

- 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.
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.
Revolver Crafting Mods

Revolvers are a special weapon class of pistol that do not allow any weapon mods that reduce sound (Suppressors) or increase ammo capacity. For a long time, this limitation has been shown in the last step of weapon crafting when you were attaching secondary mod blueprints, which made it frustrating. We have adjusted the select secondary blueprint window now to be very clear when something is incompatible and prevent you from selecting it at all.
Delay Warner-Braun Era Legwork
As the game's timeline and events have filled up and become so much more busy, it is clear that Legworks always need the option to be delayed, so you can check your team status, consider some things and get your mercs (ducks?) in a row before committing. With this in mind, you can now delay the Warner-Braun Era starting Legwork like many others.Highest and Lowest Turn Marks

To help keep screens consistent, we have now added the same Lowest and Highest turn markers to the save slots shown in the main menu load game screen that you can see once you are in game looking at the load and save menus. This helps keep everything on the same page and lets you use the markers you are used to everywhere.
Auto Extraction Improvements

We fixed a number of issues with auto-extraction where the team would not auto-extract when expected. This was caused to a few mistakes in some math and timing about when we were checking if the entire team was in the box. This is now resolved so we check at the right times and can reliably ensure extraction occurs when all the mercs are inside the glowing square.
Red Mist Event Bug
The Power Play mission Red Mist Event had an issue that would prevent it from being reloaded once the VIP had arrived on the field. This is now resolved and if you were stuck trying to get back into this game and getting a never-ending black screen - your bug is fixed!Weapon Mod Improvements
We've improved a few more weapon mods, specifically the V-Grip, D-Grip and Vindicator Grip that were too close or exactly the same as other mods in the set. We're continuing to work across this entire set to ensure all mods at all levels are competitive and fun, so thank you for sending in the F10s that help point out where we've missed the mark.And there is of course more - but take a look at the full changelog for everything!
v1.9.99 - Update #207: Springboard - 1/27/2025
- You can now delay of Warner-Braun Treaty '31 Legwork like other Legworks- Fixed bug that could prevent RED MIST EVENT mission from reloading once the VIP was deployed (black screen)
- When crafting Revolver Blueprint, incompatible mods are now marked as such early and prevent selection
- Added Highest and Lowest Turn notes to the main menu load game screen
- Buffed several mods that were not in correct progression: V-Grip, Heavy D-Grip, Vindicator Grip
- Fixed all MatrixLink and Matrix descriptions in Cybernetics recommendations
- Fixed several props that were not showing up as granting cover
- Fixed issues with auto-extraction when entire team is in extraction zone
- Fixed issue with Motion Detector where movement alerts vs. real detection were different about enemies blocking sight line (they don't)
- Improved display of class icons in Matrix for multi-class characters
- Fixed bugs with Patch-X Kit armor repairing item
Minimum 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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