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Cyber Knights: Flashpoint News

Update #223: Street Sweeper


Knights and mercs - we've got Street Sweeper, Update #233 tonight landing with a bunch of bug fixes, map improvements, resolving story issues and invisible contacts! It's a big update that sweeps up and tidies up, cleaning out the F10 bin from this week, especially around the Daedalus Bloc retirement storyline. Let's dig in!

If you're enjoying the Early Access and relentless pace of updates (more coming!), please take a moment to leave a review. We are a tiny team and every review counts so much for us!

Also - did you see the release date news?
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[h2]Daedalus Bloc Fixes[/h2]

The 10 mission storyline for Daedalus Bloc is the largest one we've released yet, and it has had its fair share of content bugs to iron out. Nothing that has left any saved games permanently hung, mostly just interruptions in your ability to play on in the storyline. Tonight we've hit a few big patches for Daedalus:
  • You might be stuck in an infinite conversation about CLUSTER DROP mission - this will not continue!
  • You might be stuck on the first map of the CLOCKWORK RESCUE mission with a broken terminal. If you are, next time you load your game, you'll find yourself back in the safehouse with the story leading up to the mission about to start (again).
  • If your Quant disappeared in the second mission of GOVERNANCE DUST-UP, you should be good to go. You can either play through the level as is, or restart the level and the quant will appear correctly at your starting location.

[h2]Invisible or Missing Contacts[/h2]
Another bug resulted in some Hardened Target and Infiltrate and Download missions being offered by an invisible contact. This was confusing and not great - now it is fixed. If you already have a conversation or mission offered by such a contact, that will be the case until it is finished and the next one will be normal.

[h2]Black Site Lab Bridge[/h2]

If you've been hitting any issues with the bridge in the new Black Site Lab level, this update will fix them up for you. The bridge terminal is working and once raised it can officially be crossed.

[h2]Nuke II (FAS) and Others[/h2]
There have been some longstanding issues with some of the Nuke programs having wires crossed. This included Nuke II (FAS) and we've now unwound these. The program shows its special stripes and should load correctly during hacking now.

[h2]Endless Map Fixes[/h2]
We're constantly working to keep up with little tweaks and fixes to maps. We fixed some oddly floating can props, some open field spawn issues, some places where cover shields didn't appear correctly, and more.

[h2]v1.9.157 - 3/13/2025[/h2]
- Fixed issue with Black Site Lab bridge terminal causing level to lock, bridge impassible
- Fixed infinite loop bug in Daedalus Bloc storyline to accept CLUSTER DROP mission
- Fixed issues with Quant not appearing in GOVERNANCE DUST-UP second stage, restart stage or mission
- Fixed issue with mission stuck for CLOCKWORK RESCUE in Daedalus Bloc - you will return to safehouse with mission coming again soon
- Fixed issue with invisible or non-existent contact offering Hardened Target or Infiltrate and Download proc-gen missions
- Fixed issue with Nuke II (FAS) not showing its special Hybrid-Utility rules
- Fixed description of "The Loud One" Achievement - complete mission with 9 Sec Level or higher
- Fixed open field spawns in some maps, odd cover locations, floating soda cans
- Improved lighting in Urban District HQ map

Cyber Knights: Flashpoint the cyberpunk XCOM-like hits full launch on May 15

Inspired by games like XCOM 2, Shadowrun and Invisible Inc the latest from Trese Brothers with Cyber Knights: Flashpoint is set to leave Early Access on May 15th with a new update out now.

Read the full article here: https://www.gamingonlinux.com/2025/03/cyber-knights-flashpoint-the-cyberpunk-xcom-like-hits-full-launch-on-may-15/

Announcing our 1.0 Launch Date!

Knights, we are thrilled to now share with you a specific launch date; Cyber Knights: Flashpoint will be exiting Early Access on May 15th June 2nd (UPDATE)! 🎉

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(If you have a sec, please click through to YouTube to give the video a 👍 and leave a quick comment; helps a lot more people see it!)

I don't want to save this for last: thank you to each and everyone of you that has supported us during Early Access. Whether you've already bought the game or helped spread the word, we would not be able to make it to release on this one without your support.

EA gets a bad rep, and sometimes deserves it, but it's the only way indies like us are able to make a game with this depth, keep the creative control that makes our games what they are, and iterate on it to make the most of your excellent suggestions and feedback. And no worries if you're one of the many folks who simply prefer to wait for a game to be more fully baked before investing your playtime; we appreciate you even just for wishlisting, or for picking it up on a good EA discount to support us as a win-win. 🙌

An extra-special thanks to the now 700+ of you who have left a Steam review!!


[h2]Two Months to Go[/h2]
Don't worry, the updates aren't stopping. While we do have some content earmarked for a big release update, we still have plenty more to work on for regular updates on the road to launch.

And polish is a major focus as well. With your help we've long since squashed, fixed, and full-autoed any widespread major bugs, and are in the territory of edge cases, hotfixes for less-tested content, and jank-adjustment. We have a shortlist of animation, V/SFX, and small graphic improvements to push our production quality to our launch standard.

One big feature left on the roadmap that we're still working on is translations / internationalization. If you're fluent in any languages beyond English (we are particularly seeking Spanish speakers) and would like to get an early look / give feedback on our first translations of the game, let us know your Discord or email in this form.


[h2]More Release Details and Post-Launch Plans to Come[/h2]
We'll share more about the launch update content and the post-launch roadmap later, for now enjoy the recent end-game storyline added, mark your calendar for the launch date, and let people know it's coming! 😄

(Shareable announcement posts: Bluesky | Twitter | Reddit | Facebook | YouTube)

Update #222: Weekly Map Release "Black Site Lab"


Knights and mercs, heists across the New Boston Zone are heading to a new, dangerous location with Update #222. We've added a new map, fixed issues with the Daedalus story, fixed issues with VIPs following the new Death Save rules and therefore surviving missions (:facepalm:), and resolved reported issues on Achievements as well as a huge pile of F10s about minor map issues.

We're hard at work expanding and improving the game from every angle - so please take a moment to leave a review and share the game with a friend.

[h2]New Map: Black Site Lab[/h2]

Every new map expands the game even further - so we're excited to keep up the pace, now adding the 29th room to the proc-gen map list and bringing the total proc-gen combos (maps X objectives) up to 197. The Black Site Lab is the kind of place where bad things happen and high-value research reports and files are stashed.

The Black Site Lab features distinct zones - multiple, crowded entry areas leading two a large, dangerously open research lab. The central hacking platform is exposed, upping the ante for hackers trying to make their heist and get out without taking a few bullets home as souvenirs. Some of the extraction options are locked behind a Blue Key bridge and some of the heists to the Black Site Lab feature an optional Gold Key room.

We're hard at work pushing up the variety of mission map content as we march toward release, and the total proc gen combos (map x objective) now total 197 as this new map adds +8 new combos.

The next big additional will be another new proc-gen objective with really exciting new challenges to continue to mix up the content!

[h2]Retirement Daedalus Storyline[/h2]

We released the major new storyline and Retirement feature last week with the Daedalus Bloc storyline! Over the weekend we fired off a couple of hotfixes to address immediate issues and are now putting out the first big patch for Daedalus Bloc story. This will help any players who were stuck in the defensive battle to protect the quant (all the enemies are dead, no victory condition) as well as fixing a number of other stumbling points, like a random VIP joining you on a mission where you're trying to recover stolen files.

This is a major chunk of content and we're going to expanding and refining it based on your feedback - so please share away :D
https://store.steampowered.com/news/app/1021210/view/501692943024783671

[h2]Starting Enemy Patrollers[/h2]

With Update #222, we've started the process of scaling the enemies that can start on the map as patrollers with mission Power Level. Up until this point, the enemies that could be selected for starting patrols were all very basic, low armor, low health and low special abilities. With Update #222, for Syndicates and Street Gangs, some of the specialists now come on the table as your progress through the Power Levels. The standard patroller unit - Street Grunt or Whistler - will still be the most popular, but this set will be seeded with more interesting types, some with more dangerous special abilities like Benders or heavier armor, like Shocktops.

[h2]VIP Survivors[/h2]

After the new Death Save rules when live, we've been running into a class of issues with VIPs from missions sticking around. If they get gunned down, they were playing by the same Death Save rules, which mean they might convert to a Survivor and then (unexpectedly) stick around and hang out in your safehouse. They should disappear the next time you reload the game, but Update #222 has fixed the root cause!

Sorry VIPs, your Death Save is 0%.

[h2]Continued Achievement Fixing[/h2]

With almost 100 Achievements releasing in a wave, we've had a few calculation issues to clean up. Sometimes Achievement 1 is incorrectly blocking you from getting Achievement 2 (once you got One Man Army, it was blocking Next Man Up) and sometimes the calculations or math was just wrong (The Quiet One was firing on Hack Only Missions where physical Sec Level is always 0).

We've resolved all reported F10s in this area, so big thanks to everyone sending in feedback!

[h2]v1.9.153 - #222: Weekly Map Release "Black Site Lab" - 3/10/2025[/h2]
- Added new proc-gen map "Black Site Lab": a clandestine corporate laboratory performing quasi-legal cybernetics research and weapons development, supports +8 new proc-gen combos (Heist a CPU, Steal 3 Files, Scavenger, Kill 3 Captains, Bodyguard, Assassinate VIP, Infiltrate and Download, Hardened Target)
- Fixed issue with unexplained VIP joining on one of the first Daedalus Bloc missions
- Improved starting spawn of patrol enemies for Street Gang and Syndicate to ramp up with Mission Power Level progression
- Fixed issue where VIP characters were not staying dead if your difficulty Death Save was high
- Fixed getting stuck in Daedalus Bloc defensive mission - end the Turn to continue or restart level
- Fixed multiple issues with Achievements firing at the wrong time or not firing when they should
- Fixed map bugs, sight line issues and bugs with open field spawns

Major Milestone: RETIREMENT - Massive End-Game Content Update


Major update today Knights, with our very first retirement storyline: "Daedelus Bloc!" This 10-mission storyline becomes available at Power Level 6+, when a shareholder asks you to help them create havoc inside the Jupiter Group megacorporation.

This intricate power play is paced to give you plenty of time to engage with other late-game content, running heists on the side to build your warchest and grow your skills so you'll be ready to pull off the biggest jobs of your career at the very end.

It includes 2 brand new maps, new objectives, new additions to the proc-gen system, and is just the beginning of some very exciting new mission formats you'll see more of as Cyber Knights: Flashpoint continues to evolve.

We intend to add multiple retirement storylines to the game over time, staggered across multiple power levels to allow for playthroughs of different lengths and a variety of roleplaying choices in what kind of opportunity your Knight will give up their criminal power climb for, and who (if anyone) from their squad they'll share this escape with if they can.

[h2]How Retirement Storylines (or Death) Work[/h2]

Retirement Storylines are pinnacle opportunities in your Cyber Knight's career, accessible only when you've built a rep as the Knight that gets things done. Multiple offers will give you the opportunity to get started on a chain of escalating missions leading to one last big heist that could get you out of the game for good.

Come out on top, and you'll have a window of time to decide (and complete any lingering unfinished business with your mercs or other contacts) if you want to take the retirement opportunity, or continue running the streets.

Some Knights can't give up the thrill of the heist, and will continue to play hard and fast until they go out in a blaze of glory. Others are convinced better opportunities will come, for either a better life offworld or with more room in the opportunity to set up the squad members they've become closest to with a better life as well.



When you retire or die, you'll get a series of game-end screens sharing what becomes of you and your squad members, a key stats & achievements summary, and your save-game will be memorialized so you can come back and export appearance or talent tree builds.

[h2]Merc Stats Now Available[/h2]

You'll now be able to access merc scores - such as career kills, number of missions run, number of missions completed unseen, maximum damage scored in a single hit - at any time. Check out the "Record" tab from your squad roster in the Barracks.

In addition, for those Achievements that make sense, each merc can score individual achievements. Your grenade-happy Soldier might get the achievement for the 5X kill with Grenades while your Sniper will be hunting that 1000 pt Dmg in a single shot achievement.

[h2]Steam Achievements Now Active[/h2]

Score up to 100 achievements as you play and prove your skill.

Achievements run the gamut from first-time achievers (complete your First Heist or Install a second cybernetic in a character) to long run achievers (reach $25m credits, kill a Head Hunter, complete 100 heists) to limit pushers (kill 5 targets with Slashslide, complete a 4 merc mission with 1 merc, install the 7th cybernetic into your Knight).

Achievements are a prestige reward only, no in-game content is gated behind any of these, the only thing they unlock are bragging rights (and please do; gameplay celebrations and stories are always welcome in our Discord).

[h2]On-sale to celebrate! Spread the word and leave a review?[/h2]
Cyber Knights is 20%-off for the next two weeks (there will be a short 4-hour gap between next Thursday morning and the start of the Steam Spring Sale)!

https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/

Please spread the word that we're wrapping up Early Access soon! And if you haven't already, taking a minute to leave a review, even just a couple of quick sentences, is one of the best ways to help us out. We're working hard to keep polishing (thank you all for the feedback through F10s and Steam forum posts!) and keep packing the game with more content as we approach the full release later this spring.


[h2]v1.9.147 - #221: Major Milestone: RETIREMENT - 3/6/2025[/h2]
- Major new end-game storyline "Daedelus Bloc" starts at Power Level 6+
- Option to retire at the end of the storyline or go back to the streets for "one more heist"
- Steam Achievements now active - score up to 100 achievements
- Individual merc career scores and personal achievements available in Roster "Record" tab
- New Retirement and Death screens tell the post-retirement stories for your team and display scores
- Created safehouse experience for death/retirement, still access the Appearance and Training for library, otherwise locked down

[h2]v1.9.149 - Hotfix #1 - 3/7/2025[/h2]
- Fixing Daedelus Bloc issues
- Fixed issue with Quant VIP where are not carrying items for their missions
- Fixed extraction location in second stage of BOILING POINT mission
- Fixed missing complications in OPENING BID mission
- Fixed some storyline missions not having their custom names (PANDORA'S SUITCASE, etc)
- Fixed Achievement issues with Pacifist, Next Man Up, One Man Army, The Quiet One and more
- Fixed Achievement issue where achievements were not setting until the game was closed
- Fixed missing achievement icons
- Fixed reported typos and dialog issues

[h2]v1.9.151 - Hotfix #2 - 3/7/2025[/h2]
- Fixing Daedelus Bloc issues
- Linked in missing dialog and complications in OPENING BID and GOVERNANCE DUST-UP
- Added new File Set to compile Nuke II (FAS) and new Utility Program type Dragline I
- Fixed issues with Bio-Verify Files having odd names (multiple Part III's)
- Added new special rewards to the Daedalus hacking missions
- Fixed bug with Daedalus missions sometimes referencing an incorrect mission name at the end of the dialog
- Fixed Daedalus Bloc defensive mission not spawning reinforcements
- Fixed bug where Security Level secondary objective could still appear even when it shouldn't (Ricksham Drips)
- Fixed bugs with Infiltrate and Download Files and Hardened Target objectives that could prevent mission from re-offering later
- Fixed bugs with Matrix Response Level being "None" sometimes for Street/Syndicate, with mission tags for Matrix Host Color being wrong
- Fixed confusing titles in Contact Limit Breaks for Service Upgrades
- Fixed typos and dialog issues