Warning: Trying to access array offset on null in /var/www/html/base_dbid.php on line 93
Deprecated: str_replace(): Passing null to parameter #3 ($subject) of type array|string is deprecated in /var/www/html/base_dbid.php on line 93
Happy New Year!
As we arrive in 2021, it is time to revisit the alpha schedule. All of our internal scheduling models show that the Cyber Knights: Flashpoint alpha will not be ready during Q1 of 2021. Were making good progress every day, but the game is big and we added a lot of scope to it through the campaigns stretch goals. This is always a hard decision. There are hundreds of factors at play. Without a doubt, 2020 has been a tough year. And, as weve learned from watching game launches over the years, and over the past few months, it is so critical to launch at the right time. It is up to Cory and I alone to make the decision as to when the alpha is ready. We are always very careful not to risk burning your trust or burning your time by releasing the game to alpha before it is ready and fun to play. We are committed to continuous updates on Kickstarter -- one a month or more -- and to being as transparent as we can be about the schedule and our progress. Were thankful for everyones patience in giving us time to get this right.
When it comes to schedules and deadlines, scope is always a top concern. Getting the right level of depth in all the right systems is key to setting a foundation that will support an amazing game. Over the last few months weve both added some scope -- as our development exposes how exciting some of these areas can be -- and judiciously trimmed scope where it feels right.
Key to gridless movement system are simplified costs and a generous "grace" in the cost of movement A good example of added scope is in pre-mission advantages, where we have found that this heist-style setup can be such a fun part of every mission. We quickly knew that pre-mission advantages needed even more capabilities (such as unlocking previously inaccessible areas in missions), more interactivity options with the maps (such as bribes to buy keys to certain doors) and that it also needed tighter integrations to the Matrix Mk2 expansion. A good example of a scope trim is that we have fully separated the venn diagram of Contact services and safehouse offerings. The original design contained some overlap between Contact services and safehouse modules that impacted your safehouse build strategy, allowing you to rely on Contacts for some things and build your safehouse to cover the others. In practice, we found this to be too much to manage and it added confusion instead of depth. A key example of the separation is that your safehouse will no longer have a cyberware clinic or hospital ward -- these are services provided by Contacts only. Your team will heal slowly at the safehouse on their own and there is no option to invest in becoming a doctors office. What's more, you don't have to weigh the decision of becoming a doctors office against truly exciting things like a drone workshop or a weapon crafting workshop.
There is only one true color for loots!
As we march to alpha, we are dedicating each week to a specific area of the game -- finishing data modeling, adding new content, integrating more widely with other systems and pushing testing data through the game. In January, our weeks have been focused on (1) expanding the mission capabilities and allowing stories to fully create missions, (2) improving loot and mission objectives interactivity on the map and (3) Contact services, Traits and the tiered laddering of their offerings. Next up, we are revisiting pre-mission advantages again and pushing even more feature-awesome into their stack as they make up the bedrock of the heist RPG style. Then well be heading back to the safehouse to support a new set of modules including drone workshops and kennels.
Even as we work through a cycle of focus weeks, we are continuing progress every week on some major systems that are still in construction. The biggest of these in the Matrix Mk2 prototype. As promised when we set it as a stretch goal, we are taking a simple system and expanding it into something full blown with an entire job specialty, its own branch of equipment, completely new enemy type (IC) and an AI system for them, special hacking focused cyberware, cyberdecks, matrix missions and more. Were setting aside some hours each week to make progress on this big one.
A story diagram from the EP meeting showing the flow of an early storyline, codenamed Sibling Salvage
Last weekend, we met with the Executive Producers for the 4th time. In this meeting, we discussed the story design theory were using to tackle the challenge combining deep, threaded narrative stories with a squad-based RPG where you have the freedom to create or recruit all of your characters. We shared our architecture and design decisions that helped us form the games data structures and design patterns that are allowing us to create very unique storylines in each playthrough, by engaging and progressing characters and contacts in stories from many different angles. Weve included a five minute excerpt from the introduction to the Executive Producers session where we outlined the goal weve set for the games story system. It doesnt include the juiciest details we shared with the Executive Producers team, but we hope youll find it exciting to hear what kind of experience were aiming to achieve! [previewyoutube=Bml1B98RtBk;full][/previewyoutube] Next week on Thursday, well be sitting down with the Patreon crew to go through the same story design presentation. Any patron at any pledge level is invited to join us for this last Patrons Only Executive Producers meeting which is a thank you to those supporters who pledge to our efforts every month.
You can find Cory (and sometimes Andrew) on the Trese Brothers Twitch where we are streaming game development, answering questions and talking about the studio Tuesdays and Thursdays at 4PM EST.
As always, we include the progress bar infographic to ensure you can see the status of every reward and stretch goal in a single glance. Last update, we were excited to announce the last of the art stretch goals before alpha had been officially completed. With this update, were very close to closing out the major art reward for backers 3D faces in the game. Hopefully this week or next, the 3D renderings will be going out to our backers to check out!
Also, were continuing constant pressure on the Hacking Mk2 prototype, but there is still a lot of work to complete as discussed above in the January Progress section of the update.
[ 2021-01-24 18:08:40 CET ] [ Original post ]
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!
Alpha Schedule Update
As we arrive in 2021, it is time to revisit the alpha schedule. All of our internal scheduling models show that the Cyber Knights: Flashpoint alpha will not be ready during Q1 of 2021. Were making good progress every day, but the game is big and we added a lot of scope to it through the campaigns stretch goals. This is always a hard decision. There are hundreds of factors at play. Without a doubt, 2020 has been a tough year. And, as weve learned from watching game launches over the years, and over the past few months, it is so critical to launch at the right time. It is up to Cory and I alone to make the decision as to when the alpha is ready. We are always very careful not to risk burning your trust or burning your time by releasing the game to alpha before it is ready and fun to play. We are committed to continuous updates on Kickstarter -- one a month or more -- and to being as transparent as we can be about the schedule and our progress. Were thankful for everyones patience in giving us time to get this right.
Adding and Trimming Scope
When it comes to schedules and deadlines, scope is always a top concern. Getting the right level of depth in all the right systems is key to setting a foundation that will support an amazing game. Over the last few months weve both added some scope -- as our development exposes how exciting some of these areas can be -- and judiciously trimmed scope where it feels right.
Key to gridless movement system are simplified costs and a generous "grace" in the cost of movement A good example of added scope is in pre-mission advantages, where we have found that this heist-style setup can be such a fun part of every mission. We quickly knew that pre-mission advantages needed even more capabilities (such as unlocking previously inaccessible areas in missions), more interactivity options with the maps (such as bribes to buy keys to certain doors) and that it also needed tighter integrations to the Matrix Mk2 expansion. A good example of a scope trim is that we have fully separated the venn diagram of Contact services and safehouse offerings. The original design contained some overlap between Contact services and safehouse modules that impacted your safehouse build strategy, allowing you to rely on Contacts for some things and build your safehouse to cover the others. In practice, we found this to be too much to manage and it added confusion instead of depth. A key example of the separation is that your safehouse will no longer have a cyberware clinic or hospital ward -- these are services provided by Contacts only. Your team will heal slowly at the safehouse on their own and there is no option to invest in becoming a doctors office. What's more, you don't have to weigh the decision of becoming a doctors office against truly exciting things like a drone workshop or a weapon crafting workshop.
There is only one true color for loots!
January Progress
As we march to alpha, we are dedicating each week to a specific area of the game -- finishing data modeling, adding new content, integrating more widely with other systems and pushing testing data through the game. In January, our weeks have been focused on (1) expanding the mission capabilities and allowing stories to fully create missions, (2) improving loot and mission objectives interactivity on the map and (3) Contact services, Traits and the tiered laddering of their offerings. Next up, we are revisiting pre-mission advantages again and pushing even more feature-awesome into their stack as they make up the bedrock of the heist RPG style. Then well be heading back to the safehouse to support a new set of modules including drone workshops and kennels.
Even as we work through a cycle of focus weeks, we are continuing progress every week on some major systems that are still in construction. The biggest of these in the Matrix Mk2 prototype. As promised when we set it as a stretch goal, we are taking a simple system and expanding it into something full blown with an entire job specialty, its own branch of equipment, completely new enemy type (IC) and an AI system for them, special hacking focused cyberware, cyberdecks, matrix missions and more. Were setting aside some hours each week to make progress on this big one.
A story diagram from the EP meeting showing the flow of an early storyline, codenamed Sibling Salvage
Executive Producers / Patreons
Last weekend, we met with the Executive Producers for the 4th time. In this meeting, we discussed the story design theory were using to tackle the challenge combining deep, threaded narrative stories with a squad-based RPG where you have the freedom to create or recruit all of your characters. We shared our architecture and design decisions that helped us form the games data structures and design patterns that are allowing us to create very unique storylines in each playthrough, by engaging and progressing characters and contacts in stories from many different angles. Weve included a five minute excerpt from the introduction to the Executive Producers session where we outlined the goal weve set for the games story system. It doesnt include the juiciest details we shared with the Executive Producers team, but we hope youll find it exciting to hear what kind of experience were aiming to achieve! [previewyoutube=Bml1B98RtBk;full][/previewyoutube] Next week on Thursday, well be sitting down with the Patreon crew to go through the same story design presentation. Any patron at any pledge level is invited to join us for this last Patrons Only Executive Producers meeting which is a thank you to those supporters who pledge to our efforts every month.
Streaming on Twitch
You can find Cory (and sometimes Andrew) on the Trese Brothers Twitch where we are streaming game development, answering questions and talking about the studio Tuesdays and Thursdays at 4PM EST.
Rewards and Stretch Goals
As always, we include the progress bar infographic to ensure you can see the status of every reward and stretch goal in a single glance. Last update, we were excited to announce the last of the art stretch goals before alpha had been officially completed. With this update, were very close to closing out the major art reward for backers 3D faces in the game. Hopefully this week or next, the 3D renderings will be going out to our backers to check out!
Also, were continuing constant pressure on the Hacking Mk2 prototype, but there is still a lot of work to complete as discussed above in the January Progress section of the update.
Cyber Knights: Flashpoint
Trese Brothers Games
Trese Brothers Games
2022
RPG Singleplayer
Game News Posts 244
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
Very Positive
(507 reviews)
http://www.tresebrothers.com/cyberknights.html
https://store.steampowered.com/app/1021210 
[0 B]
Explore the dystopian cyberpunk future of 2231 as you command a company of shadow mercenaries working for the highest bidder. Cyber Knights wraps a world full of consequential story choices and significant character development around a rich core of classic and new mechanics. The game combines tactical elements like stealth, hacking and tense combat with strategic features like base building, contact management and in-depth squad customization. Cyber Knights invites you to jack in and explore a unique cyberpunk world and the immersive, human stories of your merc team in the dark future of 2231.
Cyber Knights strikes a unique tone with a futuristic setting that has passed through the messy near-future to arrive at dystopian 2231. Man-made environmental disasters have ravaged our biosphere. Artificial consciousness has been created, subsequently murdered, and then strictly outlawed at a global level. Megacorporate colonies and research stations dot the solar system from Venus to Jupiter. Quantum computing has radically altered the digital landscape and the very meaning of privacy and digital security.
The game's threaded stories originate from both inside and outside your team -- weaving together threads from your hired mercenaries, criminal connections and history that just won’t die. These stories operate on three interconnected and at times overlapping levels -- personal stories (your team), contact stories (your employers) and event stories (city-wide).
And every choice you make and mission you run will impact your character's permanent Traits, changing them in both subtle and big ways. Their stories and your choices combine to create a unique narrative for every game, every Knight and every team.
The second game our studio created, Cyber Knights RPG, took hundreds of thousands of gamers on an gritty cyberpunk roller-coaster, trying to get rich or go down shooting. The classic Cyber Knights has always had a huge following within our community and we are xcited to come back to the world and stories we started creating there so many years ago with an all new game, Cyber Knights: Flashpoint.
We’re weaving together the genre’s classic themes with the unique setting and history of Cyber Knights to create some of the most cutting, gripping and human stories we’ve ever told. Betrayal, sacrifice, trading away humanity for an advantage, living fast and dying young, revenge and testing the bonds of friendship and trust -- it's all here under the New Boston dome.
- Turn-based Tactics: Deep and tactical gameplay using a turn-based, gridless third-person combat simulator. Cover! Overwatch! Recoil!
- Dynamic Cyberpunk Story: Unique interwoven narrative with depth, meaningful player choices and hundreds of hours of gameplay
- Sophisticated Missions: Combine stealth, hacking and combat across multi-stage missions. Gain pre-mission advantages from Contacts
- Endless of Builds: Experiment with endless combos of Jobs, cyberware, weapons and gadgets to build the perfect team
- Evolving Characters: Your team evolves as the story, your choices and battle leave lasting wounds, add Traits and threaten to strip their humanity
- Safehouse Base Building: Construct a custom safehouse and upgrade rooms such as weapon shop, hund kennel and medical bay.
Cyber Knights strikes a unique tone with a futuristic setting that has passed through the messy near-future to arrive at dystopian 2231. Man-made environmental disasters have ravaged our biosphere. Artificial consciousness has been created, subsequently murdered, and then strictly outlawed at a global level. Megacorporate colonies and research stations dot the solar system from Venus to Jupiter. Quantum computing has radically altered the digital landscape and the very meaning of privacy and digital security.
The game's threaded stories originate from both inside and outside your team -- weaving together threads from your hired mercenaries, criminal connections and history that just won’t die. These stories operate on three interconnected and at times overlapping levels -- personal stories (your team), contact stories (your employers) and event stories (city-wide).
And every choice you make and mission you run will impact your character's permanent Traits, changing them in both subtle and big ways. Their stories and your choices combine to create a unique narrative for every game, every Knight and every team.
The second game our studio created, Cyber Knights RPG, took hundreds of thousands of gamers on an gritty cyberpunk roller-coaster, trying to get rich or go down shooting. The classic Cyber Knights has always had a huge following within our community and we are xcited to come back to the world and stories we started creating there so many years ago with an all new game, Cyber Knights: Flashpoint.
We’re weaving together the genre’s classic themes with the unique setting and history of Cyber Knights to create some of the most cutting, gripping and human stories we’ve ever told. Betrayal, sacrifice, trading away humanity for an advantage, living fast and dying young, revenge and testing the bonds of friendship and trust -- it's all here under the New Boston dome.
MINIMAL SETUP
- OS: Ubuntu 14+
- Processor: 1.2 Ghz (32 or 64-bit)Memory: 1000 MB RAM
- Memory: 1000 MB RAM
- OS: Ubuntu 14+
- Processor: 1.2 Ghz (32 or 64-bit)Memory: 1000 MB RAM
- Memory: 1000 MB RAM
GAMEBILLET
[ 5922 ]
GAMERSGATE
[ 987 ]
FANATICAL BUNDLES
HUMBLE BUNDLES
by buying games/dlcs from affiliate links you are supporting tuxDB