TUXDB - LINUX GAMING AGGREGATE
by NuSuey
NEWSFEED
▪️ GAMES
▪️ STEAM DECK ▪️ DEALS ▪️ CROWDFUNDING ▪️ COMMUNITY
tuxdb.com logo
Support tuxDB on Patreon
Currently supported by 10 awesome people!

🌟 Special thanks to our amazing supporters:


✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Arch Toasty][Benedikt][David Martínez Martí]

Steam ImageSteam ImageSteam ImageSteam ImageSteam ImageSteam Image
Update #212: Options and Hotkeys


Knights and mercs! We've got an update that is dedicating to batching a bunch of hotkey and options requests from the player base! With Update #212, we've added middle mouse panning, a swap weapons hotkey, fixed the oddity in End Action hotkey behavior, added a Zoom Sensitivity option, fixed Ricksham Drips bugs with the end of the second mission, completed a wave of balance improvements and refocusing of Contact Traits and renamed the Loadout tag to the Under Equipped to be more clear about exactly what it means. This is a big package of changes all directly linked to community requests - so thanks for playing, posting feedback to help us improve during Early Access and especially a big thanks to everyone leaving a review!

Middle Mouse Button Click to Pan



We've added the often requested feature of click-and-hold for camera panning. We've bound it to middle mouse button as a default as that is most common request. If you've already customized your hotkeys, you'll need to set this manually it in the Options > Controls > Keybindings - Mission screen. You can bind this to any key or mouse button if you'd like to use it like "hold V to pan" etc. There is also an option that helps control the speed of panning when using this click-and-hold mode, as your mouse sensitivity can have a big impact on how fast you go flying across the screen ;) We've set the starting value pretty low, which works for the widest set of configurations but you can crank it up or down even more.

Zoom Sensitivity Slider


Under Options > Gameplay, you can now adjust the sensitivity on zoom in and out. Go fast, go slow - up to you!

Swap Weapons Hotkey


We've added a new hotkey for swapping weapons. By default it is bound to J. If you've already customized your hotkeys, you will need to set it manually if you want to use it in the Options > Controls > Keybindings - Mission screen. Thanks to everyone who F10'd this request!

End Action Hotkey Behavior Change!



We've made an important change to how the End Action hotkey works. To put it simply, if you used the hotkey for End Action (not the HUD button, only the hotkey) AND your merc could possibly Delay Action, then the merc would delay. The hotkey would only End Action if you had no AP left. This oddity leads to a steady stream of F10s and can lead to wasted time if you wanted the merc to End Action (and therefore pushed End Action hotkey, not Delay Action hotkey) ... but you delayed anyway and had to therefore finish their action again later. However, we know this is a pattern that some players really like. In order to support players who like the old pattern, we've added an option to the Options > Gameplay section that allows you to enable this "legacy" behavior for that one specific hotkey. By default, we've upgraded everyone to having End Action and Delay Action hotkeys work exactly like the buttons in the HUD instead of having separate functionality.

Rickshamp Drips Coyote Drop Off



There was a bug in Ricksham Drips Power Play's second mission that has been coming in hot on so many F10s. If the VIP extracted at the terminal and the next character in the Initiative Timeline is a merc instead of an enemy, this could cause a screen lock up. This is now fixed! Our apologies to everyone who was stuck with this last week.

Better Contact Traits



We've made a first big pass at improving Contact Traits with Update #212. We've hit 8 big Traits that needed it the most but we'll be working through the entire Contact Trait list. The goal here is to increase their focus - Contact Traits will have less overall bonuses and penalties but will have bigger values for the ones that they do have. This helps makes Traits cleaner and clearer and have more hefty impact. This also means that Traits that had a mix of positive and negative impacts are going to often be shifted more toward either fully positive or fully negative, and the ability for a Contact to get an interesting "mixed bag" of effects will be driven by multiple Traits and not single (overloaded, spaghetti) Traits. With this update, we've adjusted Greedy, Impatient, Generous, Calculating, Uninspiring, Easy to Please and Fast-Splice. All are now focused around their key concept. Impatient used to modify sale prices, mission prices, cause the Contact to prefer secondary objectives around speed and shorten mission deadlines ... now the Impatient Contact just prefers speed secondary objectives and shortens all their mission deadlines. In addition, we've also rebuilt Steady Hand Trait from the ground up as a new Fast-Patch Trait that matches Fast-Splice. Each one now focuses on a single aspect - the speed of medical recovery for Fast-Patch and the speed of cybernetic surgery recover for Fast-Splice. All other confusing counter effects (such as reducing cost while increasing time required) have been removed.

Under Equipped Tag



As the full loadout system is coming quite soon, we've renamed the tag "Loadout" to "Under Equipped" so it is more clear what is going on. This has nothing to do with a loadout (which is a set of equipment that can be easily traded between mercs) but instead is just a warning that you are missing mission critical equipment (like a weapon, armor or cyberdeck).

v1.9.115 - Update #212: Options and Hotkeys - 2/8/2025


- Added click-and-hold to pan camera, defaulting to middle mouse button and sensitivity slider in Options > Gameplay - Added new Swap Weapons hotkey, defaulting to J - Changed behavior of hotkey for End Action (ENTER) to simply End Action. If you want End Action hotkey to Delay if allowed, added new Option > Gameplay for this "legacy" behavior - Added new Camera Zoom Sensitivity Slider in Options > Gameplay - Fixed bug in Ricksham Drips that could cause the game to lock up if the VIP extracted and another merc was the next to act - Simplified and focused Contact Traits (less buff/debuffs by count but bigger buff/debuff): Greedy, Impatient, Generous, Calculating, Uninspiring, Easy to Please, Fast-Splice - Replaced Steady Hand Contact Trait with Fast-Patch which focuses solely on reducing medical recovery time - Improved "Loadout" tag to now read "Under Equipped" to be more clear and accurate - Fixed Salvage Job Leverage for CCAC Hover Drop to correctly require a High-Risk Transporter - Fixed description of "Big 6" megacorporations incorrectly including KEMCO - Fixed Sniper dialog line being attributed to the Face


[ 2025-02-09 03:08:52 CET ] [ Original post ]

Cyber Knights: Flashpoint
Trese Brothers Games Developer
Trese Brothers Games Publisher
2022 Release
Game News Posts: 293
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
Very Positive (645 reviews)
Public Linux Depots:
  • [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.


  • 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
GAMEBILLET

[ 6041 ]

24.87$ (17%)
12.59$ (16%)
6.71$ (16%)
32.59$ (7%)
2.51$ (16%)
8.39$ (16%)
17.39$ (13%)
8.59$ (14%)
8.39$ (16%)
16.79$ (16%)
25.46$ (15%)
12.59$ (16%)
40.04$ (11%)
6.79$ (15%)
16.57$ (17%)
16.99$ (15%)
20.74$ (17%)
12.74$ (15%)
12.59$ (16%)
16.57$ (17%)
16.01$ (11%)
4.44$ (11%)
11.02$ (15%)
10.07$ (16%)
12.71$ (15%)
33.57$ (16%)
4.12$ (17%)
3.51$ (77%)
26.34$ (12%)
13.59$ (15%)
GAMERSGATE

[ 687 ]

1.5$ (85%)
0.56$ (81%)
11.99$ (40%)
1.17$ (90%)
1.88$ (81%)
0.99$ (50%)
4.0$ (80%)
3.75$ (75%)
28.42$ (25%)
3.75$ (85%)
2.1$ (79%)
1.8$ (90%)
9.99$ (50%)
0.56$ (81%)
7.55$ (37%)
0.56$ (81%)
4.73$ (68%)
0.49$ (75%)
0.94$ (81%)
1.2$ (85%)
3.96$ (64%)
1.94$ (84%)
9.0$ (70%)
7.7$ (78%)
13.04$ (57%)
0.56$ (81%)
13.99$ (30%)
1.5$ (81%)
2.0$ (90%)
9.99$ (50%)

FANATICAL BUNDLES

Time left:

356423 days, 15 hours, 13 minutes


Time left:

9 days, 23 hours, 13 minutes


Time left:

5 days, 23 hours, 13 minutes


Time left:

4 days, 23 hours, 13 minutes


Time left:

11 days, 23 hours, 13 minutes


Time left:

37 days, 22 hours, 13 minutes


Time left:

19 days, 23 hours, 13 minutes


Time left:

22 days, 23 hours, 13 minutes


Time left:

8 days, 23 hours, 13 minutes


Time left:

24 days, 23 hours, 13 minutes


Time left:

32 days, 23 hours, 13 minutes


HUMBLE BUNDLES

Time left:

10 days, 17 hours, 13 minutes


Time left:

13 days, 17 hours, 13 minutes


Time left:

18 days, 16 hours, 13 minutes

by buying games/dlcs from affiliate links you are supporting tuxDB
🔴 LIVE