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Cyber Knights: Flashpoint News

Update #63: Heist On Redux

[p][/p][p]Knight and mercs, we've got another content and balance update coming your way. With Update #63, we've added a new Cybersword recruit to the Underworld Hub, 3 new tattoos, turned on the 3 tattoos that were announced for Update #62 but never showed up, balanced the minimum Power Level for Skyrise Hit multi-stage missions, and fixed a heaping pile of F10s (thanks community!). We're excited to be hitting the new year with a string of new content releases, and there is more coming up soon.[/p][p]If you are enjoying the streaming of free updates and expansions for the game, please take a minute to leave a review ːsteamhappyː[/p][h2]Our Save Game Policy and Updates[/h2][p]Since you'll always be seeing a lot of updates around here, we want to reiterate our saved game policy 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]New Underworld Hub Cybersword[/h2][p][/p][p]We are back with another update and another new recruit. With the last update, a new Sniper joined the options of the Underworld Hub and now we've pushed the second Cybersword into the options list. We're going to keep pushing steadily to release of new recruits until we have 2 recruits per class. This new Cybersword is coming back to the underworld after a very near-death experience and 2 years in a medical ward. Will you pick up this fully rebuilt blade? We'll let you discover the rest and make choices on their Traits and backstory tags.[/p][p][/p][h2]3 New Tattoos + 3 Missing Tattoos from #62[/h2][p][/p][p]We announced 3 new tattoos with the last update but they were accidentally left in a "developer only" state. These have now been enabled, giving you the 3 new promised looks. On top of those, we've added 3 totally new tattoo options as well for a total of 6 new tattoos in the last 2 updates.[/p][p][/p][p]Some of these are definitely on my new favorite "look" list![/p][p][/p][h2]Further Skyrise Balance: Power Level 5[/h2][p]With Update #63, we have now pushed the multi-stage Skyrise Hit missions up to minimum of Team Power Level 5. This helps avoid weaker teams getting into these much harder mission chains and likely getting in over their head. This comes directly from wide discussions with the community here on Steam, Discord and through F10s. So thank you for all the feedback helping us to better pin down this balance.[/p][p][/p][h2]Visual Bugs[/h2][p]We've fixed a few visual bugs with Update #63. There was an issue where your characters' feet were clipping through the floor in the command HQ during mission deploy (only visible on wide screens), the wrong security device icon was used for the Shock Field in Matrix SCUs, and there was some bad text ("code") showing when you considered moving into a prox-mine and taking the damage.[/p][p]Thanks to everyone putting in F10s big and small - everyone helps us polish and improve the game.[/p][p][/p][h2]v2.4.23 - #63: Heist More - 1/13/2026 [/h2][p] - Added new Underworld Hub recruit option - Cybersword fully rebuilt after 2 years in medical ward[/p][p] - Added 3 new facial tattoo options for characters in appearance tab[/p][p] - Fixed 3 missing facial tattoo options from #62 that didn't show up (oops!)[/p][p] - Raised minimum Power Level for multi-stage Skyrise Hit missions to 5 for fairer balance[/p][p] - Fixed bug with character feet going in the floor on mission deploy screen[/p][p] - Fixed bug with incorrect icon for Shock Field in matrix SCU[/p][p] - Fixed bug with incorrect text string for Prox-Mine movement warning[/p]

Update #62: Heist On

[p][/p][p]Knight and mercs, this update will be a short one as its a busy time of the day but we wanted to get this out on Sunday. We've got a new Underworld Hub recruit, new Shadow Site reward, 3 new facial tattoo options, rebalance to the Skyrise risk/reward and more.[/p][p]If you are enjoying the streaming of free updates and expansions for the game, please take a minute to leave a review ːsteamhappyː[/p][h2]Our Save Game Policy and Updates[/h2][p]Since you'll always be seeing a lot of updates around here, we want to reiterate our saved game policy 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]New Underworld Hub Sniper[/h2][p][/p][p]We are now working our way through adding the latest set of recruits to the game through the Underworld Hub. Before Update #62, there was at least one recruit available for each class. The new push will be steady release of new recruits until we have 2 recruits per class. The first is a new Sniper recruit who has come back into the field after an aborted attempt at retirement. I'll let you discover the rest and make choices on their Traits and backstory tags.[/p][p][/p][h2]New Shadow Site Reward[/h2][p]Each shadow site has a special set of rewards that are linked to the faction and dropped as a group by the site. With this update, we've released a new Shadow Site reward set of high level armor, weapons, intrinsic weapon mods and a program through the second McKellen Shadow Site drop.[/p][p][/p][h2]3 New Tattoos[/h2][p]We've added 3 new facial tattoo options for your characters in the appearance tab. I'm loving these![/p][p][/p][h2]Skyrise Rebalance[/h2][p]We're hearing and acting on feedback from players about the new Skyrise maps constantly. The first round of adjustments focused on map updates and fixes mostly but now we're digging into fine tuning the balance a bit more.[/p]
  • [p]We have addressed the issue where Tally / Turn could start very high in the Skyrise maps[/p]
  • [p]We have increased the bonus XP reward for Skyrise from +25% to +50% (on top of the bonus for being multi-stage) so you should see some pretty astronomical XP offers for these.[/p]
  • [p]Also, we ensured that the correct number of Influence Chips drop in each mission, making it possible to get from +50% to +100% Influence for your Contact with a single successful (and fully looted) Skyrise Hit.[/p]
[p][/p][h2]v2.4.21 - #62: Heist On - 1/11/2026[/h2][p] - Added new Underworld Hub recruit option - Sniper coming out of retirement for revenge[/p][p] - Added new possible McKellen Shadow Site and special set of rewards around the integrated G-War combat platform[/p][p] - Added 3 new facial tattoo options for characters in appearance tab[/p][p] - Increased XP bonus for Skyrise missions by additional +25% (now over 50% bonus XP)[/p][p] - Improved rules for Tally/Turn starting value in Skyrise missions by reducing starting Tally/Turn in second stage[/p][p] - Fixed bugs that could cause game to lock up during enemy movement turn[/p]

Update #61: Cold Engine Roar

[p][/p][p]Welcome to New Boston, Knights and mercs! It is a new year and its time to get this update engine going again. Things have been nice and quiet over the holiday, giving everyone chance to recharge but the season of heisting is upon us once again, and we've got to get ripping. To get things going, we've pulled together a big patch release that addresses all the bugs we've had reported in the recently added Skyrise maps, fixes issues with Turrets, drone Talents like Downed Shield, rebalance pistols and fixes a few lingering lock up bugs introduced by the big navigation changes for drones.[/p][p]Welcome to all new players who joined us over the Winter Sale. And thanks to everyone playing and posting. We haven't been ripping updates, but once we get going (a lot is coming!) we hope you'll considering posting up a review as a way to thank our small team.[/p][p][/p][h2]Our Save Game Policy and Updates[/h2][p]Since you'll always be seeing a lot of updates around here, we want to reiterate our saved game policy 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]Skyrise Map Fixes[/h2][p][/p][p]With the entirely new map location of Skyrise going out, we were happy with the low number of bugs, but the ones that we did have needed to be hotfixed quickly. This update is a roll up of all of the hotfixes that have previously gone out for Skyrise - fixing blocked balconies, walls you could walk through and more - as well as fixing new issues as well, such as areas you still couldn't go and columns displaying very odd cover shield behavior.[/p][p][/p][h2]Fixed: Quantum Core in Skyrise and Elsewhere[/h2][p][/p][p]Anywhere that this quantum CPU core was appearing in maps, it had gone a bit haywire after the major update to navigation to support the flying drones. You couldn't move onto the bluish floor area, dead bodies fell through that metal and you couldn't target it with ground Talents like Lure or JTAC.[/p][p]All fixed now, thanks for your patience![/p][p][/p][h2]Fixed: Turret Double Stack[/h2][p][/p][p]There was one type of Escalation that activated 2 Turrets at the same time. This extra bad Escalation result by the Sec AI also had a possible but in it where the Turrets would simultaneously activate at the same pod. Funny ... terrifying ... fixed![/p][p][/p][h2]Hacker's Downed Shields Fix and Rebalance[/h2][p]With Update #61, we've fixed the text for the last upgrade node of Downed Shields where the debuff upgrades from being single target to AOE. It no longer switches over to nonsense.[/p][p]Also, we've re-arranged the bonuses for the Talent so that the different debuffs - like Crit Vulnerability and Armor are stacked into single nodes instead of spread, giving you a bit more choice to decide if you want each node and less debuff salad.[/p][p][/p][h2]Pistol Rebalance[/h2][p]Thanks to F10s, it was called to attention that 4 higher level Pistols you could loot or get Blueprints for shared stats. We've now resolved this by adjusting the stats for the Evoker X, Evoker X22, EV HeavyHit, and EV SureShot.[/p][p][/p][h2]v2.4.19 - #61: Cold Engine Roar - 1/7/2026[/h2][p] - Fixed map bugs in Skyrise allowing you to move through walls or blocking balconies[/p][p] - Fixed map bugs in Skyrise blocking site over decorative area for tree, missing columns, wall going through lootbox [/p][p] - Fixed map bugs in Skyrise with cover shields showing up inexplicably around columns[/p][p] - Fixed bugs with big quantum core CPU tower in Skyrise and other maps where you couldn't move on to it or target its floor[/p][p] - Fixed bug where Escalation to activate 2 Turrets might activate them both on the same pod[/p][p] - Fixed bug with Power Play mission Library Flip sometimes showing the wrong matrix terminal as objective[/p][p] - Improved mission requirement for "Hacker" to state "Hacker or Wireghost"[/p][p] - Improved balance of Pistols: Evoker X, Evoker X22, EV HeavyHit, EV SureShot[/p][p] - Improved balance of Hacker's Downed Shield upgrade nodes - consolidated debuffs to Crit Vulnerability and Armor into single nodes[/p][p] - Fixed bug with Downed Shields Talent text going haywire when pushed to AOE[/p][p] - Fixed dialog loop lock up at end of Snitch Flush if target VIP escapes[/p][p] - Flipped class tree quadrant names for Sniper - Alpha Kill and Streaker[/p][p][/p]

Public Beta Test for Engine Upgrading

[p][/p][p]Hi Knights and backers! [/p][p]We are excited to roll out a new public beta branch on Steam that is open for testing a big engine upgrade for Cyber Knights. By upgrading to the Unity's 6.3 LTS ("long-term stable") version we are upgrading the core game engine under Cyber Knights: Flashpoint in order to allow us to expand and support it for years to come.[/p][h2]Our Save Game Policy and Updates[/h2][p]First, since we are talking about a major engine upgrade, let us lay all fears to rest - this upgrade stays within our established and reliable rules of save game policy. Our commitment is to your saved games. No saved game will ever be invalidated by an update, even big ones. 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]Major Engine Upgrade - All Platforms[/h2][p]As it is a major upgrade, it affects all platforms (Windows, Linux, Steamdeck and Mac OS which is now ready) and we want to invite you to help us test it on your hardware/software configuration. We can only do so much testing and for something this scale, a public beta branch is a big help.[/p][p][/p][p]If you would like to help us test, please open the game's Properties > Betas tab and pick "public_beta" from the dropdown. This will download an update and your game version will be shown as v2.5.1 on the main menu.[/p][p]For this test, everything should work the same as it did before the upgrade (except the few small feature changes below). We are looking for F10s identifying anywhere that the game has a new bug or regression.[/p][p]Thank you for any help you can give with this test. If you have any issues, please submit an F10 as usual.[/p][h2]v2.5.1 - Public Beta Test[/h2][p]- Unity Game Engine updated to the latest version[/p][p]- Performance improvements[/p][p]- Snappier camera, less delay or easing[/p][p]- Mouse no longer warps to center of screen when right clicking to rotate[/p][p]- "Snap" option during movement is now remembered between play sessions [/p]

Update #60: Heisting Backbeat

[p][/p][p]Knights and mercs - happy to holidays to all and the holidays should bring updates! We've got one for you today with a big gift of even more expanded reactive music, 6 new tracks for the soundtrack DLC, fixed bugs with Skyrise maps, fixed issues with security devices and movement Talents like Glitch, fixed issues with VTOLs getting stuck in certain story missions, resolving little issues with Overwatch and step out. A huge thanks to everyone sending in their F10s and helping us improve![/p][p]Our small team works really hard to bring you the best - a tranche of new reactive music included! - all for free. If you would like to share in this holiday spirit of giving, please give us a review ːsteamhappyː[/p][h2]Our Save Game Policy and Updates[/h2][p]Since you'll always be seeing a lot of updates around here, we want to reiterate our saved game policy 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][h2]
Even More Reactive Music![/h2][p]We expanded the reactive music tracks significantly with the addition of the Skyrise tracks with the NEW HEIGHTS expansion. We can't stop there - now we've further expanded the reactive music tracks within the game by another 33%, adding even more minutes of awesome music to the game.[/p][p]In addition, we've improved the way the reactive music is calculated to maximize the ability for the system to adjust and change the music during play at cool moments.[/p][p][/p][h2]Skyrise now in Soundtrack DLC[/h2][p]We have added 6 new tracks to the Cyber Knights: Flashpoint soundtrack DLC from the Skyrise expansion.[/p][p][dynamiclink][/dynamiclink][/p][h2]Skyrise Map Fixes[/h2][p]With Skyrise maps, we fixed a number of issues where there were fences hidden inside the walls. If there is a fence inside the wall, you can pass right through the wall by jumping over the fence. Quantum style! We fixed these wall issues and a number of other issues with the maps and "double walls" that were dragging down performance or causing other visual glitches (flickering).[/p][p][/p][h2]Sound Volume on Pause Menu[/h2][p]We fixed an old bug with the ESC menu reducing volume for SFX and music. Every time the ESC menu was brought up, the volume of all sound was reduced. If you closed and opened the menu again, the volume dropped again. It never went back up. Ooops![/p][p][/p][h2]Mountain of F10 Fixes[/h2][p]With Update #60, we've followed up on a ton of community F10s submitted by you, the players. Big thanks to all the community members hitting F10 to send in bugs, suggestions, balance ideas and more.[/p]
  • [p]Fixed Containment Site map issues with Prisoner not behind the red door. There were 3 of the 8 possible ways that level could play out with the rescue prisoner objective that would result in the prisoner just behind a laser fence.[/p]
  • [p]Fixed Glitch and Slashslide causing issues with security devices. If these special movement Talents were used in and around security devices like Prox Mines, they could cause Prox Mines to stop functioning later in the level.[/p]
  • [p]Testing Overwatch locations could cause damage from laser wires. Flipping back and forth between locations would slap you over and over with damage.[/p]
  • [p]Shooting a target who was in Overwatch could force the target back around a corner and then lock the game. The issue resulted from trying to attack the same target who was now out of sight because they stepped back.[/p]
  • [p]In Carnivore story mission, the VTOLs could get stuck behind the doors. This is now fixed - so fly, you fools. Fly![/p]
  • [p]Sometimes an enemy seeking security events could end up sitting in the same position for multiple turns. This came from multiple security events being posted at the same location and an inability to resolve multiple events at the same spot.[/p]
[p][/p][h2]v2.4.3 - #60: Heisting Backbeat - 12/29/2025[/h2][p] - Improved reactive music implementation (more reactivity) and added multiple new stealth and combat reactive tracks (over +33% music)[/p][p] - Added 6 new Skyrise songs to the Soundtrack DLC[/p][p] - Fixed sound issue where opening and closing pause menu in game reduced all SFX/music volume[/p][p] - Fixed issues with walking through some Skyrise level walls, improved Skyrise performance[/p][p] - Fixed bug where using Agent EX Glitch and Cybersword Slashslide could cause later interaction with prox mines to stop working[/p][p] - Fixed map bug in Containment Site map where prisoner was not behind Red Door [/p][p] - Fixed bug where testing Overwatch locations could cause you to step into laser wire and take damage[/p][p] - Fixed bug with step out locations for Talents not re-centering the Talent range circle on the step out location[/p][p] - Fixed bug preventing Brave Star VTOL from being able to pass through broken doorways in certain missions[/p][p] - Fixed bug that could lock game if you attacked a target in Overwatch who then stepped back around a corner[/p][p] - Fixed bug that could cause enemy who is seeking security events to end up stuck in a single position for multiple turns[/p][p] - Fixed bug where active Talents on Talent bar might show wrong AP cost after getting dumped from matrix[/p]