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Cyber Knights: Flashpoint News

Update #241: Headshot Controller


Knights and mercs, tonight's update has some major upgrades for controller and Steamdeck support as well as a full refresh of the character headshot component in the game. We've also fixed tons of issues reported with maps, typos and dialog misattributions and resolved mission generation issues where primary objective files could end up behind a Gold Key door on a terminal or lootbox.

If you're enjoying the relentless pace of updates and improvements to the game, please take a moment to leave a review. Now -let's dig in!

[h2]Upgraded Headshots[/h2]

We've completed another round of visual updates for the headshots used in the game for all characters and contacts. This round has improved the rendering by zooming in a bit more, improving the centering of the shot, improving the pixel clarity, adding a better anti-aliasing solution to the saved image and also using the same post-processing stack that the rest of the game uses so that you get richer colors with more contrast and shadow. Also, this has removed the "flip" that was baked into every headshot where the final resulting 2D was horizontally flipped before being rotated (why, no one remembers or will admit to remembering ːsteamhappyː lol)


This update is automatic for all Contacts and for all new games but for your existing games and save slots, we cannot automatically go through and regenerate all the headshots. The fastest way to do this is to head to your Roster > Appearance and mouse over a few items without changing anything. This will update the headshot. Then pick the next merc and repeat. Apologies for this one!

This is an area (appearance in general) where the work doesn't really ever stop. We're just going to keep grinding to improve as much as we can.

[h2]Steamdeck / Controller Improvements[/h2]

Update #241 has a lot of nice improvements for controller and especially Steamdeck players. Let's just go through the list!
  • The center cursor on the main mission map should no longer disappear (usually caused by accidentally touching the trackpad)
  • When using Steamdeck or controller, the "invisible copy of the mouse" that might cause grids and tables to operate oddly, refuse to scroll or show double selection is now completely cleaned up.
  • Removed all tab sets from standard D-pad navigation, so you don't accidentally nav in there. Use the LB / RB to move quickly between tabs, as shown in hotkey helpers.
  • For anyone swapping between mouse, keyboard and controller, this is much cleaner now, requiring a keypress, button press or mouse click to force the mode swap for input. This also helps anyone who was struggling with a high sensitivity mouse that could just kind of kick the game back into mouse mode all the time.

This is a big set of internal changes to the input handling guts of the game so if you have any issues or we accidentally broke your input setup while fixing so many others, please let us know and we will jump all over it.

[h2]Files in Gold Key Terminals[/h2]

In some of the mission maps where a Terminal can appear behind a Gold Key Door, it was possible that some of the primary objective Files could therefore be hosted on that terminal. We've updated the metadata and the intelligence in the proc-gen builder so that it will avoid this scenario for all missions that involve hacking files off hosts. Objective Files will no longer appear behind Gold Keys in Terminals (and haven't appeared in Lootboxes in Gold Key areas for a while).

[h2]New Camera Control Option[/h2]

With Update #241 we moved the Camera Controls section of Options from the Gameplay tab to the Controls tab, where it makes more sense to live. We also added a new option that allows you to flip the rotation direction for all rotation inputs - from controller sticks or Q/E keyboard - in case the other direction feels more natural to you.

[h2] v1.10.41 - #241: Headshot Controller - 4/30/2025[/h2]
- Improved all headshots for all characters and contacts - update your headshots by opening appearance tab for each character
- Fixed issues with some appearance options (beards, glasses, hats) suddenly not fitting right
- Fixed issues with Heist File generation that could result in main objective Files being locked behind Gold Key Doors
- Improved navigation for controller D-pads by removing all tabs from navigation (use LB / RB to page through tab sets)
- Improved navigation for controller in grids and tables, the "invisible mouse" no longer causes odd second selection
- Improved controller cursor on main map, will no longer disappear if trackpad is brushed
- Improved game's handling of changing between controller and keyboard/mouse, touching mouse no longer swaps
- Added new option to swap direction of camera rotation for all inputs (keyboard, controller)
- Moved Camera Controls from Gameplay to Controls tab in Options

Cyber Knights: Flashpoint hits Overwhelmingly Positive on Steam with a big new update live

Cyber Knights: Flashpoint from Trese Brothers has another huge update out now, and players are enjoying the game so much it's now hit an Overwhelmingly Positive rating on Steam.

Read the full article here: https://www.gamingonlinux.com/2025/05/cyber-knights-flashpoint-hits-overwhelmingly-positive-on-steam-with-a-big-new-update-live/

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