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
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.
Get your cyberpunk fix on our social accounts!
In addition to the @TreseBrothers twitter where we chat game dev and share highlights from all our games, we now have a Facebook and twitter account for Cyber Knights! Plug in to keep updated and get your regular cyberpunk fix. Were sharing concept art, gameplay previews, news & interviews, highlights from the forums & discord, shout-outs to other awesome cyberpunk creators, and more. See you on the net, Knight!
February Progress
As we mentioned in the January update, were dedicating each week to a certain aspect of the game and putting all our energies into bringing that system or area to alpha readiness. During February, we worked on these major features for a week each: (1) improved level flow, lighting and dynamic security challenges, (2) pre-mission advantages which you can buy from your network of contacts in order to alter the flow of a mission, stack up insurance against reinforcements and alarms, bypass map areas or challenges altogether, or compensate for a teams lack of skill in certain disciplines (hacking, stealth, security), (3) safehouse management, including the ability to smoothly add and upgrade modules, review and recruit from potential merc pool, install workshops for all types of crafting and hacking from home, (4) improved the balance of all weapon classes and the rules for how armor plating is degraded by weapon attacks, built out the Wounds catalog for exciting types of lasting post-combat damage and figured out the scheme by which wounds can be nullified by combat stims and cyberware. It has been a huge month. And every week, were doing so much more than what we can type here reasonably, including things like adding 50 hairstyles and 15 beards to the game, adding a full step-out-from-cover implementation for combat and vastly improving the AIs ability to respond intelligently to threats. And (see below) wiring up the games environment with more intelligence to respond with VFX and SFX that are appropriate to the materials in question. Bullets ricocheting off metallic crates send showers of sparks and play the right sound while those burying themselves in concrete billow out of a cloud of dust.
Mk2 and Hacking Missions
Previously we discussed how adding and cutting scope in the right places benefits the game. Our process of development and early gameplay testing often reveals previously unseen potential. In this case, weve found a place to further expand the Hacking Mk2 system into the missions system in new and exciting ways. The missions system features multi-map missions -- for example, you might first creep across the cargo yard or into the lower utility chambers of a facility before entering the second area, the main nano-factory where you must break into the third and final map of the manufacturing data center. While it is an addition of scope, we have now integrated matrix missions directly into this mission chain so that the mission designer has the option to replace a normal map with a matrix hack or offer the option for the Knights team to pick a matrix hack over a normal map. A hacking focused team might bring their hacker on the mission and bypass the first map altogether by hacking an exposed matrix line from the sewers below the facility to open a path directly to the main factory floor. This integration helps expand the Matrix Mk2 beyond being just amazing matrix-only missions from yoru Safehouse and on-map matrix hacks to gain limited control of map elements and digital loot. Now, the Matrix Mk2 stretch goal will shine in the main mission progression as well. Your stretch goal dollars hard at work! Picking a matrix hack over a regular map will be no less dangerous but allow teams with different operational capacity to handle challenges their own way. This approach to Matrix Mk2 missions also adds an additional set of pre-mission advantages, which we worked on in the first week of February.
Executive Producers / Patreons
Weve scheduled the 5th Executive Producers meeting for early March. With 4 under our belt, weve now reviewed the art process for the game, the multi-job system, stealth action and the games story architecture. As we get closer to alpha, well keep meeting with the Executive Producers regularly, gathering feedback from this valuable first line of players. With so much going on in the game's development, well be aiming to meet with the Execs once a month now until alpha.
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
With each update, we always include the progress bar infographic to ensure that all backers can easily see the status of every reward and stretch goal in a single glance. With this update, we're excited to share that we have completed the work for all of the backers 3D faces, hair and beards. I started prepping the wave of emails to share these but there are 60 of them and didn't quite finish the grind. Hopefully these are coming soon. So -- the 3D heads are basically done but we have the final step of game integration and sharing with backers. To the backers waiting, sorry for the delay.
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]
- 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.
- 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
[ 5922 ]
[ 987 ]