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Cyber Knights: Flashpoint News

Seeking volunteers for translation feedback!


Knights!

As you've seen on the public roadmap, we've been working on translations for Cyber Knights: Flashpoint. We're excited to have reached a milestone where we can offer preview builds for the translated game in French, German, Italian, Brazilian Portuguese, and Spanish. These are early, beta versions of the translated text -- we need your help to evaluate their quality and see where we should be making changes to give as many speakers of these languages as possible the best experience.

Early feedback from our small handful of initial volunteers has already been extremely valuable; now we just need more input so we can continue to improve.

[h2]Are you bilingual? Let us know![/h2]
If you're a native speaker of another language in our community who's also proficient in English, please fill out this Google Form to let us know. If you're fluent in one of the five languages we've currently translated the game to - French, German, Italian, Brazilian Portuguese, and Spanish - you could get early access to the translated game.

If you're fluent in a language we haven't yet translated to, it helps us see where there's demand to translate into other languages, and you'll be first in line for an early look if we do.

[h2]Work Closely with Our Team[/h2]


Right now, the community translation team is helping us pin down key game terms for the glossary to ensure that the best balance of literal translations vs cyberpunk-themed slang and cross-lingual gaming terminology is achieved. We'd love you to collaborate with us to review UI and dialogue translations, offer feedback on how game-specific "special" terms should be translated, and ensure that the translations accurately capture the tone and setting of Cyber Knights.

[h2]Launch Translation Plans[/h2]

We would love to launch the game with ready-to-play, 90%+ quality translations for French, German, Italian, Brazilian Portuguese and Spanish. We're working with the community to make sure these translations are truly ready to shine! But depending on how long this takes - prioritizing quality over marketing deadlines - we may or may not have finished translations at launch.

If not, we won't actively market the game in those languages at launch. But, we will still make the available translation branches of the game public and available to all players at that time, and we will do language-specific launches as we're able to reach that quality threshold for each.

We are excited and open to translating the game into other languages as well! But we're a tiny team and we had to start somewhere. Please wishlist the game and spread the word to others in your region if you'd like us to translate it into your native language, and complete the Google Form to show your interest in helping review the game in your language.

If you have any questions about joining the translation project, you can reach out to us here on Steam or DM Liviana (username is @liviana) in our Discord.

Update #229: The Move


Knight and mercs, we're back with another focused dose of polishing, improvement, Talent fixes, map updates and more. Update #229 has a special focus on every F10 that was ever reported about movement Talents - they've been fixed. We've also improved storylines where Tags weren't always being applied, fixed impassible areas in maps, fixed bugs with Cybersword EMP Talent, the unexpected and early appearance of Turrets (woops, but coming very soon!) and more. Let's dig in to this polish and fix update!

If you're liking the relentless push here as we rush toward the end of Early Access, please take a moment to leave a review! I know myself and our little team of 3 working on gamedev here would appreciate it ːsteamhappyː

[h2]Movement Talent Polish[/h2]

Movement Talents had some issues. You sent us F10s - quite a lot of them! We fixed them ːsteamhappyː The Talents that are "movement Talents are Shielded Rush, Projection, Empty Lung, Pathfinder and Lightfoot.
  • When a Movement Talent is active, a persistent info banner now appears at the bottom of the screen, explaining that if you activate your current movement, this Talent will activate with it.
  • The generic "Move" action in the movement destination is now switched to the Talent name when the Movement Talent is active - instead of "Move" by the spacebar or (A) button, it will say "Projection" etc.
  • The AP/MP dot estimation for Movement Talents is finally correct. There was a mistake where could show more AP than you were able to spend.
  • The bug where you could use Movement Talents sometimes and not pay the charge for the Talent is fixed.
  • We have improved the Talent hover for Movement Talents where they list AP no longer says "Use for 3 AP" but instead "Move up to 3 AP".

This set of fixes resolves all the known issues and vastly demystifies the process of using a Movement Talent, when it is active and ready to use and more. We hope you find these Talents more fun and easy to use now.

[h2]Cybersword EMP[/h2]
One of the anti-drone Talents that a Cybersword boasts is the EMP Talent which was not working due to incorrectly configured SFX and VFX. We've resolved this in Update #229 and the Talent is working nicely again.

[h2]Text Codes / Mistakes Fixed[/h2]
As you may have seen on Discord and elsewhere, we are now testing the translated version of the game with a small working group. To get to this point, in the last month we've made a lot of changes to some of the internal string processing and had to make a lot of updates and changes. These have resulted in a slow stream of bugs in the English version of the game that we had to backtrack and fix. With this update we've resolved the issue where BioScan was using just displaying string keys (like "Security.BioScan.Something.Or.Other"), an issue where some lines by the narrator in dialog were just "DialogQuip.273" and some cases with repeated dialog. Finally, some character tags were incorrectly including "BlockCondition.x.y.z" at their end.

[h2]Cybernetics Clinic Map[/h2]

We've made a sweep of changes and minor updates to the most recently released map - the Cyber Clinic - and also pushed it to only appear starting at Power Level 4. Also, for a hot minute, the unfinished Turret enemies were appearing in this map and causing all hell. They have been hidden again but are coming very soon.

[h2]Big AI Updates Coming![/h2]
The next major wave of updates will focus on AI intelligence, fixing issues with their stupidity, running the wrong direction, bad tactical choices, not shooting enough, saying silly things and more ːsteamhappyː Can't wait to roll these out!

[h2]v1.9.177 - #229: The Move - 3/26/2025[/h2]
- Improved all movement Talents (Shielded Rush, Projection, Empty Lung, Pathfinder, Lightfoot) with persistent activation banner
- Fixed bugs with movement Talents not always activating (Shielded Rush) or costing a full Charge to use (Projection)
- Improved hover text and clarified text for movement Talents to be clearer about how they work
- Fixed issue with Son of Belly Legwork not granting a Soft Skill upon failure
- Fixed final case that could cause "DialogQuip" to appear in dialog instead of Narrator lines
- Fixed rooftop access point in Urban HQ where floorboards were impassible
- Fixed repeated dialog that could happen at start of Daedalus Bloc hacking missions
- Fixed VFX bugs preventing Cybersword EMP Talent from activating
- BlockCondition.x.y.z string being shown in some Tags instead of empty string
- Fixed Turrets accidentally appearing in Cyber Clinic map (too early!)
- Fixed some duplicate dialog appearing at end of Hacking for Loot missions
- Fixed BioScan Field text that was just codes

Update #228: Shattered Streets


Knights and mercs, we've got Update #228 (no joke!) landing here on the New Boston streets. We've improved the logging flow around BioScan Fields and fixed a number of edge case bugs for them, added 2 new eyewear lenses for the circular glasses, improved photo mode with even more options, fixed reported map F10s and fixed some issues with Matrix turn ending and dumpshock. This is a big quality bucket of features and F10 fixes - so thanks to everyone helping us polish and improve the game until it shines!

If you are enjoying the relentless pace of updates that our small team of 3 game devs is producing, please take a minute to post a review!

[h2]BioScan Field Improvements[/h2]

With Update #228, we've improved the logging flow for the BioScan Field and also fixed a few issues around how the Field reacts when it is disabled or if a Scourge uses Biomimic inside the field.
  • BioScan Field now adds a more clear log when 2+ mercs enter it, noting that it has added exactly +6 Tally.
  • If the BioScan Field is disabled before the end of the Turn (Line Crawler, Hacking, etc) the 6 Tally are removed from the Sec Tally correctly (this was bugged) and a new combat log is added that makes it clear that the Biosignatures have been lost and that Tally got -6.
  • Finally, there was a bug around a Scourge using Biomimic inside a BioScan Field if there was already another merc in the field. This wasn't correctly reducing the Tally, it only worked once someone left the field (not immediately upon Talent use). This is now fixed!

[h2]Photo Mode Improvements[/h2]

For photo mode, we've added a new speed slider which controls the final speed of all camera movement in photo mode. This can be helpful to tweak if you're trying to capture some movement or transition for a GIF or video. Or if you just want to rip around the place, crank it up!

Also, sometimes you want hovers in photo mode and sometimes you don't! We now have added a checkbox for just that purpose.

[h2]New Eyewear Lenses[/h2]

The new circular glasses were practically screaming (can you hear them?) for new cool lens options, so we've added 2 new lens types with Update #228 - a fully filled glowing lens and a stylish low-bar slatted lens option. We may add a few more lenses here but for the moment, the 3 we've got provide some cool options, fades and looks.

[h2]Map Fixes and Balance[/h2]

With so many new maps coming online in a steady stream, we have a steady stream of follow-up F10s to fix. We fixed a few more floating props, some light poles that were not attached to the ground, some props that didn't have great colliders, and also pushed the new Cybernetics Research Site to only appear at Team Power Level 4+ as this harder level started making appearances for PL 1 teams - a bit much!

[h2]Matrix Bugs and Locks[/h2]

We fixed an issue where after getting Dumpshocked there was a short window of time vulnerable to locking up the if you clicked rapidly on the Terminal again. This wasn't a long window but it isn't an uncommon immediately reaction to just try to "go again". Thanks to the players who put in F10s about this one!

We also found an interesting bug while fixing the primary issue. Hackers who were connected to the Matrix were running Take Cover Talent automatically at the end of their hacking turns. This is now fixed - that was not intentional.

[h2]v1.9.173 - #227: Shattered Streets - 3/23/2025[/h2]
- Important Mission icon from timeline event now also shown in the mission planning list
- Add speed slider to Photo Mode to control speed of camera movement for better GIF/video control
- Added checkbox to Photo Mode to block all hovers - disable it if you want a specific hover shown
- Added 2 new eyewear variations of the round glasses
- Improved BioScan Field - better logging about +6 Tally and new log when 6 Tally removed
- Fixed BioScan Field issue when disabled by Line Crawler, Leverage or Hacking where it did not reduce 6 Tally
- Fixed BioScan Filed issue when Scourge used Biomimic inside the field where it did not reduce 6 Tally
- Restricted new Cyber Research Site map to Power Level 4+, added missing mission art board
- Fixed bug where weapon noise and range icons over enemies heads might disappear after opening pause menu
- Removed incorrect Level 0 and Common Rarity from the File Set grid display
- Fixed bug where a Hacker ending turn in Matrix would also execute Take Cover Talent
- Fixed bug where a Hacker knocked out of matrix on Dumpshock who tried to reconnect could lock game

Update #227: Double Weekly Map Release: Cyber Research Site


Knights and mercs, we've been holding to our weekly map release schedule now for 18 weeks now and counting - but we're coming up on the full release, so why not hop-skip and pick up the pace? Today we have a second new map for the week, joining the proc-gen lists: Cyber Research Clinic. We've also polished up the animation back-and-forth that can occur between Overwatcher and attacker when counter-fire is invoked (your under Overwatch, try to attack, the Overwatcher misses, you shoot back!) and fixed a host of reported map bugs, improved some props (red couches!?) and more.

If you're enjoying the relentless pace that we are keeping to expand and improve the game, please take just a moment to leave a review. We need everyone and remember, you can always edit later.

[h2]Double Weekly Map: Cybernetic Research Site[/h2]

Another week, two new maps!? Get it, choppa! Cybernetic Research Site is a large but highly compressed facility with maze-like hallways, offices and research areas. It will not be a place to take your Sniper but can be a playground for a fast and sneaky Vanguard or shotgun-toting Scourge.

Cybernetic Research Site can also feature a Gold Key (loot) and Blue Key (shortcut), depending on the objective and map setup.

The second map this week kicks the map total for proc-gen missions up to 31 and adds an additional +11 proc-gen combos. With this extra icing on top, we're now at 232 total combos, including a rapidly growing pool of maps that match with the newest objective types, including Exfiltrate, Infiltrate and Download, and Hardened Target.

We've just recently completed 3 new objective types (Exfiltrate, Infiltrate and Download, and Hardened Target), so we've turned the burning laser beam of focus back to weekly map releases for the moment. The next thing in objective land will be building out new premises for Contacts who are Compromised. Then we'll be switching back for a few final objective types before release to round out the set and really blow up the numbers!

[h2]Map and Prop Fixes[/h2]

We've fixed a ton of reported map issues - thank you for your F10s! You can no longer walk through the couch lux couch props and a number of other props have had their colliders adjusted. Also, we keep working on enemy spawn positions to ensure they all have a clear physical reason - a door, elevator, ladder, etc - that can explain and pre-warn of their arrival point.

Thanks to everyone playing and posting F10s!

[h2]v1.9.171 - #227: Double Weekly Map - 3/22/2025[/h2]
- Added new proc-gen map "Cyber Research Site": a labyrinthine, cramped mess of hallways and laboratory rooms and participant holding rooms, supports +11 new proc-gen combos (Heist a CPU, Steal 3 Files, Scavenger, Kill 3 Captains, Bodyguard, Assassinate VIP, Siege, Alpha Strike Infiltrate and Download, Hardened Target, Exfiltrate)
- Improved timing and animations for Overwatch counter-fire (attempting to shoot someone in Overwatch)
- Fixed map bugs and open field spawns
- Fixed issues with props and colliders
- Fixed reported dialog typos - thank you!

Update #226: Toxic Style


Knights and mercs - we've got new street styled outfits coming online, the new and enhanced photo mode feature from the roadmap, big upgrades to high Power Level milsec and corporate enemy allocation, better Exfiltrate VIP locations, a Trait improvement and more F10 fixes. It's Update #226 - let's take a look.

But first, if you are enjoying the relentless pace of updates, we hope you'll consider leaving a review to thank the small team of 3 working on game dev for Cyber Knights: Flashpoint!



[h2]Enhanced Photo Mode Complete![/h2]
Everybody loves a good roadmap kill - so let's start with the newly Enhanced Photo Mode! The new and improved photo mode offers some cool new options to get action screenshots and a lot more flexibilty to get exactly the shot you want. A big thanks to @jotwebe and others for always using Photo Mode to show off the game - we can't wait to see what you'll do next.
  • - When switching to photo mode (P) you get a little control menu. Hit (P) again to toggle it off for the best screenshots.
  • - You can switch to free fly camera which allows you to take the camera anywhere you like, including out of bounds, high in the sky or below the ground. Yes, you can find some odd looking things, but we preferred giving you full freedom here instead of trying to hide the realities of the 3D game world which doesn't always look good from every angle and position.
  • - You can save and load up to 3 positions during a mission.
  • - You can set a photo mode position to be used for the next action camera. This means the next time you make an attack, this position is used, letting you get cool action shots!


You can check out this quick demo of some of photo mode's features and using it to capture 2 actions shots.
[previewyoutube][/previewyoutube]
Using Free Fly mode you can get some pretty awesome atmospheric looks and show off levels and spaces from angles you've never been able to before.


We can't wait to see what you'll create and share!

[h2]New Outfits[/h2]

With Update #226, we've rolled out two new outfits that might be of interest to your Scourge or any other merc on the team. Each has a full range of color customization as usual. We also fixed a mistake with Update #225 where the Cybernetics category was left marked as "developer only". It is now visible and available!

This adds another 2 cosmetics to the game, stepping us up to 43/50 on our roadmap goal for cosmetic additions. We're looking forward to hitting and exceeding it.



Finally, we've updated the appearance UI so that more of the categories zoom in on your character's face while you are making a selection.

[h2]Improved Patrols for Milsec and Corp[/h2]
A few release back, we improved the progression of enemies spawned at the start of any level -- the "patrollers" - for Gangs and Syndicate factions. With Update #226, we've certified that this new approach was good and expanded it to the more dangerous factions - Milsec and the Megacorps. You may now see harder enemies like shocktroops, suppressants, Divergents and even - in some cases - mecha infantry drones on patrol routes as your Power Level keeps climbing.

[h2]Exfiltrate Locations[/h2]
We've improved how Exfiltrate VIP locations are picked to further reduce the chance that they are immediately near an exit. This should improve the overall setup of the missions to ensure that they are tense, fast-paced and really require you to rescue the VIP, not just watching them run out the door!

[h2]Mega Fab Trait[/h2]
We've fixed an issue with the Mega Fab trait adding Strength and Kinetic Damage. It now correctly adds Tech along with its bonuses to crafting and XP.

[h2]v1.9.169 - #226: Toxic Styles - 3/19/2025[/h2]
- Added 2 new outfit options for your mercs - where those Scourges at?
- Completed Enhanced Photo Mode roadmap item!
- Engage free-fly camera in photo mode to get perfect shot
- Save up to 3 positions while exploring photo mode
- Fixed photo mode behavior on first time toggling it on
- Fixed missing Cybernetics cosmetic category
- Adjusted enemy patrol spawning groups for all factions now to increase in power and variety as Power Level ramps up
- Fixed issue with Mega Fab Trait - now adds Tech instead of Strength and does not add Kinetic Dmg
- Improved VIP locations for Exfiltrate missions - less chances to be near the exit
- Added missing mission art board for Rooftop Hoverport
- More appearance options zoom in on character's face