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  3. Major Milestone “SAFEHOUSE” - Base Building Unlocked!

Major Milestone “SAFEHOUSE” - Base Building Unlocked!


This major milestone update unlocks safehouse base building! A huge addition to Cyber Knights: Flashpoint’s strategy layer, adding to your safehouse gives you new ways to exploit your underworld network, give your squad the edge on heists, and shape your roster to your playstyle.

With rooms like the Field Ops Center you’ll be able to arrange powerful leverage for specific jobs, route additional rewards into the target facility before your squad hits it, or orchestrate a delay to your deadline for completing it -- buying valuable time for an injured merc to recover, to bankroll better gear by completing other jobs, or to recruit a new merc whose skills you need.

Rooms like the Simstream Detox and Simstream Trainer help you keep your crew in peak condition, burning off stress accumulated from missions, or plugging them into lifelike recreations of the missions to help off-duty squad members keep up with a share of XP gained.

These and many more capabilities can be gained depending on the rooms you select and upgrade. Of course, secret underground construction and installation of advanced, sometimes illegal tech doesn’t come cheap. 😉

[h2]Building out the Safehouse[/h2]

This release comes with the first set of seven new rooms to choose from, with upgrades for all of them and for the three core rooms of your safehouse: the Barracks, Command HQ, and Cold Storage. Future updates will bring more rooms including a workshop for weapons, armor, and gear crafting in the near-term, plus rooms for class-specific features still to come later down the road.

This update also rolls in the new lighting engine changes the rest of the game has enjoyed the benefits of, and we’re looking forward to bringing more cool visual perks to the safehouse as we continue down the road to full launch. We won't be adding Fallout Shelter levels of character animation, but we do intend to add more character movement and life within the safehouse. After all, when the Hunder class is added we have to make sure you can pet the dogs.



[h2]Gameplay Changes[/h2]
With the new safehouse capabilities come two significant changes to the current gameplay:
  • Your roster size is now controlled by your barracks upgrade level. You can now seek out specific kinds of recruits through the Underworld Hub room, so you have more control over who’s in your crew -- but mercs are not an infinite resource. Be smart about when to make space for more.
  • Free respecs are now only available for a squad member’s first 10 days. After that, you’ll need a Simstream Trainer. The build you’ve chosen on a squad member’s talent tree defines their role within your crew. During early EA we’ve let everyone change that at will, but it’s time to settle into a more balanced system; no more changing your hacker into a Matrix god just before a hacking mission, then multiclassing them into a full auto soldier build just before a combat mission. 😂 You’ll still be able to freely respec any squad member for the first 10 days after they join or the game starts, so you’re not locked into their defaults; after that you’ll need to use a Simstream Trainer room to call in an instant respec.
  • Combine files into more valuable sets in your cold storage module. Some of the most valuable Files are now those that are pieces of a larger set, which you can mint in your Cold Storage module under the Sets tab. The new Files you will mint have higher sale prices than the sum of their pieces, and some can be converted into powerful new Matrix HOT or FAS Programs, others can be transformed into the coordinates of a Matrix host to hack or even used as a V-Chip to connect with new valuable contacts.
We’re very excited to see how you use the safehouse, as we continue to expand and improve it. Unlocking the safehouse is a huge milestone for Cyber Knights, adding the final core feature to the game and marking our halfway point through Early Access. We’ll share a roadmap update soon, and as always you can find us in the community Discord or Steam forums to ask questions / share feedback.


Your safehouse is the hub all of the game’s other systems tie into. It’s your crew’s base of operations and refuge in a dark future. Becoming a Cyber Knight has given you the ability to lead a crew like few others can and put you on a path through a dangerous underworld that can only end by climbing out or burning out. What will make the difference? Your skills. Your squad. Your safehouse.

Have fun.

[h2]v1.6.1 - 5/8/2024[/h2]
- All new major milestone: safehouse base building
- Clean out, upgrade and manage your safehouse - your base of operations and home
- Install up to 7 unique rooms to create your underworld strategy, manage your team, make new connections
- Cold Storage now includes "File Sets" tab allowing you to combine files you've gathered into even more valuable sets
- Added new Traits, new recruits, new cyberware, new contacts
- More Traits make merc qualify as eligible for Legwork
- Fixed bug where Cyber Knight's Rewind Talent could refresh Item charges
- Fixed issue where backstory Traits would incorrectly report level "1", as if they could level up

We have followed the initial safehouse base building release with an update tonight - Update #81 - thanks to everyone posting F10s and helping us rapidly fix issues.
[h2]v1.6.3 - 5/8/2024[/h2]
- Fixing issue with Underworld Hub recruits only having a 2 day window to decide - now 15 days
- Fixed bug where sibling in Sibling Job was not recruitable if you delayed
- Simstream display in mission victory includes percentage of XP granted by Simstream level (60%, etc)
- Fixed issue with Attach/Detach mods causing the equipment menus to hang or go haywire
- Fixed issues with stories not correctly giving out enough Hype/Loyalty for positive events
- Fixing some unintentionally dark parts of the safehouse (command HQ)
- Fixing all reported typos - thanks!

It is Friday now and we're pushing Update #82 to continue to fix bugs, improve UIs and fix storyline issues that have been reported by the community:

[h2]v1.6.5 - 5/10/2024[/h2]
- Added fix for Sibling Job when sibling might end up stuck as a potential Recruit without any way to recruit - she just joins your team
- Improved file sets so that the minting screen clearly states the name of the file that will be created
- Improved Safehouse resolution handling for more square aspect ratios and Mac OS laptops
- Improved display of new messages for characters and contacts in roster / contact list
- Added easy checkbox to disable/enable Safehouse tutorial to new game screen - also just change it from Options
- Fixed bug where V-Chips for Dr. Samdara and Goldstax were switched
- Added dialog popping up correctly if you use a V-Chip file to connect with a Contact or create a hacking mission
- Fixed inconsistencies with paying mercs for missions they didn't go on during Simstream Training or Cyber Surgery
- Fixed issue with secondary objectives for Turn and Security level saying "3 or less" when it is really "less than 3"
- Fixed typo using term "Melee Pure Dmg Upgrade" when it is "Kinetic Pure Dmg Upgrade"
- Fixed issue where original merc in Sibling Job would be unable to do Legwork after storyline