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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 #237: High Rocks


Knights and mercs, we're dropping another major map polish update as well as new hit reactions and laying some more groundwork for the upcoming Face class in Update #237. We've made fixes in Retirement results, improved Brain Worm rules to match Stun more cleanly, improved the main menu and adjusted the equipment rules for Face. If you are enjoying the game and the relentless pace of updates, please take a moment to leave a review and help us keep sharing the game. You can always edit it later!

Hit Reactions



With Update #237, we've revisited the blended animations used whenever a character or enemy takes a hit in combat. The old system gave a limited upper and lower body reaction to a hit followed by a very slow rotation toward the attacker which felt like an afterthought. We've improved the entire system with Update #237 by using new set of blended animations (multiple animations for getting hit from right, left, behind, front, etc that are then "blended" based on the exact angle of the attack), as well as speeding up the speed and timing of the rotation toward the attacker and cleaned up timing in general. There is always more room to improve and further polish such fine-grain, repeated animations that have such a big impact on how the game feels, so we won't call this done but it is good step forward from a flatter feeling set of reactions.

Mountain of Map F10s



We went on a crusade against reported map bugs with this release and closed over 100 F10 groups that were submitted by the community. This includes all sorts of things like:
  • Open field spawns (no nearby explanation of where they came from)
  • Bad starting rotation for reinforcements, patrollers or your merc team
  • Odd or floating props
  • Movement rules around railings that will let you get closer to the edge of buildings
  • Frozen reinforcements who refuse to start moving after arriving
  • Odd areas you could Glitch into that are inside buildings or spaces that are inaccessible

Brain Worm Joins Stun


We've pushed Brain Worm to work more like Stun and completely stopping all security events from being reported to the Sec AI, regardless of what point in the turn they were generated (before or after the Brain Worm, etc). This makes Brain Wormed easier to understand and predict - and it is a nice power upgrade as well.

Retirement Fixes



We're already very happy with the decision to make the entire Retirement process "dynamic" meaning that every time you open the Retirement screen it recalculates and populates your Retirement results at that moment. This allows us to make fixes to the retirement results and see them in games immediately. With this update, we've fixed a number of small retirement issues where the character being referenced was either wrong or missing or was accidentally set to the self ("Jailbreak felt this way about ... Jailbreak"). Also, we fixed an issue where some retirement notes were being added about nights spent together in a club when only one merc was sent to the clubbing relaxation week.

Face Equipment Rules



In preparation for the new Face class tree rolling out, we finalized the rules around the Face's equipment. Face characters do not go on missions - they are the behind the scenes operators. Yes, in some far-flung future expansion they might, but for now, we're focused on what the Face needs to do, and that isn't sell their Revolvers at the start of the game lol. With Update #237, we've barred all Face characters from holding any gear of any kind and all new Faces will come with an empty slate of EQ. If you do happen to be holding something, that is fine but as soon it is removed you won't be able to put it back. This has also helped remove any "Under Equipped" tag from the Roster for your Face.

Main Menu - Even More



We've smashed performance even more on the main menu, cutting it down to the best level it has been for a long time. This time around we've added more culling rules, hidden more geometry, fixed issues with the post-processing layers and reduced shadow casters by more than 50% by turning them off on geometry that was not in the camera's view.

v1.10.19 - #237: High Rocks - 4/18/2025


- Improved hit reactions for attacks of all sorts to feel more impact and send targets reeling (will continue to polish) - Fixed over 100 F10s about maps, rotations, open field reinforcements, frozen reinforcements not moving - Improved approaching and seeing over some railings to get shots on targets below - Improved rules for Brain Worm match Stunned more clearly - Sec AI cannot receive their reports - Further improved main menu screen performance by another order of magnitude - Gave repeated names to Daedalus Bloc main characters to make meta conversation about it easier - Fixed mistakes in retirement text or character attribution - reload Retirement screen to see minor fixes - Fixed issue with class name not correctly appearing in cybernetics screens - Fixing bug with temporary story VIP joining as recruit after Daedelus Mission 10 - Improved Face rules around carrying and starting with equipment - Face has no combat equipment - Improved character 3D display for appearance - always starts with nice rotation forward - Fixed issue in 3D appearance tab for Face where sometimes character would be unarmed and sometimes armed - Improved sorting routines when capital letters were involved (GX vs. Galvanized)


[ 2025-04-18 22:44:34 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

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1.11$ (91%)
1.28$ (87%)
2.22$ (88%)
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0.51$ (74%)
1.58$ (77%)
MacGamestore

[ 4067 ]

1.49$ (85%)
1.99$ (80%)
2.99$ (93%)
1.99$ (85%)
1.19$ (76%)
3.49$ (88%)
7.49$ (85%)
2.89$ (86%)
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53.99$ (10%)
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