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Cyber Knights: Flashpoint
Trese Brothers Games Developer
Trese Brothers Games Publisher
2022 Release
Game News Posts: 355
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
Very Positive (1293 reviews)
Public Linux Depots:
  • [0 B]
New class! The Warmachine is here and a flood of cybernetics

[img src="https://clan.cloudflare.steamstatic.com/images/36740530/366185739cfe1849618f25523cf667138d52df0c.jpg"][/img]

Today's the star of our Summer Sale update series! We're excited to release the Warmachine class, bringing us to over 40 potential multiclass combinations! AND we've added a major wave of over 100 new cybernetic implants, a new Power Play storyline, and more-more-more! Get it while its hot (and 20% off)!

With the signature Delta Wire implant threaded down their entire spinal cord, the Warmachine becomes a living integrated weapons platform, capable of mastering a staggering array of cybernetic armaments. A walking arsenal of war, a Warmachine can use all of the infantry weaponry your other squad members can, while adding to their lethality with cybernetic claws, optical lasers, or powerful cybernetic pulse generators.

It's one of our first big post-launch content releases. If you're enjoying the pace of progress, new content and updates please leave a review for our team!

Warmachine's Class Tree


This is a combat-focused and cybernetic-dependent class, with 15 talents offering a wide range of build possibilities and totally new synergies with other classes. Unlike all the classes that came before it, the Warmachine's class tree is dedicated to 3 types of cybernetic weapons - Claws, Optical Lasers and Pulse Generators. To get into a Warmachine class you need to first install a Delta Wire cybernetic; then to really use their class tree, you'll need at least one of these other cybernetic weapons installed.

So look out for or use Co-Conspire to generate missions from your doctor contacts! Increasing their influence so you can upgrade their cybernetic services is key for any squad member that wants to take advantage of these new weapons and other cybernetics added in this update.

[img src="https://clan.cloudflare.steamstatic.com/images/36740530/4d232cc3092924190fd2a8321dbb3bd301b6121c.png"][/img]

  • Cyber claws create extremely rapid, close-in killing machines.

  • Optical Lasers provide utility and debuffing attacks and abilities.

  • Pulse Generators give you a wide range of different capabilities against enemies when you are in their midst.

Note that Warmachine is a point-hungry, cybernetic-needy class. Multi-classing in to Warmachine is only worth it if you are also planning to install at least one the cybernetic weapons their talents revolve around.

[img src="https://clan.cloudflare.steamstatic.com/images/36740530/b4302f4d8bd73c7b3ef124bcb369c2dd9f6bfcd3.png"][/img]

Warmachines have 3 unique Master Talents that apply improvements and buffs to the use of any cybernetic weapon of that class - the Claw Master, Laser Master and Pulse Gen Master. While any merc can have Cybernetic Claws, Optical Lasers and Pulse Generators installed as a cybernetic, only a Warmachine can truly master them.

[img src="https://clan.cloudflare.steamstatic.com/images/36740530/4d9f44b02b994802df4c15fc067397a4a59d88e0.png"][/img]Cyber Claws turn Warmachines in melee killers. Sneak in, slash and dash, and finish off wounded enemies quickly. Tied to Talents that can recroup AP and cybernetic Talent charges, these Talents can let a Warmachine combo multiple kills back-to-back.

[img src="https://clan.cloudflare.steamstatic.com/images/36740530/9fd8bdf22a456bf9bc92e172cb1bf49a845fc89b.png"][/img]

Optical Lasers provide a ranged option for your cybernetic weaponry. These are not competitive with firearms, but provide options for finishing attacks (as they can be fired with 1 AP), guaranteed hits (they always Glance), debuff enemies (each class delivers a different debuff) and some are perfect for canceling Overwatch (Helios Lasers do not trigger Overwatch - great for any merc!). In addition to using them as a weapon, Optical Lasers are the utility set of the Warmachine, capable of disable some types security devices or even detonating Prox-Mines!

[img src="https://clan.cloudflare.steamstatic.com/images/36740530/ada97dd8a48fee5d0b604c7e503b88d10c6cad5b.png"][/img]

Pulse Generators are a wild card, dangerous as they are powerful. Pulse Generators always center their effect on the user, emanating from the cybernetic installation in your chest. Pulse Generators can provide utility - like helping you disappear - or combat effectiveness - like you are the grenade. As with all of the new cybernetic weapons, these can be installed by any mercenary and provide a lot of new utility options for everyone on the field of battle.

That is a lot - so get busy!

(We are still working on finalizing the balance for the Warmachine's Optical Laser Ash Protocol talent, which will get a rebalance in the coming days - but that isn't enough to keep the Warmachine from ripping out of this lab and hitting the streets.)

100+ New Cybernetics


The Warmachine Update #15 also blows up the cybernetics catalog. This update adds over 100 new cybernetics, many with exciting Talents and abilities never before scene on the street. You can examine the full list of cybernetics now in the game on the cybernetics wiki page.

First, there are the Warmachine weapons which any merc can install, but then there are also tons of other exciting things

  • Cyber Claws

  • Optical Lasers

  • Pulse Generators

  • High-level HeadMem

  • High-Level Neural Toners and Matrix-Link

  • Improved Grafts and Lacing

  • Wired Nerves and Chipped Reflexes up to 4 with some Talents

  • Dermal Sheathe with Talents

Some of the new cybernetics will drop into the existing services you already have access to - standard Implants, Street Wetware and Imported Cybernetics. Many of the other higher-level implants require either a new service or new Contact.

New Power Play & Contact V-Chips


The first cybernetics-focused Power Play has been added with Update #15, the Heavy K-177 Spec implants. Also, 6 new V-Chip File Sets are now roaming the NBZ and if you collect them all you can get access to additional splicers such as Dr. Optical, Paula Law, Vanta Drip, Dr. Keros or Mina Von Sha.

The new Power Play has some really exciting new things in it as well and we are excited to see more of those coming soon to further expand options to access these high level implants.

How to get a Warmachine


[img src="https://clan.cloudflare.steamstatic.com/images/36740530/b0d971226cf9a7dab1c505d704be3ca58ee6569d.png"][/img]

  • A new Warmachine, Molly, has been added to the Specialist columns (5 and 6) in the Advanced Start option for New Game, so you can swap her with any of the other 5 starting Specialists.

  • A second Warmachine option has been added to the Underworld Hub for immediate recruitment by existing merc squads.

  • You can also multi-class your other characters into the Warmachine class if they haven't taken a class yet (or just Respec). Multiclassing into Warmachine requires cyber surgery to install the feared Delta Wire spinal implant. The only class that can't be multiclassed with Warmachine (due to their required cybernetic occupying the same slot) is Gunslinger.

[img src="https://clan.cloudflare.steamstatic.com/images/36740530/d68dcfec3df04b45d11916e31dac6ea3b6f18c78.png"][/img]

There is a lot to explore here, new multi-class combinations to build and the sound of those claws coming out is oh so pleasing. So we'll let you get to it, Warmachines!

Shifting Metas


This is exciting to see what meta shifts are going to hit with the new class and the huge wave of new cyberware. We know it will take a few days to digest, but we can't wait to see what you all are cooking up the safehouse lab!

VIP Hunters


[img src="https://clan.cloudflare.steamstatic.com/images/36740530/690c36a862edb492eca44417053478b84d1c8a28.png"][/img]For a long time, there has been a rare bug that could cause VIP Hunters to sit still even as a VIP sneaks across a map. We have now resolved the issue. If VIP Hunters arrive, they will inexorably hunt your VIP. Hunter have a way to track your VIP's location and they will be running toward that VIP with guns hot. They are here for one thing and one thing only, and it ain't cookies. But if you have cookies, I'd take one.

Hacker Deck in Mission Deploy


[img src="https://clan.cloudflare.steamstatic.com/images/36740530/76d73c829df956c4b46bfd25993df997e488c2b1.png"][/img]

If you're deploying a hacker, you certainly want to know about what cyberdeck they're carrying and you might even want to swap it rapidly. Now you can do so from the mission deployment screen!

Color Palette Icon


[img src="https://clan.cloudflare.steamstatic.com/images/36740530/a5f42e7876dcbed1e87de71c827018fe39a2d742.png"][/img]

Now once you've selected a cosmetic, we've switched out the old "Options" text with a paint palette icon to better indicate you can click again to customize the color or other options related to that element of your character's appearance. We're sorry the old design was leaving some players unsure if you could change colors at all.

Power Play and Compromised Tag and Filter


[img src="https://clan.cloudflare.steamstatic.com/images/36740530/e89a2d3a42ef204c659d83b83a6378e9adee6ea0.png"][/img]

We've added a tag to the contact list and a filter for both Power Play and Compromised. This is a nice start, and will be working toward Co-Conspire ready tag and filter to help you rapidly find those Contacts that are ready to wheel-and-deal.

Quit to Desktop


[img src="https://clan.cloudflare.steamstatic.com/images/36740530/a740c7bd331e2e6c20c280e76c00dd75e2ef8809.png"][/img]

We've heard from a number of players (and we know too!) the desire to have a fast, single click quit to desktop. It is now available in the Safehouse and during tactical missions.

v2.1.1 - #15: New Class WARMACHINE - 7/4/2025


- Added new class: Warmachine, augmented with the fearsome Delta Wire to become walking weapons platform (claws, lasers, energy fields!)

- Added new Warmachine to the Underworld Hub for recruitment

- Added new Warmachine to the specialist options of Advanced Start in New Game

- Added over 100 new cybernetics (matrix, Warmachine, pulse generators, upgrades for everything)

- Added new Power Play storyline for K-1777 Spec Wetware

- Added 6 V-Chip File Sets that can unlock new cybernetic providers

- Added new storyline chance to gain new Trait

- Added hovers for Cyber-Surgery Stress (the stress for install) - all cybernetic installs cause +10% Stress (not a new rule, just displayed)

- Added new merc Traits that can increase or decrease Stress for cybernetic installs

- Added Hacker's Cyberdeck to mission deploy screen, one click to swap

- Added new Power Play and Compromised Tag to Contact List, new Filter for both as well

- Added display for Will attribute's Cybernetic Weapon Damage boost

- Added 12 new icons for combat drugs to help differentiate your V-Caps from your Niktz, you don't want to mix those up!

- Reduced animation time of filtering slide out to nearly instant

- Fixed bug with VIP Hunters not chasing the VIP - watch out, here they come!

- Fixed bug with Octane "Delay Legwork" option not always working

- Fixed bugs preventing achievements All the Power, Mr. Freeze and All the Hard Ways from being achieved

- Fixed bug where Projection or other movement Talents might charge 1 extra AP

- Fixed bug with Medical Stretcher where it could get locked up when taking Overwatch fire and flying

- Improved display in appearance to indicate when colors or options can be picked

- Improved performance during Hacking

- Improved camera panning by reducing time spent easing in at the end

- Improved maps, fixing issues with "seen at start"

- Improved loot tables at high Power Levels to be less repetitious

- Added Quit to Desktop button to pause menu

- New Wiki pages listing all weapons and cyberware created


[ 2025-07-04 16:53:01 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

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