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Cyber Knights: Flashpoint
Trese Brothers Games Developer
Trese Brothers Games Publisher
2022 Release
Game News Posts: 321
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
Very Positive (708 reviews)
Public Linux Depots:
  • [0 B]
Update #233: Hand in Glove


Knights, mercs, and hackers! It's the weekend so let's get heisting with Update #233! We've unlocked the final Vanguard Talent, rebuilt the new game team screen, further improved the weighting and edge cases for enemy tactical AI, fixed issues with enemies responding to events while patrolling, tweaked rules for earning a codename, and fixed a nice big heap of F10s! We are working to relentlessly update and expand the game as we near the end of Early Access. If you're enjoying the pace of progress, we hope you will take a moment to leave a review and share the game with a friend.

Vanguard Goes Badping



Update #233 follows up on the Hacker's Prank Talent with the final Talent for the Vanguard's tree. The Vanguard's Pinger Talent is now unlocked and ready to wreak havoc on the enemy's Security AI. With Pinger, you can target a location on the map and create a false security event. This event does not raise the Sec Tally but it will be processed by the Sec AI at the end of the turn. If there are any guards who are eligible to dispatch (not in combat, not VIP, not Head Hunter or enemy faction, not Brainwormed, Stunned etc!) then a guard of the Sec AI's choosing will be sent to investigate.
Obviously, Vanguard's Pinger and Hacker's Prank can fit hand in glove to create some very powerful Sec AI manipulation situations. Want a specific enemy agent to leave their post and go exactly here? Badping + Prank Call = that agent is in trouble. It is nice to finish out the final locked Talent in the existing classes and turn all final attention to the upcoming classes - Face and Warmachine after.

Rebuilt New Game Squad Screen



While there are no functional changes, we've rebuilt the visuals for the New Game "Assemble your Team" screen. We ditched the original 2D design using the character's headshots and now can see the team arrayed in the safehouse, looking cool and ready to get heisting. This include pushing the Knight and Face to the natural center of the squad (and screen) and removing the weapon from your Face's hands to be clear that they are your handler, fixer and dealmaker. We hope you like the new look!

Earning a Codename



We've adjusted the rules for how mercs can earn their codenames with Update #233. Mercs who survive a successful mission above Team Power Level 1 are eligible for earning a codename. We've improved the system by further limiting the codename earning to one merc per mission, so that you don't have 3 mercs suddenly all with new codenames and no time soak up the new street name and option to give them a new codename as well.

On-Going Enemy Decision Improvement


We've run a fine-toothed comb through the weighting and decision trees for enemy tactical combat with Update #233. Things have come a long way in the last 2 weeks and everything is feeling very tuned up. We're still getting a few F10s about specific pathing and geometry that can make the enemy AI do some silly things, but this update addresses all of the ones reported so far. We've also just helped the AI with all their "edge cases" - they are a little better with the edges of corners, edges of cover, edges of their movement range, all those little tiny choices are now a little tighter. Finally, with Update #233, we've started the work on tuning up and improving the enemy's actions during investigation and patrolling. There were some cases where the enemy might see something while patrolling and decide not to stop and hunt around, sometimes even going in another direction. The enemy is now more willing to stop mid-patrol and investigate.

Hacking Transitions


We've improved the speed at which the game will switch into the Matrix when it is a hackers Turn. With the improvement to the turn switching speed, Hackers were left out in a cold with a slow transition still. Now its snappy!

v1.10.11 - #233: - 4/4/2025


- Unlocked Vanguard Talent Pinger (was Taunt) - allowing you to create a fake security event that will cause Sec AI to dispatch an agent of its choosing - Fixed enemy issue where half spotting you ("I saw something!") would not stop them during a patrol route - Further improvements to all edge cases for enemy tactical decision making (edge of range, edge of cover, last AP) - Improved team presentation in New Game to use 3D layout and show off team better - Updated rule - only one merc can gain a Codename per mission, avoids multiple codename awards at a time - Improved speed of turn transitions to characters who are currently hacking the matrix - Fixed issue with File Set options being shown with their price in red sometimes - Fixed issues with idle animations stopping in some screens (appearance, mission planning) - Fixed rare issue with NanoFab getting stuck on broken weapon crafts - cancel the craft! - Fixed issue where Head Hunters could get Limit Breaks


[ 2025-04-05 16:12:53 CET ] [ Original post ]

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

[ 6084 ]

15.11$ (24%)
16.96$ (15%)
16.57$ (17%)
4.95$ (17%)
12.44$ (17%)
5.03$ (16%)
24.87$ (17%)
13.14$ (12%)
25.19$ (16%)
24.87$ (17%)
8.39$ (16%)
16.59$ (17%)
4.14$ (17%)
20.74$ (17%)
4.19$ (16%)
8.27$ (17%)
5.27$ (12%)
13.34$ (11%)
24.87$ (17%)
16.79$ (16%)
8.46$ (72%)
13.34$ (11%)
4.95$ (17%)
8.39$ (16%)
5.77$ (56%)
24.89$ (17%)
5.03$ (16%)
8.27$ (17%)
3.93$ (21%)
39.95$ (11%)
GAMERSGATE

[ 1345 ]

0.42$ (79%)
0.85$ (83%)
0.43$ (91%)
0.6$ (91%)
3.75$ (81%)
6.38$ (57%)
2.13$ (79%)
0.17$ (83%)
1.58$ (77%)
1.28$ (91%)
6.8$ (66%)
2.16$ (86%)
1.28$ (87%)
1.58$ (77%)
1.19$ (83%)
1.58$ (77%)
1.58$ (77%)
0.51$ (74%)
8.8$ (65%)
1.58$ (95%)
0.6$ (91%)
7.04$ (65%)
1.58$ (77%)
2.48$ (77%)
0.85$ (91%)
5.31$ (79%)
1.66$ (76%)
0.68$ (91%)
7.73$ (45%)
1.58$ (77%)
MacGamestore

[ 4067 ]

1.99$ (87%)
21.99$ (27%)
5.99$ (85%)
1.10$ (93%)
6.24$ (75%)
38.99$ (13%)
1.19$ (88%)
1.28$ (87%)
1.98$ (80%)
1.19$ (76%)
13.49$ (10%)
42.49$ (15%)
7.49$ (85%)
5.09$ (66%)
17.99$ (10%)
17.49$ (13%)
3.99$ (73%)
2.98$ (90%)
1.19$ (88%)
1.99$ (80%)
2.89$ (86%)
0.99$ (90%)
23.96$ (20%)
1.99$ (80%)
5.99$ (90%)
0.69$ (65%)
0.74$ (75%)
2.48$ (83%)
7.69$ (23%)
4.29$ (93%)

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