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Cyber Knights: Flashpoint News

Update #4: Steady Rock + Steam Deck Improvements

[p][/p][p]Welcome to all of the new Knights and mercs flooding the New Boston Zone! We've got the 4th post-launch update tonight with all sorts of improvements, bug fixes, and tweaks based on your community requests and F10s! With Update #4, we've improved support for Steam Deck and controllers - especially the deck's handling of trackpad and touch, and the ability to disable controllers like HOTAs and driving wheels easily. We've also refreshed the main menu to add a continue button, enabled hovering to see your cyberdeck details mid-mission, better starting defaults to ultrawide displays, fixed Remi's Trait Zeroprint level 2, improved the display if you have too many Talents to see on screen and more. Let's dig in to it![/p][p]A huge thanks to everyone in our community coming out to give good advice and friendly help to all the new players. We have the best community here, and it is showing. So thank you all for the support ːsteamhappyː[/p][h2]Our Save Game Policy and Updates[/h2][p]First, since you're going to be seeing a lot of updates around here - we want to share our saved game policy up front so everyone understands our commitment to your games. No saved game will ever be invalidated by an update. You never have to restart if you don't want to. All new content and features will be added immediately to all saved games (with the reasonable exception of New Game options). 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][p][/p][h2]Steam Deck and Controller Improvements[/h2][p]With Update #4, we've worked hard to improve Steam Deck and controller support across the board. So many of you are playing on the Deck especially, it is awesome to get so much feedback, posts, and F10s about how we can improve where you need us to focus. [/p][p]Here are the big areas of improvement:[/p]
  • [p]Steam Deck touch screen is now fully supported very nicely. You can drop in and out of using touch and the Deck's controller at any time.[/p]
  • [p]Steam Deck track pad can now be configured to work as a mouse and smooth switch back and forth between the controller, touch and track pad.[/p]
  • [p]We have improved Steam Deck's handling of connecting and disconnecting to Remote Play to broadcast to other devices.[/p]
  • [p]Improved controller focus and button display throughout the game, no longer have a chance to drop back to desktop button display when swapping scenes.[/p]
  • [p]Fixed cases where oddly the (Y) button would not let you move even if that was what was configured.[/p][p][/p]
[h2]Desktop Players with Other Controllers (Driving Wheels, HOTAs)[/h2][p]If you are a desktop player who has a more complicated set of controllers, this can make Cyber Knights: Flashpoint unhappy. Constant input from a driving wheel for example, can make the camera zoom all the way in, or half the buttons in the UI non-responsive because it thinks you're constantly holding down (X) etc.[/p][p]We've improved the Disable All Controllers feature in Options > Controllers that lets you turn off controllers like this so that they don't negatively impact the game.[/p][p]There was previously a bug with this feature that the controllers would come back on after you Alt-Tab'd out of the game, which was very problematic. This is now fixed as well![/p][p][/p][h2]Update Main Menu and Origins List[/h2][p]The refreshed main menu now features a quick "Continue" button to jump into the last game you were playing, as well as a re-ordering that puts Load Game above New Game. Of course, if you are a new player, the top two will be disabled and you'll start on New Game - so we've tried to hit the best of all worlds for everyone.[/p][p][/p][p]We've also improved the Origin Story pick list to make it easier to read and ensure you can see all the text regardless of screen size and font scaling. It also organizes the choices a bit more clearly and helps you see what you are picking on this screen.[/p][p][/p][h2]Cyberdeck Hover Details[/h2][p][/p][p]We've improved the Matrix HUD and the character status pop up during missions to include the full details about your current Cyberdeck. This can e helpful to see all the labels along with their values, the current health and programs loaded even when not in the matrix. Thanks for the F10s telling us you needed this intel - F10s granted![/p][p][/p][h2]Ultrawide Detection and Defaults[/h2][p][/p][p]The game was previously not doing a great job of detecting ultrawide displays (32:9, etc) and setting up good defaults so that they would be immediately nice to play on. We've improved that with this update, now setting the Screen Mode in Options > Quality to Ultrawide if we detect that you monitor is such.[/p][p][/p][h2]Remi's Zeroprint[/h2][p][/p][p]Perhaps one of the top 10 most popular F10s this week - Remi's Zeroprint Trait did not have any bonus for Level 2. We've improved the progression flow for the Trait from Level 1 to 4, so thank you for reporting it![/p][p][/p][h2]Improved Display of Too Many Talents[/h2][p][/p][p]If you have too many Talents, Programs, Cyberware or Items to fit all on one screen in the matrix or main mission, we've improved the display. This creates a horizontal scrolling list which you can scroll by D-pad, mousewheel or click and drag, but the visual style indicating it was there was not loud enough.[/p][p][/p][p]We've now improved the fade effect on either end of the list and added blue arrows letting you know you've got partial list "that way" if you want it.[/p][p][/p][h2]Other F10s[/h2][p]We've fixed so many F10s it would be silly to try to recount them all here, and many were small little detail oriented tweaks. We've made a ton of minor map changes to improve maps, we've fixed a bug with starting Soldiers having spent 8/7 of their Training Points (where one of Marker Sights first nodes accidentally cost 2), fixed some primary and secondary objective mix ups, made Origami Joe's mustache come down out of his face, fixed places where Heat was discussed as a % in correctly, and improved the rejection message if you try to send a merc to cyber surgery but they are on Legwork already.[/p][p][/p][p]We've been busy, so thank you for sending in your F10s to help us have so much to polish and improve. [/p][p][/p][h2]v2.0.13 - Update #4: Steady Rock - 6/6/2025[/h2][p] - Improved Steam Deck handling for trackpad and touch screen[/p][p] - Improved handling of Disable All Controllers options (HOTAs, driving wheels, etc) - controllers don't resume after Alt-Tab[/p][p] - Improved main menu with Continue button, re-order buttons for faster drop-in-to-heist![/p][p] - Improved New Game Origin Story selection screen[/p][p] - Added hover in Matrix HUD and character status to see cyberdeck full stats[/p][p] - Improve Matrix program and Talent list to be more clear when there are horizontal scrolling options if you have too many to show at once[/p][p] - Fixed bug with Remi's Trait Zeroprint not having any upgrade between Level 1 and 2[/p][p] - Fixed bug with HOVERDROP WIPE starting the mission without any enemies (get update, restart mission)[/p][p] - Fixed issue where Soldier's Marker Sights Talent had a first Range node that cost 2 instead of 1 Level Point[/p][p] - Fixed bug where Aaron and Aitana started with 8/7 Level Points spent[/p][p] - Improved sightline rules for firing at a target who is above you, more realistic firing lines[/p][p] - Improved detection of ultrawide monitors and set the Screen Mode "Ultrawide / TV / Retina" automatically[/p][p] - Fixed issue with "Loot X/Y Lootboxes" sometimes being shown as a primary objective (it is always secondary)[/p][p] - Fixed issue with save slots sometimes being unable to save [/p][p] - Fixed issues with certain contacts loading oddly (Origami Joe, mustache IN nose)[/p][p] - Fixed issues with scrollbars sometimes getting stuck[/p][p] - Fixed bugs with hovering on recently revealed or spawned enemy or character[/p][p] - Fixed places where sometimes Heat was referred to with a % accidentally[/p][p] - Improved cyber surgery rejection message if character is on Legwork[/p]

Update #3: Suit Up


Welcome to all of the new Knights flooding the New Boston Zone! Thank you for playing the game, sharing it with a friend and considering leaving a review. If you see a problem in game, just hit F10 to send us a nice bug report with screenshot, log and context so we can resolve the issue quickly.

Now on to the business of Update #3! With Update #3, we've added 2 new military-focused outfit options for your characters, fixed a bug where your Cyberswords Arc Field passive Talent was never firing, improved Face's Opposition Research Talent with an extra starting charge, fixed incorrect icons in the Face's class tree, improved the Trait and Tag matching for the Mystic River Legwork storyline, added an option to invert pan movement when clicking middle mouse button and fixed a ton of other small things, like typos and map issues reported.

A big thanks to everyone leaving a review - if you are enjoying the game, please do so! Our small team thanks you for sharing our game.

[h2]Our Save Game Policy and Updates[/h2]
We want to share our saved game policy up front so everyone understands the situation with the on-going updates here. No saved game will ever be invalidated by an update. You never have to restart if you don't want to. All new content and features will be added immediately to all saved games (with the reasonable exception of New Game options).

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.

[h2]+2 New Military Outfits[/h2]

We've wrapped up and pushed out 2 new military styled outfits for your Knight, Face or mercs. Suit up, pick some good looking colors for that camo and get heisting! In style ːsteamhappyː

We're very excited to keep expanding your mercs customization options - we've got more things coming down the pipe, including more hair, facial hair, cybernetics, earpieces, and indeed, we are working our way toward helmets.


[h2]Cybersword Arc Field[/h2]

While fixing some other passive Talent bugs last month, we bumped Arc Field and it stopped working. We've finally caught up with these F10s tonight and are glad to put this one to rest - you now get your free invulnerability whenever you use a Ion Battery charge from a blade.

[h2]Face Opposition Research + Class Tree Cleanup[/h2]

With Update #3, we've buffed the Face's Opposition Research Talent with an extra starting charge. You're running a lot of missions, you need the charges to be able to take a look behind the curtain on a solid number of them.

We've also added new paths on the Face's class tree on the left side, allowing you to traverse it with a few more options.

Finally, for the Face's class tree, we've fixed a number of Persuasion and Cunning icons that were flipped.

[h2]Mouse Panning Inversion[/h2]

If you always felt like the screen was panning the exact wrong direction when you hold down middle mouse button and pan, well, this one is for you ːsteamhappyː A new option has been added to invert the direction moved with this click-to-pan, which matches the same option to invert the rotation direction for click-to-rotate.

[h2]Mystic Legwork[/h2]
The option to do a Legwork and the percentage chance of success are based on your character's Traits, Tags and Backstory match with the Legwork. In the case of the Mystic River Legwork, the matches were too restrictive and you might encounter cases were no merc on your team was eligible. We've now improved this by widening the match set.

[h2]Rename![/h2]

There was a mistake on our part in the New Game screen that the option to rename was avilable on every tab except Appearance. Now it should be easier to find.

And we've done many, many other tiny things! Typos, map tweaks, improving main menu performance, improving Talent scrolling if you have so many programs in Matrix.

Thanks for the support and your F10s!

[h2]v2.0.11 - Update #3: Suit Up - 6/5/2025[/h2]
- Added new 2 military styled outfits for your mercs
- Fixed issue where Cybersword Arc Field passive Talent was not triggering when Ion Battery charge spent
- Face's Opposition Research Talent now starts with 2 charges as default
- Added 2 new paths to navigate left side of Face class tree, giving better options how to move through it
- Fixed mislinked Face class Attribute icons, where Cunning or Persuasion icon was switched
- Improved tag/trait/backstory matching for Mystic River Legwork to ensure more mercs can do it
- Added new "come join us on Discord" button to the main menu - come hang!
- Added option to invert the direction of middle mouse button hold-to-pan camera
- Characters now blink in appearance and dialog screens
- Fixed issue where Rename option was not available in Appearance tab during New Game (only in other tabs)
- Improved display of programs and Talents in Matrix when they exceed the space - better fade effect on either end to indicate scrolling
- Improved main menu performance

Update #2: Rocky Steady

Welcome all new Knights! The New Boston Zone has never been so busy! Thank you for checking out our game, sending feedback and hitting F10 if you see a problem (to send an in-game bug report so we can fix fast!). Yesterday we posted 5 separate hotfixes throughout the day to address issues but today we're excited to roll out our first post-launch update. We've reset the counter, tossing the venerable #255 updates from Early Access into the gutter and are picking up and starting again proudly with Update #2. Let's get going.

With Update #2, we've added a new map - Gene Vault - to the proc-gen system that matches 10 objectives, improved the rules for death, injury and wounds after the first level of an Origin story, improved display of death results in general, made some cosmetic fixes, fixed some issues with Steam Deck options and correctly prevent burnt-out and deactivated cybernetics from removal.

A big thanks to everyone leaving a review - if you are enjoying the game, please do so! Our small team thanks you for sharing our game.

[h2]Our Save Game Policy and Updates[/h2]
We want to share our saved game policy up front to be clear. No saved game will ever be invalidated by an update. You never have to restart if you don't want to. All new content and features will be added immediately to all saved games (with the reasonable exception of New Game options).

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.
 
[h2]Extended Gene Vault Map added to Proc-Gen[/h2]

With Update #2, we've added a new map to the proc-gen map lists along with +10 proc-gen objectives. Now you might recognize the bones or center of this map from a new origin story, but the Gene Vault map is the original and expanded version of the map, which is just larger and has more passageways, areas, and bypasses to heist along. While a simplified version of it is used in the Null Deal storyline, we didn't want to leave this wonderful map out of the game, so we've looped the full version of it back in and will be excited to see some more heists going down on it once you've reached Team Power Level 4+.

In Cyber Knights: Flashpoint, the proc-gen system picks from a (growing) list of 12 mission objective types and then attaches a map from a (growing) list of 33 maps, selects a start and extraction point, along with the variation of lootboxes, terminals and enemies, and their patrols. So, each new map adds new "combos" which are the matching of the map to an objective. The new Gene Vault map only appears at Power Level 4 or above and matches 10 objective types, including Scavenger Raid, Assassination, Bodyguard, Exfiltrate, Hardened Target, and more.

[h2]More Grace on First Levels[/h2]
With this update (and the hotfixes yesterday), we've given new players more room for the graceful conclusion to the first level of your origin story. Very understandably, some new players are taking a few hits trying to get the hang of things. So, with Update #2, we've given you some extra cleanup after the mission:
  • If you are playing on a difficulty with a Death Save for mercs (which allows them to have a chance of surviving a deadly hit), then any merc who goes down will immediately pass their Death Save and survive into the safehouse post mission. Due to Death Save being 0%, this rule does not apply to Brutal and Chrome difficulty.
  • Any merc who takes hits more than 20% of their total HP and suffers downtime to recover from Injuries will have this Injury time forgiven
  • Any merc who took such hits and also suffered a lasting Wound will have that Wound forgiven.
This all helps ensure that you have a fairer start in the safehouse after the first mission, and given that there are timelines on what comes next, this can be the difference between a death spiral in the following story missions (because 2 of 5 of your mercs are injured or dead) or a successful start.

[h2]Have you seen this Stretcher?[/h2]

If you see this stretcher on the loose and it tries to talk to you, please vid this number immediately: 881-X@A##99-133T

We're hard at work fixing your bugs, even the funny ones ːsteamhappyː

[h2]Death Save Logging[/h2]

There was a mistake in how Death Save results were being displayed. Instead of routing the long text to the combat log so you could read it, it was pinged to the screen really fast, so you had no chance of reading it! We now have a nice short ping overhead, and the full text is sent to the log. Thanks to everyone who F10'd this one!

[h2]Difficulty Levels[/h2]

We've renamed the first 3 difficulty levels to be clearer about how they are each balanced out. They are now simply Easy, Normal (default), and Challenging.

[h2]"Disable All Controllers" On Steam Deck[/h2]
Update #2 includes a fix for the issue where you might get your Steam Deck locked out of the game if you enabled the "Disable All Controllers" option. That option should NOT be displayed on the giant controller that the Steam Deck is ːsteamfacepalmː We have now hidden that option (which is intended to help turn off joysticks and HOTAS type controllers) on Steam Deck and it is ignored, so you can get back to play.

We are also working on some new Steam Deck options to allow you to individually control if you want the trackpad and/or the touch screen to be enabled or disabled. Those are coming up soon.

[h2]EPI-X Items[/h2]
There were some issues with EPI-X items that you gained during one of the Null Deal missions. They were making the equipment system freak out if you tried to sell them. This is now resolved.

[h2]Cosmetic Fixes[/h2]

We fixed a bug where some characters might have a beard floating about 3 feet to their left ... odd but true. We've started making some adjustments to a few of the hairs that might clip in the back of someone's head, but there is more to do. Also, we are aware that sometimes Origami Joe's mustache is placed halfway up his nose .... we've called a doctor, we are sure we can resolve it soon.

Finally, if you are picking a mask, we zoom in on your face now.


[h2]Deactivated and Burnt Out Cybernetics[/h2]
We fixed an issue that was allowing you to cybernetically uninstall burnt out or deactivated deltaware that some of your recruits might come with. These types of cybernetics are intentionally stuck in a slot and can't be removed. Now the game honors that correctly.

[h2]v2.0.9 - Update #2: Rock Steady - 6/3/2025[/h2]
- Added new map Gene Vault for proc-gen with 10 viable objectives, available at PL 4+
- Improved combat logging and map ping about character death and Death Save results so it is clearer
- Improved rules for first mission of Origin Stories - any dying character will pass their Death Save and survive
- Improved recovery rules for the first missions of both origin stories - any Injury time or Wounds suffered are forgiven
- Fixed bug where you could remove deactivated or burnt out cybernetics still
- Fixed Steam Deck issue where deck could get stuck if you enabled "Disable All Controllers" option
- Fixed issue with Null Deal + Tutorial not loading correctly once you reach the bio-label
- Fixed issues with EPI-X item causing inventory to go crazy after mission
- Fixed issue with some feminine characters having beards floating off to their left side
- Fixed issue with certain props not appearing or disappearing if cut-scenes are skipped
- Fixed issue with Remi's backstory for new games - she is wanted by Rook Tech
- Fixed missing text for Erased Identity Trait
- Fixed issues if first mission in Null Deal fails and game could lock up
- Character customization zooms in for masks now
- Fixed some faces that had odd lines and textures appear when assigning tattoos
- Fixed typos, improved dialog throughout
- Legacy beards correctly apply hair color again
- Improved naming of first 3 difficulty levels to be more clear (Easy, Normal, Challenging)

Cyber Knights: Flashpoint is out now, great for XCOM and strategy fans

Cyber Knights: Flashpoint is the latest game from Trese Brothers, bringing some excellent squad-based tactics and it's out now.

Read the full article here: https://www.gamingonlinux.com/2025/06/cyber-knights-flashpoint-is-out-now-great-for-xcom-and-strategy-fans/

LAUNCH UPDATE #1

[previewyoutube][/previewyoutube]
Welcome Knights and mercs! Come right this way, down to mission planning at the command HQ. Please, ignore the mess. It has been an eventful 18 months with Early Access here with Update #255 going live yesterday. But now, the safehouse is going full operational with our full launch. We've got an exciting update with new content to expand further the game and the different options for your full playthrough.

New players - welcome to Cyber Knights: Flashpoint! We and the community are here to help answer questions, give advice and generally help you land on your feet in New Boston.

We recommend starting with the Syndicate Debts storyline as you get your Cyber Knight's quantum rider spliced in and embark on your first heist.

Now, let's take a look at what's new with Launch Update #1!

[h2]New Origin Story: Forgotten Promises[/h2]

Origins stories are the story of how you got your unique Cyber Knight computer - your "quantum rider" - where it came from, how you afford it, what you had to promise to get such a powerful upgrade. Getting a quantum rider spliced into your spine vaults your street-level team of mercs into the big times overnight and changes everything.

We're excited to release "Forgotten Promises," a second origin story to match Syndicate Debts. In this storyline, you - the leader of a street-level merc band- has been kidnapped. Things get dicey when the team mounts a desperate rescue attempt. What happens next will be one of the heist-books.

[h2]New Game Character Options[/h2]

As part of launch Update #1, we've rounded out the options you have as you assemble your crew of mercs at the beginning of the game. With the addition of a new Hacker and 2 new Face backstories, you now have options in every slot and all the possible team combinations just reached a number I no longer think I will be able to calculate. It is big :D
  • Meet Remi, a street prodigy who got recruited early by corps but eventually ghosted them when she learned what she was really working to cover up. They don't take well to that.
  • Meet Midnight, an ex-milsec negotiator who ended up in the Syndicate's pocket. When paying back bad debts meant corruption, Midnight was caught in the act and discharged.
  • Meet Haze, an ex-corporate hacker who had her MatrixLink burnt out and her citizen card shredded. She's been living on the street by wit alone.

[h2]Added New Map: Militarized Waystation[/h2]

We've added a new map to the game with launch Update #1. This one is used in very unique way in the story missions for Forgotten Promises but then it later becomes available for proc-gen missions for the longer tail of content. The new map has some really cool and unique pathing and a centralized bunker that makes for some awesome heisting scenarios. Militarized Waystation can mix with awesome objectives like Scav, Hardened Target, Exfiltrate VIP, Escort VIP, Q-Gap Spike and more, adding a total of +8 new proc-gen combos to the game.

[h2]Raised Level Cap to 42[/h2]
The level cap has floated another 6 levels up to big level 42. This adds an additional Talent max - which is key for multi-class characters up this rare air - as well as a very solid +9 Level Points, as there are multiple levels where you gain +2 at a time. We're excited to see what the newest high level teams look like after this riser!

[h2]Fixed Bugs[/h2]
We're just coming out of Early Access, so there are things to fix. We're hard working team dedicated to improvement, so you'll see a lot of big and small things getting fixed constantly. We resolved an issue with Hackers with nearly burnt out decks trying to go on missions and jamming the UI.

Also, we raised the maximum Heat you can gain in a single mission to 15 from 14, it's a nicer number and it just maths better.

[h2]v2.0.01 - Update #1: LAUNCH UPDATE - 6/2/2025[/h2]
- New Origin Story: Forgotten Memories - when the leader of a street-level merc gang goes missing, things get dicey
- Added 3 new character options to your new game squad selection - Remi the new Hacker, Midnight and Haze the new Faces
- Added 1 new map with +8 new proc-gen combos
- Raised max character level cap from 36 to 42 (+1 Talent Limit, +9 Level Points)
- Raised maximum Heat you can generate on a single mission from 14 to 15
- Fixed bug where hacker with a nearly burnt-out deck could lock up mission deploy