider giving the game a review. Remember, you can always edit it later!
Monday is a good day for a major clean-up patch! We're just crushing a ton of F10s into a single big quality of life and well, ... quality ... patch here. We're constantly adding new things, so there is always a trail of cleanup, polish and finishing to apply. This update fixes the Chameleon S-Mesh added last update, fixes Cameras seeing bodies that were Bodybagged, adds more Filters for Files, improves how NanoScrub value is shown in the HUD when there are work in process builds or upgrades, fixes a bug preventing E-Rifles from getting more ammo and lots and lots of other things! It's a busy one.
If you are enjoying the game and like the way that we're running our Early Access - not waiting a month for a new patch - please take a moment to share in a review. Remember, you can always edit later.
Knights and cybered mercs, we've got a new blast of cybernetics for you with today's update and some challenging new developments out of one of the fiercest fighting forces on the streets - the FSC. We've also fixed some bugs with enemy scaling in the new grenadier enemies, completed a second round of tweaking on loot Blueprint distribution and fixed some missing text when installing cybernetic implants.
Another day, another update. Our Early Access pledge is not to go slow or let the game sit but to be working constantly to improve and expand. If you like the way we are going about it, please take a moment to leave us review - nothing could be more helpful!
Let's kick the weekend off with another update to Cyber Knights - more enemy types, more maps, better loot distribution and more! This time the 3 gangs have come to play, each demanding their specialize type of grenadier. The Los Zagales Slaggas are melting down armor, the Blue Ox Brutewain are stalling you out and the Fenian Detonators are throwing the boom!. And we've added Wreckspire to its 4th proc-gen combo
It's going to be another busy month with new content, features and fixes coming non-stop. We hope you're enjoying Early Access and we are here constantly to take feedback and work on improving the game. We hope you'll take a minute to leave a review - remember you can always edit it later.
Knights and mercs, we've got another update coming in hot. We're back on the drum beat of enemy variety but now we've moved on from enemies throwing buffing and healing grenades into the other type - nasty debuffing and damaging grenades hurled straight at you! We've also added the Wreckspire map to the Q-Gap Spike proc-gen objective, marking a new combo and a first step (at 41 combos) toward the goal of 50 proc-gen combos. A new backpack and some fixes to hair, bug fixes and more, round out the update.
We've got a lot more coming this month as we're working on some major content dumps, improvements to the sightline and security UIs and more, more. So, if you're enjoying the progress on the game or just keeping an eye on us, be sure to leave a review to help us keep up this pace!
Update #143 opens a new weeks with a solid patch, balance improvements, better Haven Smokeout, better Siege proc-gen objective and more. Thanks to everyone playing, posting and firing off the F10s that are helping us to continually improve the game. We're looking forward to another great week of updates and this is a nice way to kick the week off.
If you like the way we are running the Cyber Knight's Early Access - please take a moment to share that or how you're enjoying the game in a review. We are a tiny team, and we need your support. Thank you!
Update #142 wraps up this cycle of additions with the Dusted Hover-Evac mission map and will open the chapter on the next map getting a lot more play and objective options. While we're adding new proc-gen playable combos rapidly these weeks, we've also got a lot cooking at Trese Brothers HQ with a big content bundle (what is Warner-Braun up to?), a major feature set upgrade (sight cones and security visualization) and more.
With Update #142, we've added the Kill 3 Captains objective for Dusted Hover-Evac, fixed a mission victory bug with the Southie Strut story mission, fixed additional problems for older missions (created pre-Update #141) for Head Hunters, fixed a bug with Heat from HI-POWER Cameras, and fixed 2 more rare cases that could cause freezes in the game.
If you like the way we are conducting CKF's Early Access period and like how the game is shaping up, please take a moment to leave a review and help our small indie studio continue the work!
Theka awaits...
This morning's update landing in the New Boston zone includes a pack of new appearance options - hairs and one mustache - and a big set of fixes that hit every F10 we've had reported about Head Hunters all in one go. We also fixed bugs with Cyberdecks needing repeat repairs, improved the rules around certain items (Patch X-Kit) to fix targeting bugs and improved issues in the Dusted Hover-Evac (which is now getting a lot of play)!
If you like how we run our Early Access - 3 days, 3 updates! - please take a moment to leave a review. We can't jam new proc-gen map combos every day, but we've got a constant drip of new for you. Let's dig in!
Knights and mercs - gather round. There is a new hotspot for looting in town at the old clinic. You know the one with the crumbling rooftop and the sniper hideout? Well, they've been stashing things there and we're about to get paid to hit it hard.
With Update #140, we've added 2 new proc-gen combos where you can run Scav or Lootbox Hunt missions on the Dusted Hover-Evac level, hit 40 proc-gen combos total now, better displayed consquences for skipping missions, sorted Legwork to the top fo dialog choices and improved Sniper's Strike Zone Talent to give more long-range Overwatch canceling options.
When we started Early Access, our intention was to provide continuous, nonstop improvement to the game without delays or long waits. If you think we're hitting the mark and like the direction the game is heading, remember to drop a review and tell a friend! Remember, you can always edit it later.
This is a quick Sunday night update - rapid fire from yesterday's to address a few hot button F10s and a real ugly missing string that cropped up in Hacking. We've also included some rebalance to yesterday's update for HI-POWER Escalation to ensure it is feeling right.
Thanks for your support during Early Access, helping us improve the game with your feedback and F10s and for leaving a review to help spread the word and bring more heisters to New Boston!
Down below the level, the Knights and their teams are planning their next heist. Maybe Update #138 has your new heist in it! We've added a new proc-gen combo of an existing map and objective (Dusted Hover-Evac X Q-Gap Spike), improved the Sec Escalation rules for HI-POWER devices, buffed Prox Mines again, improved the visibility and consistency of HI-POWER Radar Arrays and Camers generating Heat, fixed a ton of small appearance clipping and positioning issues, improved performance on Trucker HQ and fixed 2 cases causing possible freezes on map (now, extremely rare).
We are hard at work expanding the game with both front-line releases (as seen here, new stuff today!) and bigger projects in the background (new shader for sight cones, translation project, a big story/mission dump for Treaty '31 Era) - so if you like what we're working on, our pace of updates, or just how we are running Early Access, we hope you will help us today by leaving a review.
Day time, night time, the heisting must continue. And where do we put all of our loot? In our fancy new backpacks! With Update #137, we've taken a quick moment to add some cool new visual appearance options - the first 2 backpacks - fix an important map issue with hovertrucks pinning characters on rooftops, resolved issues with high level HTE/XTE grenades, fixed hotkey issues in the Talent bar, fixed E-Rifle bugs and more.
Thanks to everyone playing, posting and sharing feedback as we keep working on expanding Cyber Knights: Flashpoint. Hit us up with a review if you like the pace of our unique Early Access style!
https://steamcommunity.com/games/1021210/announcements/detail/4604455077835253474?snr=2___
Hello, Knights! It's time for another CKF Community Challenge. Our previous challenge was all about leaving your Vanguard back in the safehouse and giving your Agent EX a chance! For this challenge, we are asking you to leave your Soldier at home. Soldiers, or at least some soldier talents, have become a mainstay in almost every group out there, so it's time to mix it up!
There are two requirements for this challenge:
- You cannot take a Soldier on any mission
- You cannot multiclass anyone into any Soldier talents
For a true challenge, apply these requirements to a fresh start, brand new game. This is not required however, you can just pick up from wherever you are and just no longer use a Soldier or any Soldier talents via respec.
As always, we want to see and hear about your adventures tackling the challenge so here are some ideas for what wed love to see:
- Screenshots of your squad and their talent trees
- After Action Reports of your missions, challenges you faced
- Tell us about the challenge posed by not having a Soldier, were there any? Were you surprised in any way?
- Any other creative ways you want to share to tell us about your heists with your multi-classed mercs: memes, interpretive dance, gifs, etc
No matter what you choose to share, please share screenshots of your Soldier-less squad on a mission!
Weve opened up a discussion here on Steam in the General Discussion forum for aIl of your posts. If you post in our Discord, head to #nosoldier_challenge to join in on the conversation!
It's a holiday weekend and with such so many new players in the game, we've just got another nice bug fix and quality of life patching coming out tonight. This one hits on the latest F10s, improves grenade throwing animation and VFX for enemies, re-adds the warning confirm to deploy with less than max mercs, and tweaks and improves the balance of Siege (easier, higher Power Level requirements).
Without further chatter - let's dig in.
Welcome all new Knights to New Boston - glad to have you this week.
This is an old city but let's keep plastering it with updates! It is late, so I will be brief - we've had so many new players checking out the game, and so much awesome stuff added over the last week that we're taking a pause for a moment to focus on bug fix, quality of life and F10 fix tonight before we blast on with more content.
So, this update hits on many of the hottest F10s from this weekend so far!
Thanks for submitting your F10s, posting feedback and especially for posting up reviews! Every one helps us keep trucking forward.
Another day, another push of new content. Today in the New Boston zone we're further raising the bar for enemy variety with 4 new enemies paired with all new capabilities to throw buffing and healing (for now) grenades. This also starts to push the street factions into more distinct directions and improves enemy and enemy Talent scaling throughout the set. Maybe you're just settling in to how Wildfire and FireCOM mixed up the battlefield - well now welcome F-Duster, Patchmax, Bulwark and the E-Medic!
If you're enjoying the pace of updates and the way we are keeping Early Access interactive and exciting, please take a moment to leave a review. There is no better way that you could thank us for our work.
It's late in the New Boston zone and the game is on sale but that doesn't mean we can't drop a new update with new content, right? Update #133 comes with a new recruit option in your Underworld Hub, new unique Utility Program service for a Wireghost you might know, tuned the balance of the new enemy Talents, even better rules for Skip Enemy Turns and fixed a ton of UI related F10s. Let's see what we've got tonight!
If you're enjoying the pace of updates and new content - we've got more coming for you. And please take a moment to leave a review, our very small team appreciates every single one and it help us keep this train moving.
Following up with the MAGNITUDE v2 update yesterday, we've got a big burst of new and dangerous enemies, better enemy progression and better enemy variety across the game. We've also further boosted the Field Ops Delay Mission token, evened out the balance in the Siege missions and fixed bugs from reported F10s.
Welcome to the new Knights piling into the New Boston zone! Get ready for updates and improvements. Be sure to hit F10 if you see something that is broken or could be improved.
And, if you're enjoying how we approach Early Access, please drop a review!
Big day here Knights. In the previous MAGNITUDE update back in March, a burst of proc-gen content pushed us over the top to hit a milestone of 2X the amount of content since launch. We've blazed down the features list of our roadmap since then, delivering new systems left and right, but also adding in a steady trickle of new level content and new proc-gen objectives as we went.
Today we've got a much bigger burst for you, with 2 new maps, 2 new objective types, and a total of 10 new map/objective combinations. This means we have once again doubled the amount of content in the game - x2 since update #60, x4 since launch!
With proc-gen variety greatly increased, we'll be pushing to expand the pool of hand-crafted missions over the next couple of months. Our Casting Directory story engine and the proc-gen system work hand-in-hand to give you opportunities to mold your mercs, influence your underworld network, and build your rep as a Cyber Knight. By launch your playthroughs will cover the full arc of a Knight's career from origin to retirement. For now, enjoy growing your gains from all these heists; those credits will fund a lot of safehouse construction and/or crafting.
This morning we're rolling out a rapid set of fixes to catch up on bugs and F10s that have been hanging around this last week. It's a nice cleanup to get us ready for the next big content push! Here's what we've got for you -
The latest update is hitting the streets of New Boston with a wave of improvements from community suggestions, your F10s and more. Thanks to everyone feeding us requests and suggestions, we're excited to roundtrip them and put them into the game fast and furious. We've improved how programs can be uninstalled and installed, we've improved the Matrix AP bar in the Matrix HUD, simplified the timeline buttons, fixed item carry nodes in the class tree, brought down some high-end cyberdeck repair costs and fixed one of the possible cases that could cause a freeze on map during a mission.
If you're enjoying our dedication to improving, taking community feedback and fixing your F10 bugs - please take a moment to drop a review for the game and help us continue to improve.
Welcome to the late night scene in New Boston. The lights are low but there's still an update to be had. This update follows up on the major milestone HACK THE PLANET and all the new cyberdeck and matrix improvements along with the long-awaited Matrix Tutorial. With Update #128, we've improved (and raised) the max programs rating on most decks, fixed issues preventing you from repair cyberdecks sometimes, fixed a duplicate hotkey in the deck screen, and fixed all reported typos and clarifications requests in the matrix tutorial.
If you're enjoying the constant push in quality, content and features - please take a minute to leave a review and tell a friend!
Hackers unite! The planet awaits, let's hack it! We're excited to roll out the Matrix Hacking Tutorial today, checking off one more major milestone from the roadmap. The HACK THE PLANET major milestone also comes with some other major changes to how cyberdecks and hacking work - allowing you to transfer programs freely and now cyberdecks take lasting damage that is costly in time and money to repair. In order to make the best tutorial possible, we've made a lot of improvements to the matrix and its UI as well.
Jump in, getting hacking!
If you are enjoying the pace of progress and the commitment to completing our milestones, please take a moment to leaving a review to help our small team continue forward!
Data is streaming down the pipe, but so is the lethal feedback. Will you get the bio-formula locked-in before your chips fry? Tonight's update adds 5 exciting new host templates for Matrix Hunt proc-gen mission objective, clarifies some matrix rules in hovers, reveals mission power levels during mission planning, improves the new contact hover, fixes reported issues with multi-buy and multi-sell, adds new lore and more.
If you're enjoying the pace of updates, attention to improvement based on community feedback or any way we are handling Early Access, we hope you'll share game with a friend and leave a review!
Another night on the New Boston town, another heist, another big update! With Update #125, we've added a new proc-gen hacking mission objective, improved late game economy balance, fixed tagging issues and performance boost for Roster, fixed looping Exposure Limit Breaks, better updated the HUD after killing an enemy and Grenades cost 2 AP again! There is so much good stuff in this one, check the release notes.
If you're enjoying the pace of updates and improvements in Early Access, please take a moment to leave a review!
Today's update focuses on expanding the possible recruit roster, some exciting new Traits that come along with that, catching up on a security device missed in the gray outlines from last update and finalizing the fixes for a few bugs we caused in releasing Update #123.
If you're enjoying the pace of updates and how we are running Early Access, please consider leaving a review. you can always edit it later.
The weekend is about to get rolling in New Boston, so naturally its time for an update We've hit a hit swathe of big F10s with this update - an exciting follow up to yesterday's story release. We've added display of ranges for disabled security devices, add a much needed quantity slider for buy and sell, adding a Remove Mods button for weapons, added new filters for Power Level and Weapon Weight to all inventory and market screens, fixed a critical bug with Contact Limit Breaks and high level Traits, and a ton of other issues as well.
We're working hard on improving the game based on your bug reports and feedback and suggestions. Thanks for your F10s and your posts to the forum to help us getting these improvements straight into the game with hesitation.
If you like how we are running Early Access, please take a moment to leave a review!
It is late summer in New Boston and the content is coming in waves, like the black sludge slapping up against the quays in the Boston Harbor. With Update #122, we've added a new storyline to the game, an echo of the Carnivore Job you may have already encountered, which also triggers a new source that can send a Head Hunter after you. In addition, we've fixed one of the last major bugs in the mission map - the dreaded Overwatch freeze or walking in slow motion bug - added Matrix LInk 1 to the cybernetics available at the start of the game, made Wounds more expensive and time consuming to Treat, fixed Vanguard's Refract and improved lighting conditions in a number of levels.
If you're enjoying the pace of updates, please take a moment to leave a review on the game. We're working hard to blow up the game's content this month, so let's blow up our review count too!
The artificial sun is setting in the New Boston dome and the team is gearing up, checking weapons, shining up the cyberdeck. It's time for another heist, it's time for another update. As we have hammered through roadmap milestone after milestone in June and into July, we've piled up an astronomical number of F10s. Small bugs, important bugs, little suggestions, big ideas. Currently, we are working on finalizing the Matrix Tutorial milestone and building out new content for the game -- but alongside that effort we're laying down some Major Bug Lt. Squash. Let's see how many we took out tonight!
If you're enjoying the constant improvements to the game, we hope you'll take a moment to review the game. There is no better way to thank our small team for their efforts, and you can always edit it later to say "I can't believe they just kept updating" =D
Part of our 10+ year journey as game developers has been constantly working to improve every aspect of our games with each new release. If youve been with us for a while, youve seen, and heard, this evolution in each game. For soundtracks, our studio has progressed from buying non-exclusive tracks from online markets to hiring our own team and lovingly composing original soundtracks from scratch.
Today, were taking an exciting new step forward for both our studio and Cyber Knights: Flashpoint with the release of Reactive Music: dynamic, engine-controlled music layering that reacts to your gameplay, building tension when youre close to being discovered or amping up the excitement as your shoot-out intensifies.
[previewyoutube=lZjO8WKQEuI;full][/previewyoutube]
^^^ Not trying to play well here at all, just trying to illicit big changes from the reactive music's tension system
Two days, two new maps! We're excited to roll out Update #119 with another map to play for the new assassinate VIP objective type. In June and July we smashed roadmap milestone after milestone but now we're getting ready for the late summer deluge of content - maps, missions, stories, recruits and more. Time to make this game deep! So with Update #119, we're rolling out new proc-gen map, improved the bodyguard behavior once a VIP goes down, fixed a lingering bug with double-counted corpses, fixed a sneaky longstanding bug with extra Silencers being generated if you were swapping characters in new game and made a list of quality improvements to the H Interchange map rolled out yesterday.
If you're enjoying the pace of updates and improvements to the game, please consider leaving a review as a way to thank our small team and push us to keep going!
The New Boston streets have never been so dangerous - because your Knight and your mercs about to to get paid to go hunting. With Update #118, we're rolling out new proc-gen map, new proc-gen objective and new cybernetics screen with a ton of fixes and features that were previously missing, such as removing a cyber class you accidentally multi-classed.
We've hammered through a huge number of major milestones in June and July and we've got 2 more just slipping out of July into early August - Reactive Music and Hacking Tutorial are days away from landing. And now begins the late-summer content binge - let's do it!
If you're enjoying the pace of updates and improvements to the game, please consider leaving a review as a way to thank our small team and push us to keep going!
Knights and mercs - we're back with another update and some key improvements and a big bundle of F10 fixes. Our next update will introduce a new map and a new exciting proc-gen objective type, but first we need to get this patch on the street to address some of your requests and bug reports. We've remixed SFX, improved barracks tagging, added more lore entries, tweaked how range display works in hovers, improved the visual of where your hacker is in the matrix and done some stunning (lol) re-org of the options screen into tabs. Let's dig in!
If you're enjoying how our team is running Early Access, please take a moment to leave a review. A review now is a big help for us to keep going and remember, you can always edit it later!
June and July here in New Boston have been crazy as we marked down 6 major roadmap items in rapid succession - Agent EX, Contact Limit Breaks, Fast Forward Enemy Turn, New Game Knight V2, NanoFab Crafting and Head Hunters... woah that's a lot to even type it up! After such maniac activity and with more on the way (Matrix Tutorial and Reactive Music are right around the corner now ...) we need a few updates to hit F10s, fix bugs and add QoL updates suggested by the community. So, enjoy this big patch with all its new improvements before we start dropping new maps and stories.
If you're enjoy the pace of updates and our dedication to continual improvement - our team is working very hard to make this Early Access something special. We hope you'll consider leaving a review!
The underworld is always moving in New Boston, shifting in the shadows. With Update #115, you can use the clout you've built up with your Contacts to take a bit more of a guiding role to your closest allies - Contact Limit Breaks now offer you some agency. In addition, we've made major balancing changes to Matrix hacking (more charges for Deception and Disarm, less IC), added multiple new levels of Nano-Scrubbers, added token rules directly to the safehouse room descriptions, fixed UI and story bugs and more.
If you appreciate how we are running Early Access - always updates, always improvements- please take a moment to leave a review to share your experience with others.
Since this bug is pretty gnarly, we wanted to put out a quick update about.
We just released a hotfix - so restart Steam client to be sure to get it - that fixes a bug that was introduced in Update #113 last night.
If you have any issues with missions freezing on the first turn or when reinforcements are arriving, please be sure to restart Steam client and get this latest update.
All should be fixed now and very sorry for the bug!
It's Saturday and you just got an update. With this big bug fix update, we're focusing on hitting the most popular and troublesome F10s in the set this week, grinding on that polish-stone until it shines. Back at HQ, we're working on the next set of storylines and 2 new proc-gen maps and a new mission objective - Assassination - so stay tuned for more content additions!
To everyone playing, posting and hitting F10 - thank you! We hope you're enjoying the game, are here to chat and work hard to improve it. If you like what we've got cooking, please leave a review.
Head Hunters have been unleashed on the New Boston zone and the bravest and craziest among them are hunting Cyber Knights - hunting you! The reaction from players has been so awesome to this new major milestone, we're psyched. The feeling of time-boxed pressure to deal with or escape the Head Hunters and that fact that, for a time, it makes you play the game different, use different equipment, bring a different squad, and plan for the Head Hunters to jump you at any given moment is extremely exciting.
While things have launched very successfully with Head Hunters, we wanted to make some rapid improvements in places where we missed on certain features of nice-to-haves, so this update addresses a number of those issues.
If you're liking the pace of development, please leave a review!
We're excited to bring you a major new content update today, Update #112, the launch of the Head Hunters system. If one of your squad members earns the hatred of a powerful contact, that contact may hire Head Hunters to bring you down.
Head Hunters create high-pressure situations that are forced to resolve over a short period of time, one way or the other. Once a Head Hunter has been given a bounty on your head, you're in a pressure cooker - it is you, or them, or dodging them enough times that the Contact relinquishes the bounty. From the moment the bounty is set until the moment is ends, you have to be on your A-game to stay one step ahead of them and always ready for hard fight for your life.
Head Hunters are unique enemy squads that have a % chance to appear mid-mission and try to terminate your squad. They're independent from other enemies on the map and will quite happily cut through them to get to you, potentially throwing your heist into chaos and setting off security escalations that add to your difficulties.
You might be able to make use of the distraction to quickly wrap up your objectives and get out, but Head Hunters are relentless in their pursuit of you and will only try again on some future heist. There are two ways to stop a Head Hunter - kill their leader or avoid them enough times that the Contact cancels the bounty. If you chose to fight, their second-in-command and other henchmen will still fight on for the rest of the mission, but you'll end the threat of them ambushing you on future jobs, and burn the contact that hired them with additional Exposure as well. If you choose to flee, you may be able to escape them a few times and end the bounty without being forced into a high-stakes battle.
Before the next heist, what do you really want? One more update! Update #111 drops 2 new outfits, fixes issues with used (1/2 Uses) Blueprints selling for $1K, sorts buying list to best offers first, adds the Token count to the pop-up confirmation for respec, and improves the loot tables and some of the Blueprint stats and variety throughout the game.
Thanks to everyone sharing feedback, encouraging us to keep up the pace and especially to those 5 players who left a review since our last update :hype:
All right, sit down and buckle up - this omnibus Update #110 has a lot of things in it. We've been busy these last few days as we prepare for the release of Head Hunters major milestone. Let's check it - we've got Steam Deck improvements and fixes, balancing for economy and blueprints, better tactical thinking for enemies and better equipment for corp enemies, allowing Contacts to buy Blueprints at Power Level 4-6, sorted offers in buy/sell windows buy best price, and a lot, lot more.
Huge thanks goes out to all the players sending in F10s! We're processing, categorizing and fixing them quickly so please keep sharing your feedback.
And if you like the pace of development around here, please do leave a review :D
We're keeping the forge hot here at Trese Brothers HQ with another update tonight! With so many major updates and expansions hitting over the last month, we're working on catching up with the mountain of F10s you all have lovingly submitted, so stay tuned, lots more polish, improvements both big and small and fixes are coming.
Update #109 has fixed the issue with equipping some Cyberdecks, rewritten the reinforcement placement rules for the better, fixed issues with the Security Escalation that could - at some times - skip Escalation altogether, improved the balance of Benders and Divergents so they have a smoother curve of progression, and fixed some amazing bugs reported by the community include a pretty old and nasty one with Extraction. So let's dig in!
Knights, the streets might be quieting down for the night but an update chopper is about to land. Grab your weapons, we've got a heist to run! Tonight's Update #108 enables unequipping cyberdecks gracefully, fixes a longstanding bug with Cybersword's Slashslide, improves the Safehouse room details, starts the process of tuning and tweaking the 300 pieces of equipment just released for hacking makes another minor but important upgrade for Steam Deck. And you can zoom and rotate the camera while inspecting a Matrix terminal's connected devices!
Apologies about the second multi-GB update in a row ... the build box did a flip on this one. We aim to keep these below 1 GB as often as possible, but this one just came in super-sized.
Thanks to everyone playing, posting, sending in the F10s and especially for leaving a review! So much more good stuff is coming, so keep your ear to the ground for the next update chopper.
Knights - meet at the command table in the HQ, its another update! Coming hot on the heels of major milestone NANOFAB we're pushing out Update #107 to with some very exciting UI polish for combat, better secondary objectives for blueprints and cubes, and a reset of controllers to default configuration. Sorry about that, an Early Access mistake on our part - please see below to read about the bug it fixes.
Thanks to everyone playing, posting and sharing with your friends! We're so excited to see everyone's crafting creations popping out of those Fabs. If you're enjoying the pace of updates and improvements and how your suggestions/ideas are landing in the game - please do leave a review.
For a long time, you've stolen shiny looking Blueprints on your heists into corporate territory. These manufacturing matrices are infused with printing nano, capable of being processed by a NanoForge - the giant nano-3D-printer of 2200s - to fabricate high technology devices to the molecular level. All you need is some Nano-Bearing Substrate Cubes - large plastic gallons filled with blue, red or gold pellets - to dump into your loud, power-hungry and nanite-dust-puking NanoFab.
With major milestone NANOFAB, we've unlocked a new Safehouse room that shares the name and grants the ability to craft your Blueprints into real live weapons, weapon mods, armor and items. And the loot tables are massively updated, pouring Blueprints and NBS Cubes into your heists - adding over 10 new items, 50 new Armors, 150 Weapon Mods and 50 new Weapons through Blueprints for the mid-to-late game.
Our Early Access roadmap is on fire ... Head Hunters are next! If you like the pace of updates and improvements and the continued expansion of the game, please leave a review!
The New Boston streets are buzzing with rumors of updates, rumors of new bristling weaponry and mods, rumors of new UX improvements, rumors of more! With today's update, we've made some exciting balance changes to Contact Limit Breaks, rolled out 3 new service upgrades for Gun Runners, added 2 new Contact Types that purchase Item Blueprints and completed a series of UX upgrades and Steam Deck improvements to help everyone using floor Talents, inspecting matrix terminals or checking the pause menu for keybindings.
Thank you all for playing, posting and leaving a review! We're a very small studio working hard to polish and improve the game as much as possible in this Early Access - so please consider taking a moment to share our work with other gamers by clicking Review!
The New Boston zone truly never sleeps - utterly covered in the protective dome, its day and night cycles are primarily simulated and controlled district-by-district. So, it's always Update Time somewhere! With tonight's update we have a new room in the safehouse (aha, sweet competition for space!), improved value of Contact Trust, another round of polish for the Steam Deck experience, and a rapid fix for suddenly disappearing DisplayLink cybernetics.
Thanks to everyone playing, posting and leaving a review! We're a small studio, so please consider taking a moment to share our work with other gamers by clicking Review!
It's late night on the New Boston streets and things are quiet - until the update hover truck drops in. Roaring engines, new improvements, more level points for you! and you! and you! - plus Blueprints can now be sold widely, more Contacts are buying accounts, service maximums are more clear, better Matrix Escalation balance, you can detach mods again (woops!) and another big round of Steam Deck improvements. You know - just another New Boston day, another big update!
If you're enjoying the pace of improvement and how we do things over here at Trese Brothers, please leave a review. We are a small team, working hard for your reviews - if you like it, review it!
A new update is hitting the streets of New Boston to go with the 34% off Summer Sale event! We've got big improvements to photo mode to help you capture awesome screenshots, better treatment for Glitch and Slashslide to give you info about your movement destination, the ability to unequip weapons and armor (yes, finally), improvements for Steam Deck coming directly from our deck players right now, and a clear lock / placeholder message for the 3 Talents that aren't done - Taunt, Preempt and Stemlocker (yes, finally).
Thanks to everyone posting feedback, playing and leaving a review! We're a small, hard-working team who lives by your feedback and reviews so please help us out and spread the word!
We've got Update #101 tonight landing in the New Boston zone, following up on the GENESIS update. We're soaking up community feedback through the forums, Discord and F10s and excited to keep updating and improving rapidly through Early Access. Please keep sharing with us - you're the engine that drives us to improve and improve again.
As usual, after a big roadmap update, we need a few polish updates, so tonight Update #101 improves the Legwork system, some minor tweaks to Haven Smokeout, fixes New Game V2 bugs and a ton of fixes to issues and feedback posted by the community.
If you're enjoying the pace of updates, the 5 major milestones we hit in June and playing the game, please remember to post up a review.
Update #100(!!) is here with full cRPG character creation for your Cyber Knight, and more. Enjoy 34%-off for the Steam Summer Sale!
Update #98 follows up on 2 major milestone releases - DOMINION and GO FAST - to continue to press forward on other areas of the game. Tonight's focus is on new enemies, improved enemy weapons and armors, new armor setup for enemy corporate captains and new varieties of reinforcement groups arriving across the faction lines.
Thanks to everyone posting F10s, posting feedback to the community and to everyone who left a review to push us up and over 300!
We're short on days but we still have a busy June ahead of us as we try to close out our (self-inflicted) challenge to close all these major milestones by the end of the month. To be honest, we've already hit 4 milestones which is crazy and we should be able to get #5 but the other 2 are going to slip into July by a few days to a week.
Hello, Knights! It's time for another CKF Community Challenge. Our previous challenge was all about multi-classing and how you mixed and matched talents. For this challenge, we are asking you to leave your Vanguard back at base and take your Agent EX out on all missions you can.
There are two requirements for this challenge:
- You cannot take a Vanguard on any mission
- You cannot multiclass anyone into any Vanguard talents
For a true challenge, apply these requirements to a fresh start, brand new game. This is not required however, you can just pick up from wherever you are and just no longer use a Vanguard or any Vanguard talents via respec.
There also may be missions you cannot do with your Agent EX depending on their backstory - you have a few options for this. As there aren't very many, you can just skip them. You can do them without a Vanguard or an Agent EX. This will likely make them more challenging, but that could be part of the fun!
As always, we want to see and hear about your adventures tackling the challenge so here are some ideas for what wed love to see:
- Screenshots of your squad and their talent trees
- After Action Reports of your missions, challenges you faced
- Tell us about the challenge posed by not having a Vanguard, were there any? Were you surprised in any way?
- Any other creative ways you want to share to tell us about your heists with your multi-classed mercs: memes, interpretive dance, gifs, etc
No matter what you choose to share, please share screenshots of your Vanguard-less squad on a mission!
Weve opened up a discussion here on Steam in the General Discussion forum for aIl of your posts. If you post in our Discord, head to #agentex_challenge to join in on the conversation!
This major milestone unlocks a much needed option to increase the pace of play by skipping through enemy turns that aren't exciting to watch or are not directly impacting your team. This isn't likely the final improvement we can make to pace of play but it is definitely the biggest so far.
We've also added much needed step out mechanics for grenades as well as the Agent EX's Shadow and Glitch Talents. This greatly increases the value and versatility of these Talents and lets you use them with the same asymmetrical advantage around corners that you are used to with weapons.
Even better news, we're not done! June is still ticking and we've got 3 more major milestones to hit. Let's go, New Knight V2 and Crafting!
We did say the end of June would be BUSY! So here we are with back-to-back major milestones (DOMINION and now GO FAST), each a much needed feature that has been in the works and testing for months now arriving at last.
If you like this maniac pace of updates and improvements, please hit the review button! There is no better way to thank our team steamthumbsup
This major milestone unlocks another major part of the game's strategy layer as the New Boston underworld and its Contacts come alive in all new ways. It is great to see the roadmap design advancing with this - now your favored Contacts thrive while those you hate or work against wither.
Up until now, most of your actions have focused on their inward impact - money for equipment, Experience for Training, new recruits. And while you've been able to meet new Contacts and alter their Traits and Services through storylines, all of your game decisions weren't also echoing into the wider underworld and into your network of Contacts. Now, your decisions regarding Contacts, running or ignoring their missions, selling them high Rarity Accounts and following their storylines all have [i[outward impact and will feed their dynamic evolution - changing their Traits, Services and more in ways unique to your game.
Exciting times to be alive in New Boston! Let's check it out -
At the beginning of June, we threw down the gauntlet to ourselves to try to wrap up this ambitious set of roadmap milestones before the end of the quarter. We are smashing away now with the Agent EX recently out and the Contact Limit Breaks dropping today ... we're still in this fight with 10 days to go!
If you like our style of Early Access and how hard our team is working to deliver improvements, gameplay depth, new features and content to you on a very regular basis, we hope you will say "Thank you" to the team by leaving a review! It doesn't have to be long, and you can always edit it later.
Update #96 is another big bundle of improvements straight from the communities F10s. We are keeping the updates flowing and starting to pull in the big dev branches for our June roadmap milestones. Next up will be Contact Limit Breaks, and this update specifically paves the way for that and pushes some needed improvements to systems in advance of its arrival.
Thanks to everyone posting F10s, posting feedback to the community and to everyone leaving a review as we march to 300 reviews!
We're excited to be back with another day of fixes and improvements to catch up on the week of no updates. Update #95 hits the streets with some important upgrades to Account and File pricing, improvements to Contact Traits to make them be more impactful, a nice new File Set minting preview that helps clarify what swapping files is doing for your result chances, and a big set of improvements to Agent EX and other areas of the game based on your F10s for the day!
If you're enjoying the pace of Early Access around here and the on-going improvements to your game, please do remember to leave us a review. We're a tiny studio and we live on the things. You can always edit it later :D
Welcome back New Boston! We had a short break here so this is the first update since the Agent EX was dropped. Update #94 focuses fully on patching EX issues, so thanks to everyone for putting in F10s. We've been pleased just how stable the new class has been, how much play time the EX are getting and just how fun the class is to play and integrate into both new and existing teams.
So thank you for playing, posting to the forums, hitting F10 if you see something and especially to everyone who left a review this week!
Update #93 brings the second new character class to the game, Agent EX, a high-tech killer with phenomenal mobility, tech-warping cybercontrol, and bonuses for dual SMGs. For new games, the Agent EX can replace the Vanguard in your squad, giving you a character with more limited options for dealing with security systems and manipulating enemy guards, but greater offensive capability and a more specialized set of stealth options.
Players that want to run and gun will find the Agent EX can thrive chaotic combat, but may need to invest more in other squad members sec-device-disable talents to deal with laser wires or mines. Players that enjoy using the element of surprise will find it harder to stealthily clear the way for their entire squad with Agent EX, but with clever use of their abilities can frequently position the Agent for deadly ambushes.
Welcome to June! The sweltering heat out in the Wards outside of the dome hasn't set in completely yet but it won't be long. Things are about to get hot for our roadmap and for major game feature completion. Usually, we tend to avoid posting specific goals, so don't think of this as a promise but as a fun challenge for the team here. We've got a major traffic jam at the launch pad for features and content - so many things that are 80-90% done are piling up that need that last test, polish and content/feature push to be done.
So, let's see how many of these we can drop in June! New evolving Contacts with Influence/Exposure Limit Breaks, the fast, deadly and chaotic Agent EX class[/]b, the New Game V2 experience with the Knight character creator, major increase of speed of play with Fast-Forward Enemy Turns, huge content explosion with Crafting Blueprints in your Safehouse NanoFab and the Matrix Tutorial. steamsadsteamhappysteammockingsteamfacepalmsteambored
Is it possible? Let's go June!
For tonight, we have a big bug fix update to catch up with the week's F10s, prep for the upcoming roadmap items and help improve the in-game instruction for Safehouse rooms like the Simstream Trainer and Detox.
If you're looking forward to seeing what we can get done in June, like the pace of updates or are just enjoying the game - please take a moment to leave a review!
Further Enemy Upgrades
As we keep improving the starting base of enemies in the game, we're now rolling new weapons, some new armors and a few Talent variations for enemies. You'll see most higher level enemies start to hit a little harder, some will have higher Crit % and others will have weapons that boast better Shred %.
Once we've got the basic set all tuned up and corrected, with everyone scaling nicely in power levels, weapons, armor and Talents the next step is to start adding new types and variations altogether -- so, enemy variety is finally on the horizon.
Knight Attribute Boost - Prepping for New Game V2
As we prep for the Knight Character Creator, we're rolling out some balance changes. All of the Knights in your existing games just gained +8 Attribute points total across their starting set, all granted by the Backstory Trait. We refuse to allow saved games to be left behind, so we're smoothing out the path in advance of New Game V2 to make sure that old Knights aren't left out in the cold with an unfairly low number of Attribute points. In the Knight Creator, you'll be able to spend 12 Attribute points and gain 8 points in bonuses from picking your Backstory and Traits.
Contact Traits Affect Prices!
We've fixed an issue with Contact Traits that prevented them from having any meaningful impact on prices of buying and selling goods. Now you'll see these coming into play, so enjoy the new price variations across the board. We're working on new Traits and new options within Traits that will help make this even more interesting.
Simstream Trainer and Detox
With this update, we've put some helper text into both the Simstream Trainer and Detox benches when they are unoccupied to help explain the expected flow. These will probably get a bit more detailed over the next few releases, but this is a good starting point.
We've also updated a game rule that prevents the Cyber Knight from going into the Simstream Trainer.
Matrix HUD Updates
The matrix Talents in the HUD now correctly display AP cost even if it is 0 and also include the details about their recharging turns.
We've improved how Matrix previewing of Security Devices works on a host. The eye button in the top left is now always enabled if there are Security Devices enabled and you can use it at any time to preview those devices in the real world. Once you reach a SCU, you can use the "Show" button on a specific device to see the short list and pick which device you want to disable.
We fixed a reported bug in some sequences of play where the Leverages list would refuse to open with the Matrix.
UI Polish
We've improved how scrolling panels react to mouse entering and exiting the panel throughout the game. This stops a whole class of odd scrolling that was occurring where the panel would (to help controllers) want to auto-scroll to the selected element and ensure it is in view. This wasn't great UI feature to include for mouse play, so we've disabled it for that type of input.
If you add a multi-class, you'll immediately return to the class tree of your new class, not the original one.
The Notes, Pay Rate and Dismiss areas of the roster were hidden accidentally a few updates ago, they are now back.
v1.6.35 - 6/6/2024
- Enemies upgrade with new weapons, armor, Talent variations
- Added +8 Attributes total to all Cyber Knight backstories in prep for New Game V2 attribute spend
- Contact Traits now properly affect all prices including offers to purchase used goods
- Added helper text into screens for Simstream Trainer and Detox to be more clear what
- Improved rules - Cyber Knight can never go into the Simstream Trainer
- Improved all scrolling views in game for mouse users, no more auto-scroll or odd scroll up/down
- Added enemy animated reaction when taking a debuff
- Matrix Talents improved to show AP cost even if it is 0 AP and show recharge turns in hover correctly
- UI polish: after training multi-class, training screen opens that class tree
- Safehouse camera is more active, willing to zoom to locations for Barracks and Cold Storage
- Fixed Rarity on NX-Longsight AR - it is Rare, not Legendary
- Fixed bug causing Roster Notes, Pay Rate and Dismiss to be hidden
- Fixed bug in Matrix that could prevent the Leverage list from opening
- Fixed bug with Yield Turn preview if the merc wasn't the highest Initiative
- Fixed overlaps in some base building UIs and Simstream benches
Update #91 rolls out to the streets of New Boston with improved safehouse Simstream Trainer rules, an important (if boring) tutorial update, rebalanced cybernetic bonuses, movement alerts for all types of buff/debuff zones on the map like Tox-Cloud, inventory/equpping improvements and fixes for heaps of bugs.
We are hard at work during Early Access, prioritizing constant improvement and expansion of the game. We're hitting around an average of an update every 3 days with fixes for your F10s, new features or new content and always something getting better. If you like the pace we're keeping here, think this is how Early Access should be done, and like that fact that none of these updates invalidate a saved game, please take a moment to leave a review.
When the IC are coming in hot, digital streams are screaming and the quantum temp is getting close to "cook your brain" levels - it's time to deploy the Decoy program! And Juice, punch some Juice. This update drops a new cyberdeck program - Decoy - to the markets as well as improves the balance of the Hacker's drug of choice, Juice. We've also improved enemy progression, re-added the missing Pistol Silencer 2, remove fraction AP in Tactical Surge (I know! ... cue screaming, ...now steamsad), fixed File filters to be always remembered and more. So, let's check out Update #90!
If you're enjoying the pace of updates and the game as we're shaping it throughout Early Access, please take a moment to share the game with a friend and leave a review. Our small studio lives on them :D
It's night again on the streets of New Boston so it must be time for an update! We've got a new storyline, new minor faction, new type of Hacking combat drug, updated lore entries for the megacorps, big improvement roster combat stats display, better filters, fixed inventory ... the list is long! Let's dive in!
But first, thank you for playing, posting and leaving a review. We are a small studio and we wouldn't be here, making these games without your support, so thank you.
It's late Friday night and updates are brewing in New Boston. This is when the heisters like to make their hits, so let's dive in. With Update #88, we've buffed 2 Hacker Talents focused on more stealthy style of hacking - Scapegoat and Spoof - as well as adding 4 new filters to help you sort out and manage your files and their relation to sets. We've fixed a longstanding issue about items selling for $1K and the odd price mismatches in the grid and sell UI, well as fixing issues with first turn buff Leverages and resolving any lingering bugs caused by the loadouts screen.
If you're enjoying the pace of updates and improvements, please take a minute to share the game with a review. We're working hard to keep Early Access a constant forward motion and we'll be putting up a preview thread for the next class added to the game next week.
Update #87 continues to press on community F10s, quality of life requests and bug reports. We've got some major things cooking back at HQ and some milestone items coming up, but for now we're making sure everything in the latest massive base building update is working as it should be. We've fixed a number of issues, improved the matrix to prep for the tutorial and made some much needed changes to the UI pattern in dialog to ensure that confirm-is-confirm.
If you're enjoying the pace of updates, please consider leaving a review. Thank you!
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Down in the Belly under the New Boston Dome, Update #86 has touched down. We've got a lot of exciting new things with this one - new bonuses for the Tech attribute, improved display for APU/CPU spiking, new milsec items you can purchase, all the Hybrid-Utility programs can now be installed and used and more. Let's dig into the details!
We're busy with Early Access - lots of updates, lots of milestones coming up quick. We hope you are enjoying the pace of fixes, improvements, hotfixes and new content. If so, please take a moment to leave a review of any length - every one helps! And remember, you can always edit your review at any time.
Down in the underbelly of New Boston, welcome Update #85! We've got a small bump to the level cap, new Matrix program types (Hybrid-Utilities), and tons of matrix improvements. We've also improved the display and text shown with accounts, and fixed the mostly highly reported 2 game locks that occur during missions.
One of our next major milestones is the matrix tutorial, so we're pressing hard on a few feature adds, bug fixes and improvements on the entire Matrix to make sure we're tutorializing the best foot we can put forward. Check out the latest!
If you're enjoying the pace of updates, please take a moment to leave a review!
Exciting times ahead as we come roaring out of the major safehouse base building milestone and careening back into the regular order of updates, improvements, new content and more! With Update #84, we've raised the level cap by 5 levels, added 2 new Power Level 3 armors for sale from the newest contacts, improved Soldier's Blast Radius, and fixed a huge heap of F10s from the community!
A big thanks goes out to everyone reviewing, playing and posting. Hit F10 if you see anything odd, we are hard at work improving and fixing.
Last week, we snuck Update #81 and #82 into the big safehouse update new post but now we're getting back to regular order and we're going to have a lot of patches and new things coming this week. The safehouse base building roadmap item is complete and it's time to roar the engines on to the next thing!
But for a little longer, we're hitting all the bugs and quality of life improvements we can from your Steam posts and your F10s.
If you like the latest improvements, big feature adds and pace of updates, please support our Early Access efforts by leaving a review. Remember - you can always edit it later.
This major milestone update unlocks safehouse base building! A huge addition to Cyber Knights: Flashpoints strategy layer, adding to your safehouse gives you new ways to exploit your underworld network, give your squad the edge on heists, and shape your roster to your playstyle.
With rooms like the Field Ops Center youll be able to arrange powerful leverage for specific jobs, route additional rewards into the target facility before your squad hits it, or orchestrate a delay to your deadline for completing it -- buying valuable time for an injured merc to recover, to bankroll better gear by completing other jobs, or to recruit a new merc whose skills you need.
Rooms like the Simstream Detox and Simstream Trainer help you keep your crew in peak condition, burning off stress accumulated from missions, or plugging them into lifelike recreations of the missions to help off-duty squad members keep up with a share of XP gained.
These and many more capabilities can be gained depending on the rooms you select and upgrade. Of course, secret underground construction and installation of advanced, sometimes illegal tech doesnt come cheap.
Update #79 is hitting the streets of New Boston with another major set of features to help you perfect your class training builds - share them, auto-train them, save them and re-use them with a few clicks - a very exciting set of community and efficiency set of features coming together to make the game more fun to play. Also, we've added new tactical benefits of saving AP, fixed some level issues and a longstanding issue with Stealth Crit % bonus from Silence.
If you like the pace of improvements and updates, please take a moment to leave a review to help us keep moving forward -- fast -- during Early Access!
As we are rev'ing the pedal toward the big base building update, we're still working to keep the quality of life and bug fix train chugging along. Today we've got a nice update hitting the most hotly reported F10s, so thank you for posting them up!
If you like the direction we're heading and the pace of updates, please take a moment to leave a review.
Evening! We've got an important update for Mac OS players going out tonight.
For part of our Mac OS player base with specific hardware and OS combination, there has been a nagging bug with some of the images in the game not always showing up. A very annoying set of images -- the Talent bar!
We're excited to say we've fixed the Mac OS specific issue in the shaders to ensure these images appear in all versions of Metal and Mac OS.
So, if you were seeing missing images at different points in the game, thank you for your patience, thank you for your F10s! There is a 50 MB hotfix patch waiting for you in the Steam client.
From a rare set of F10s, this may also have affected a very slim percentage of Linux players, but if you had a no-icon Talent bar during missions, that might be you!
Thanks again for your patience and glad we could fix this one at last.
Tonight we are pushing a hotfix that will resolve a few important issues. First, sorry for the download size - this one fixes the "glowing white square" issue in materials that was appearing on so many levels. Therefore, it's impact in GB downloaded is not small!
Welcome to Update #77, where we have a new storyline and heist to pull with exciting new set of objectives. The new storylines focuses on an Obligation Call - a short cycle, high difficulty mission to complete the Obligation you've sworn to a Contact. Keep it in mind, if you're making promises, you'll have to pay the piper eventually.
We've also added a nice improvement to weapon display to show their firing modes, fixed a sneaky bug with Overwatch that had crept in and fixed some inconsistent behavior with timeline events around medical and injury time healing. So - let's take a look!
We're excited to be making continual progress toward the next major roadmap item. If you like our pace or the direction we are heading, be sure to leave a review on Cyber Knights!
Update #76 is built completely around a new feature set - importing and export appearances or saving those appearance settings to a shared Library that can be accessed from any of your saved games or whenever you are creating a new game.
This is a great convenience feature, especially if you are replaying a lot and have specific looks for their Knight or mercs that you like to rapidly restore. With a few clicks, you can migrate the look of your Team A to a new game team or to Team B in a different saved game altogether.
But, from here this is very exciting launchpad for other types of content that can be saved and then later be shared or restored across saved games. Even as we release the appearance import/export/library feature set, we are already working on import/export/library features for your favorite class build. Got a spec you always want for you Vanguard? Soon you'll be able to save and restore that without having to manually recreate it each new saved game. Or post your best specs to the guide your writing for others to load directly.
If you like the pace of updates, attention to player-focused features and constant improvements - please do take a moment to leave a review for Cyber Knights: Flashpoint!
Welcome to Update #75 in the New Boston Zone, where we smash your F10s and polish the game up some more. Just because we're working around the clock on the next major roadmap update doesn't mean you shouldn't have improvements to the game every other day during Early Access! So here we are - with the most requested F10s fixed.
Thanks to everyone playing, sharing feedback and especially posting F10s! We hope you'll take a minute to share the game and if you like the direction we're headed or the pace in which we are going, please take a moment to leave a review.
Now, let's look at what we've improved for you in Update #75 - but if you missed Update #74's major face textures improvements, don't sleep on that one either :D
Welcome to Update #74 where everyone is just suddenly a lot more stylish and good looking! Today, we've got a big visual upgrade to the material and texture stack for faces, fixes for your Stressed out Hacker and an unwinding of a bug that was reading Contact Power Levels as one big upgrade instead of pinning the upgrades to each individual Contact.
Our next major roadmap milestone is chewing up the majority of the team's time and none of that work can be released until base building is ready. But it is coming closer by the day now! Between now and base building, we'll have a series of additional updates with new heists and new recruits as we prep that colossal release for prime time.
If you like the pace of updates, continual improvements and the direction we are heading with Cyber Knights please take a moment to leave a review and help us continue this frantic and exciting pace of Early Access!
Here comes Update #73, another big polish and improvement update with some nice new things to boot. While we motor toward the next set of major roadmap milestones, we're still hard at work improving every aspect of the game with all haste - as any good Early Access project should!
If you're enjoying the pace of updates or think we're just heading in the right direction, please take a moment to leave a review. Every review helps us keep going, go faster and do more.
Welcome to Update #72, with some new eye designs for your characters, an important meta change for Heat to truly be 100/100, an improvement for the rules about longterm ignoring Wounds, better matrix options in the TRUCK JOB and a bunch of level and lighting engine fixes.
If you are enjoying the pace of constant updates and improvements, or feel like we're just heading the right direction please take a moment to leave a review!
Apologies again for the size of the review, the main contributor is rebaking lights across the game as we keep making tweaks to improve everything / fix a few final bugs.
Update #71 follows on a big weekend with the TRUCK JOB heist hitting the streets and so many new Knights joining the New Boston zone. We're excited to return to the regular update schedule this week and smash some fixes, smash your F10s and smash on to the next heist release.
Sorry about the big download size on this one. The build server had a caching issue and the only way to move forward was to flush it and the build size suffered for it.
If you're liking the game, the pace of updates and our style of Early Access, please take a minute to leave a review!
https://store.steampowered.com/news/app/1021210/view/4176599795022391616
We've also started a new community challenge this week to see your best multi-class builds! This one is a lot of fun to test out new things and new metas that maybe haven't been explored before. You in?
Hello, Knights! It's time for another CKF Community Challenge. Our previous challenged focused on engagement style and challenged you to "Go Loud" as you completed levels. This time we are focusing on classes and multiclassing.
There are three requirements for this challenge:
- Multiclass everyone who runs heists and missions
- Split your talents as evenly as possible between each merc's two classes
* Your talents must be split evenly, you may assign your level points unevenly
- Each merc must be a different class combo
As always, we want to see and hear about your adventures tackling the challenge so here are some ideas for what wed love to see:
- Screenshots of your squad and their talent trees
- After Action Reports of your missions, challenges you faced
- Tell us how multiclassing affected your strategies and which multiclass combo was your favorite
- Any other creative ways you want to share to tell us about your heists with your multi-classed mercs: memes, interpretive dance, gifs, etc
No matter what you choose to share, please share screenshots of your squad's talent trees so we can see what fun combinations you came up with!
Weve opened up a discussion here on Steam in the General Discussion forum for aIl of your posts. If you post in our Discord, head to #multiclass_challenge to join in on the conversation!
Update #70 hits another major roadmap item by adding Mac OS support, adds a new and exciting heist in the TRUCK JOB, and adds the first mission with other linked missions attached to it. We've got a killer calendar of updates laid out for April, and all roads are now leading toward the next major roadmap milestone - base building.
Thanks to everyone playing, posting and supporting our ongoing efforts by leaving a review
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In Cyber Knights, the New Boston dome is the ever-present setting. It is more than 10 miles wide in diameter and at its peak stands over 1 mile tall. This massive structure rests on super-foundations and the ceiling arch is supported by the large buildings, the nearly mile-wide "towers". Layer upon layer of metal and concrete make the dome, slice upon slice of street, hab-sector or industrial zones stacked upon each other.
Below ground, out in the Wards, high in the towers, escaping off of rooftops - it is your playground, your heist targets, the home of your enemies, friends and safehouse. It needs to have the right vibe.
And so we're excited to roll out a major milestone off the roadmap with the VIBE update, the all-new lighting engine!
Technically outside of the official Q1 end by a few days, but we're going to notch this one where it stood. And with the lighting engine roadmap items struck down, we can at last finish up Mac support.
Onwards to the truly big beasties of Q2 - safehouse base building and blueprint crafting!
Monday - a good day as any for an update! Welcome to Update #68 where we've put some extra focus on cleaning up the relationships, backstories and story tags that define your characters and recruits. We're heading into new and exciting territory with the story system and the Casting Director and it was important to take this minute to correct any last issues in the foundation before rolling forward.
This update does not include the new lighting engine (a visual-only improvement to the look of the game). We said in Update #67 that it was "next update" but there always seems to be one more technical hurdle. It will come very soon, but we wanted to get this RPing quality update out to everyone.
If you're enjoying the pace of improvements and steady progress the game is making during Early Access we hope that you will leave a review. Nothing is more important to a small indie developer that having you help us share the game, so we appreciate it!
Knights, gather round the command HQ - it is Update #67. We've got free multi-classing and bonus Training Points (+1 or +2) for you, a quick but helpful Matrix Basics guide, mission Objectives now showing up in the Matrix, and fixes to your most recent crop of F10s.
This is probably the last update - a nice solid QoL patch - before we drop the new lighting engine. Sorry, the 2.8 GB update size is due to prep for the lighting engine drop! We're were showing off the new lighting engine and post processing results on our Discord earlier this week and are just making final tweaks to everything to make it look its best before rolling it out to you.
If you're enjoying the progress and pace of updates, please leave a review. Every single one helps us keep this Early Access training moving and you can always edit it later.
EDIT: Update #66 had a bug in it that could cause the camera to get stuck in some of the action camera shots if your attack resulted in a kill. A hotfix has now been pushed, If you don't see v1.4.43 on your main menu, restart Steam to be sure to get the fix.
Update #66 take a big swing at some of the most popular F10 bugs and some of the best feature suggestions we've received recently. We're excited to keep moving forward with a constant stream of updates, and especially ironing out the remaining bugs that can slow down a good run.
If you're enjoying the pace of updates and our turning your F10s into fixes and improvements, please take a moment to leave a review!
Update #65 is a huge pile of improvements including new Gold Key leverage option, new mission tags identify Gold Key Loot Areas, a huge pile of Matrix improvements including letting you use Leverage's directly from inside the Matrix, and a lot more. Let's check it out below!
If you're enjoying the progress, wild pace of updates and on-going improvements please take a moment to leave a review and help us keep going. You can always edit the review later or at full launch.
Welcome to Update #64, Knights. New Boston is rolling tonight with an all new map to play - Lockdown Station, 7 new matrix hosts to try to hack, meaner Dumpshock results that hit both Stress and Injury Time and a big pile of fixes for your F10s!
Thanks to everyone playing and posting feedback on the Steam forums and F10! We couldn't keep up this pace of updates without your help, your shares and your reviews!
Welcome to Update #63, a nice quality of life update in the breather before more content piles on. We've got some really nice QoL improvements with new hovers for weapons, mods, armor, items, cyber and cyberdecks as well as +11 new lore files to check out and nice tweak to the default filter settings in inventory to make it easier to for everyone. Check it out below!
Thanks to everyone playing and posting up a review :hype:! Remember, if you think we're heading the right direction, you can post a review now and edit it later.
With the Spring Sale still on, we're working on a few more updates before the discount wraps up. So Update #62 is a big one, following hot on the heels of the MAGNITUDE update and its more-than-doubling of proc-gen mission variety. We've fixed the final trickle of bugs reported about these new proc-gen combos, added +4 more tattoos, +25 unique and faction-specific of faction-type-specific lore blocks to your looted digital files, added a heap of new lore Journal entries, rebuilt the proc-gen looting system, finalized the fixes with moving short vs. long distances, and fixed a heaping mountain of F10s reported by the player base.
As we keep dropping updates, a big thanks goes out to everyone playing and posting up a review as we near 200 ! If you like the direction we're heading, a review now goes an extra long way to help us getting there and you can always edit it later.
Update #61 follows hot on the heels of the big MAGNITUDE update and its veritable explosion of proc-gen mission variety. We've fixed all reported bugs with the new mission combinations, added +11 new tattoos, finished the rebuild of the Load Game screen and fixed your bugs and F10s. We're excited to celebrate a big sale week with a lot of updates, so let's keep this thing moving!
Thanks to everyone playing and posting up a review as we near 200 ! If you like the direction we're heading, a review now goes an extra long way to help us getting there and you can always edit it later.
It's a boom economy for Cyber Knights. With this update we have now doubled the amount of proc-gen missions available, creating 10 more combinations between existing maps and proc-gen objectives. Combined with a milestone we hit in January doubling the amount of unique story missions (many of which are multi-stage), there's more opportunities than ever for your crew to earn some serious credits.
If you're enjoying the on-going updates and improvements for Early Access, remember you can leave a review now and always edit it later.
As we round the bend before the next big content push, we've got another strong update full of bug fixes, balance improvements and tuning for the story and contact simulation. This one touches on preventing back-to-back reinforcements, improved new game contact stats, improving Scourge's Dissolve to be more flexible, avoiding some less than awesome combinations in Hype Limit Breaks and more.
If you're seeing progress in the right direction and like the foundation of the game we're rapidly filling in during Early Access, we hope that you will take a moment of leave a review!
Update #58 introduces a number of improvements to Contacts including the Influence and Exposure tracks, offers a solution and improvements for anyone having issues with unwanted controller input (joysticks, racing wheels, HOTAs etc), rebalances when some of the latest proc-gen missions can appear, improves Medical services and goes after some of the hotter F10 community reports for quality-of-life fixes.
Thanks to everyone playing and sending in feedback during our Early Access period! What an amazing crew - New Boston is lucky to have you. We hope you'll invite your friends and share the game with a review as well.
Welcome to Update #57, in which we've added another proc-gen mission map and a new objective as well that you team can try to take on. After the last new objective type Battle Strike, we've come back to the class sneak-fight-hack formula with Q-Gap Spike, where you assigned to infiltrate an enemy faction hardpoint and spike the CPU of a matrix host that is purposefully not entangled with any other quantum networks for its own safety. They didn't plan on you paying a visit!
If you're liking the pace of development, improvements or think we're heading in the right direction (as you can always edit your review later), please take a moment to post a review
Welcome to Update #56! We're adding QoL improvements, fixing your F10s and pushing another round of improvements into the Hype/Stress system before the next map and mission arrives. There is a lot of great stuff in this one, so read on, good Knight.
If you're enjoying the pace of updates, improvements and liking the direction we're heading (as you can always edit it later!), please take a moment to leave a review
Update #55 rolls out the Stress and Hype system upgrade we've been working towards, putting agency of your character's Trait mutations (and more) into your hands so you can have an active roll in driving their development from Hype cycles. We've also rebalanced a number of Talents, improved IC spawning in the Matrix and completed some nice UI tweaks for everyone playing from your F10s.
If you're enjoying the pace of new features, updates and content (another mission and mission map are coming) we hope you'll take a minute to post up a review!
Welcome to Update #54, where we've got another expansion to the catalog of proc-gen missions and objectives that your team can get involved in. it's exciting to roll out the first pure combat proc-gen mission and this one has some more meaningful variations in difficulty based on who you are working for (rival gang vs. rival gang or Syndicate vs. mil-sec). We've also made improvements the Hacker's Rampage Talent, improved Stress/Hype/Discontent/Loyalty in prep for a big update that is coming any day for that, and fixed a nice pile of F10s!
If you're liking the pace of development, improvements and the direction we are heading with the game please take a moment to post a review
Welcome to all the new Knights heisting and rampaging across the New Boston zone! It's update time! With Update #53 we've focused on improving the balance and challenge of the latest mission that was added and hitting on the most highly reported F10s for this big sale and Scourge celebration week.
We're excited to be hammering out updates following up on the big Scourge release, so if you like the progress or think we're heading in the right direction please take a moment to leave a review and help us keep going!
Welcome to Update #52 as we continue the march to expand the game in every way throughout Early Access. With the Scourge newly landed, it is time to return to new mission content, new proc-gen missions and new story missions!
Welcome all the new Knights to New Boston this big Scourge + Sale week. We're excited to have you in the safehouse and ready to get back to a non-stop schedule of updates and improvements. So, if you like where the game is now, see its potential or think we're heading in the right direction with updates-updates-updates, please be sure to leave a review !
Update #51 brings our first new character class to the game, a tanky shotgun specialist that uses their nano-hive implant to manipulate organics, fool biometrics, and create deadly poison effects: the Scourge.
With multiclassing, this increases the number of playable classes to 28 combinations! Tons of opportunities to find new character build combinations and try new tactics with your squad. We've seen some strong possibilities in playtesting and can't wait to see what you all come up with.
UPDATE: the first hotfix is now live for Scourge, see the bottom for the updated change log
With over 14,000 games released on Steam last year, there's a lot of noise to sort through to find the good stuff. We wanted to highlight a game we've been following for a while, that's already completed its EA journey and launched to critical acclaim just a few months ago.
[previewyoutube=pEXwwgTwBPo;full][/previewyoutube]
Colony Ship is an in-depth cRPG with turn-based tactical combat, ten different potential party members, a detailed skill-based character system, multiple ways to handle quests, choices & consequences, and branching dialogue trees. It's the kind of RPG we love, and they've delivered at a really high level of quality.
It's a dystopian sci-fi RPG for fans of games like the classic Fallout titles or more recent hits like Wasteland 3. Like us, Iron Tower Studios values serving a core audience over making more generically mainstream games. They're known for hardcore, text-heavy RPGs with interesting worlds to explore and great storytelling. Colony Ship has challenging combat where a lot of different builds are possible, but it also allows for pacifist runs using your speech skills to avoid combat entirely.
We encourage you to check it out. Splattercat has a great video showing the gameplay experience if you want a preview, and their lead developer Vince is active in the Steam forums answering questions. This one's worth a look.
https://store.steampowered.com/app/648410/Colony_Ship_A_PostEarth_Role_Playing_Game/
Last weeks' big extraction rules updates touched every single level in the game. Today we got some F10s about issues about specific order of things (characters dying after everyone else extracts but there still is a prisoner...) that can cause issues with the extraction system.
Also, there were occurrences with the smoothed out camera controls where the camera was not resuming its overhead perspective after hacking or certain melee attacks. Just so smooth ... lol. Anyway, these are also now fixed in this hotfix.
A huge thanks to players posting F10s so we can fix the bugs and also to everyone leaving a review!
Update #50 - it's just a number but it's a nice one! We're excited how our Early Access journey has progressed so far. We've knocked down multiple major milestones from the roadmap, added content, systems and more to the game in constant stream of improvements.
While we're working toward what is next, we've prepped a very nice quality of life update here that smacks down a lot of the F10s coming in, improves some UI elements, tweaks the tutorial and more.
What is next is the bodyguarding objective for proc-gen missions and a whole new class, currently named codenamed Toxkit (the current working name), We've just opened up a thread for you to share ideas and inspiration around the Toxkit class, so we hope you'll join us there!
If you feel like we're heading in the right direction with Early Access as we hit Update #50, please take a minute to leave a review!
After the big feature update of individual extraction which touched every single level in the game, we're coming back around to fix bugs, F10s and smooth out a few things. Thanks to everyone for reporting issues with F10, for posting in Discord and chatting on Steam.
We're about to reach Update #50 here with some really big things on the docket this month. We're working hard for to improve the game daily through its Early Access period and hope you'll help us keep up that pace by posting a review.
Update #48 brings a major rule change to the game about how, when and where you can extract from a level. The new individual extraction rules add new flexibility and excitement to your extraction choices, at times let your squad "scatter" for their exit and more. We cover the full rule set below. This update also includes a new proc-gen map and objective combo (Sewers + Kill 3), as well as secondary objectives for all proc-gen missions, better rules for Legwork's XP bonuses, an update to the time and cost of healing Wounds, a series of tutorial improvements and fixes for the bugs in Shock Mines and Nano Stimkits. It's a huge update, packed to the brim so let's look at each item!
If you think we're headed in the right direction with Cyber Knights's Early Access process, we hope you'll leave a review to help us continue our work!
We had 2 updates in the space of 24 hours as we are chasing every little reported issue with the tutorial to the ground and buffing it out until this one shines. We've fixed and improved everything from defeat to specific dialog lines, cleaned up a few more bugs or rare misses within the tutorial script and also caught up with some additional changes to hovers for the new armor rules and movement alerts to better represent the updated Alert Status rules and surprise attack rules.
If you like the progress or got a chance to try out the new tutorial - please leave a review! We are smashing hard on tutorial update so we can be done with it and move on to new features and content, so let's buff it right out and keep on truckin.
The GROK-KIT major milestone releases an all new combat and stealth tutorial and a host of improvements, rule changes and fixes to support it being successful and awesome. The new tutorial boasts 2 characters, covers all the major combat and stealth mechanics and uses tips that highlight and call-out the HUD and UI to demonstrate, highlight and point out details and actions.
We're excited for the tutorial to help welcome new Knights into New Boston and, perhaps teach a thing or two to the veteran players.
If you like the improvements and the pace of improvement overall, we hope you'll take a moment to share the game with a friend or leave a review.
With the first major milestone wrapped up for Q1 2024, we still have an ambitious schedule ahead of us with big features, upgrades, new platforms and more. The public roadmap is a fluid document, and we're updating it as we go to track progress and noting changes in the Roadmap Announcement so you can always check there for the latest detais.
Update #45 brings a new story event, improvements to cyber surgery replacement, class tree improvements and new upgrade nodes, some key UI tweaks requested in your F10s and more.
We had a few days break from updates because back at Trese Brothers HQ, we're hard at work on the next major roadmap milestones. Coming up will be a complete Tutorial refresh for stealth and combat (and Matrix to follow after) as well as an improved lighting engine, Mac OS support, and safehouse base building. We've got an ambitious schedule for Q1 2024 but are excited that we'll start really checking some of these big boxes soon.
If you're liking the progress and think we're heading in the right direction, please leave a review to help us continue! You can always edit it later to add more details or thoughts.
Hello weekend! Update #43 is here with new cybernetic implants, a new stand-alone inventory screen, improved cyber surgery tags and rules, improved enemy thinking for Carnivore mission (no more standing around!) and other cases and some great improvements to the Matrix to help avoid mistakes while hacking.
If you're enjoying the steady stream of updates and seeing improvements, we hope you'll leave a review to encourage more, more more!
Welcome to all the new Knights who joined this week during the sale - the New Boston Zone is here to chew you up and spit you out if you don't keep your cards right. Exciting to see so many new players piling in, posting, and hitting F10 for everything you'd like to see in the game. To that end, we've got a big update here with #43 - a rewrite and clarification about the rules for CPU and APU Spiking in the matrix, now allowing duplicate program builds for your Cyberdeck, new proc-gen matrix host templates, improved safehouse UI for story conversations, timeline event icons to help read the timeline better and more.
Thanks to everyone leaving a review! Remember you can always edit your review, so if you feel like we're heading the right direction (and at the right pace!) with 43 updates, please drop a review to let us know!
Update #42 follows in the footsteps of #41: Kickbacks with a whole lot of F10s fixed, improvements, closing a final memory leak in appearance and more. Your Knights are descending on New Boston and playing a lot right now, so we're taking extra time to cater to your F10s right now.
If you like updates and you know it, leave a review!
Hello, Knights! It's time for another CKF Community Challenge. Last time we challenged you to go quiet using only Swords to get through your heists. This time we are going the other way and want you to go in guns blazing in our "Go Loud" challenge.
There are two requirements for this challenge:
- Complete a mission (or missions) going loud by turn 2 (going loud means using guns, grenades, anything that makes noise).
- No silencers or suppressors are permitted.
You can use swords and any other weapons, but you must make noise with a loud weapon by turn 2 at the latest.
As always, we want to see and hear about your adventures tackling the challenge so here are some ideas for what wed love to see:
- Screenshots of squad during the mission, the guards after you are done with them
- After Action Reports of your missions, challenges you faced
- Your strategies for telling with going loud immediately in a mission
- Any other creative ways you want to share to tell us about the operating in the underbelly of New Boston with only loud boom-boom: memes, interpretive dance, gifs, etc
No matter what you choose to share, please share at least one screenshot of your squad mid-mission so we can see what they got up to!
Weve opened up a discussion here on Steam in the General Discussion forum for aIl of your posts. If you post in our Discord, head to #go_loud_challenge to join in on the conversation!
After a big story Update like #40, it always feels best to kickback a major quality and F10 fixer like Update #41: Kickbacks. This one fixes stats on the Sniper rifle mods -- including improving the default suppressor noise reduction (cheers!) -- remembering filters in the market, adding Heat and Headhunter display to mission planning, fixing Ironman issues with Restart Mission and Retry Turn, fixing the defective Take All button, and melee-says-one-target bug (again!) and more. It's a huge pile of F10 fixes straight for your posts, roundtripped through our team and kicked back to you in the form of glorious fixes and improvements. So, let's take a look!
If the rapid pace of development feels good, if having your F10s directly addressed is nice -- it makes us warm and fuzzy inside to get reviews! If we're doing Early Access right, consider - you can always edit it later and add more as the game continues to develop.
Tonight with Update #40, we're excited to be dropping a new storyline, with an optional new mission type the Live-Wire Negotiation, and a bunch of cool rewards that can expand your options in buying weapons and weapon mods. We've also rebalanced the Matrix missions for proc-gen (last update, they got a little ... out of hand), repriced cyberdecks and a number of weapon mods, fixed Secondary Objectives that were related to Sec Level to be clearer, plus we fixed a nice sized pile of your F10s.
If you're enjoying the pace of updates and new content added, please leave a review! Remember you can always update a review, so if we're headed in the right direction, please drop a is highly appreciated now.
Update #39 comes roaring in with major matrix improvements, important shifts to the enemy agent thought process while pursuing suspicious events (and fixes!), updates to proc-gen for hacking only missions, updated Cybernetics, 2 new cyberdecks for sale, better save slot read out and an improved roster UI for Stress and Hype (renamed from Edge). Obviously that's a lot but there is even more, so let's get looking!
If you're enjoying the pace of improvements, the style of the game or how we do Early Access - please take a moment to leave a review to help our efforts continue!
Welcome to 2024! We're still trying to catch up and getting all the engines firing at full pace. Update #38 is a culmination of some F10 hunting, crushing bugs and hitting on pain points and feedback posted up by the community. We're excited for 2024, we'll be adding and fixing thousands of your suggestions and issues - so let's get going!
If you're enjoying the pace of updates, don't forget to leave a review to help us keep moving forward. Remember, you can always update your review, so if we're heading in the right direction, let us know now!
It's Update #37 with a big set of improvements to looting, loot allocation, new things to loot and more money for your loot. Call 'em Digis, Credits, U-Dahs, U-Dubs, Dollars, Bucks, Creds, Lettuce - this update is all about loot and your money, your big stack. Update #37 also resolves all issues with empty lootboxes or data nodes, improves weapon pricing, fixes Heat generation for combat missions, adds a new journal entry, changes up the Combat Drug providers and hits a nice sized pile of your F10s!
If the steady stream of updates, rapid pace of advancement and quick turnaround on your F10s is feeling good to you, we hope you'll chose to leave a review to help us keep going. Remember, you can always update your review later but if you feel like we are on the right track a helps immensely!
Update #36 is more bristling than most - full of good balance changes, upgraded weaponry, reworked medical items, easier to use Lure, helpful new 0 AP display for Talents, improved Tutorial and some key upgrades to the enemy agent reactions to grenades and spotting dead bodies. Exciting progress on so many fronts - so let's dive in!
Want more updates? Leave a review! Remember, you can always update your review later but if you feel like we are on the right track a helps immensely!
Update #35 keep the Winter Sale running hot with still the best price of the year, new appearance options for your mercs, new items for sale from your underworld corrupt cop friend, improved Contact Traits Indebted and Partner and more fixes and improvements straight from your F10s!
If you're enjoying the pace of improvements and the speed of support for issues, please leave a review! You're always able to update your review later but if you feel like we are on the right track a helps immensely!
Let's keep the Winter Sale cheery with another update! Update #34 hits on a ton of F10s and requests from the community -- fixing a critical story issue that was reducing story content available in the game, adds dark mode to the F10 menu, improves multiple reactions and decisions from the enemy agents, correct the special rules for Revolver mods, making Matrix AP clear and always visible in hacking and more.
If you're enjoying the updates, we've got more coming! We hope you'll tell a friend and leaving a review. You're always able to update your review later but if you feel like we are on the right track a helps immensely!
Merry Winter Sale, mercs and Knights! It's the best time of the year to jump into the New Boston Zone with the best deal of the year. These heists won't heist themselves!
Update #33 brings some updates to your class trees, a new Talent for the Soldier and the Hacker and a pile of class tree fixes from your F10s. Thanks to everyone playing, posting feedback and sharing the game with a friend.
Happy holidays - hope you'll leave a review on Cyber Knights this season!
Welcome to the Winter Sale and our best discount of the year - save 33% on Cyber Knights: Flashpoint today! You'll get the game and a river of free updates, coming fast and shiny.
Update #32 officially cracks into the Tutorial Roadmap milestone (a good start but more coming), improves and adds the rest of security devices to movement alerts, fills in missing item descriptions and Smoke Grenade rules, gets Overwatch visualization to respond correctly to sight blockers and cover and more. It's a huge QoL patch straight from your F10s! So, let's get to it.
If you're enjoying the pace of updates and improvements to the game, be sure to leave a review!
Update #31 bumps the level cap up to level 20, fixes the proc-gen issue with empty Matrix data nodes, adds a new powerful Trait and some Tags to the starting Sniper, improves the flow of the Clinic Expansion storyline and completes another big sweep on appearance items cleanup, this time making all the hats fit so nice.
If you're enjoying the pace of updates and progress in the game, please take a moment to leave a review!
Tonight we're dropping a quick patch to address some issues that crept out with Update #30. A small 60 MB drop to fix a few key issues -
If anyone was having issues reloading a game mid Hack or retrying Turn with a Hacker already in the matrix, this addresses the bug.
For @gekido - stuck on the rooftop, this fixes your issue.
We're also making a big push to fix all of the appearance cosmetic issues with clipping and overlaps. With this update, we've swept through the masculine hair styles and everything should be clean and looking good. We'll keep pushing into hats next.
Update #30 brings new angles to the generation of the proc-gen missions, allowing new employers and new targets. We have also added the options menu to the game, so you don't have to retreat to the main menu to tweak and test your settings. We've improved some of the equipment for sale, made Nuke matrix program work as expected, and fixed a huge pile of your F10s and community suggestions.
Thanks to everyone playing, posting and leaving reviews! Every bit helps us keep sharing and improving the game.
Update #29 brings some great improvements to the HUD, improves the visual of characters while you're customizing their appearance, fixes broken items like Nano-Stim Kit, fixes bugs where Radar Arrays didn't see dead bodies and more more more. This one is a full F10 smashing bonaza - your bugs fixed and your suggestions added to the game.
If you're enjoying the pace of updates and the improvements to the game please remember to leave a review steamhappy
The CUSTOM RIDE major milestone got stuck in a traffic jam behind ENDLESS, so they piled out of the gate together in a big rush. Back-to-back Major Milestones? That's a first :D Don't let the tempo belie the size and scope of this monster update - it rivals proc-gen. CUSTOM RIDE now allows you to tailor your difficulty settings with exacting precision, changing 20 different Difficulty factors during New Game. And you can also just customize your difficulty anytime during play if you'd like to adjust how its working, made a mistake, or need a reprieve or to dial it up a bit.
Add to that new options for windowed, borderless and fullscreen in your options menu, new Auto-Dump threat in the Matrix, fixing Slashslide missing / teleport bug, 2 new helpful market filters and more ... Also, since Proc-gen was just released in ENDLESS, we have added an extra section to the change log just focused on proc-gen stuff (new map! many fixes!) as well. And of course, the traditional mountain of small fixes, typos and QoL requested from your F10s!
Let's say - we've been busy! If you like the improvements and the pace of improvement overall, we hope you'll express your thanks in the form of a review!
The roadmap has started taking some major body blows, it's going to be a photo finish for 2023's items!
So let's dive in!
The ENDLESS major milestone rolls out the proc-gen mission feature and the first wave of content types that it can create to give you freedom to keep playing as you please. In addition, ENDLESS adds the first Story Era for Cyber Knights - a major city-wide event that sets up stories, proc-gen premises, new contacts and more. The proc-gen system also forced a lot of good updates to other guts in the game which has resulted in some exciting changes for levels like Loophole Heist, Haven Smokeout and Forward Op -- more fun, more variation. And of course, we fixed a towering mountain of small bugs and QoL issues.
We're a little behind on the roadmap timing, but it was worth the wait to get proc-gen right. You can read a full review of how we have approached proc-gen below, but here the tldr; we've released the proc-gen feature (the game can make randomized content within a set of rules) and the first set of content. The content and rules are still limited, so you'll find repetition if you play enough proc-gen missions. Our next step for proc-gen is to rapidly expand the content and rule set until you repetition fades away. We will not delay, expect more content and rules every single week.
If you're enjoying the pace of updates and improvements to the game, please remember to leave a review!
Update #26 rolls out the final movement alert type for Overwatch threat ("You will be shot!" -- that's pretty important!), resolves some issues with the newly updated dialog character renderer, improves marketing and inventory sorting options, fixes different bugs with 3 types of high power Matrix nodes and improves the appearance options for beards and specifically for the hacker's beard. Update #26 is a great set of fixes and improvements, getting us ready for the next big Update --
We've been circling it for a while but finally at the point we can say "Update #27 is Proc-Gen"!
If you're enjoying the pace of updates or the steady progress we're making polishing and improving Cyber Knights: Flashpoint, we hope you'll leave a review!
Update #25 is here and it's a huge upgrade to the alert system (previously "You will be heard" but now majorly expanded), immediate and easy access to exactly which enemy agents will hear an attack from any give location, a revamp of the Injury Time math, a rebuild of the character dialog to address a ton of nagging issues and improve light and more more more.
This is perhaps one of the biggest QoL updates we've released yet and we hope you find it helpful!
If you're enjoying the pace of updates and improvements, please consider leaving a review and sharing the game with a friend.
We've slipped on our posted roadmap schedule, missing November with Proc-Gen but that milestone, and Custom Difficulty are both circling, very close now.
Update #24 comes alive in just the last days of November with some important balancing changes for Matrix, sweeping improvements to the class tree icons and upgrades for clarity, better timeline calculations for healing wounds and injuries and level fixes as well. We're still gunning to get the first iteration of proc-gen out during November, so stay tuned for more soon!
If you're enjoying the pace of updates, please drop us a review and share the game with a friend!
Today we're rolling out Update #23 which includes the key feature to heal longterm Wounds that your characters accrue, improving the data shown when purchasing medical services of any kind, adding contact filtering, fixing a sneaky memory leak and more.
Because Proc-Gen will let you play forever, Wounds stepped in front of Proc-Gen as a priority. You'd play forever and slowly kill your groups with more and more Wounds. This update is giving you a chance to prep, buy down any Wounds you have and be ready for the next update -- the first wave of Proc-Gen missions.
If you're enjoying the pace of updates and constant improvement, please leave a review and share the game with a friend!
It's Update #22! We've done a lot of work in this update with targeting, targeting lines, best targets first and we've also fixed the "bodies disappear on reload" issue. Now, every bone and position of your slain enemies is remembered and restored dutifully.
If you're enjoying the pace of updates and how the game is improving, please remember to leave a review!
Before Proc-gen is ready, we just need to roll out healing wounds and then it is time!
Welcome the Steam Autumn Sale! Come right in, merc - a new quantum rider in your spine is 20% off. Just be sure to meet Dr. Eckman at the Aug-Clinic after hours. Surgery starts at 2 AM, your extract from the rooftop as a newly minted Cyber Knight is scheduled for 0300.
Now with Update #21, it is possible that the new Soldier, Aitana, (or your newly personalized and created character) will be waiting on the rooftop for your Knight. With this update, we've also made a big pass upgrading the Mission requirements to be clearer in all their many cases, fixed some nagging issues with the HUD and improved controller defaults and keybinding display around the appearance tab.
If you're enjoying the pace of updates and content, please consider leaving a review!
Update #20 is another big patch full of important fixes and improvements straight from the forges of your F10s! We're clearing the decks as best we can because we've got some exciting changes coming in over the weekend - more options in New Game and the next major roadmap milestone - the first wave of Proc-Gen Missions!
If you're enjoying the pace of improvements and the game itself - please leave a review and share Cyber Knights: Flashpoint with a friend.
Update #19 rolls out at the end of this weekend in response to a lot of the F10s submitted by the players who are loose in the NBZ, running heists, keeping their head above the cutting line and building their legends. This quality of life and bug fix patch caps off a big weekend and preps us for the next major push - adding proc-gen missions.
If you're enjoying the pace of improvements, remember to leave a review!
Update #18 rolls out some key improvements for the timeline and your ability to look back on your team's past activity as well as a ton of new improvements throughout the game. While we're waiting a few more days for the first wave of Proc-Gen Missions to hit, your F10s and suggestions on our Discord and here on the Steam forums are keeping the update pipeline firing on all jets.
If you're enjoying the pace of improvements and updates to the game please leave a review - nothing is more helpful for us to keep improving and sharing the game.
Also, we're excited to announce the first Community Challenge -
https://store.steampowered.com/news/app/1021210/view/5454483600070048449
We've rolled out our first community challenge for everyone to try and enjoy. Nothing strict, just a different spin on how you play the game to put some focus on a certain playstyle and get players chatting about meta and melee.
How long can you survive in the game only using blades? Sneaky, quiet, stabby? Check! Out ranged, out gunned, pinned down - hopefully not. Let's see what your sword-only team can do.
Hello, Knights! As our first foray into CK:F challenges we are going to do a what Im calling a mini-challenge or to be more on theme, a nano-challenge. These nano-challenges will run for just a couple of weeks and have less specific requirements that our bigger challenges. Our first nano-challenge is Swords Only and will run until December 8th (though freel free to do the challenges any time you want, we always love hearing about people tackling them).
There is really only one requirement for this challenge:
- Complete a mission (or missions) using only swords as your weapons. If you are unable to afford all swords, you can take other weapons along but you cannot use them.
- You may use any combination of mercs, talents, and items, but your only weapons are to be swords.
As always, we want to see and hear about your adventures tackling the challenge so here are some ideas for what wed love to see:
- Screenshots of squad during the mission, the guards after you are done with them
- After Action Reports of your missions, challenges you faced
- Your strategies for sneaking up on guards, sneaking past guards
- Any other creative ways you want to share to tell us about the operating in the underbelly of New Boston with only your sword: memes, interpretive dance, gifs, etc
No matter what you choose to share, please share at least one screenshot of your squad mid-mission so we can see what they got up to!
Weve opened up a discussion here on Steam in the General Discussion forum for aIl of your posts. If you post in our Discord, head to #swords_only_challenge to join in on the conversation!
Update #17 lands in the short minute between Hacker's Nest release and the upcoming release of Proc-Gen Missions. It's a monster of a polish release, squashing bugs and F10s left and right. Even as we add new features and content, we're working hard to increase the overall polish and ease of play.
For the full list of fixes, check out the entire change log below. We'll hit some highlights here.
If you're enjoying the pace of updates, please leave a review and share the game with a friend!
We've been hitting an aggressive pace of 1 update every 2 days since launch, so you know when a few days go by -- it's gotta be something big! And indeed, it is - Update #16 delivers on the first Roadmap Milestone for November, the Hacker's Nest. This update also includes multiple other improvements for hacking the matrix as well as the first use of a self-healing system for Contacts which will help us continue to deliver on the promise of never invalidating saved games.
We've got a packed roadmap schedule for the rest of November with the first wave of proc-gen missions coming and some big updates to the existing tutorial, and we'll be working on new content, features and polish in between those larger roadmap milestones, so stay tuned to this stream right here.
If you're enjoying the progress the game is making and the pace of updates, we hope you'll leave a review and share the game with a friend!
Update #15 drops with a number of option improvements, further polish on the tutorial, tweaks to the new Forward Op and some of the most recent F10s. If you're enjoying the pace of fixes, tweaks and improvements - please leave a review and share the game with a friend!
Update #14 is another major polish and quality of life update -- bringing sweeping improvements to the UI for mouse players, improving the playability and zoom in Matrix, making the economic rules more clear in the game, completing a first pass of improvements on the tutorial, adding new lore to the Lore Journal and improving how Leverage is queued up and used so it is more obvious to players.
There is a lot more coming in November, so expect more updates soon!
If you're enjoying the pace of updates and improvements, we hope you'll consider leaving a review and sharing the game with a friend. Cheers!
Update #13 drops a big economic patch so you can make some real bank off your looting efforts, adjusts and buffs Sniper class to be more fun and less restrictive, and drops a mountain of fixes on Hacking, the Class tree and polishes up the Salvage Breakout levels a bit more.
Thanks again for everyone submitting F10s! We're excited to keep the pacing burning hot and fixing and improving constant. If you're enjoying the pace of updates to the game, please tell a friend and leave a review!
Next update -- more content and then hitting some of the November roadmap items!
https://store.steampowered.com/news/app/1021210/view/3747617344190975453
Update #12 is back to smashing the hottest list of F10s from the player base. Thanks to everyone for submitting everything - bugs, feedback, suggestions and awesome ideas. Thanks for the great posts to the forum as well. This is Early Access, and we aim to improve - so let's do it together.
If you're enjoying the pace of updates and improvements to the game, please tell a friend and leave a review!
Update #11 follows in the footsteps of Update #8 to add another new mission to the game. We've heard a lot and observed from players that the Cube Run was not the best or smoothest "first mission" after the Aug-Clinic Rooftop, and so today we've remedied that by dropping Forward Op mission as its replacement. We've also added an exciting new Vanguard Talent "Refract" which lets the Vanguard help the team with stealth and injected clear rules about Glancing Hits into all of the weapon details in equipment and marketplace.
If you like the pace of new content, updates and more, please consider leaving a review and sharing the game with a friend!
Update #10 rolls out a set of big quality of life improvements, level polishing and more UI hovers after an exciting weekend of new content. We're hard at work on the next mission to drop, but for the moment we've got a bevy of fixes driven by your F10s and requests on the Steam boards.
If you're enjoying the pace of development and improvement in the game, please remember to share the game and leave a review.
Since you might be seeing a series of small updates to Cyber Knights: Flashpoint in Steam, we wanted to put up a new post detailing the fixes that are going along with each. This is from a series of 3 small hotfix patches that focus on fixing the hottest issues in the F10 queues.
We're very excited to see these queues really starting to normalize and now are going around and squashing the biggest bugs left one by one. We've got more to do - always more! - but with this set of hotfixes, we're closing out some of the last major sets of soft locks etc.
If you're enjoying the pace of update and seeing the game expand and improve, please consider leaving a review and telling a friend about us!
Update #8 brings the first of many new missions to the game. Salvage Breakout is a multi-stage mission but we won't share much more than that to avoid spoilers. We've also fixed some Talent displays, improved the Accuracy breakdown in the top right, and rebalanced the Attribute spread for Knight backstories. Plus a pile of minor bugs and typos!
More missions are coming, and coming soon. And we will be delivering the proc-gen mission system in November per our new roadmap.
If you're enjoying the pace of updates and improvements, please remember to leave a review and share the game with a friend.
Update #7 is a beast! It was intended to include the next storyline and mission, but as it's change log, feature additions and bug fixes started to run off the edge of the table and onto the floor, we decided we better get it out to the community rather than wait one more day. Update #8 will be hot on its heels with new mission content, but its better to separate these two.
There is way too much to highlight everything in the Steam update text (character limits!), so we will aim to hit the high points and let you pursue the change log if you want to know the sheer volume of work that went into this one.
If you're wondering what's up next or what major updates are in the works, we've just posted our public and ambitious roadmap for Early Access -
https://store.steampowered.com/news/app/1021210/view/3747617344190975453
If you're enjoying the continuous updates, improvements and QoL fixes based directly on your F10s, please tell a friend and leave a review!
Knights, it's been an incredible first week. We're thrilled so many of you are telling us Cyber Knights is exactly what you've been looking for, or even better, more than you'd hoped to find in a game like this. We know we have plenty to improve, but by being here during Early Access you're helping guide exactly what and how.
Beyond improvements to existing systems, we have so much already in the works and planned out to make Cyber Knights: Flashpoint the game we intend it to be. Today we're sharing our Early Access Roadmap.
Update #6 rounds out a very busy first week for Cyber Knights: Flashpoint with one more major patch fixing bugs before we dive into adding missions. Update #7 will add the first new mission content and we are working to keep the delay on the next mission after that as short as possible.
We've got new exciting Talents and items to deal with corpses in Update #6, a new rolling Game Tips list in the loading screens, lots of improvements to the game camera, fixing level issues, tweaking Sniper Rifles to increase their optimal range band and more. Let's dig in!
The other major item on our list this week is to post our Public Roadmap for Early Access. We just have to finish making the beautiful info graphic and we'll get it up so everyone can see the crazy plans we have for Early Access expansion. We've got some stuff coming, chowda!
If you're enjoying the game or pace of updates, please share it with a friend and consider leaving a review!
Update #5 comes out on the heels of #4, focusing on the next set of highest priority issues. We've got a big stack and we're just working our way from the top to the bottom. With the four big updates we've already made and the improvements in Update #5, we're looking forward to a major reduction in issues to handle which will free up our team to test, certify and release new story and mission content.
If you're enjoying the game, the pace of updates and fixes - please share with a friend or consider leaving a review!
Update #4 - it's a big one. We've received such helpful feedback and F10's from the community, we've pulled another big patch together to address all the hottest issues. We're excited that Update #4 addresses the most prominent bugs being reported and helps to "clear the decks" as we move toward starting adding more content.
Thank you all for playing, posting F10s and sharing the game. We hope you'll leave a review!
Hello mercs! Today we've cranked hard on stability and any reported blocking issue that we could fix to get you another patch. This one only focuses on bug fixing. There are a number of big fixes in here that should help bring down barriers to play or odd results after missions.
What a busy day, mercs! Last night's Update #1 tamped down on some of the most troublesome bugs, so today has felt a little less frenetic and given us some breathing room to get back to hitting some of the early most requested RFEs (camera rotate and zoom during enemy turns), working on the class trees (so many little things fixed!) and bigger systems like Wounds (improved to better fit the Trait mold).
A huge thanks to everyone playing and sharing. If you're enjoying the game and the pace of updates, please take a minute to leave a review and tell a friend.
Ahhhh updates are in the air! It's a brand new game with a shiny new Update #1. We're very excited you've all joined us on this journey into the dark and messy future of 2231. What a ride it is going to be.
If you're ready for an in-depth stealth & squad tactics heist RPG, then Cyber Knights: Flashpoint is now ready for you!
My brother and I have been making in-depth RPGs & strategy games for over 13 years, and Cyber Knights: Flashpoint is our studio's largest game yet. Run your crew of underworld mercenaries, pulling off high-stakes heists you choose from faction power players, to survive. These heist jobs are more than just run-and-gun; expansive stealth & hacking options let you choose the right time to go loud, or see if you can pull it off without them even knowing you were there.
The heist experience our game offers is strategic and unique. Choose your jobs to build your rep without taking on too much heat. Work your network of underworld contacts to trade favors, pay bribes, and gain advantages before taking on a heist. Plan your path through multi-stage missions, and commit your crew to legwork that could reveal new opportunities or threats.
Knights, the day you've all been waiting for is rapidly approaching. We're very pleased to announce we'll launch into Early Access October 17th! The game will release for $29.99, and we'll have a 10% discount for launch week. Make sure you've wishlisted and followed Cyber Knights on Steam so you don't miss out!
Update #12 is a quick follow-up some of the top feedback and bug reports we received during Strategy Fest. It is great to see so many new Knights minted at the Aug-Clinic and hope that the start of your new underworld career was a promising one.
We'll probably have one more patch this week to wrap up issues before closing down the demo for good on September 12th -- so if you haven't had a chance to check it out in the last 3 months, it is time :D
Here we go - August has closed up shop and September is now open for business, the final month of Q3 2023! It has never been busier here at Cyber Knights: Flashpoint HQ and weve got a ton of good stuff going on. The games updated and expanded demo is live in Steams Strategy Fest, weve got Alpha v2 coming up and then were on to the Early Access launch.
Every month is a big one, and weve made major progress that we are excited to share. So, first lets review the current demo, alpha and release details and then well highlight a few major development and content milestones we hit in August.
Calling all shadowy mercenary groups and cyber tacticians -- welcome to our Steam Strategy Fest demo! Cyber Knights: Flashpoint is waiting to see just how well your strategy skills hold up in our squad tactics heist RPG.
Weve got many new additions for you if youve played this demo before since its release in June (see below)!
If this is your first time, we're excited to share this demo that takes you to the very start of your Cyber Knight's career: the night of your surgery that implants the spinal quantum computer, giving you extraordinary powers of calculation and coordination to help you lead your squad. In the underworld of New Boston, nothing goes down easy and everyone has an agenda. Can you keep your head up in these dangerous waters?
Every job you choose to do for an underworld power-player allows you to tackle it with your own style and focus. To pull it off you've got to manage your team, bankroll, injuries and more from your safehouse so that you arrive ready to dominate the tactical battlefield of a heist with stealth (eluding enemy security and agents without a sound), combat (slashing, sniping, going loud at the right moments with full auto) and hacking (plugging the nano-wire from the back of your skull into a matrix host to descend into those glittering data streams -- not available in this demo but soon to come!).
Some of the highlights from this update:
Another week another Demo Update! With Demo Update #10, we've made some major progress on reducing the update file size (because, let's be clear -- we're going to do a lot of updates ... so that's improtant), vastly improved the AI's tactical thinking once it starts fighting, fixed all reported F10 freezes and crashes, improved Glancing Hit rules and more!
As always, we appreciate everyone playing, sharing feedback and hitting F10 on the game!
Demo Update #9 is going live with a big list of new game options to give you more control over your game camera, quality and performance and other key aspects of user input. In addition, we've fixed a ton of bugs reported by the community, further improved victory and defeat screens and highlighted some missing details from Talents that had been trained to change different aspects of their powers.
As always, we appreciate everyone playing, sharing feedback and hitting F10 on the game!
Demo Update #8 is rolling out as a follow-up to a fun and successful Stealth Fest here on Steam. With so many players spinning through the demo and posting feedback (thanks for the F10s!) we're working through the list, sorting, fixing and prioritizing everything.
As usual, our first move is an update :D
Yesterday, we pushed a demo update to help improve the Heist Advantages that rolled out with the Stealth Fest demo update. While the original set of Advantages was pretty cool, the new set is even better!
Calling all ninjas, shadows, and ghosts in the machine -- Cyber Knights: Flashpoint is waiting to see just how stealthy you can be in our freshly-updated free demo.
As a tactical heist RPG, every heist and job for an underworld power-player allows you to tackle it with your own style and focus. However you go about it, the major pillars of your strategy will be stealth (cutting through enemy security and agents without a sound), combat (slashing, sniping, going loud at the right moments with full auto) and hacking (plugging the nano-wire from the back of your skull into a matrix host to descend into those glittering data streams -- not available in this demo but soon to come!).
Now this is Stealth Fest, so roll up your Vanguard, lock-and-load your shock mines and power up your Chameleon suit - it's time to kill quietly, move as a shadow, become one with the patrol routes. Blades and silent pistols are your weapons, speed and silence your friends.
We're excited to share this demo that takes you to the very start of your Cyber Knight's career: the night of your cyber surgery. In the underworld of New Boston, nothing goes down easy and everyone has an agenda. Can you keep your head up in these dangerous waters?
The Steam Next Fest demo is still ready to play, Knight. Schedule your cyber surgery tonight and meet us on the rooftop at 3 AM to see if you can handle what the New Boston Zone can throw at you.
The demo will be up for a bit longer, so thanks to everyone for checking out, sharing this heist RPG with a friend and posting up feedback and bugs by hitting F10.
With Steam Next Fest behind us, we're excited to keep the demo up for a while longer for anyone who missed it during the Fest or is just finding Cyber Knights now. The Aug-Clinic is waiting, you have a $2m debt to the Syndicates and its time to get your spinal implant, Cyber Knight. The nights of 2231 await you and your merc company - so demo up!
We've got one more quality patch here to push today and then we expect that the update train will stop or at least slow down to once a week.
As always, a big thank you, Knights! to everyone who played the demo, shared the game, told a friend or hit F10 to report anything that wasn't exactly as it should be.
Steam Next Fest is wrapping up but we'll be keeping the Cyber Knights: Flashpoint demo up for at least another week. We've had a blast hearing your fledgling stories from New Boston and want to be sure everyone gets a chance to check it out. Schedule your cyber surgery to have your spinal computer implanted tonight and come check out the demo.
As always, a big thank you, Knights! to everyone who played the game during the Fest, shared the game, told a friend or hit F10 to report anything that wasn't exactly as it should be.
Welcome to the weekend, Steam Next Fest! New Boston is buzzing and the heists are all happening, so jump into the demo and schedule your cyber surgery to have your spinal computer implanted -tonight.
Once again, we'd like to give a big shout out and thank you, Knights! to everyone playing the game, sharing feedback, telling a friend and hitting F10 to report a bug or share ideas. We're coming down the stretch with the festival but do plan to leave the demo up for a little while afterward - so if you're interested be sure to Follow and Wishlist.
Let's keep Steam Next Fest rolling! If you haven't already, join us in the demo and schedule your cyber surgery to have your spinal computer implanted - New Boston Zone is waiting for you, Knight. For a second night in a row, we wanted to give a massive thank you, Knights! to everyone who hit F10 and reported a bug, issue or feedback for the game. We're halfway through this festival week, so help us spread the word by telling a friend sharing the game with someone you know who loves TTRPG. Sharing is caring, even in 2231.
Welcome to Steam Next Fest! We're very excited to share this demo with all of you and wanted to give a big thank you, Knights! to everyone who hit F10 and reported a bug, issue or feedback for the game. It's been a busy and exciting week already and we hope you'll help us share the demo with other lovers the turn-based tactics genre, cyberpunk and well, everyone else too.
For our first demo update, we're focused on stability and fixing bugs that are tripping up players or even in some cases locking up the game. As a studio, we're big on updates (Star Traders: Frontiers, our last game is about to hit #320) - so we'll be getting to your feature requests and feedback too (a little later, probably not during Next Fest) but items like keybinding Talents to 1-10, adding edge scrolling and so many more great suggestions are all on our list to bring forward into the final Early Access product.
A few highlights -
In this Next Fest developer livestream, studio Co-founder & Lead Developer Cory Trese will share gameplay & more details from the full game.
While playing Cory will offer some insight into the contact system that's key to our strategy layer, allowing you to expand your network of underworld contacts who can offer you resources, faction connections, and heist opportunities. Learn more about the game's factions and reputation, and dive deep in the tactical combat & stealth options available to you.
This is the last of two special developer streams we'll do this week (Monday's is here), so don't miss it! Hit that Steam "Set a reminder" drop-down to the right of (or on mobile, above) this post.
https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/
You can join us anytime in Discord to ask questions, offer feedback, or stay in the loop on the game's road to release.
We're kicking off Steam Next Fest with a developer livestream featuring gameplay & more details from the full game. No spoilers for the demo in this stream; tune in to get a look at other levels within the game.
Studio Co-founder & Creative Director Andrew Trese will be playing & sharing details about what Cyber Knights: Flashpoint has to offer. Learn more about the unique 23rd-century cyberpunk setting, the tremendous amount of character build options you'll have for your squad, the role of Cyber Knights in this dark future, and more.
This is one of two special developer streams we'll do this week (Friday's is here), so don't miss it! Hit that Steam "Set a reminder" drop-down to the right of (or on mobile, above) this post.
https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/
You can join us anytime in Discord to ask questions, offer feedback, or stay in the loop on the game's road to release.
In our last update we covered what to expect in the upcoming demo for our cyberpunk heist RPG. And since then we've released a revamped trailer for the game to give you a look at the latest gameplay! [previewyoutube=Zhuy_W3cAmA;full][/previewyoutube] If you have a second to give it a on YouTube and leave a comment, it's a huge help.
Knights, we're excited to announce Cyber Knights: Flashpoint will be included in the upcoming Steam Next Fest, an online demo festival running June 19th - 26th.
This will be the first new demo we've offered for the game in over a year, and it's the first big milestone on our road to release later in 2023. All of the game-shaping feedback our alpha players have given us, all of the new design & UX work to make this our best-looking game yet, and several features even our alpha players haven't seen yet are all waiting for you to try.
Our apologies this monthly update has run a little late due to some team travel. April was a massively productive month with the entire team at work adding content, balancing, tuning and working hard on spreading the new UX across the game. We're getting closer to our big Alpha v2 return every day.
Another big month with lots of progress toward the next major milestone, Early Access release! So, let's check out some highlights from April!
Sometimes it feels like these late winter months go too fast. How is March over already!? It has been a very productive month with every team member hard at work on adding new features, creating exciting content, and polishing the game in preparation for the Alpha v2 return.
The biggest two internal projects - the UX implementation and L2 pipeline are chugging along. Were definitely in the grind now, which is a heads-down crunch to the end but without the crazy overtime or deadline induced stress.
Another big month and a lot of progress - lets check out some highlights!
We are excited to share Februarys progress and development with you. The team has been hard at work ensuring that the game meets the high standards of Trese Brothers for quality, depth of systems, replay and world building story.
The UX project is moving along smoothly and the entire feel of the main stealth-and-fight mission gameplay is hugely improved. As reported last month, our level designers are working daily on the L2 Mission Pipeline to create compelling stories spread across impressively challenging and beautiful areas of New Boston.
Overall, its been another big month and weve made a ton of progress. Lets take a spin through some of the highlights!
This month passed fast! With Alpha updates on pause and the workshop doors locked up tight, the entire team has been heads down working madly on everything from technical memory management to visual effects and level polish.
As we arrive in 2023, there are now 7 team members working on Cyber Knights: Flashpoint across design, coding, UX, animation and level design - so lets take a spin through some highlights of the month!
As the team grows, so do the branches in our source code control
Wow, what a year! Cyber Knights: Flashpoint launched into its alpha phase January 4th, 2022. Its such a natural time to reflect on everything thats happened in Cyber Knights this year and to look forward to the next year.
So, lets do it!
Another month! The last quarter of the year always goes by in a flash. During November, weve had a special focus on wrapping up the UX design process, implementing lessons weve learned throughout the alpha process and adding new storyline content to the game.
There are always way too many dev milestones to list them all here, but lets check in on a few!
What a spooky month! Weve been busy with 4 major Alpha updates to Steam and hit some major development and balancing milestones for the game. Throughout the month weve worked on a major rebalance to all of the games weaponry to help all the gunfighting options have enough character and exciting strategic differences, extending the games scaling and Power Level system so longer games are continually challenging, refined the stealth gameplay, added story and dialog to improve the context of the game start. Now at the end of the month, weve officially started the massive UX overhaul project.
There are always way too many dev milestones to list them all here, but lets check in on a few!
Another month and another major set of features and content milestones have been completed! During September, we released 3 major alpha updates packed full of features, improvements from community feedback and content. Two of the major systems that we wrapped up this month are close to our hearts: difficulty and Trait mutation. Both have drawn a lot of inspiration and lessons learned from our last game, Star Traders: Frontiers. In addition, the UX team has completed the visual design for the both the main mission screens as well as the Matrix Mk2.
As always, there are far too many dev milestones to list them all here, but lets check in on a few!
The leaves are getting crispy here as August has already come to a close. This month was a big one! We migrated the alpha to Steam and posted two massive updates with piles of new content and features. The UX team is wrapping up the visual design for the main mission screens while 1-2 new levels are coming through the level design production pipeline every week. Everything is moving along at a very steady clip and the entire team is heads down on loading up the game with exciting content and new progression of play.
There are far too many dev milestones to list them here in a single update -- but lets hit a few high points!
This months update is a look at the Alpha -- how far weve come, where we are at, and what is in store next for the 1000+ alpha players helping us shape Cyber Knights: Flashpoint into a release-ready game.
June has roared by in a flurry of work and progress. The alphas received two big new updates, from which we are gathering piles of great feedback and play statistics. Our goal is to finish implementing the final feature sets in July, which will help get the entire team free to create content and polish for another big (months long!!) push stretching for that 40+ hour goal for the game.
Knights and Backers,
With the end of May, the start of summer is just around the corner and were excited that it comes with some big news on the Matrix Mk2 stretch goal. The alpha phase has continued at a great pace and were very happy with the feedback were getting and all the ways the game is improving daily. With 15 alpha updates under our belt, thousands of Knights have cruised the streets of New Boston in the early version of the game and really, were just getting started.
And a last-minute reminder: if you havent already seen it in Discord or from our Twitter or Facebook posts, were raffling off a Cyber Knights poster, featuring some of our favorite character concept art!
Well ship this 18 x 24 poster anywhere in the continental U.S., just join our Discord and enter to win. Its the last day to enter, so act quick!
Now, on to this months progress update!
Were back from the PAX Rising indie showcase at PAX East, where we had a pleasure to meet a number of you in-person and show off an exciting heist demo. Thanks for stopping by, checking out the game youve funded or in some cases, stomping the demo with your alpha know-how :D
Weve been ripping along, adding content, maps and wrapping up implementation of the games systems throughout April. Lets get into this status update!
We're thrilled to be headed back to PAX this year, selected by the PAX team for a featured spot in the PAX Rising Showcase.
Even if you're not going to PAX, this means more in store for you, including a new studio chat in Discord next week, and a giveaway of one of these awesome Cyber Knights posters:
Follow @TreseBrothers on twitter for some sights from the show, or the new Cyber Knights instagram for even more!
It has been a busy 3 months since we launched the alpha in January. With 5 Phases and 12 updates under our belt, hundreds of Knights have tested out these early versions of the game. Were getting daily input, suggestions and bug reports and are working constantly to improve Flashpoint.
Now, on to this months progress update!
Backers and Friends,
While we continue on pace with the alpha, were skipping a detailed breakdown of progress this month to instead focus on something much more important
The Cyber Knights: Flashpoint alpha launched very successfully. Several hundred of you have started playing and providing feedback. This starts a massive new phase of the project -- the march to Steam Early Access release. Were hearing so much daily about the fun & challenge, surprises, and ideas for improvement; its amazing. This is a huge step forward for the project and another moment to look back and thank all of our backers who helped make this possible.
Happy new year and we wanted to shoot a quick note to share our excitement -- Alpha Phase 0 launched last night on January 4th as planned. We wanted to post a quick update in case anyone missed the email.
Happy holidays and happy new year. We are here with a quick update outlining the next steps for our alpha community, sharing some of the progress updates from our crazy December and getting a good laugh at ourselves.
Knights!
Were down to the final month preparing for the upcoming alpha. The Nightbot on our official Discord server is counting down the hours, minutes and seconds --
It has been a busy 2 years of sharing progress updates, showing the concept art morph to 3D and then into animation, and giving sneak peaks of the games many systems as they have shaped up. Were finally on the precipice of an entirely new chapter of this Kickstarter project and now the updates will turn more and more to focus on the Alpha Phase.
As in our previous updates, we will highlight 3 big areas within the game that weve been working on at the end, but this update is more focused on the procedural prep for the impending Alpha Phase.
The private Cyber Knights: Flashpoint alpha is rapidly approaching, where we will welcome over 1,000 players into an early version of the game. These first players will plan heists, recruit and train merc squads, test their mettle against enemy security & AI, put the game and all of its systems through their paces. Their feedback will help us update the game like crazy and make it better every week.
Almost as soon as the Kickstarter ended, we started hearing from many players "I don't know how I missed it, is there any way I can still join the alpha?"
So we're excited to offer one final chance to become a backer and join the Cyber Knights: Flashpoint alpha. We're opening up late pledges through Backerkit. It's a $60 pledge, and comes with all the same rewards and privileges as the pledge level did when the Kickstarter was live.
While this pledge level does include a full copy of the game on release, we'd encourage you not to use it as a pre-order. As much as we appreciate the support, we're really offering the alpha as a way to be involved in shaping the game.
But if you're already a member of the private alpha and know an equally passionate gamer who'd love the chance to help shape an upcoming squad tactics / cyberpunk heist RPG, feel free to share this final chance to join. ;)
Fresh reports for you from the Trese Brothers HQ, deep beneath the New Boston Zone. As we continue to improve Cyber Knights: Flashpoint, working toward the alpha at a feverish pace, were dedicated to our monthly update schedule to keep the news flowing.
For this months update, we highlight 3 big areas we are working on -- but first we want to give the schedule update we know everyone is waiting on.
A day late and a dollar short might get you shot below the streets of the New Boston Zone but were hoping it doesn't come to that :D Weve wrapped up our August sprints and are rallying to charge into September. The games development is cranking along daily and were still on pace for our Q4 release deadline for the Kickstarter alpha crew.
For this months update, well highlight 3 big areas weve improved and share a cut of the latest Executive Producers meeting video.
Were running a week late on our July update because our team has been in the middle of the cross-country moves we discussed earlier this year. Everyone is excited to get settled into the new digs and get back up to full speed. The game is looking better by the day, and soon well have these time consuming but necessary hurdles cleared and we will be all hands on deck from here to the alpha in Q4 of this year.
Its Corys moving day, the day the server came down!
July has been busy! Aside from the personal projects of big moves, weve made a ton of content across the game. There are so many irons in the fire it would be overkill to include them all here. Thankfully, were continuing to use and refine the process weve used to create 8 games before this, so we know these deep waters -- weve swum out more than a few times before.
In engine render, custom scene
Development is continuing at a good pace and we are still set for our Q4 date to release the alpha to the Kickstarter crew. For Julys progress update, were going to touch on 3 cool things specifically --
This month, Wounds suddenly grew fangs, claws and got nasty. You can take a Wound by suffering critical hits on the battlefield or getting Downed (reaching 0 HP). If you do drag your injured friend back to the safehouse instead of leaving them, a Wounded merc will need a variable amount of time in a medical clinic -- if the Wound can be healed at all. Those Wounds that cant be healed have caused such irreparable trauma that only a full cybernetic replacement will suffice. In return, many types of cybernetics will prevent a Wound in the first place -- if a Faulty Heart is rolled on the Wound Tables and that part of you is already chrome, the Wound never takes.
Weve wrapped up our pre-alpha UI kit that includes all the core interactive elements of the game. It isnt the final visual style that will be in the game but it is clean and easy to use and is letting us build out the many complicated screens needed to make this game tick!
Another major improvement weve made in the last month is to dig back into the story metadata being authored throughout to ensure they help both new and veteran players alike. Weve now added tagging that identifies dialog choices as positive/accept, negative/deny, delaying options and a neutral color for dialog options that arent concluding choices at all, just as conversational or flavor chatter. For new players, this will provide a needed level of clarity and for veteran replayers, this provides speed of play.
In addition, while we added a Skip Dialog option early, weve now wired up the metadata to offer a TL;DR button, which skips as much of the entire interaction as possible up to the first required choice.
Weve got your June progress update here, slipping into the last few hours of the month. It's too hot to type so much, so were going to keep this month's update on the shorter side and only highlight a few of the major exciting things outside of our Kickstarter. Lets start there --
Knights, Mercs,
Were waving goodbye to May and welcoming June and so it is time for another monthly progress report. Weve been in a ton of areas, including improvements in animation integration, level building and automation tooling to help our team develop content for the game faster.
In-engine render, custom scene
With April coming to a close and spring officially in full swing, were here with another monthly Cyber Knights: Flashpoint update. Just like today, Much like modern times, spring means extra rain in the 23rd century but it's a much more dangerous prospect under skies brewing with nano fallout. Especially for those living outside of the dome in the Wards --
In a joint venture between McKellen Heavy Industries and Matsumoto Global started 11 years ago, major new exterior sections of land have been reclaimed for habitation. Each measures roughly 8 square miles and are situated to the west and north west of the city center. As nano pollution has been slowly dropping since 2203, these areas are now deemed habitable due to high walls, massive blower units that vault pollution overhead and low range ionized shielding. Even with these precautions, Ward 4 and 7 are deemed the worst available above-ground habitation in the zone and each is home to roughly 1.5 million hardy souls.
In Aprils recap progress report, were sharing some of the major progress weve made this month on the march toward alpha, highlighting our recent Twitch dev streams and sharing some new texturing work for the Chromehawk Starting Weapons reward.
Also, while we haven't finished a fulll integration, the animations to pet each individual dog breeds are now done. You cant actually initiate a pet in the game yet, but the animation is more than half the battle. Below is a low resolution clip of the animation in our animation review tool --
[previewyoutube=sMsOobRP6rs;full][/previewyoutube]
The cats do not seem impressed --
[previewyoutube=yzE5jV_50mM;full][/previewyoutube]
With March coming to a close, the year is getting into full swing. Its amazing looking back -- one year ago, we were still putting the administrative wrap on the Kickstarter and the Backerkit surveys went out on March 13th. By March 24th, over 75% of you had completed them and now were at a very happy 98%!
In this monthly progress update, you can check out:
What a year it has been. It is hard to believe weve come around to the anniversary of the Kickstarters launch. At every milestone and checkpoint, we look back on how far weve come and on our supporters -- you! -- who made this possible and we are grateful. The eve of the launch date is a moment to remember. Last year, Cory and I were staying up late, working on perfecting our by-the-hour checklist for post-launch and trying to keep a lid on our excitement. You all blew that lid right off, funding us before the night was over. And from there, it was a straight shot to impressive stretch goals like new game environments, expanded Matrix gameplay, and most importantly... cats!
As we hit the one year mark, were proud of our progress and glad for the stretch goals and rewards weve already delivered. But we know that weve had some delays and have the lionshare of rewards and stretch goals ahead of us. We will continue to communicate monthly with big status updates and keep you in the loop as to the games progress and projected schedule. We are always grateful for your support and your patience as we work toward the alpha. To repeat the statement from the last update, in case anyone missed it -- the Cyber Knights: Flashpoint alpha will not be ready during Q1 of 2021. We are making steady progress, but there are still months of work to complete before the alpha will be ready and at the quality we want to make the best use of your time and feedback.
Knights and Backers!
We are so excited to welcome 2021! It will be a very big year for the game as we march down the to-do list (stretch goals and rewards) towards the alpha with 1,000+ amazing backers. December ended on a busy note and as January opens, we are roaring into the new year of development!
The year of 2020 is coming to a close (imagine that!) but we didnt want to miss the chance to give you another update on our progress and to thank every single backer for your support of our project. With your backing, we are making our dream heist cyberpunk RPG.
It has been a very busy December! We're working through the game now in big sweeps, deepening systems, improving concepts and expanding and hardening the saved game format. There is still so much work to do before it is ready for first alpha contact, but the progress shows daily. Through December weve been working to build out more depth for the enemys security systems, laid the foundation for Matrix Mk2 Hacking system and started another major pass on the missions system that is the cornerstone of the heist-style gameplay-- pre-mission advantages, mission rewards and requirements and all the rest.
But, Are you saying "But murdercat, I can't wait for this game!"? Here's a chance to put your mouseclicks where your mouth is: you can vote for us in RPG Site's Most Anticipated RPG of 2021 poll. RPG Site has been covering RPGs since 2006; we just got our first coverage from them this year, and it's been great to get on their radar. If you have 20 secs to click-through and give us a vote, we appreciate the help!
Also, this holiday season the entire Trese Brothers catalog is part of Steams Winter Sale, offering the best prices of the year for gifts to gamer friends or to snag that one you haven't tried yet.
It is a thankful time of the year and were taking some time to reflect on all the support that you and our wider community have given us over the past decade. That last part can be kind of hard to believe -- that Cory and I have been creating games professionally together for ten years and as a hobby for our entire lives. We couldnt have done it without you, without our repeat Kickstarter backers, without our Patreons and without our entire community. Thank you all for what youve given us, which has allowed us to give you these games in return!
Cory and I are beyond excited about the progress weve made on the game over the past year. Sometimes it is easy to get stressed about individual milestones and internal delays, but as we hit our stride in Q4 of 2020, we are taking a moment to look back with deep gratitude for all that you, our backers, have given us. Cyber Knights has now been in the works for almost two years if you include all the planning and build up to the Kickstarter and the wild ride since. But weve been dreaming about it for a lot longer. This game is built on a campaign world more than 10 years in the making, and each of you who joined us as backers have become part of this decade-long journey.
We have such a dedicated team of creative people who have put so much work into making this game a success. Along the way weve gained new partners, new allies, new team members and more. So -- while there are still mountains to climb -- we want to once again, say thank you to the Cyber Knights team!
Our commitment is to keep you updated on progress continually, even if nothing earth shattering has happened. Were making steady progress toward alpha, building out systems, playing, testing, iterating to improve.
Knights and Backers,
Our goal with our Kickstarters has always been to provide top tier communication to you, our backers. So, with that said, well jump right into the schedule update as we wrap up Q3 2020.
September is here and autumn is just a few weeks away. As the seasons make their steady progress across the year, we continue to make steady progress on Cyber Knights: Flashpoint. As we hit each new milestone, our work and focus shift from one area of the game to another and September is a month of changing priorities.
Were still hitting updates every 2-4 weeks here on Kickstarter, but if you want to keep up with us more regularly, were putting extra emphasis this autumn on connecting with our fans on social media. In addition to our regular @Tresebrothers on Twitter, weve launched a new cyberpunk focused account, @CyberKnightsRPG. Plug in to see the latest concept art, gameplay previews, news & interviews, highlights from the forums & discord, shout-outs to other awesome cyberpunk creators, and more. If you want Cyber Knights on a drip, follow us here:
https://twitter.com/CyberKnightsRPG
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We made it to August and autumn is just ahead. Trese Brothers has some exciting milestones to share with you, our backers. Not all the work of making a game is glorious 3D beauty, in fact a ton of the hardest work is down in the guts of an engine, plugins, libraries and platform support. There are a couple of big milestones here, but I am sure our community will be most excited to hear about cross-platform cloud saves!
Weve been grinding away on the big behind the curtains milestones for the game -- if you missed our July Update we shared preview details about the Level Builder, in our June Progress Update, we announced language pack support and in our End of Q2 Update, we announced the games reactive soundtrack and SFX system.
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The animation team is working on the drones this week -- you'll fear these metallic beasts or your drone pilot will be slinging mad metal and the enemy will fear you!
In addition to CK's Facebook page and the @TreseBrothers twitter, we now have a twitter account you can plug into to keep updated *and* get your regular cyberpunk fix. Sharing concept art, gameplay previews, news & interviews, highlights from the forums & discord, shout-outs to other awesome cyberpunk creators, and more.
Follow us here: https://twitter.com/CyberKnightsRPG
With July already well underway, were back again for some show and tell about game dev progress and to deliver a reminder to everyone about the awesome MercerBot features on our Discord, and reveal the latest on both stretch goals and rewards. Its a big one, so be sure to keep scrolling!
If you missed Update #31, we announced language pack support and debuted the snow leopard design. In Update #32, we announced the games reactive music/SFX and shared all of the concept art for the backers faces.
Knights!
The third quarter of 2020 is just around the corner and we are back to share the latest game dev news and highlight the backer rewards that are fast moving at the moment. As we get into the height of summer, well be picking up the pace of updates a bit as there is going to be a lot coming together at once.
If you missed the last Update #31, we announced language pack support, debuted the snow leopard and the new Street Outfit stretch goal design.
Remember to hit that Wishlist button!
https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/
Knights!
It has been a little longer than we expected since the last update -- a month and 3 days -- but weve got a massive slew of news today including new artwork, the snow leopard reveal, exciting language pack plans, details about the first upcoming Exec Producers meeting, reward deliveries and more. We've got at least one more Kickstarter update scheduled before the end of June, so we'll keep the pace a little more snappy.
With that much to cover, lets get going -- and remember to Wishlist now on Steam!
https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/
Knights!
We have a lot of exciting progress to share in this report, but we wanted to start with some gratitude. Were counting ourselves lucky to have all of you with us during these difficult times. It has been only two months since the close of our Kickstarter but it feels like much longer than that. Our community is chatting and growing in our Official Verified Trese Brothers Games Discord Server so be sure to download Discord and register an account. As a backer,youre entitled to VIP standing on the server, so type max!addrole to summon the MercerBot to gain your backer or alpha role. Hope to see you all there!
Recently, we were excited to sit down with an interview with a longtime mainstay in the gaming press -- Hardcore Droid -- whose team has covered our games since the beginning when we only made Android games. We hope youll check out the Hardcore Droid Interview with Trese Brothers where we talk about the game, the Kickstarter, the industry, our relationship brothers and co-creators and more.
With 36 hours and counting left for our Cyber Knights: Flashpoint Kickstarter, we are sending out the "last chance" alerts and appeals to every fan. This campaign will close its doors permanently soon and if you haven't joined us we hope you will consider taking a look at the campaign!
If you enjoy the style that Trese Brothers brings to game dev, join us! We develop highly replayable and mechancially deep games with passion. We publish free updates and free expansion packs for life without any paid DLCs.
Pledge now to love the gamedev
In our last 36 hours, we're putting out the call to all cat lovers. If we can hit the $225,000 stretch goal, we will introduce a completely new stealth Job to the game and a completely new type of enhanced animal companion. For those cat lovers who have been requesting it, the Assassin and their cybercat are for you! A new animal companion would require new models, textures, a completely new feline animation rig done by our expert in animal animation, not to mention the new Assassin Job and companion rules to make sure the cybercat works and feels very differently than dogs and drones. Whew, that is a lot! The starting major differentiator for a cybercats is their surety in stealth as well as their singular one-to-one relationship with their human, where a single hunder may run a pack of multiple dogs.
Pledge now, for cats!
Cyber Knights: Flashpoint has been summarized as a cyberpunk XCOM -- and it is a great way to understand the core offering in just 2 words. However, this high level summary is missing all the details that make Cyber Knights so unique and exciting. The flexible stealth model, hacking against the enemy security system and gridless combat are all some of the ways the tactics map is different. Our mission heist system where you might bribe a cop and the management of a network of criminals from Yakzua to gang bosses to corrupt corporate agents are all some of the ways the strategic layer is different.
Pledge now for love of cyberpunk XCOM but more
Did you realize you can train a pack of cybered war dogs, pilot three drones at once or graft titanium to your skeleton and go full Wolverine with hand claws?
Pledge now for Wolverine!
We have only a few hours left, come take a look at our campaign and know that we're going to build the game with the same dedication and passion we brought to Star Traders: Frontiers.
Pledge now for Star Traders
Back the project today!
https://www.kickstarter.com/projects/tresebrothers/cyber-knights?ref=dwqayq
The Month in a Knights Life update and its big section of in-world narrative from a Knights perspective was so well received that we have decided to focus this update on a similar theme. Weve pulled a ton of headlines and story hooks from the story prep work weve been doing for the game and compiled them into a month of news and media simstream headlines flowing across the New Boston matrix.
Cyber Knights setting in 2231 has given us a unique ability to dream beyond the standard near-term cyberpunk tropes. Were extremely excited to share this world with you in all its madness, hype and beauty.
We hope you'll join us on Kickstarter and pledge to the campaign today to pick up a heavily discounted pre-order copy, join the alpha team or more!
Of course, the news is focused on the big events and the disasters but -- what can we say, it's a mess out there in New Boston!
4/15/2231
Rising simstream star Cody Nari, who was reported missing two months ago, has been found in a residential tower in the Atlanta MetroDome. His cause of death has not been reported and rumors continue to swirl regarding an allegedly off-contract recording project Nari was said to be working on.
4/16/2231
The Jupiter Corp deep space shuttle Glacier 7 successfully docked at the Fadelight Constellation in orbit of earth, its first stop before starting its three month trip to the Mars colonies. Global performing sensation LTS visited with VIP fans on Fadelight. The band told reporters that they will be spending some of the journey in cryostasis and some working on their next holovid.
4/18/2231
A hypersonic flight bound for SFZ from New Boston went down over the Rocky Mountains with all 368 passengers. A United North American tactical recovery team is onsite investigating and a GTSBs spokesperson indicated that UNA and GTSB were in close coordination with Navi Aerospace, the Jupiter Group subsidiary that manufacturers the NX-35 Spaceplane.
4/20/2231
The members of the synthmetal megagroup, Seven Banners Burning, have all arrived in New Boston for their upcoming seven nights of back-to-back shows at the BX HyperGarden. The controversy surrounding lead vocalist SnowFires comments about AI Liberation Front members arrested in New Boston has not hurt ticket sales.
Crane Technologies has once again refused to extradite the renowned scientist Berndaze Korbin, further straining tensions with the United North Americas prosecutors office. Crane Technologies continues to stick to its claim that Korbin is a Crane corporate class A citizen, regardless of the proof that she was acting as a foreign intelligence agent at her time of naturalization. The UNA lead prosecutor, Mark Blain, would not make a statement as to what further actions they may take against Crane Tech.
4/23/2231
An explosion during a routine test of a rocket booster on the Arotech Corp space launch platform in the Boston harbor reportedly left 12 dead and more than 40 injured. Arotech officials have not commented on how the incident may affect the upcoming launch of their first Mars colonizer. The company says they will conduct a full and thorough investigation.
4/27/2231
Jupiter Group has confirmed the reports of a contained meltdown at the Oneida NanoReactor on the shores of Lake Ontario. Jupiter Groups assurances that no human habitation -- except the on-site work forces -- is within range of the fall out has done little to placate the public outcry. Public records show that the Oneida NanoReactor was an aging Gen 3 NR and had been scheduled to be phased out of operation 7 years ago in 2224. A UNNR hazard and recovery team has been dispatched to investigate the damage and evaluate the NanoReactor for reactivation.
McKellan Heavy Industries and Badenhawk Global officials met to formally set off the first explosive charges at the site for the new South Shore Dome extension. McKellan, who will be completing the dome construction on behalf of Badenhawk Global, has indicated that work will begin in earnest next week.
5/3/2231
A new wave of security vulnerabilities in the Sigma 6 security stack have been released online today by the anonymous hacker group Ginja. Matsumoto Global Technologies officials have not been available to comment at this time. Any facility still running the five year old security network is now at high risk of exploitation.
5/6/2231
Simstream star LivLarge has completed an assisted free fall from the Arotech Aro Constellation in orbit to the Earths surface for a recording setting distance of 256 miles. The grueling multi-week descent reported tested LivLarges physical and mental preparation to the max. Arotech Media has promised that the sim recording will be released on June 2nd. LivLarge is currently admitted to New Boston Bio and in stable condition.
5/8/2231
Terrorist agents from the Free Streets Compact have claimed responsibility for the detonation of the biological bomb outside of an Arotech Corp security checkpoint. City and security officials are calling on Ward 4 residents to turn in those responsible, calling the FSC attack a hack-job by paid terrorists.
5/13/2231
Injectors of SheerTech Revolution, the new biomedical body reinforcer by Badenhawk Global, has sold out on its first day. Pharmas across New Boston are clamoring for more product. A Badenhawk official press release states that the next transatlantic shipment is not expected to arrive until June 12th and that customers should never use less than 7 injections as indicated on the packaging.
A magnitude 3.5 radioactive nano-storm has been detected moving across Canada. Unless conditions change, the storm is scheduled to arrive by Wednesday. UNA health officials urge all residents of the outer Wards to secure their residences and stay indoors for at least 2 days. Shelters inside the New Boston Dome are already at capacity. The Boston harbor will be closed and all external construction and repair projects are suspended until the storm has passed.
Remember to power up your nano-scrubber and shutter the windows on your safehouse, Knight. A storm is coming.
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Were shooting out an update tonight just shy of the Animation Expansion stretch goal. By the looks of it, we will cross it overnight. Lets pet some dogs! Thanks to everyone supporting the campaign and getting the word out. Weve crossed the halfway point and are careening toward a big finish ...
Pledge for a pre-order copy or more on Kickstarter now!
Were nearing the halfway point now in the Cyber Knights: Flashpoint Kickstarter campaign and weve got another huge update for you. Your support and your help sharing the project keep propelling us forward and were gaining steam toward the major Animation Expansion stretch goal now! Lets pet those doggos!
Knights!
Welcome to day 4 of the Cyber Knights: Flashpoint Kickstarter! What a blazing start weve all had together. In the initial project rush, weve blown past our funding target and our first four stretch goals. Today, were rolling out our next wave of funding goals all the way up to our ambitious $200,000 stretch of Matrix Mk2.
Weve still got lots of time with 27 days remaining. Please help us get the word out by continuing to share our project with your friends and gaming communities. Tell someone new every day and help us keep this project blowing up and getting bigger and better! Here are some ideas --
Hello! Before I had a chance to get to writing this news update, a lot has happened. We've already funded the Kickstarter campaign in under 12 hours and passed our first stretch goal. We have heard for years that our community wanted us to make another Cyber Knights game but now youve shown us just how serious you were about it.
We've also had some exciting appearances in the press with a Rock, Paper Shotgun interview and a shout out by Linux Gaming Consortium (full Linux support, day 1).
Before we talk more stretch goals, we want to take a moment to just reflect on the community's amazing support. We've been fortunate to build a big community on Steam with Star Traders: Frontiers and Templar Battleforce and we are so thankful that you have all helped blow this project up! We are blown away. Thank you all for the encouragement and positive energy!
If you're new to Trese Brothers or don't like to do Kickstarter, we hope you'll Wishlist the game on Steam instead!
We've included the Stretch Goals graphic below. This first wave of stretch goals! This first set includes a mix of bonus rewards for every backer, new character outfits and drones and ends with the Valkyrie Zero story expansion at the $100,000 mark. Were keeping the $150,000 and above stretch goals hidden for now as we dont want to get ahead of ourselves.
Thank you for your support,
Cory and Andrew Trese
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