

- 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.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/36740530/51224b284d3af931a77c67fff127873bc1aaac8d.jpg\"][/img]
Knight and mercs, we\'re here with our third update in a series of updates adding new recruits to the game, along with previous recruit balance improvements and another important balance change to the Skyrise Hit missions, addressing the last piece of major feedback we\'ve received about that mission types balance. It is great to be churning out new content for the game, and we\'re excited to keep this going at a good pace to keep expanding, deepening and richening the content set of the game, for free, for you, no DLC.
[p align=\"start\"]If you are enjoying the streaming of free updates and expansions for the game, please take a minute to leave a review [img src=\"https://community.akamai.steamstatic.com/economy/emoticon/steamhappy\"][/img][/p]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]New Underworld Hub Vanguard
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/36740530/6858955081ee3e518528d4703612b7e04dc82e57.png\"][/img]We are wrapping up the third in a trio of new Underworld Hub recruits, adding a Vanguard to the Sniper and Cybersword that were released in the last week. This brings a second Vanguard to the options in the Underworld Hub with new Traits, special recruitment choices and enemies and friends. We\'ll let you discover the rest and make choices on their Traits and backstory tags.
[p align=\"start\"]We\'re excited to keep pushing steadily on the recruit count in Underworld Hub until we have at least 2 options per class.[/p]Recruit Trait Rebalance
With some of the latest recruits coming online, we\'ve taken a chance to look over their new Traits as well as those of older recruits to ensure everything is staying in sold balance. We\'ve reduced some of the stats in the Rebuilt Killer Trait to bring it better in line with other recruit Traits and also improved the Attribute bonuses in the Terminal Retrovirus Trait to properly offset its -4 Strength penalty.
Finally, we tweaked the appearance of the newly added Sniper recruit because oddly he was looking too close to the new game Agent EX.
Skyrise Balance: Secondary Bodyguards
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/36740530/8ac177b97441ebbf4ba8cfdce57036d53586ad2d.png\"][/img]In the Skyrise Hit mission, we\'ve made a really important change to how secondary bodyguards work. A secondary bodyguard is a set of bodyguards who are spawned separately from the VIP. These bodyguards will close in rapidly on the VIP moving to \"Protect the asset!\"
Primary bodyguards are spawned at the same time as the VIP and stay in a little swarm around them.
Before Update #64, the Alert level of all VIP and Bodyguards was instantly shared. If you shot a bodyguard and they became Alerted, then the VIP becomes immediately Alerted. This rule makes a lot of sense for the primary bodyguards, but when a set of secondary bodyguards arrive halfway across the map, it no longer makes sense.
For Update #64, we\'ve tweaked the rule to say that primary bodyguards and VIP instantly share Alert Level changes while secondary bodyguards do no share Alert Level changes with the VIP or other Bodyguards.
v2.4.25 - #64: Street Stubborn - 1/18/2026
- Added new Underworld Hub recruit option - ex-McKellen Vanguard and internal affairs deserter
- Added balance issues in Skyrise Hit - bodyguards who are arrive in separate spawns from VIP do not immediately share status changes with VIP/primary bodyguards
- Improved attributes for Trait Terminal Retrovirus to offset the -4 Strength debuff
- Reduced Trait Rebuilt Killer to bring it into balance with other Traits
- Improved default appearance for Retired Sniper recruit
- Fixed map bugs and sight lines and cover shield issues with certain props
- Fixed reported typos across a wide variety of storylines
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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