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.

Content Expansions
A new heist is already being added to the next update as I write this, with another hot on its heels. Our planned scope for Cyber Knights' story content is
large, as is all of the content that adds to their variety and your options as a player. Weapons, enemy types, cosmetics, contacts, cybernetics, starting characters / backstories... we've got more of all of it coming at a steady pace.

Many of the most exciting expansionse.g. new character classes like the Gunslinger and Drone Pilotwill be milestone updates we'll share details about as we add them. Because you can multiclass your characters, every new class added greatly expands the possibilities for your squad builds and talent combos. Classes that come with companion units like the Drone Pilot will have their own additional feature-sets and interactions with existing systems like the safehouse and equipment / cybernetics built out to support them.
Features and Systems

Your feedback has already helped to prioritize our next big feature additions. Procedurally generated missions are coming soon, along with a big set of new capabilities for Hackers and several expansions to the tutorial. We know many of you are finding Matrix hacking hard to figure out right now, and that's entirely on us. We're rapidly adding more hovertips across the game and a Matrix tutorial is coming soon, but in the meantime the
Cyber Knights wiki is a helpful resource.
Post Early Access

We stick with our games long after launch. Once Early Access is complete and the full launch has lifted off, we'll take stock and consider how to expand next. We're able to punch above our weight as an indie studio by staying smart about scope and being careful to not overcommit; many player ideas that come up during EA we'll be able to integrate along the way, but some we'll need to say
no or
not right now to. The post launch roadmap will give us a chance to revisit these.
And with the game fully launched and the original scope complete, that's when we'll be able to add mod support, port the game to iOS and Android, and (pending player interest and each platform's full approval) potentially port to consoles as well.
We will keep you in the loop!
We will update the Roadmap graphic regularly to show progress as EA goes on. This Roadmap is a full list of our commitments -- we will complete all of them. Additions are possible based on player feedback; any changes in timing we'll communicate clearly. If you look back through our Steam news post history, you'll see a monthly update on development every month since the Kickstarter completed in 2020! We're here, in Steam forums and
our Discord, and we're hyped to be building this game with you.
See you on the streets, Knights. The New Boston Zone won't know what hit it.
[ 2023-10-25 23:43:26 CET ] [ Original post ]