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Cyber Knights: Flashpoint
Trese Brothers Games Developer
Trese Brothers Games Publisher
2022 Release
Game News Posts: 342
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
Overwhelmingly Positive (790 reviews)
Public Linux Depots:
  • [0 B]
Update #249: On the Mystic


Knights and mercs, we've got another update for you this evening - landing with all sorts of new content. Update #249, adds a new proc-gen (repeatable) Legwork storyline that sees you working down on the underground Mystic River, a new Underworld Hub Contact type to connect with, fixes issues with the Plan B rooftop oddly re-appearing mid-game, adds +4 new cybernetic implants, fixes the Move Speed display bugs, rebalances Soldier's Savagery and Vanguard's Jamkit, adds new hovers to the Matrix HUD and fixes the cursed "hacker moves when I move another character bug" that was lurking out there, and more! So let's dig in! Thanks to @Bubblegum on Discord for providing the screenshot for the update tonight through the community Photomode event. https://store.steampowered.com/news/app/1021210/view/542231772987917457 A huge thanks to everyone who left a review this week - our tiny team of 3 is working hard to earn them, so if you enjoy the relentless pace of updates, please share the game by reviewing it.

Mystic Legwork


We've added a new Legwork story that will repeat over time as a contact needs help down on the underground Mystic River watching over a dock in advance of a high-risk smuggling delivery. Don't get shot by river pirates and whatever you do, do not go in the drink!

Underworld Hub: Corrupt Official



With Update #249, we've added a new category of Contact that you can connect with through the Underworld Hub with Tokens. With the new Corrupt Official category, you can get access to a Arrowhead Security Chief who can offer you some interesting services and military-grade gear more reliably or earlier than you might otherwise get access to. Don't snooze on upgrading that UHUB!

New Cybernetics and Move Penalty Mitigation



First up, we've fixed the display issues around Move Speed buffs and debuffs, and Move Speed Penalty Mitigation - once you had all 3, things were starting to get weird in the buff/debuff breakdown. We have also upgraded Move Speed final value to show in the Combat Stats block alongside AP/MP as it is so critical and hard to chase down if its spread across 3 buff/debufs. Along with the change make Move Speed display clearer, we're working to balance out any Move Speed buffs from cybernetics to ensure that they have a nice chunk of Move Speed Mitigation as well, so we can be sure to differentiate different types of implants. In addition, Update #249 continues to fill out the options in the existing cybernetic services with new options and ensuring that every cybernetic slot has exciting, different things for you to consider. The Warner-Braun cybernetic service - coming from a megacorp know for their biomed - now offer the ADVX Filter and Trache-Vitaflow, upgraded versions of the ADV Filter and Trache-Lifeflow. In new cybernetics land, the Street Wetware cybernetic service is added some new options with 2 new Leg implants, the Thunders-X which are for heavy carry characters - offering major Move Penalty Mitigation, Strength and some HP to sweet the deal.

Savagery and Jamkit



With Update #249, we've made some adjustments to the rules for Vanguard's Jamkit and the balance of Soldier's Savagery. First, for Jamkit, we've added it to the list of Talents allowed to target previously disabled devices. This can allow you to bump the duration of a device, keeping it disabled for longer periods of time. We've also improved the description of the Knight's Security Scramble and Vanguard's Jamkit to be clear they have this capability.
For Savagery, we've made some sizeable balance changes to this very powerful passive Talent. It's recharge rate has been slowed to every 6 Turns but we have increased its base Duration from 1 to 2 so that it always is useful. No one enjoyed getting a "until end of Turn" Savagery buff with their last AP! In addition, we've focused Savagery on what is about - adding % of Ballistic Dmg as Pure Dmg and Critical %. We've dropped the errant Long Range Accuracy buff, and reduced its starting buff but made all upgrade nodes add to both to Ballistic as Pure Dmg and Critical %.

Matrix HUD: Colors and Snakes


We've made a few final changes the host scales for matrix with this upgrade, modifying the color scale to be Gray-Green-Yellow-Orange-Red-Ultra. We've improved the hovers in the HUD over both the Q-Sec AI and the host Security Color so that you can see the entire scales of both Colors and Snakes and get a sense of what you facing.

Eleventh Hour Push-Back


We've pushed the Warner-Braun Era storyline Eleventh Hour back from minimum of Power Level 2 to minimum of Power Level 3, as this has been rated one of the harder mission sets in the early game. While it will push back the availability of a great recruit, it also makes it more fun/possible to take on the challenging multi-stage mission and pull it off.

Fixing Co-Conspire Issues



Co-Conspire was creating missions that had no linked Contact. You'll have to run or ignore the ones on your timeline if you have any from this bugged period, but any new ones created by Co-Conspire will be good to go.

Other F10s


We are fixing huge numbers of F10s daily right now, as polishing and bug fixing is a big part of our focus in these final weeks. We can't list every little thing here, but a ton of minor map changes were, navigation tweaks, typos, etc etc. We also fixed the issue where your Hacker might start moving during someone else's Turn. Sorry about that! Bad Hacker!

v1.10.63 - Update #249: On the Mystic - 5/19/2025


- Added new proc-gen Legwork offered by Contacts in drugs, smuggling or hi-tech to protect a underground dock - Added new Contact category "corrupt official" to Underworld Hub Contact finder option - locate corrupt milsec security chief - Fixed bug with a confusing "Plan B" appearing sometimes in storylines as a scav mission - Added +2 new cybernetics to Warner-Braun service - ADVX Filter, Trache-Vitaflow - Added +2 new cybernetics to Street Wetware service - Thunders-X with heavy Move Penalty Mitigation, +Str, +HP - Better aligned service level and implant levels in Warner-Braun cybernetics service - Adjusted all cybernetics that directly add Move Speed to split their bonus between Move Speed and Move Penalty Mitigation (power to +Reaction) - Fixed issue with Move Speed buff/debuff printing incorrectly in roster screen, added final Move Speed to top line stats - Rebalanced Vanguard's Jamkit Talent - can now target disabled devices, improved description for Knight and Vanguard security Talents - Rebalanced Soldier's Savagery (+1 base duration, removed +1 duration node, recharge rate 6 Turns, removed Long Range Accuracy, reduced Pure Dmg buffs) - Adjusted Matrix color scale to start with Gray instead of Blue - Added Matrix color scale to the Matrix HUD hover (Gray, Green, Yellow, Orange, Red, Ultra) - Added Matrix Response scale to Matrix HUD hover (Boa, Sidewinder, Timber Rattler, Pit Viper, Diamond Cobra) - Fixed issue where Hacker start suddenly moving after end their Turn after matrix disconnect - Fixed bugs with Co-Conspire not successfully linking mission to a Contact - Fixed issue where you could use Co-Conspire Face Talent with Missing or Dead Contacts - Renamed street gang enemy Benders to Skipjacks - Pushed Eleventh Hour story start back to Power Level 3+ instead of 2+


[ 2025-05-20 03:21:24 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

[ 6277 ]

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GAMERSGATE

[ 2274 ]

0.51$ (91%)
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MacGamestore

[ 1932 ]

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