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Cyber Knights: Flashpoint News

Update #23: Rarity on the Rocks

[p][/p][p]Mercs and Knights, it's Update Thursday again, so we're dropping Update #23 on the streets of New Boston. Update #23 addresses an issue that was preventing the Cyberdecks Power Play from activating, and does a number of big updates to the weapons and armor sold on Power Plays including the FSC Armor, Fadelight Blades and Rook Prototypes. This update also introduces a slew of new special rules for weapons, upgrades the story-reward Burnermouth E-Rifle, fixes map issues and dialog problems with which Hacker talks during victory conversations. Plus, we've fixed a giant pile of community F10s to polish and smooth out different parts of the game.[/p][p][/p][p]If you're enjoying the continued support for the game with new content, improvements and more, please take a minute to leave a review. A special thanks goes out to everyone who reviewed this week![/p][p][/p][p]Now - it's a big one, so let's dive into the details![/p][p][/p][h2]Power Play: Jupiter Decks[/h2][p][/p][p]First up, there was a mistake made in the 4th Power Play to gain access to Jupiter Decks. This is now resolved and the Casting Director can correctly connect a Contact on Power Play who is having a Limit Break with the storyline offer. You'll see it start appearing and access can open up to Power Level 7 to 10 Decks![/p][p]This Power Play storyline features a highly compressed series of missions that cannot be delayed, so it is cool to see another type of challenge coming online.[/p][p][/p][h2]Power Play: Upgraded FSC Armor[/h2][p][/p][p]The Power Play to get connected with FSC armor offers 10 new options of high-level Armor to purchase from your Contact. Based on the player feedback we've received, we've completed a round of up-balancing to improve them, making them more exciting and rename them. Overall - give these another look![/p][p]Also, very importantly, we fixed a bug that was hiding the intrinsic effects of Armor in the market. So these looked really bad, because they didn't have their special effects visible until you bought them![/p][p]Here is a summary of the up-balance:[/p]
  • [p]The names are now more evocative of where they came from and feel less like the names of corporate armor you can get through other sources.[/p]
  • [p]All of the armors now have interesting Intrinsic effects to show off - Move Points, Action Points, Reduction in Movement Noise, HP, Wound Res, Recoil Reduction and more.[/p]
  • [p]Many stats like protection, Initiative and Movement Penalties have been improved across the set.[/p]
  • [p]All Armors sold by the FSC Armor service have been upgraded to Rare Rarity.[/p]
[h2]New Weapon Special Rules[/h2][p][/p][p]With Update #23, we've started a new run of introducing special rules to weapons. There are a set of tried and true and very powerful special rules already - such as Rapid Fire, Heavy Hit, Double Armor Shred and Precision Burst.[/p][p]Following that model, we've added the new set of special rules for weapons:[/p]
  • [p]Full Auto: Max 5 Targets - while this has been available to Gun Kata Gunslingers for a bit, certian special Full Auto weapons can now hit more than 4 targets.[/p]
  • [p]Powerful Glance - this special rule means that the damage reduction from Glancing Hits is 50% less than it normally would. This means your Glancing Hits can still pack a more solid punch and be better finishers, and it pairs well with Precision Burst ... or even better, for a melee weapon.[/p]
  • [p]Overwatch Lockdown - this weapon gains 1 free extra reaction shot whenever being used for Overwatch. So, even when invoking Overwatch with 0 AP, you'd get 2 Reaction shots.[/p]
  • [p]Splinter Strike - If this weapon scores a Critical Hit, the attack immediately rolls a second Armor Shred %, which may Shred up to 2 Protection Points.[/p]
[p]More special rules for weapons will be coming that help to further push weapons into cooler and different corners and use cases, differentiating them on more than just stats and breaking up the "sameness" that can occur within a single run of Assault Rifles (etc).[/p][p]This special rules are primarily deployed along the Fadelight and Rook Prototype weapons today - which is our next topic![/p][p][/p][h2]Power Play: Fadelight and Rook Prototype[/h2][p][/p][p]We've continued to hear from players that the weapons offered from Fadelight and Rook Prototype Power Play services are okay, but that depending on when you get access to them they don't stick out enough versus what you can craft and loot at that point int he game. So, we've went back into the balancing shop and completed some up-balance to help these special weapons out. [/p][p]Overall - give these another look![/p][p][/p][h2]Upgraded Burnermouth E-Rifle[/h2][p]In the slew of upgrades on weapons, we've also come back around the early story reward weapon, the Burnermouth E-Rifle. With the growing availability of E-Rifles through contact sales, Blueprints and looting, this weapon had lost its cool. We have refreshed it with upgraded stats and a special rule that allows it to hit +1 extra targets during Full Auto (now max 5) as well as increasing its Full Auto shots to be higher than usual at that level for an E-Rifle. [/p][p]Overall - give this one another look![/p][p]Here is a summary of the up-balance:[/p]
  • [p]Increased some stats (Dmg, Recoil, Accuracy) in a few places.[/p]
  • [p]Added thematic special rules to every weapon in the sets to help them really pop. Of course, every Rook Tech UAR offers Full Auto: Max 5 Targets special rule, because Rook is a heavy weapon's division and it just feels good. Go boom, go bang![/p]
[p][/p][h2]Better Stage Navigation[/h2][p]With Update #23, we've added clearer navigation hotkeys to explore multi-stage missions. That is all![/p][p][/p][h2]Bug and F10 Crush![/h2][p]We fixed a ton of your F10s with this update, thanks for posting them![/p]
  • [p]The right Hacker now talks in victory screens ːsteamhappyː[/p]
  • [p]The new Delta Clinic map had some odd areas where sight lines were totally broken, now resolved.[/p]
  • [p]Mr. Freeze achievement was not working, it will now work the next time you achieve it (sorry we can't backport it).[/p]
  • [p]Mass Trauma Kit can now be used on the carrying character[/p]
  • [p]Empty Lootboxes correctly outline in gray through walls[/p]
[p]And more and more - check the full release notes for everything![/p][p][/p][h2] v2.1.33 - #23: Rarity on the Rocks - 7/31/2025[/h2][p] - Fixed Casting Director issue that was preventing Jupiter Decks Power Play from being offered[/p][p] - Upgraded / fixed issues with FSC Armor offerings (rename, rebalance, fixed intrinsic effects)[/p][p] - Upgraded / fixed previous weapons from Power Plays: Fadelight Blades and Rook Prototypes - more power, special rules, all Rare+[/p][p] - Added first wave of new weapon special rules to game (FA max 5 targets, Powerful Glance, Overwatch Lockdown, Splinter Strike)[/p][p] - Upgraded Burnermouth storyline E-Rifle to PL 4 plus extra damage, +1 Full Auto shots making it stand out again among Energy Rifle options[/p][p] - Fixed bug where the wrong hacker (who was not on the mission) would talk or get credit in victory screen[/p][p] - Fixed issues with new map "Delta Clinic" - areas with blocked sight lines and terminals not being highlighted by objectives[/p][p] - Fixed bug where empty lootbox was showing as gold when seen through a wall[/p][p] - Fixed bugs with Achievement Mr. Freeze not firing correctly[/p][p] - Fixed Mass Trauma Kit item unable to heal the character who used it[/p][p] - Fixed possible camera lock up when exiting matrix after having preview security devices[/p][p] - Improved mission planning & victory screen with better navigation prompt and next/previous hotkeys to swaps stages[/p][p] - Fixed bugs with using Body Bag Talent on drones or other enemies with backpacks[/p][p] - Fixed issue with sorting items by price not being 100% correct all the time[/p][p] - Fixed bug where armor intrinsic properties were not shown in the market[/p][p] - Fixed issue with odd blinking red square around Hacker's attributes sometimes in New Game[/p][p][/p][h2] v2.1.35 - Quality Patch[/h2]
  • [p]Fixed places where there was a second door overlapping gold key door[/p]
  • [p]Fixed over 50 dialog typos or name/character mismatches, or duplicate dialog[/p]
  • [p]Fixed over 50 map tickets with a focus on starting spotted, bad exits or lack of auto-extraction[/p]

Update #22: Power Play storylines expansion

[p][/p][p]Knights, we've got a huge update for you this week with 4 new Power Play storylines -- mission chains you can unlock from the contacts you've invested most into, helping them make moves in the New Boston underworld. They'll hire you to complete crucial bits of mayhem and espionage to solidify their position, giving you a powerful ally with access to upgraded, exclusive services. Each of the 4 Power Play storylines unlocks a new type of high-tier gear - Cybernetics, Armor, Matrix Programs, and Cyberdecks. [/p][p]We're excited to keep expanding the game as we work on our ambitious post-launch roadmap. Update #22 fulfills off one of the items from the "Currently Working On" section and also hits a few high-points in the Ongoing Content Updates section by adding 4 new storylines, and 41 new types of equipment, cybernetics and programs. If you'd like to see what else we're cooking up - check out the full roadmap we recently shared![/p][p][dynamiclink][/dynamiclink]If you are enjoying the continued addition of new, free content and expansions we hope you'll take a moment to leave a review![/p][p][/p][h2]Reminder: 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. All new content and features will be added immediately to all saved games (with the reasonable exception of New Game options). You never have to restart if you don't want to. 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]High-Challenge Missions[/h2][p][/p][p]These heists are a notch above the challenge level of your usual jobs, with at least one two-stage mission in each, optional routes to plan through different stages in some, and our first ever three-stage mission, testing your squad's efficiency and survivability and encouraging the use of strategic heist Leverages in your planning. Most of the storylines feature Legwork offering, multiple missions to complete and there is always some complication just around the next corner.[/p][p]The missions also feature new or rare types of objectives - like rescuing prisoners and needing traverse a map to visit different control terminals and stations.[/p][p][/p][h2]Rewards: New Services[/h2][p][/p][p]If you are able to help your Contact complete the high-risk Power Play storyline, the rewards are big - your Contact gets a new and upgradeable service entirely which can provide access to a pile of new high-level purchases.[/p][p]Rewards will include access to powerful new +15 Project Battletank cybernetics, +10 FSC Armor fabrications, +6 enhanced cyberdecks from Jupiter Group, and +10 new advanced Matrix programs. A new storyline recruit possibility also awaits you within one of these Power Plays, and several new Contacts for your network.[/p][p][/p][h2]Scoring a Power Play[/h2][p][/p][p]To get a Power Play, you need to push your Contact's Influence to 80% or higher (pushing them all to 100% can speed this up too). Much like your Mercs, your Contacts can have Influence Limit Breaks that enhance their Traits, Services, and more. One option in a Limit Break is for your Contact to start a Power Play - a period of elevated risk and reward. During this time, their Limit Breaks become additionally potent, with new options only available for Power Plays including storylines to unlock new services.[/p][p]So, to score a Power Play storyline:[/p]
  • [p]Raise your Contact's Influence to 80%+ (by selling high rarity Blueprints and Accounts, minted Files and completing missions and their secondary objectives. Be sure to use your Face's Co-Conspire Talent to help specific Contacts gain missions)[/p]
  • [p]Choose Power Play from the Limit Break options (and to help be sure you get this an option, stock up on some Favors with your Contact, allowing you to add new options to their list).[/p]
  • [p]Once they are on a Power Play, force another Limit Break and pick the Power Play Storyline.[/p]
[p][/p][h2]v2.1.31 - #22: Power Players - 7/29/2025[/h2][p] - Added 4 new Power Play Storylines - Prague Connection, Project Battletank Cybernetics, FSC Armor Fabricator, Jupiter Decks[/p][p] - Includes 4 new multi-stage missions including the first-ever 3 stage mission, and a mission with 2 choices for how to complete the first stage[/p][p] - Added +10 new high-level Matrix Programs through Prague Connection[/p][p] - Added +10 new high-level Armor through FSC Armor Fabricator[/p][p] - Added +15 high-level cybernetic implants through Project Battletank Cybernetics (previously available by V-Chip File Set)[/p][p] - Added +6 new high-level Cyberdecks through Jupiter Decks[/p][p] - Meet a new possible Warmachine recruit and new Contacts[/p][p] - Rebalanced Scan III and Scan IV to have 8 max uses[/p][p][/p]

Update #21: Crackjaw

[p][/p][p]Knights and mercs, we've got a bug-smashing Update #21 to catch up on the recent F10s incoming tonight. We've hit the hottest set of F10s in our pile at the moment - resolving the missing details in the top right of the market and inventory screen, adding a class filter to the Roster, improving how outline overlapping works, fixing a series of issues with reloading security events and and overwatch, moving and the hovers disappearing in the map.[/p][p]It's nice to drop a solid bug fix and quality of life update here between the new map just dropped on Thursday and the next rounds of story content.[/p][p]If you're enjoying the pace of improvement, please do leave a review![/p][p][/p][h2]Missing Details - Top Right[/h2][p][/p][p]We've restored the critical missing details from the top right in the market! I can take credit for missing that one in the final QA round in Update #20. We're glad to have this resolved plus the nice scrolling functionality if your equipment comparison goes off screen.[/p][p][/p][h2]Improved Outlines [/h2][p]We've made a series of improvements to the outlining (hit "H" by default in game) to ensure that they work well when they are overlapping. This can help point out enemies and characters standing in pressure plates, and just looks and reads visually better when your characters overlap with doors, terminals, etc.[/p][p]We also fixed some hair models having an odd "halo" effect around them.[/p][p][/p][h2]Class Filter[/h2][p][/p][p]You can find a nice and quick to use class filter in the roster now. It works well with multi-class so it can help you narrow down the team you're working with, and can be especially nice if you are swapping around some EQ between all your Soldiers, etc.[/p][p][/p][h2]Reload Security Events and Hover Disappear[/h2][p]We a huge number of F10s with 2 big bug fixes in Update #21. The first is resolving an issue when reloading saves that would fail to restore all security events - like cameras spotting dead bodies that could cause odd results and missing tally. The second was an entire class of bugs that could result in the mission map UI and hovers not re-appearing after a player or merc's turn was interrupted for any reason (Overwatch, Venom Trap, Shock Mine, etc).[/p][p][/p][p]There are even more F10 fixes - but check the full changelog below for them![/p][p][/p][h2]v2.1.29 - #21: Crackjaw - 7/26/2025[/h2][p] - Fixed issue where inventory/market top right details were simply missing (name, type, subtype, power level, rarity)[/p][p] - Added class Filter to Roster[/p][p] - Improved outline again to be better when overlapping other outlined objects[/p][p] - Fixed loading issues with cameras dropping spotting of enemy corpse when reloaded[/p][p] - Fixed issues with moving, Overwatch and occasional disappearing HUD / hovers during missions[/p][p] - Fixed some issues with Terminals that didn't have outlines on all their parts[/p][p] - Fixed issues with some hair having a "halo" outline effect[/p][p] - Victory screen now correctly shows "MAX LVL!" for characters who are maxed instead of showing "LVL UP!"[/p][p] - Fixed bug with Contact Limit Break having wrong picture for contact in hover[/p][p] - Fixed sort ordering for weapon by noise value when Blueprints were included[/p][p] - Fixed issue where saved game's Power Level could be incorrect momentarily when completing a mission[/p]

Update #20: New Map "Delta Clinic"

[p][/p][p]Knights and Mercs, it is Thursday! We like updates on Thursdays, it is a good day for Update #20! With this update we've added a new map to the game - the underground, secured Delta Clinic - which drops immediately into the proc-gen rotation with +11 proc-gen combos, fixed some important bugs with Scanning and Utility programs for the Matrix, improved the display for loot details in mission and victory, fixed issues with enemy agents being tilted by Crimson Vector or Slashslide and more. Let's get into the details![/p][p]But first - if you are enjoying the ride in the New Boston Zone and the pace of new content being added to the game, we hope you'll take a minute to leave a review.[/p][p]Finally, we posted our Post-Launch Roadmap this week, so take a look![/p][p][dynamiclink][/dynamiclink][/p][h2]New Map: Delta Clinic and +11 Proc-Gen Combos[/h2][p]We're excited to resume to the work to expand the physical space of play in New Boston again - the mission maps! The new Delta Clinic map is the 3rd map we've added to the game post-launch and it is also the marker at which we are re-warming up the new map pipeline. There will be proc-gen maps and objectives both to come in the following weeks![/p][p]Delta Clinic is a black site buried deep beneath the New Boston Zone, it might be used for all manner of biomedical procedures, storage, or research that can't be on under the artificial light of the dome. The map is separated out into major areas - the front entry hall and cargo storage built around 2 massive pits, the inner research and bioetch area and a vault in the far back. It has a mix of both open areas and closed in interiors, and a cool multi-lane flow.[/p][p]This week's new map brings the proc-gen map total up to 35 and the additional +11 proc-gen combos raise the total combinations of map X objective to 304. Delta Clinic only appears at Power Level 3 or higher.[/p][p]Having just completed a 3rd new objective type (Exfiltrate, Infiltrate and Download, and Hardened Target), we are turning our attention back to the weekly map releases as well as how these new objective types can be looped into the Power Play and Compromised system for Contacts. 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![/p][p][/p][h2]Matrix Utility and Scan Fixes[/h2][p][/p][p]We've fixed two key bugs for the Matrix in Update #20. The first was about Scanning - where a node might be scanned up to 2/2, but then if you scanned it again from an adjacent node, it would be reset to 1/2. This was a simple mistake in some refactoring we did and has been resolved now. A node, once reaching 2/2 Scan will not be reduced to a lower Scan by the act of Scanning. Scan. Scan Scanning![/p][p]Second, there was an odd issue with all Utility and Hybrid-Utility programs. These types of programs add a buff for as long as they are loaded. For pure Utility programs, this can be the entire duration of the Hack, but for Hybrid-Utility Programs, it is likely to be a shorter duration while you use up the charges. Still, the bug was that some of these programs had a hidden built-in duration - usually 1 or 3 Turns, and the buff was canceling unexpectedly.[/p][p][/p][h2]Loot Detail Update[/h2][p][/p][p]With Update #20, we've improved the display for all types of loot in both the victory and during the mission. We've ensured that there are always correct icons shown for all of the types and that the subtype is always listed. Where the type was sometimes the only thing given (Blueprint) we now ensure subtype is there so you can get hype about your new loot (Weapon Blueprint, etc). This has helped us synchronize our watches between mission looting and victory screen loot display so everything is nice and clean.[/p][p][/p][p][/p][h2]No More Tilting those Enemies[/h2][p][/p][p]We fixed a set of bugs across a series of melee Talents - Slashslide, Crimson Vector and the melee Overwatch Talents of Preempt and Predator Reflex - that could all result in your merc and the enemies ending in some odd states, if the elevation wasn't simple.[/p]
  • [p]Enemy agents will no longer end up tilted crazy if the start and end locations of your moving attack Talents like Slashslide were on different elevations.[/p]
  • [p]Your merc will no longer end up "in" the stairs if the destination of your Slashslide or Crimson Vector was higher than your starting point.[/p]
  • [p]Predator Reflex and Preempt will no longer end with the Overwatching character "in" the floor if th elevations were different.[/p]
  • [p]Fixed one other case where enemy movements between elevations could result in a tilt as well.[/p]
[p][/p][h2]Quit to Desktop[/h2][p]We've made a minor text swap on the main menu to be sure that whenever you're going to Quit to Desktop we say that, and whenever you are going Return to Menu, we say that instead. Minor polish, but every bit counts ːsteamhappyː[/p][p][/p][h2]v2.1.27 - #20: - 7/24/2025[/h2][p] - Added new proc-gen map "Delta Clinic": a secured underground black site that supports +11 new proc-gen combos (Heist a CPU, Steal 3 Files, Scavenger, Kill 3 Captains, Bodyguard, Siege, Battle Striker, Exfiltrate, Hardened Target, Infiltrate and Download) for Power Level 3+ teams[/p][p] - Fixed issue with Matrix Nodes reverting to 1/2 Scan when being scanned from adjacent node[/p][p] - Fixed bug with Utility and Hybrid-Utility Programs where buff might go away after 1 or 3 Turns unexpectedly[/p][p] - Improved display of all equipment / comparison to allow for scrolling if content exceeded window[/p][p] - Improved display of loot in missions and in victory, always including icon and subtype (Weapon Mod Blueprint, etc)[/p][p] - Fixed bug with cyberdeck repair where you were not actually charged $$$ for the repair[/p][p] - Fixed issue with Slashslide, Crimson Vector and melee Overwatch Talents sometimes tilting enemies in odd ways, ending movement "in" stairs[/p][p] - Fixed bug that could lock the camera after disconnecting from the matrix on a second mission[/p][p]- Fixed bug where Keys like Blue Key could appear twice in objective list [/p][p] - Fixed Roll With It recharge rate adjustment costing 2 training points [/p][p] - Adjusted armor setup for MATS Silk Snipers[/p][p] - Updated quit button to "Quit to Desktop" on main menu[/p][p][/p]

Our Post-Launch Roadmap

[p][/p][p]Knights and Mercs![/p][p]Since our full-launch in June, we've had an amazing first couple of months. We're thrilled that our 18 months in Early Access clearly paid off, completing a game that so many of you have already put dozens to hundreds of hours into. Like all of our games, we made Cyber Knights to be expanded further if it resonated with players the way we hoped it would, and your enthusiasm in the Steam forums, our Discord, and Steam reviews have clearly told us that you love this and want moar. [/p][p]So now, we're excited to enter a new phase for Cyber Knights: Flashpoint - the ambitious post-launch roadmap! This covers a broad spread of new, free content we intend to add to the game, to expand the things players are enjoying the most, respond to the excellent feedback the explosion of new players has brought, deliver on commitments & collaborations with our original Kickstarters, and expand the reach of the game (and the player community) with new platforms and feature sets like modding.[/p][p][/p][p]We've bucketed the roadmap in a few sections: views into what we're currently working on, the types of content we expect to continually add to the game, and major standout feature expansions that we can commit to in the pipeline. It's not a comprehensive list of everything we're thinking about or workshopping based on community feedback / potential opportunities, but an already exciting list of what we can commit to so far.[/p][p]We will keep this news post and the roadmap graphic below updated as we go with new achievements, milestones, and expansion![/p][p]Read more about any of the game's core systems on the official Cyber Knights: Flashpoint wiki.[/p][p][/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. All new content and features will be added immediately to all saved games (with the reasonable exception of New Game options). You never have to restart if you don't want to. 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]Long-Term Support[/h2][p]As a studio, we always aim to stick with our games long after launch, rewarding active player communities with new content and giving ourselves the opportunity to tell more stories, explore new possibilities, and continue to reach new players.[/p][p]A finished game doesn't mean a static game -- instead of paid expansions or DLCs, we think ongoing free updates are the best way to keep the game growing, double down on the core experience, and constantly deepen the replay value.[/p][p][/p][h2]Highlight: Companion Unit Classes[/h2][p][/p][p]Character classes add a ton of variety to any tactical RPG, especially with multiclassing like ours. We currently have 54 possible multiclass combinations! More character classes will continue to deepen your bench of mercenary options, and one of the most exciting types are companion unit classes.[/p][p]These classes will require a specialized cybernetic implant that gives them advanced control and coordination capabilities with different types of companion units you can acquire and take on missions. The Drone Pilot will manage a swarm of drones with varying capabilities, the Hunder can direct a pack of cybernetically-augmented warhunds, and the Assassin synchronizes their tactics with a lethally-enhanced big cat as stealthy and deadly as they are.[/p][p][/p][h2]Highlight: Mod Support[/h2][p][/p][p]As gamers, we love modding, and it's always been our dream to enable modding capabilities for our games. It takes a lot of work to provide the necessary hooks, safeguards, and tools to enable this, but early in Cyber Knights' conception we decided this would be the game we'd make that leap for.[/p][p]Reaching full launch was a critical first step; with game systems finalized and some initial groundwork already laid by our development process, we'll soon be able to start building the framework to enable modding for many components of Cyber Knights' gameplay. This will not be an early addition, but when it comes it will come with full Steam Workshop support and - hopefully - a nice starting set of mods from an advance crew of modders interested in trying our tools early.[/p][p]If you're a modder yourself and would be interested in that, let us know.[/p][p][/p][h2]Highlight: Story and Mission Expansions[/h2][p][/p][p]One of the things we're most proud of for Cyber Knights is the new "Casting Director" story engine we built. As you play, the Casting Director chooses from a pool of available storylines, each of which has a number of "roles" it can dynamically fill with squad members and contacts from your specific playthrough, based on background tags and traits they've developed as a result of how you've played.[/p][p]This works hand-in-hand with the proc-gen mission system, which develops your characters and contacts through victories, failures, wounds, power plays, trait mutation, and more. Together, it makes it possible for each playthrough to feel dynamic and personalized. [/p][p]We launched Cyber Knights with several storylines ready-made for new content additions, and plan to add even more, as well as new proc-gen mission types and more multi-stage mission formats.[/p][p][/p][p]Those are just a few highlights of what's to come; take a look through the full roadmap graphic above for more. It's a bright future for our 23rd-century dystopia! Join us in Steam forums and our Discord; we're hyped to keep expanding this game with you.[/p][p][/p][p]See you on the streets, Knights. Let's keep this crew climbing.[/p][p][/p][p][/p]