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Update #254: Heated Loot


Knights and mercs, we are very near to the end of this Early Access train ride, but everyone here agrees that just means we should update the game even faster! The dev team is cranking hard to make this Early Access ending epic, so please take a moment to leave a review and share the game with your friends. We need that extra boost now more than ever!

With Update #254, we've added a few hundred lootable weapons, mods and armors as well as rounded out the Heat system to its final form. We've added some new game options requested by the community, completed our final tweaks to the Team Power Level and XP system and more - check it all out below.

If you are enjoying the final, frantic days of our Early Access where the updates are coming near daily - please take a moment to drop a review. Our tiny game dev team of 3 is working hard to polish and improve, so hope you can help us spread the word!

Thanks to @ShallowRain Discord for providing the screenshot for the update tonight through the community Photomode event. You can see a list of all of the past community events and challenges on the Cyber Knights wiki.

[h2]New Looting for Weapons, Mods and Armor[/h2]

With Update #254, we've made a major add to the loot system. You can now loot safelocked weapons, mods, and armor from the lootboxes on maps. These physical rewards are immediately ready for use once you get them back to the safehouse and break their safelock (you can't use them in the mission where you loot them). With over 250 pieces of equipment landing in lootboxes near you, this steady drip of new loots will help both your new and veteran team alike have more options to play with when building out their gear and weapons.

Some of the things you can loot overlap with what Contacts can offer to sell, some overlap with what you can find Blueprints for and some are only obtainable through looting.

Go forth, heist and loo!

[h2]Heat burns up Sec Level[/h2]

We've also wrapped up the final and biggest effect for the Heat system in Update #254. This loops Heat back into the Security Level, Sec AI's options with Escalation and into secondary objective challenges as well.

Remember, as you stir trouble in the underworld - with the law and with criminals alike - we produce Heat which makes operating your team harder.

The new rule - when starting a mission, the Sec Level for the Sec AI starts at +1 for every 25% Heat. Therefore, starting with 0% Heat is like you have today (Sec Level 0), 32% Heat is 1 Sec Level and so on up to a maximum of 4 Sec Level. This is less impactful than it might originally sound, but let me detail what effects this has:
  • The Sec AI does not get a free Escalation or get to any extra action because of this.
  • However, the Sec AI's action that it can take during an Escalation are gated by its Sec Level. As the Sec Level goes up, it gets access to nastier cards.
  • For example, many Sec AI won't buff the Tally per Turn by +1 until the Sec Level reaches 1. If you came in with 26% Heat, that would be an immediate option. Other Sec AI won't start buffing their squads ("Chemical accelerants for combat!") until the Sec Level is 2 or 3, which again, you could bring into play directly
  • Secondary Objectives that want you to complete missions under specific will be affected by this. If your goal is to stay under Sec Level 6 and you start at Sec Level 2, that goal is going to be harder.
  • Sec Level has no effect on pure combat missions, so Heat has no effect either.

We're very excited here how this opens up a lot more nuance in what the Sec AI might do and we will be balancing and expanding their actions in following updates.

Remember, you have multiple ways to mitigate and reduce Heat outside of missions, including the Counter-Intel Safehouse room and Face Talent Pressure Drop.

If you have a combat loud team that is constantly burning hot, you may need to pace your action a bit more or use more of the mitigation options available to you. Or, honestly, lock and load and plow through like you always do.

[h2]Power Level and XP Tuning[/h2]

As this rocketship of gamedev updates goes screaming into our upcoming release, we've taken a minute to do a final pass of tweaking on the Team Power Level and XP progressions for the game. With this update, we've slightly reduced the number of missions required to move through the mid-game Power Levels from 4 to 7. The tuning is minor, it takes 1 less mission to pass through Power Level 4, a part of the game we don't want to feel like it drags too long.

In addition, we've reduced the XP from missions by 3-6%. For most of the game, you can get pretty solid Handling on your Face with an XP bonus that will more than make up for the tiny bit we've scraped off the top.

[h2]Heavy and Light Weapons Tagged[/h2]

To be sure it is clear which weapons are heavy and which are light, we've added the designation next to their type, Power Level and rarity in all equipment and market screens. You can carry 1 heavy weapon and 1 light weapon or 2 light weapons. Or get cybernetics to carry 2 heavy, you beast!

[h2]Fixed Filter and Buy on Steam Deck / Controllers[/h2]
We've got a steady set of improvements continuing to come online for Steam Deck and controllers, working to really fine tune the experience. Last update improved movement plotting with (Y) and this update fixes an overlapping set of hotkeys in market and inventory that (RT and ... RT) that could cause some trouble. Now you've got RT and Y to take your actions quickly.

[h2]Option for Extended Chat Bubbles[/h2]

The little quips and chat bubbles that the enemy agents have been saying have been a big hit! They say the darndest things ... and we're here with a new option in case they say them too fast. You can now turn on Extended Chat Bubbles, which doubles the amount of time this data stays on screen. Thanks to everyone for suggesting great options!

[h2]Fixed Cybernetic Talent Respec[/h2]

There was a bug where you would lose the Talents granted to you by cyberware if you respec'd. We caught this testing Warmachine but it may have affected your cyber lung implants which have Talents. If that did happen to you, you're stuck removing and then reinstalling the cybernetics. That's going to hurt!

[h2]Fixing F10s[/h2]
The F10 grind continues! We fixed a number of issues with enemy grenades, including one case where they could cheat and throw grenades at mercs that were properly hidden.

[h2]v1.10.73 - Update #254: Heated Loot - 5/29/2025[/h2]
- Added +225 Lootable Weapons, Weapons Mods and Armor to lootboxes (physical item can be used from safehouse, not Blueprints)
- Added new Heat effect - Sec Level of missions starts at +1 Level per 25% Heat (draws better cards faster)
- Tuned Power Level and XP progression for missions / proc-gen
- Inventory now shows Heavy / Light item tag next to name / Power Level / Rarity in the top right
- Added new gameplay option to double the time that quips/pings stay on visible on the map
- Fixed overloading hotkey in market for Filter and Buy (split to RT and Y)
- Fixed bug where cybernetic Talents could be deleted by Respec
- Fixed possible lock-up in enemy's turn when throwing debuffing grenades
- Fixed bug where enemy might throw a grenade at hidden merc as if they knew they were there
- Fixed bug with crafting where weapon mod blueprint could be overcommitted to multiple crafts
- Fixed map issues, broken props, odd Exfiltrate starting points, lootboxes not correctly filled

Update #253: Friendly Face in the Dark


Knights and mercs, we've got another update hot off the final press runs here. With Update #253, we've boosted the XP bonuses from running Legwork and improved their UI, made a really nice improvement for Steam Deck movement (Y), added 9 new cosmetic options for faces for your characters, fixed FIeld Ops bugs, fixed issues with second stages of missions (Eleventh Hour, Carnivore, Meteoric Hotdrop, etc), gave Dade's backstory his missing 2 Attribute points and more and made a metric ton of small fixes and map adjustments.

If you are enjoying the final, frantic days of our Early Access where the updates are coming near daily - please take a moment to drop a review. Our tiny game dev team of 3 is working hard to polish and improve, so hope you can help us spread the word!

Thanks again to @AlphaFox Discord for providing the screenshot for the update tonight through the community Photomode event. You can see a list of all of the past community events and challenges on the Cyber Knights wiki.

[h2]Legwork XP[/h2]

Legwork can eat up a lot of a merc's time and often includes some risk to each up more of a merc's time with Injury. In order to better reward these risks and the choice to send a merc on a Legwork, we've bumped up the XP bonus from Legwork from 6-10% of the XP you need to gain the next level to 25%. This scales nicely as your mercs become higher level and is a much heftier feeling reward for the risk/reward.

In addition, we are now showing the XP that each merc stands to gain in the legwork offer, so it is clear the amount you stand to gain.

[h2]Steam Deck (Y) Talent Ranging[/h2]

With Update #253, we've fixed an annoyance on Steam Deck. If you set a movement destination with (Y) and then use (X) to move through your Talent bar, you can see all the ranges of all of your Talents. Unfortunately, if you then changed your destination with (Y) the Talent ranges did not update to the new location. Well, thanks as always to @Brian for poking us about these sorts of things, because now it is fixed. Let's go Deck!

Also, if you aren't using the double-press (Y) to move option yet, please try it. We think it makes the Steam Deck control scheme significantly smoother to use and are looking at enabling it as a default if we detect a Steam Deck player.

[h2]Added 9 new faces[/h2]

There are so many ways to expand the options on how to design your characters' appearance so we like to go in a circle, adding to each category as we can. Today we've pushed in 9 new options for your character's faces. New faces can be crossed with every other cosmetic option the set so really open up some new cool looks. Enjoy!

[h2]Dade Attributes[/h2]
Dade was still lagging behind everyone else by 2 Attribute points for the backstory trait - that is resolved in all games now. Harder, better, stronger, faster.

[h2]Friendly-Fire Stun[/h2]

Previously, all mercs were totally immune to Stun effects. This would let you throw Concussion Grenades into groups that included friendly fire and not suffer any negative effects. Watch out, because mercs now fully suffer Stun! Ouch! You lose all AP, cannot use Talents and your Turn ends ... immediately.

Friends don't concussion grenade friends. Or do they?

[h2]Multi-Stage Mission Escalation[/h2]
There was an initialization bug on the second stage of multi-stage missions that would cause the Sec AI to always Escalate at the end of the first Turn. For missions like Meteoric Hotdrop and Eleventh Hour - ouch, this was painful! Thanks to @Lockindal for pushing F10s on this one until we fixed it!

[h2]F10s and Map Bugs[/h2]
We are smashing about 100+ F10s a day - typos, map mistakes, lootboxes, open field spawns, terminals that aren't perfectly positioned. A huge thanks to everyone who is taking the time to help us improve by submitting feedback and bugs ːsteamhappyː At this point, there are too many to type in here but see the full change report for details on the bigger ones.

[h2]v1.10.71 - 5/28/2025[/h2]
- Increased XP bonus from Legwork to 25% of XP required for next level, added XP display to Legwork offer screen inline
- Improved Steam Deck and controller support - Talent ranges always update when changing movement destination with (Y)
- Added 9 new face options for your mercs
- Fixed bug with Field Ops room Delay option always showing 0h
- Fixed issues with multi-stage missions where there might be an inexplicable Escalation on the first turn of second stage
- Fixed story issues with final mission of Daedelus Bloc mission where boss enemies didn't always arrive
- Upgraded Dade's backstory Trait to restore 2 missing Attribute points
- Fixed issue with Warner-Braun Doctor not having their Imported Cybernetics service
- Enabled characters to suffer Stun (0 AP, skip full Turn) - currently watch out for friendly fire from Concussion Grenades
- Fixed issues with lootboxes that could possibly end up empty in some map scenarios
- Fixed bug where 2 different recovery times could be shown in roster for cybernetic surgery
- Fixed mission map bugs, including mission where you might start inside a Bio-Scan Field
- Fixed rare bug where extracted merc still be counted as being inside a Bio-Scan Field

Update #252: From Whence We Came


Knights and mercs, we've got another screaming hot update touching down in the New Boston Zone! Update #252 adds a introductory slide show to help set the lore context for your team, improves enemy agent ability to follow through on security events, rebuilds Dade to be much better, adds a Withdraw button to immediately fail a mission, improves some Traits, adds Face Handling Attribute effects (+Team XP and Stress Res), and fixes a metric ton of community suggestions and F10s!

If you have enjoyed the progress on the game during Early Access and our small team's relentless pace of updates, please take a moment to drop a review!

Thanks to @AlphaFox Discord for providing the screenshot for the update tonight through the community Photomode event.

[h2]New Game Slides[/h2]

To help better tell the starting story of your team and to give new players a better sense of their place in the world and what it means to become a Cyber Knight, we've added a set of 6 introductory slides before the start of every New Game. We hope you like them, that is all.

You can easily skip and turn these off, skip them, or hit space to move through them faster - lots of options for veteran players who don't want to see them every time (also see Options > Gameplay > Tutorial and Intro to change it manually).

[h2]Better Enemy Agent Follow-Through[/h2]

After the High-Stakes Heist update a few updates back where the AI security/stealth game got a lot better, we've still been hunting a few last issues. We've closed one of the most important ones tonight - vastly increasing the enemy agent's ability to pursue a security event across longer distances. In the past, if the event was far enough away, they'd usually quit moving toward it after 1 to 2 Turns and start to hunt locally. This reduced pressure on the action point of the event, on your team to keep moving, and reduced the chance that a body would be found, etc.

With Update #252, unless they are interrupted, the enemy agent will move all the way until they are near the event before starting to hunt around. This is a great boon for anyone using security events to distract enemies (Prank or just leaving a trail of events to throw them off) but also more pressure for everyone trying to avoid being seen.

Also, just more fun and immersive, as an agent might cross the map, chatting to other agents as they go and warning them of their Suspicions.

[h2]Dade Retooled[/h2]

We've completed a project to rebalance and improve the starting Hacker, who starts as "Dade" in default games. In all games, your starting Hacker (be it Dade or your own designed character) will have an upgraded backstory Trait "Digital Thief Ex-Con" that now comes with better bonuses (+HP instead of -HP) and a set of specific Hacking bonuses.

In addition, any new starting Hacker who is created after Update #252 will have a Digital Rush Trait along with the Calm Trait, giving them even more Hacking-focused bonuses while still keeping them as a more combat-viable Hacker option than you're likely to find elsewhere (+HP, Ignore Recoil, Stress Res).

[h2]Withdraw from Heist[/h2]

With Update #252, we have added a new option for aborting and throwing in the towel on missions that are going to be a loss. Instead of forcing you to duke it out with your enemies until your entire team is dead, you can now use the Withdraw button in the pause menu to declare defeat and immediately drop out of the level. Of course, there are other ways to achieve this as well with restart turn, level and restoring to the safehouse before the mission so you don't take a loss.
 
[h2]Face's Handling[/h2]

We have wrapped up the missing bonuses for the Face's Handling Attribute. This team-focused Attribute now adds XP bonus % for the entire team as well as Stress Res % for the entire team.

We've also fixed all the Attribute icons in the Face's class tree and ensured that the face will trigger a "Training" tag on the Roster in the main Safehouse view.

[h2]Load Game Turns / High / Low[/h2]

With Update #252, we've improved the load game UI to always show the exact Game Turn. Each Turn is 6 hours, so 4 Turns is a day. The game date (like May 26, 2231) is still shown but the turn is included now as well to make comparison of slots easier and faster. We've also fixed all reported bugs with the Highest and Lowest markings to ensure they are useful for their original purpose.

[h2]Mission Cleanups[/h2]
With Update #252, we've hit a couple important mission issues - first up we've fixed Fadelight Blades mission that was always reporting you didn't find the valuable loot files -


Next up, we fixed Meteoric Hotdrop to correctly show that there is no hacking in this multi-stage mission -


And finally, we fixed Face's Handpicked Talent to work with recruits like the Eleventh Hour Scourage.


[h2]F10s by the Oodles[/h2]
We also just fixed over 100 user F10s with this update. Many were small map changes, typos, little Talent description updates and more. We're working hard to improve the game on every single piece of feedback you send in so thank you! Check the changelog for the big list of changes.

And remember to drop a review to tell a friend about our hard work.

[h2]v1.10.69 - Update #252: - 5/25/2025[/h2]
- Added short introductory slide show before New Game to help set context (easy to skip/disable)
- Improved enemy agent ability to follow through on a far away security order, will get closer before hunting
- Rebuilt Dade's Traits Digital Thief Ex-Con (adds HP, Matrix Dmg, Deck Armor) and Digital Rush (now granting more Matrix AP as well as IO)
- Added withdraw button to ESC menu - immediately forfeit any mission and take a loss
- Increased Stress Res granted by Calm Trait at each level (1-4), boosted Endurance Trained Trait to include +HP
- Finished Face Handling Attribute effects - adding to Mission XP and Stress Res for entire team
- Fixed class node icons for Face to match their icons (Cunning, Persuasion, Handling)
- Updated load game list to directly include game turn number to help improve clarity
- Fixed Highest and Lowest Turn notes on load game lists being incorrect (only considers Game Time/Turn now)
- Fixed bug with Eleventh Hour recruit and a few other recruits who were not getting the Face's Handpicked Bonus
- Fixed issue with Fadelight stolen Faked Citizenship Files always failing to be counted in mission victory
- Fixed bug with Meteoric Hotdrop mission incorrectly showing tags that it had hacking optional
- Improved dialog in some of the legwork stories
- Renamed Neural Accelerator to Synaptic Accelerator for entire cyberware line
- Further down-balanced Eleventh Hour, swapping 2 Long-Range Cameras for regular Cameras
- Fixed bug where Face would not trigger the "Training" tag on the safehouse Roster tag list
- Fixed bug with Eleventh Hour if restored mid-mission after update 1.10.67
- Fixed bug with enemy agent sometimes getting stuck in an elevator

Update #251: Payback


Knights and mercs, another update is touching down on the streets of the New Boston Zone. With Update #251, contacts who dislike you have gained more teeth to try to hurt you during their Influence Limit Breaks, we've added double-click or double-press for controllers to confirm move, fixed an issue where Dr. Ashe was not appearing at the start of every game, improved the balance of the Eleventh Hour storyline, smoothed out gameplay timing to avoid delays during use or buffing by map area of effects like Sniper' JTAC and fixed a pile of bugs around Limit Breaks and your Face's Care and Feeding Talent.

If you are enjoying the pace of improvements and our focus on responding to community suggested improvements, we hope you'll help us share the game by leaving a review!

Thanks to @jotwebe Discord for providing the screenshot for the update tonight through the community Photomode event.

[h2]Enemy Contacts Strike Back[/h2]
As we continue to expand the sharpen the claws of the underworld simulation, we're excited to bring online more Limit Break options for Contacts. Update #251 releases 2 new options for Contacts who are your enemies - those with negative Trust, Enemy or Burnt status. These new options allow a Contac to either leak intel and lies into the underworld to raise your team Heat by +25 as they try to make your heist-life harder, or they might instead try to harm your network by going after a vulnerable allied Contact, spiking their Exposure by up to +80%.

These new results are sure to help you hate your enemies much more actively. Which is good, because more options to hurt them in return are coming too!

[h2]Double-Click or Double-Press to Move[/h2]

With Update #251, we've added the option to enable double-click to move with a mouse or double-press to move with a controller. For mouse players, this allows you to play the game more actively with only a mouse, possibly speeding up movement. For controller players, this allows you to plan movement with (Y) and execute your movement with double-pressing (Y).

For starters, we've left the option off by default but we're interested to see everyone's preference after seeing it in action. You can turn on double-click or double-press to move under Options > Controls > Mouse and Controller Options section.


[h2]Paging Dr. Ashe ...[/h2]

We had an issue with that last release where your friendly starting doctor, Dr. Ashe was in hiding. We pushed a hotfix for it earlier today, but it is now resolved fully in this update. If you had a game without a starting Doctor, just reload the save and Dr. Ashe will appear.

This was also exposing an unfortunate issue where if you tried to pay for Treatment for a merc but there were no providers available, it could result in a lock-up in the Roster. We've fixed this too while we were figuring out the Dr. Ashe issue.

[h2]Map Area of Effect Delays[/h2]
Some very old code caused a nearly 2 second delay after using some Talents like Sniper's JTAC. We've resolved this delay and cut it down to nothing - play faster, heist more my friends!

[h2]Limit Break and SImStream Issues[/h2]
With Update #251, we've fixed up a number of popular F10 and confusion points around Limit Breaks.
  • The Face's Care and Feeding Talent was not actually rerolling negative Limit Break options and just offering you the same thing.
  • Sometimes the SimStream Detox couldn't reduce your Stress, because your Stress had (invisibly) moved up past 100% to like 120%. Then putting that merc into the Detox still didn't make a visual difference.
  • Mercs could be put into the Detox even after they had started a Limit Break which could cause issues with their status. This has been resolved and if your merc is pending a Hype or Stress Limit Break, they cannot be shoved into a detox. This is a rare case, but always led to issues.

[h2]v1.10.67 - 5/23/2025[/h2]
- Enemy Contacts with Influence Limit Breaks have new options - bringing the Heat on you or causing Exposure to your friendly Contacts
- Double click to confirm and move on the map with option to disable under Options > Controls > Mouse Options
- Fixed issue with Dr. Ashe not always appearing at the start of a new game (sorry!) - she will immediately appear on game reload
- Improved enemy setup in Eleventh Hour map, reduced 2-3 starting patrollers per map instance, added +1-2 Turns for Assassin's walk
- Enabled 2/4 cosmetic options for face plates from last release which we failed to turn on
- Tweaked rules for fighting over elevation, giving less disadvantage to attacker on low ground
- Fixed bug allowing you to commit a merc to a SimStream Detox session when they had a Limit Break pending
- Fixed bug where SimStream Detox chamber might fail to remove Stress
- Fixed bug that could lock up Roster or other screen if there were no available Doctors for Treatment
- Fixed bug where hidden or extracted characters could be buffed / damaged by moving map areas or Leverages
- Fixed odd delay after character used or triggered map AOE like JTAC, Poison Cloud or other
- Fixed bug where Face's Care and Feeding did not successfully reroll Stress Limit Breaks
- Improved UI for cyber surgery screen to avoid hover for implants you have installed going out of screen
- Improved UI for Mission List to be large enough to show 3 rows of tags without overlap

Update #250: Cap Raiser


Knights and mercs, as we close in on the big launch day (June 2!) we've got another update for you! Update #250 arrives with a boost to the max level cap (and with it, Talent Limit!), 15 new proc-gen combos split between Boosted VIP and Exfiltrate objectives, stability fixes for crashes in Counter-Intel Pod and freezes on enemy movements on the map, new appearance cosmetics for cybernetic plates on the side of the year, some controller-focused fixes for Matrix IC List, and another round of tweaks to make the "Can Hear" and "Can Shoot" values shown during plotting movement even more accurate.

A huge thanks to everyone leaving a review just this week! We're pushing updates relentlessly to improve the game, so we appreciate you taking a minute to share if you enjoyed the game!

Thanks to @Bubblegum on Discord for providing the screenshot for the update tonight through the community Photomode event.

[h2]Max Level Cap to 36[/h2]

With Update #250, we've raised the max character level cap from 32 to 36. This increases the Talent Limit by +1 and adds a total of +5 Level Points for 4 levels. If you've been grinding already at Level 32, you might have accumulated enough XP to suddenly have one or more of these levels instantly, so don't be surprised by that.

[h2]+15 New Proc-Gen Combos[/h2]

The proc-gen system has really blown up in the last months as we pushed the map count out to 30 and the objectives count out to 14. The proc-gen combos in which a map can be played with a specific objective are now up to 246 possible! Update #250 really pushes on Boosted VIP, which was available on so few maps, ensuring now that it has a wide pool of maps to pull from and should no longer appear repeatedly on the same small set of maps.

We've also just improved and refined VIP start points, paths and extraction points across the extensive set of combos for these 2 objective types, as they need a bit of extra time and balancing to make them as awesome as they can be, since there are so many dynamics at play.

[h2]Counter-Intel Pod Lock up[/h2]

We fixed an issue that could cause a lock-up in your Counter-Intel Pod if you tried to trade Tokens for Favors but don't have any viable Contacts. in this case, you should look at training your Face's Insider Hustle Talent.

[h2]AI Improvements[/h2]

In the last few updates, we dropped some major improvements to the enemy AI - with local alert, being able to fast forward everything, more accurate enemy prediction and more. Of course, there are bugs that have fallen out of that and with this update we're dealing with the first wave of them we've been tracking. We've fixed multiple places where the enemy agents could get stuck trying to go somewhere, or VIP Hunters that might lock up a turn upon finding a body. Some enemy agents could get stuck trying to reach a hunting destination and lock up the turn as well.

[h2]New Appearance Options[/h2]

With Update #250, we've added 4 new appearance options with cybernetic plate or trio of plates on either side of your dome. For the right chromed up look, these add a great bit of extra metal and we're excited to keep adding more cybernetic face adjustments to the characters in weeks to come.

[h2]Improved Can Hear and Can Shoot Measurements[/h2]

We found and fixed some issues in the calculation for how many enemies can hear or be shot from a movement destination when planning. The planner was using a slightly different location than was being used once you had arrived. This should help close up any edge case issues for this system and make it more reliable than ever.


[h2]An Update on Translations[/h2]
For the past few months we've been working on translating Cyber Knights into a starting set of five additional languages: German, French, Spanish, Italian, and Brazilian Portuguese. Cyber Knights is our first game with translation support and we've learned it is absolutely as complicated as everyone says it is. 😅

We've made significant progress, but it currently isn't good enough to be launch-ready. And on top of that, we've run into an issue that may force us to change the software we're using to manage the translation workflow process. So we need to go ahead and announce that translated versions of the game will now be a post-launch addition, likely later this summer. Our apologies to the folks who have been looking forward to these! We've been doing our absolute best to get these ready, but with 11 days to go until launch we have to make a decision and we would rather delay translations than give you bad ones.

We'll plan translations' release to coincide with a future sale. In the meantime, if you're bilingual and willing to help give us feedback on early versions of the translations, please let us know!

[h2]Matrix HUD IC List[/h2]

We've improved the UI behavior for controllers and Steam Deck in the Matrix IC List. If you are taking actions there - like using a program to disable an IC - the selection will not reset to the top of the list. This is a major boon for controller players, we hope you enjoy it!

[h2]Other F10s[/h2]
We're grinding F10s every day to improve and polish. We re-fixed the issue with Warner-Braun Eleventh Hour so it really only appears after PL3, improved Contact Limit Breaks with Enemies or Burnt Contacts to make their messaging more clear, fixed issues with disabled security Tally display and more!

A huge thanks to everyone supporting us in these final days.

[h2]v1.10.65 - Update #250: Cap Raiser - 5/22/2025[/h2]
- Raised max character level cap to 36 (+1 Talent Limit, +5 Level Points)
- Added 11 new proc-gen combos with new maps offering Boosted VIP objective
- Added 4 new proc-gen combos with new maps offering the Exfiltrate objective
- Fixed issue with Counter-Intel Room freezing if you have no Contacts you can trade Tokens for Favors
- Fixed issue with enemy agents sometimes getting stuck hunting
- Fixed issue with enemy VIP Hunters getting stuck on certain security events like discovering bodies
- Added 4 new appearance options for side of head cybernetic plates and tri-plates
- Fixed issues with forehead jacks not always removing cleanly
- Updated cybernetic "Heart" slot to more widely applicable "Chest" slot
- Improved UI behavior in Matrix IC List - now last selected is maintained after taking action if possible
- Fixed more cases where a sight line or weapon number (can shoot, can hear) could be wrong during movement planning
- Fixed bug that could result in a hidden IC list panel even though there was 1 IC
- Improved display of Contact Limit Breaks for Enemies and Burnt relationships
- Improved display when Sec Tally is disabled for any reason (hacking, pitched battle, etc)
- Refixed Eleventh Hour story start at to Power Level 3+
- Fixed box colliders on some props to avoid sight line interference (big wall screens)