

- 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.
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Welcome to New Boston, Knights and mercs! It is a new year and its time to get this update engine going again. Things have been nice and quiet over the holiday, giving everyone chance to recharge but the season of heisting is upon us once again, and we\'ve got to get ripping. To get things going, we\'ve pulled together a big patch release that addresses all the bugs we\'ve had reported in the recently added Skyrise maps, fixes issues with Turrets, drone Talents like Downed Shield, rebalance pistols and fixes a few lingering lock up bugs introduced by the big navigation changes for drones.
Welcome to all new players who joined us over the Winter Sale. And thanks to everyone playing and posting. We haven\'t been ripping updates, but once we get going (a lot is coming!) we hope you\'ll considering posting up a review as a way to thank our small team.
Our Save Game Policy and Updates
[p align=\"start\"]Since you\'ll always be seeing a lot of updates around here, we want to reiterate our saved game policy so everyone understands our commitment to your games. No saved game will ever be invalidated by an update. All new content and features will be added immediately to all saved games (with the reasonable exception of New Game options). You never have to restart if you don\'t want to. 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.[/p]Skyrise Map Fixes
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With the entirely new map location of Skyrise going out, we were happy with the low number of bugs, but the ones that we did have needed to be hotfixed quickly. This update is a roll up of all of the hotfixes that have previously gone out for Skyrise - fixing blocked balconies, walls you could walk through and more - as well as fixing new issues as well, such as areas you still couldn\'t go and columns displaying very odd cover shield behavior.
Fixed: Quantum Core in Skyrise and Elsewhere
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Anywhere that this quantum CPU core was appearing in maps, it had gone a bit haywire after the major update to navigation to support the flying drones. You couldn\'t move onto the bluish floor area, dead bodies fell through that metal and you couldn\'t target it with ground Talents like Lure or JTAC.
All fixed now, thanks for your patience!
Fixed: Turret Double Stack
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There was one type of Escalation that activated 2 Turrets at the same time. This extra bad Escalation result by the Sec AI also had a possible but in it where the Turrets would simultaneously activate at the same pod. Funny ... terrifying ... fixed!
Hacker\'s Downed Shields Fix and Rebalance
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/36740530/37f98fc3f3eb4862783b97a1744993f73808ff2d.png\"][/img]With Update #61, we\'ve fixed the text for the last upgrade node of Downed Shields where the debuff upgrades from being single target to AOE. It no longer switches over to nonsense.
Also, we\'ve re-arranged the bonuses for the Talent so that the different debuffs - like Crit Vulnerability and Armor are stacked into single nodes instead of spread, giving you a bit more choice to decide if you want each node and less debuff salad.
Pistol Rebalance
Thanks to F10s, it was called to attention that 4 higher level Pistols you could loot or get Blueprints for shared stats. We\'ve now resolved this by adjusting the stats for the Evoker X, Evoker X22, EV HeavyHit, and EV SureShot.
v2.4.19 - #61: Cold Engine Roar - 1/7/2026
- Fixed map bugs in Skyrise allowing you to move through walls or blocking balconies
- Fixed map bugs in Skyrise blocking site over decorative area for tree, missing columns, wall going through lootbox
- Fixed map bugs in Skyrise with cover shields showing up inexplicably around columns
- Fixed bugs with big quantum core CPU tower in Skyrise and other maps where you couldn\'t move on to it or target its floor
- Fixed bug where Escalation to activate 2 Turrets might activate them both on the same pod
- Fixed bug with Power Play mission Library Flip sometimes showing the wrong matrix terminal as objective
- Improved mission requirement for \"Hacker\" to state \"Hacker or Wireghost\"
- Improved balance of Pistols: Evoker X, Evoker X22, EV HeavyHit, EV SureShot
- Improved balance of Hacker\'s Downed Shield upgrade nodes - consolidated debuffs to Crit Vulnerability and Armor into single nodes
- Fixed bug with Downed Shields Talent text going haywire when pushed to AOE
- Fixed dialog loop lock up at end of Snitch Flush if target VIP escapes
- Flipped class tree quadrant names for Sniper - Alpha Kill and Streaker
Minimum 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
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