
Welcome all new Knights! The New Boston Zone has never been so busy! Thank you for checking out our game, sending feedback and hitting F10 if you see a problem (to send an in-game bug report so we can fix fast!). Yesterday we posted 5 separate hotfixes throughout the day to address issues but today we're excited to roll out our first post-launch update. We've reset the counter, tossing the venerable #255 updates from Early Access into the gutter and are picking up and starting again proudly with Update #2. Let's get going.
With Update #2, we've added a new map - Gene Vault - to the proc-gen system that matches 10 objectives, improved the rules for death, injury and wounds after the first level of an Origin story, improved display of death results in general, made some cosmetic fixes, fixed some issues with Steam Deck options and correctly prevent burnt-out and deactivated cybernetics from removal.
A big thanks to everyone leaving a review - if you are enjoying the game, please do so! Our small team thanks you for sharing our game.
Our Save Game Policy and Updates
We want to share our saved game policy up front to be clear. No saved game will ever be invalidated by an update. You never
have to restart if you don't want to. All new content and features will be added immediately to all saved games (with the reasonable exception of New Game options).
This is a studio commitment that we have made and kept for many years and games. We stand by it. So do not stress about the deluge of updates that is coming your way - heist on my good heisters.
Extended Gene Vault Map added to Proc-Gen

With Update #2, we've added a new map to the proc-gen map lists along with +10 proc-gen objectives. Now you might recognize the bones or center of this map from a new origin story, but the Gene Vault map is the original and expanded version of the map, which is just larger and has more passageways, areas, and bypasses to heist along. While a simplified version of it is used in the Null Deal storyline, we didn't want to leave this wonderful map out of the game, so we've looped the full version of it back in and will be excited to see some more heists going down on it once you've reached Team Power Level 4+.
In Cyber Knights: Flashpoint, the proc-gen system picks from a (growing) list of 12 mission objective types and then attaches a map from a (growing) list of 33 maps, selects a start and extraction point, along with the variation of lootboxes, terminals and enemies, and their patrols. So, each new map adds new "combos" which are the matching of the map to an objective. The new Gene Vault map only appears at Power Level 4 or above and matches 10 objective types, including Scavenger Raid, Assassination, Bodyguard, Exfiltrate, Hardened Target, and more.
More Grace on First Levels
With this update (and the hotfixes yesterday), we've given new players more room for the graceful conclusion to the first level of your origin story. Very understandably, some new players are taking a few hits trying to get the hang of things. So, with Update #2, we've given you some extra cleanup after the mission:
- If you are playing on a difficulty with a Death Save for mercs (which allows them to have a chance of surviving a deadly hit), then any merc who goes down will immediately pass their Death Save and survive into the safehouse post mission. Due to Death Save being 0%, this rule does not apply to Brutal and Chrome difficulty.
- Any merc who takes hits more than 20% of their total HP and suffers downtime to recover from Injuries will have this Injury time forgiven
- Any merc who took such hits and also suffered a lasting Wound will have that Wound forgiven.
This all helps ensure that you have a fairer start in the safehouse after the first mission, and given that there are timelines on what comes next, this can be the difference between a death spiral in the following story missions (because 2 of 5 of your mercs are injured or dead) or a successful start.
Have you seen this Stretcher?

If you see this stretcher on the loose and it tries to talk to you, please vid this number immediately: 881-X@A##99-133T
We're hard at work fixing your bugs, even the funny ones steamhappy
Death Save Logging

There was a mistake in how Death Save results were being displayed. Instead of routing the long text to the combat log so you could read it, it was pinged to the screen really fast, so you had no chance of reading it! We now have a nice short ping overhead, and the full text is sent to the log. Thanks to everyone who F10'd this one!
Difficulty Levels

We've renamed the first 3 difficulty levels to be clearer about how they are each balanced out. They are now simply Easy, Normal (default), and Challenging.
"Disable All Controllers" On Steam Deck
Update #2 includes a fix for the issue where you might get your Steam Deck locked out of the game if you enabled the "Disable All Controllers" option. That option should NOT be displayed on the giant controller that the Steam Deck is steamfacepalm We have now hidden that option (which is intended to help turn off joysticks and HOTAS type controllers) on Steam Deck and it is ignored, so you can get back to play.
We are also working on some new Steam Deck options to allow you to individually control if you want the trackpad and/or the touch screen to be enabled or disabled. Those are coming up soon.
EPI-X Items
There were some issues with EPI-X items that you gained during one of the Null Deal missions. They were making the equipment system freak out if you tried to sell them. This is now resolved.
Cosmetic Fixes

We fixed a bug where some characters might have a beard floating about 3 feet to their left ... odd but true. We've started making some adjustments to a few of the hairs that might clip in the back of someone's head, but there is more to do. Also, we are aware that sometimes Origami Joe's mustache is placed halfway up his nose .... we've called a doctor, we are sure we can resolve it soon.
Finally, if you are picking a mask, we zoom in on your face now.
Deactivated and Burnt Out Cybernetics
We fixed an issue that was allowing you to cybernetically uninstall burnt out or deactivated deltaware that some of your recruits might come with. These types of cybernetics are intentionally stuck in a slot and can't be removed. Now the game honors that correctly.
v2.0.9 - Update #2: Rock Steady - 6/3/2025
- Added new map Gene Vault for proc-gen with 10 viable objectives, available at PL 4+
- Improved combat logging and map ping about character death and Death Save results so it is clearer
- Improved rules for first mission of Origin Stories - any dying character will pass their Death Save and survive
- Improved recovery rules for the first missions of both origin stories - any Injury time or Wounds suffered are forgiven
- Fixed bug where you could remove deactivated or burnt out cybernetics still
- Fixed Steam Deck issue where deck could get stuck if you enabled "Disable All Controllers" option
- Fixed issue with Null Deal + Tutorial not loading correctly once you reach the bio-label
- Fixed issues with EPI-X item causing inventory to go crazy after mission
- Fixed issue with some feminine characters having beards floating off to their left side
- Fixed issue with certain props not appearing or disappearing if cut-scenes are skipped
- Fixed issue with Remi's backstory for new games - she is wanted by Rook Tech
- Fixed missing text for Erased Identity Trait
- Fixed issues if first mission in Null Deal fails and game could lock up
- Character customization zooms in for masks now
- Fixed some faces that had odd lines and textures appear when assigning tattoos
- Fixed typos, improved dialog throughout
- Legacy beards correctly apply hair color again
- Improved naming of first 3 difficulty levels to be more clear (Easy, Normal, Challenging)
[ 2025-06-04 03:30:55 CET ] [ Original post ]