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Update #224: New Objective Type "Exfiltrate"


Knights and mercs, its Saturday and it's another big update day for Cyber Knight: Flashpoint! We've dropped another exciting type of proc-gen objective on you, rebalanced some of the Knight's signature Talents a bit, improved the animation for damage previews, made it easy to toggle on all enemy sight cones, increased the size of your merc's Edit Notes field, and completed a really nice pass of polish on the game camera behavior. This relentless pace of update is carried by the 3 of us doing gamedev, story writing and all the rest. If you're enjoying the game and how it has grown, please take a moment to leave a review for our team!

New Proc-Gen Objective: Exfiltrate


In our press to release new maps and new objectives into the proc-gen pool, we are very excited to drop a brand new proc-gen objective, Exfiltrate! In this challenging objective type, a valuable human asset has been trapped behind enemy lines and needs you to perform a rapid extraction. Unlike a regular Escort where the VIP starts with you, this VIP is isolated and far away. You're on the clock to reach them before they're found by enemy patrols and then need to get that VIP to the extraction point. This higher challenge type of mission is only available at Power Level 5+.
Don't let your VIP come to an end like this! The new Exfiltrate objective is supported on 16 proc-gen maps currently, which adds a total of +16 new proc-gen combos, bringing the game's total of combos (map X objective) to 213 - vastly exceeding the original goal of 80! And while we've hit the first 16, we're excited to double this in the coming weeks.

Knight Talent Rebalance: Tact Surge, Rewind, Atomic Stutter



With Update #224, we've completed another round of Talent rebalancing for the Knight. We're continuing to work through the entire Talent set making improvements - both nerfs and buffs - to smooth out the power curves, and make sure all Talents are interesting. With this update, we've dinged the power of Tactical Surge a bit and increased its cost to fully upgrade. The default cooldown time on Tactical Surge has stretched to 6 Turns from 5 Turns (meaning you can, at best, get it down to every 4 Turns fully upgraded) and also increased the cost of the +1 Move Point upgrade node to 2 skill points. It is still the rawest powerhouse Talent around, but it is more expensive to make it peak powerful now. We've moved the bonuses to Initiative and Move Speed off of Rewind's starting Talent, letting it focus on its unique and ultra ability to add charges back to Talents. These bonuses have been shifted into the upgrade node. Finally, for Atomic Stutter, we've increased the total amount of Crit Vulnerability possible to +25% and dropped the "hang on" +5% Armor debuffs that were in that upgrade node. This makes the upgrade nodes cleaner with better organization and easier for you to choose if you want each or not.

Improved Damage Preview Animation



Weapon damage in Cyber Knights is 75% guaranteed and 25% randomized - therefore if your gun does 100 Dmg, then you deal 75 + D25 Dmg before armor reduction. The animated damage preview used to just animate a preview of 87.5% Damage (the average Damage) but that was not giving you players the best information on the spot. We've upgraded the damage preview to now show 75% of the Damage (after Armor reduction) in white and 25% of the Damage in flashing animated red, which is the variable part of the damage. This can help you spot that the enemy is guaranteed to die (all white) or might die (the end of their HP bar is flashing red).

Toggle all Sight Cones



If you use the H (or left stick click) key to toggle outlines on, you can now hit the key again to toggle on all outlines AND all sight cones. This can help you plotting moves when working around enemy patrols and make your stealth turns faster. Hit H again to cycle back to no outline and regular sight cones. Thanks for the F10s!

Larger Merc Notes Area



We've expanded the notes text box for your mercs by 400%! The max character limit and size of box have all blown up, making it far easier to use for multi-line notes and the like. Thanks for the F10s!

Game Camera Polish


We're excited to be doing some big rounds of polishing on the little tiny specifics of gameplay as we get closer and closer to release. We've improved a number of things with how shot cam and regular camera works with Update #224. For action shot cams, we've made sure they don't repeat (which never feels great) and we've made sure that all the HUD UI elements stay hidden during the shot cam and only re-appear the right time (during a kill shot, they were showing up too early, ugly!). Also, after the action shot cam is done, we've adjusted the camera rules to ensure that the camera cuts back to exactly where it was before you started the attack. This prevents a lot of small panning or camera shifts that would slow you down during play. Also, we've increased the snappiness and feel of the automated panning on the map, saving you a critical second here and there. But it makes the whole game feel more responsive! Finally, we've fixed issues with Stun VFX and other VFX not disappearing immediately when an enemy dies.

Merc Status Paging



While you are checking out a merc's status pop up, you can now page through your entire team rapidly using hotkeys or buttons show at the bottom of the status (default to tab / shift). Thanks for the F10s!

v1.9.165 - 3/15/2025


- Added new proc-gen objective: Exfiltrate VIP from behind enemy lines - VIP starts separated from your mercs, often in danger - Exfiltrate appears at Power Level 5+ and has 16 new maps available for Exfiltrate, +16 total proc-gen combos - Knight's Tactical Surge cooldown bumped out 6 Turns (+1 Turn), increased +1 MP upgrade node to 2 level point cost - Knight's Rewind moves bonuses to Init and Move Speed out of main Talent, only available through upgrades - Improved Knight's Atomic Stutter to deal +25% Crit Vulnerability once upgraded, dropped the last -5% to armor - Enable Highlight (H or left stick click by default) now toggles on outlines, then toggles on all sight cones, then turns off both - Improved damage preview in target Health Bar - white for guaranteed damage, animated red slice for rolled Damage - Merc's Record tab no longer shows achievements that have not been accomplished (don't always show that my Soldier didn't achieve Melee Kills) - Hovering over an offered Blueprint reward in mission planning will show its details - Prevented Recruits from showing/counting tags like "Training Ready" in the roster or barracks summary - Fixed bug where you might be floating in the sky off a rooftop when starting Wreckspire map - Added hotkey/button to cycle through mercs while looking at character status mid mission - Improved rules for Cybersword's Preempt - melee Overwatch is more careful about your final destination, avoids putting you "out of bounds" or in walls - Increased the size and max length of the merc notes text field - Polishing: HUD hovers and other elements no longer reappear too early during an attack that kills target - Polishing: avoid repeated action shot cams during attacks in play - Polishing: increased automated panning speed of camera and better easy for a snappier feeling - Polishing: improved camera behavior after attack, returns to exact location it was at before action shot cam - Polishing: VFX of dying characters/enemies (such as floating stars of Stun) disappearing instantly on death


[ 2025-03-15 14:21:15 CET ] [ Original post ]

Cyber Knights: Flashpoint
Trese Brothers Games Developer
Trese Brothers Games Publisher
2022 Release
Game News Posts: 312
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
Very Positive (708 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

[ 5791 ]

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MacGamestore

[ 1799 ]

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