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Cyber Knights: Flashpoint News

Update #240: Chrome Rip


Knights and mercs, with the Face landing last week the strategic dust has settled a little and it is time to get back into the major update grind on the way to release. We dropped 5 separate small patches and hotfixes over the weekend for the Face, if you want to see those details you can check out the previous update notes. For Update #240, we've extended the Field Ops and Hacking Station room maximums, smoothed out Token generation numbers, added Team Power Level display to mission success screen, fixed issues with the Loot Box Injection Leverages, made the Initiative timeline and popping up status screens controller friendly, added hovers for Face Talents in the safehouse, improved ragdolls ... whew, hold one, I need a break ... fixed rules with Blend not ending for Grenades and ... never mind, forget it - we did stuff! Thanks for all the F10s, this one fixes an absolute mountain of them.

If you are enjoying the game and its direction as we race to the end of Early Access, our small team of 3 game developers would love you to leave a review. Thank you!

[h2]Field Ops and Hacking Station Upgrades[/h2]
Three new levels of both the Field Ops and Hacking Station rooms have been added in this release.

[h2]Loot Injection Leverages[/h2]
With Update #240, we've completed a sweep to ensure that Loot Injection Leverage offers should not be made if there are no lootboxes to buff up. This is a big help to reduce confusion or misses with your Leverage. Second, we've fixed a number of issues with the loot injection routine that could give the offer when the mission Power Level is too low to really inject anything of value. Generally, #240 should reduce cases where you pay your Token for Loot Injection and don't feel like you got something out of it.

[h2]Controllers for Initiative Timeline[/h2]

You can now use the D-pad on your controller (or arrow keys) to navigate up into the Initiative Timeline in the main mission map. Hit (X) to jump your selection to the HUD and hit up twice to reach the Initiative timeline. From here, you can use (A) once to focus the camera on a character or enemy and hit (A) a second time to pop up a character or enemy status window.

This also cleans up the clicking routine on the Timeline faces for mouse players as well, making it far more reliable that you will click once to center and click a second time to get a pop up, no further questions asked.

We also improved status page for enemy infantry drones (Po-Bot from the FSC and S-Class Brakka from Brave Star) to be clearer that they are Drones. We'll be continuing to work on making this more obvious as we roll out new types of drones in the coming weeks.

[h2]Team Power Level Gains[/h2]

The increase of your Team Power Level (which is often small and fractional) is now clearly displayed in each mission you beat. Especially in the early game, late game and for proc-gen or hack only missions, these changes could be hard to track on your own, so now they are nicely displayed at all times. As your Team Power Level grows (by winning missions) the challenges you face will grow, so this is the key scaling metric.

[h2]Talent Hovers for Face in Safehouse[/h2]

We've completed the necessary work to make Talent hovers for your Face Talents work in the Safehouse. This allows you to see the Talent details and rules at a glance as well as dig into any additional charging data you might need.

[h2]More Passive & Talent Fixes[/h2]
With this update, we've further fixed issues with passive Talents like Steamroll that were not always activating on kills. These should now be 100% consistent across all attack types. Except Grenades, which do not count as killing with a weapon and do not activate "on Kill" passive Talents.

However, we did fix the rule that throwing a Grenade should drop your Blend or any other Talent that ends if you make an attack.

Finally, we fixed some issues with extracted mercs still having their passive Talents run sometimes. This was most obvious with the Vanguard's Glasswalker.

[h2]Ragdoll vs. Living Characters[/h2]
Before, it was almost guaranteed that one or both of these deadies would be stuck in midair

If you ever saw the situation where a dead enemy or character might ragdoll into another enemy or character and get "stuck" on them ... we've resolved this. Living and dead characters no longer collide. This can lead to dead bodies flopping directly through living characters but also completely removes the conflict that might leave the dead body hanging in mid-air for every because it was hung up on a live character. This also helps the enemy corpse reach a good spot on the ground, making it less visible. When the dead were hanging in the air like that, they might be unfairly easy to see!

[h2]v1.10.39 - Update #240: Chrome Rip - 4/29/2025[/h2]
- Added three new room upgrade levels for Hacking Station and Field Ops
- Smoothed and rebalanced token generation timelines for all Hacking Station and Field Ops levels
- Added display for Team Power Level change on mission success screens
- Fixes issues with Loot Box injection token offers being made when no loot boxes existed to fill
- Fixes issues with Loot Box injection token offers being made when power level of mission is too low
- Enabled controller navigation into the Initiative Timeline during mission to select faces, focus on target, open status window (double tap)
- Improved routine for opening status window (click or A twice, no more on odd camera centering rule)
- Improved status page for enemy infantry drones (Po-Bot and S-Class Brakkas) to be clearer that they are Drones
- Contacts who are in hiding have a clear red (instead of gray) message about it when buying / selling
- Added hover for Face Talents in the safehouse top right
- Added some ladders to make some spawn points more obvious in several street maps
- Fixed bug where dying ragdoll could get caught on living enemy or character
- Fixed visual hitches with enemies turning on patrol, characters turning toward lootboxes
- Fixed issue with Hacker's marked as "Under Equipped" when deck is in repair
- Fixing Steamroll and other On Kill Talents not always working for Full Auto, Grenades, Slashslide
- Fixed issue with Vanguard Blend Talent not clearing if you throw a Grenade
- Fixed issue where some extracted mercs could still have their passive Talents activate
- Fixed issue with appearance previews with Face sometimes reverting back to old outfit
- Fixed issues with connecting lines between mission stages in Safehouse Command HQ

Major Milestone: FACE - Unleashing the Strategy Layer


Knights and mercs, the major milestone FACE - you guessed it ːsteamhappyː - brings the full role for your team's Face online with a unique class talent tree and new corresponding actions you can take directly from the safehouse.


Cyber Knights is a game about building your rep and connections to get access to richer but riskier opportunities, navigating competing demands from your squad, faction power players, and long-term goals while you keep walking further along the knife-edge of pursuing big scores and keeping your squad able to handle it. Now the Face can give you more control over how you pursue that path. For example, Co-Conspirator will let you get missions from specific Contacts you want to work with while Dealmaker will let you strengthen ties with specific faction types to increase both your and your Contacts rewards for completing heists.


Your Face is a master of the underworld, deploying talents to manipulate the strategic layer of the game. Their place is at the Safehouse, and unlike other character classes in the game, they never join in missions or enter into combat - they hang back, play a mission overwatch role, and work the shadows. Using Care and Feeding, your Face can reroll options you don't like from your mercenaries' Limit Breaks and using Puppetmaster your Face can push a Contact with an Influence Limit Break to upgrade all of their services in a single go.


You can view all of your Face's actionable talents below the main timeline in the Safehouse HUD, making it easy to know when your powerful abilities are about to recharge again.

Representing the duality of a Knight-and-Face, which every team needs to survive, your Face gains Experience in lock step with their Knight. When your Knight gains XP, your Face gains the same XP, so you'll find that you have a high-level Face if your team is pro.

The Face also has their own unique set of attributes: Cunning, Persuasion, Handling. These attributes can be boosted through small nodes on the Face's talent tree or through Hype Limit Breaks; each boosts the success levels of several talents within their tree.


There is more to come! We've launched the Face tree with 16 ready-to-play Talents; 3 more are locked for now, to be released soon. And we're only ~5 weeks away from Cyber Knights' full launch (June 2nd!) which will add an all-new Origin Story option to the start of the game with a new Face starting character.

Come join us in the official Trese Brothers discord to discuss build strategies for the Face, stay in the loop on launch fun, and more!

[h2]v1.10.37[/h2]
- Ensuring mission planning screen immediately refreshes after using Opposition Research
- Improved Dealmaker display so that its results are shown in the mission Leverages on the left side including all bonuses
- Fixed Dealmaker not always correctly adding +10% Influence to mission reward for Contact
- Fixed Hand-picked not always adding its full bonus to new recruit
- Dismissed or otherwise unavailable characters prevent use of loadout buttons

[h2]v1.10.35 [/h2]
- Fixed issue with Face class tree nodes that increase Attributes not being correctly summed into Attributes
- Fixed Attribute names being correct in Face's main Trait (replacement Traits coming for the other 2)
- Fixed lots minor issues with Face Talent text
- Buffed Armors: StealthTekk Vest, GX-Mesh Jack
- New Armor Intrinsics: Action Points + Evasion


[h2]v1.10.25 - #239: Major Milestone: FACE - 4/24/2025[/h2]
- Added new Face class tree with 16 talents to manipulate the underworld, safehouse and team
- Bring all new focus to advancing and catering to the Contacts you want to focus on
- Either enhance or remove the need for some Safehouse rooms with Face talents
- Fixed broken stairs in Slumroad Junction mission map
- Hidden incorrect "Blueprint Output Count" appearing on some Item Blueprints but doing nothing

Update #238: One Shot Rule


Knights and mercs, we're landing with a morning update to dig deep on F10s and crush a bunch of "root causes" of hotly reported issues. This is a big patch fix including some key balance / signposting improvements around Talents and buff effects that will help the game play more smoothly and be more clear about what Talents are offering.

[h2]Clarity on Once-a-Turn Talents[/h2]

There were a number of Talents in the game that had an annoying habit of activating once and successfully working, but then being allowed to activate a second time in a Turn and eating your charge while failing to apply their Buff.

Think Skullshot - first time you shoot and kill you'd get +3 AP. Second time you shoot and kill, you'd waste the charge and get +0 AP.

With Update #238, we've addressed this Talent set by adding the once-a-turn rule to the end of their description and ensuring that they all stick to it. They will no longer activate in the case of passive Talents and once used, an active Talent like Skullshot will disable in your Talent bar.

This is not a nerf or buff - the rules are unchanged, but it is an important fix to make the rules clear and prevent the Talents from wasting charges (which is a buff lol). The following Talents have been updated:
  • Steamroll
  • Stopgap
  • Savagery
  • Run and Gun
  • Recoup
  • Synapse Short
  • Overdrive
  • Choppa
  • Whisperkill
  • Skullshot
  • Quiet Kill
  • Fleeting

[h2]Improved Description of Buff for Extra Pure Dmg[/h2]

What used to be described as "Pure Dmg Upgrade" for damage types has a new simpler buff text, which states something like "+25% of Ballistic Dmg as extra Pure Dmg." This type of effect relies on your Ballistic (or Kinetic) Damage and takes a percentage of that damage and adds it as extra Pure Dmg. This is really powerful boost, as you get to keep all of your regular damage and gain armor penetrating Pure at the same time.

it was confusing before, causing too many F10s and community chats. Hopefully this helps!

[h2]Contact's Mission Pay[/h2]

For some types of mission, where the primary form of payment is in the objective list - such as Infiltrate and Download, Lootbox Hunt, etc - these types of "secondary" payments were not being correctly modified by your Contact's Traits and Trust %. Now, you'll see those pay buffs cover the full gamut of payments you might receive, so those missions can feel more rewarding if you are working with a Generous Contact, etc.

[h2]Appearance Improvements[/h2]

For the appearance tab, we've extended the length of the name field if you are saving an appearance. We've also adjusted the zoom in rules to include facial hair - when you are picking a facial hair, you'll get a zoomed in look at it.

[h2]Swapped Nouns[/h2]
We fixed an issue that was causing the nouns for certain relationship tags to swap - son and daughter were flipped.

[h2]v1.10.23 - #238: One Shot Rule - 4/23/2025[/h2]
- Fixed multiple Talents that need a "activates once a Turn max" rule: Steamroll, Stopgap, Savagery, Run and Gun, Recoup, Synapse Short, Overdrive, Choppa, Whisperkill, Skullshot, Quiet Kill, Fleeting
- Improved effect description for Pure Dmg Upgrade, now stating "+25% of Ballistic Dmg as extra Pure Dmg"
- Contact Trust % and Contact Pay bonuses from Trait now correctly affect secondary objectives for $$
- Appearance display zooms in on character's face when picking facial hair
- Fixed issue with Brain Worm causing end of some enemy turns to hang
- Fixed issue with Slashslide where Talent names stuck around for next move order
- Fixed issue with some Trait/Tag text being swapped (son/daughter)
- Fixed issue with Talent.Name.-1 appearing sometimes in Hacker's Talent list mid mission
- Extended length of name field for Appearance saves to library

Patchfix: "Red Line"


Knights and mercs, we are spinning out an urgent set of patches tonight to address some recent issues. If you're having issues with red lines scattering across your screen, this one is for you. If you've seen headless Brave Star on the loose, this one is for you. And a number of other hot topic F10s too!

Thanks to everyone submitting such awesome F10s! If you're enjoying the game, please take a moment to leave a review ːsteamhappyː

[h2]Red Lines / Missing Heads[/h2]

It turns out the recent forehead reduction surgery for some characters broke Head #17. This made the head disappear in the one place it appeared, on Brave Star Swat-X characters. And worse, if you tried to enable Highlight (H) while these enemies were on screen, the screen went crazy with red lines.

We have fixed their face.

[h2]Low Recruit Display[/h2]
In the last update, we adjusted the recruit level calculation math to be based on team average Level and to turn out much higher-level recruits (in most cases). Unfortunately, while we wired it up, the final value fed into the text formatter for the Underworld Hub was the old value. Woops! This is now fixed and the correct value is displayed in the UHUB.

[h2]Brain Worm vs. Talents[/h2]
We've fixed another small but important issue with Brain Worm. Sometimes they were using Talents or Items, which could allow them to still harm you or even worse, throw a grenade at you. Now, Brain Worm enemies cannot use any Talents or Items at all (not healing, buffing, debuffing, grenades, etc).

[h2]Daedaelus Bloc Fixes[/h2]

We fixed an issue where the VIP Diato might incorrectly appear in your next bodyguard mission. Also, we resolved some issues with the slides in retirement, including that characters you dismissed or skipped recruiting were appearing.

[h2]And other F10s[/h2]
We fixed a bad map code name (Blue-Gold Choke) to Hovertruck Repair Depot and resolved a Contact Trait that was showing as Paranoid when it was really Bellicose.

Thanks to everyone submitting such awesome F10s!

[h2]v1.10.21 - Patchfix: "Red Line" - 4/20/2025[/h2]
- Fixed issue with red lines all over screen when fighting Brave Star and turned on Highlight
- Fixed missing heads for some Brave Star SWAT-X enemies
- Fixed issue with Underworld Hub reporting low recruit levels (not updated to #237)
- Fixed issue where Brain Wormed target could still use some Talents, such as throwing grenade
- Fixed incorrect codename for map "Hovertruck Repair Depot"
- Fixed Contact Trait Bellicose appearing as Paranoid incorrectly
- Fixed issue where Daedalus Bloc VIP "Diato" would sometimes re-appear as VIP in another mission
- Fixed issue in Retirement where some skipped recruits or other non-team members were getting retirement slides

Update #237: High Rocks


Knights and mercs, we're dropping another major map polish update as well as new hit reactions and laying some more groundwork for the upcoming Face class in Update #237. We've made fixes in Retirement results, improved Brain Worm rules to match Stun more cleanly, improved the main menu and adjusted the equipment rules for Face.

If you are enjoying the game and the relentless pace of updates, please take a moment to leave a review and help us keep sharing the game. You can always edit it later!

[h2]Hit Reactions[/h2]

With Update #237, we've revisited the blended animations used whenever a character or enemy takes a hit in combat. The old system gave a limited upper and lower body reaction to a hit followed by a very slow rotation toward the attacker which felt like an afterthought.

We've improved the entire system with Update #237 by using new set of blended animations (multiple animations for getting hit from right, left, behind, front, etc that are then "blended" based on the exact angle of the attack), as well as speeding up the speed and timing of the rotation toward the attacker and cleaned up timing in general.

There is always more room to improve and further polish such fine-grain, repeated animations that have such a big impact on how the game feels, so we won't call this done but it is good step forward from a flatter feeling set of reactions.

[h2]Mountain of Map F10s[/h2]

We went on a crusade against reported map bugs with this release and closed over 100 F10 groups that were submitted by the community. This includes all sorts of things like:
  • Open field spawns (no nearby explanation of where they came from)
  • Bad starting rotation for reinforcements, patrollers or your merc team
  • Odd or floating props
  • Movement rules around railings that will let you get closer to the edge of buildings
  • Frozen reinforcements who refuse to start moving after arriving
  • Odd areas you could Glitch into that are inside buildings or spaces that are inaccessible

[h2]Brain Worm Joins Stun[/h2]
We've pushed Brain Worm to work more like Stun and completely stopping all security events from being reported to the Sec AI, regardless of what point in the turn they were generated (before or after the Brain Worm, etc). This makes Brain Wormed easier to understand and predict - and it is a nice power upgrade as well.

[h2]Retirement Fixes[/h2]

We're already very happy with the decision to make the entire Retirement process "dynamic" meaning that every time you open the Retirement screen it recalculates and populates your Retirement results at that moment. This allows us to make fixes to the retirement results and see them in games immediately.

With this update, we've fixed a number of small retirement issues where the character being referenced was either wrong or missing or was accidentally set to the self ("Jailbreak felt this way about ... Jailbreak"). Also, we fixed an issue where some retirement notes were being added about nights spent together in a club when only one merc was sent to the clubbing relaxation week.

[h2]Face Equipment Rules[/h2]

In preparation for the new Face class tree rolling out, we finalized the rules around the Face's equipment. Face characters do not go on missions - they are the behind the scenes operators. Yes, in some far-flung future expansion they might, but for now, we're focused on what the Face needs to do, and that isn't sell their Revolvers at the start of the game lol. With Update #237, we've barred all Face characters from holding any gear of any kind and all new Faces will come with an empty slate of EQ. If you do happen to be holding something, that is fine but as soon it is removed you won't be able to put it back.

This has also helped remove any "Under Equipped" tag from the Roster for your Face.

[h2]Main Menu - Even More[/h2]

We've smashed performance even more on the main menu, cutting it down to the best level it has been for a long time. This time around we've added more culling rules, hidden more geometry, fixed issues with the post-processing layers and reduced shadow casters by more than 50% by turning them off on geometry that was not in the camera's view.

[h2]v1.10.19 - #237: High Rocks - 4/18/2025 [/h2]
- Improved hit reactions for attacks of all sorts to feel more impact and send targets reeling (will continue to polish)
- Fixed over 100 F10s about maps, rotations, open field reinforcements, frozen reinforcements not moving
- Improved approaching and seeing over some railings to get shots on targets below
- Improved rules for Brain Worm match Stunned more clearly - Sec AI cannot receive their reports
- Further improved main menu screen performance by another order of magnitude
- Gave repeated names to Daedalus Bloc main characters to make meta conversation about it easier
- Fixed mistakes in retirement text or character attribution - reload Retirement screen to see minor fixes
- Fixed issue with class name not correctly appearing in cybernetics screens
- Fixing bug with temporary story VIP joining as recruit after Daedelus Mission 10
- Improved Face rules around carrying and starting with equipment - Face has no combat equipment
- Improved character 3D display for appearance - always starts with nice rotation forward
- Fixed issue in 3D appearance tab for Face where sometimes character would be unarmed and sometimes armed
- Improved sorting routines when capital letters were involved (GX vs. Galvanized)