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July Progress Update


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.

Get your cyberpunk fix on our social accounts!


In addition to our @TreseBrothers twitter where we chat game dev and share highlights from all our games, you can get specific Cyber Knights updates and sneak peaks on its Facebook and twitter account. 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!

Executive Producers #8


Weve got the 8th Executive Producers meeting scheduled now on the books for mid August. From now until the alpha release, we are working to schedule monthly meetings with the Executive Producers. Its a great team and we want to keep them close to the ongoing development to facilitate detailed feedback on our design decisions. We will include an excerpt of the meeting in the next Kickstarter update.

Reward and Stretch Goal Progress


With each update, we always include the progress bar infographic. If you have any questions about rewards or stretch goals, check out the graphic or reach out to us. With this update, there are no changes to the progress bar as we are getting down to only a few final milestones before the next big thing -- alpha late this year.
Still blaming the beards! We are still delivering 3D faces, and have now delivered more than 70% of them. Thank you for your patience on these, they are coming.


[ 2021-08-06 16:46:57 CET ] [ Original post ]



Cyber Knights: Flashpoint
Trese Brothers Games
  • Developer

  • Trese Brothers Games
  • Publisher

  • 2022
  • Release

  • RPG Singleplayer
  • Tags

  • Game News Posts 244  
    🎹🖱️Keyboard + Mouse
    🕹️ Partial Controller Support
  • Controls

  • Very Positive

    (507 reviews)


  • Review Score

  • http://www.tresebrothers.com/cyberknights.html
  • Website

  • https://store.steampowered.com/app/1021210 
  • Steam Store



  • [0 B]

  • Public Linux depots

  • 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.


    • 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
    RECOMMENDED SETUP
    • OS: Ubuntu 14+
    • Processor: 1.2 Ghz (32 or 64-bit)Memory: 1000 MB RAM
    • Memory: 1000 MB RAM

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