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Cyber Knights: Flashpoint News

Update #249: On the Mystic


Knights and mercs, we've got another update for you this evening - landing with all sorts of new content. Update #249, adds a new proc-gen (repeatable) Legwork storyline that sees you working down on the underground Mystic River, a new Underworld Hub Contact type to connect with, fixes issues with the Plan B rooftop oddly re-appearing mid-game, adds +4 new cybernetic implants, fixes the Move Speed display bugs, rebalances Soldier's Savagery and Vanguard's Jamkit, adds new hovers to the Matrix HUD and fixes the cursed "hacker moves when I move another character bug" that was lurking out there, and more! So let's dig in!

Thanks to @Bubblegum on Discord for providing the screenshot for the update tonight through the community Photomode event.
https://store.steampowered.com/news/app/1021210/view/542231772987917457

A huge thanks to everyone who left a review this week - our tiny team of 3 is working hard to earn them, so if you enjoy the relentless pace of updates, please share the game by reviewing it.

[h2]Mystic Legwork[/h2]
We've added a new Legwork story that will repeat over time as a contact needs help down on the underground Mystic River watching over a dock in advance of a high-risk smuggling delivery. Don't get shot by river pirates and whatever you do, do not go in the drink!

[h2]Underworld Hub: Corrupt Official[/h2]

With Update #249, we've added a new category of Contact that you can connect with through the Underworld Hub with Tokens. With the new Corrupt Official category, you can get access to a Arrowhead Security Chief who can offer you some interesting services and military-grade gear more reliably or earlier than you might otherwise get access to. Don't snooze on upgrading that UHUB!

[h2]New Cybernetics and Move Penalty Mitigation[/h2]

First up, we've fixed the display issues around Move Speed buffs and debuffs, and Move Speed Penalty Mitigation - once you had all 3, things were starting to get weird in the buff/debuff breakdown. We have also upgraded Move Speed final value to show in the Combat Stats block alongside AP/MP as it is so critical and hard to chase down if its spread across 3 buff/debufs.

Along with the change make Move Speed display clearer, we're working to balance out any Move Speed buffs from cybernetics to ensure that they have a nice chunk of Move Speed Mitigation as well, so we can be sure to differentiate different types of implants.

In addition, Update #249 continues to fill out the options in the existing cybernetic services with new options and ensuring that every cybernetic slot has exciting, different things for you to consider. The Warner-Braun cybernetic service - coming from a megacorp know for their biomed - now offer the ADVX Filter and Trache-Vitaflow, upgraded versions of the ADV Filter and Trache-Lifeflow.

In new cybernetics land, the Street Wetware cybernetic service is added some new options with 2 new Leg implants, the Thunders-X which are for heavy carry characters - offering major Move Penalty Mitigation, Strength and some HP to sweet the deal.

[h2]Savagery and Jamkit[/h2]

With Update #249, we've made some adjustments to the rules for Vanguard's Jamkit and the balance of Soldier's Savagery.

First, for Jamkit, we've added it to the list of Talents allowed to target previously disabled devices. This can allow you to bump the duration of a device, keeping it disabled for longer periods of time. We've also improved the description of the Knight's Security Scramble and Vanguard's Jamkit to be clear they have this capability.


For Savagery, we've made some sizeable balance changes to this very powerful passive Talent. It's recharge rate has been slowed to every 6 Turns but we have increased its base Duration from 1 to 2 so that it always is useful. No one enjoyed getting a "until end of Turn" Savagery buff with their last AP! In addition, we've focused Savagery on what is about - adding % of Ballistic Dmg as Pure Dmg and Critical %. We've dropped the errant Long Range Accuracy buff, and reduced its starting buff but made all upgrade nodes add to both to Ballistic as Pure Dmg and Critical %.

[h2]Matrix HUD: Colors and Snakes[/h2]
We've made a few final changes the host scales for matrix with this upgrade, modifying the color scale to be Gray-Green-Yellow-Orange-Red-Ultra. We've improved the hovers in the HUD over both the Q-Sec AI and the host Security Color so that you can see the entire scales of both Colors and Snakes and get a sense of what you facing.

[h2]Eleventh Hour Push-Back[/h2]
We've pushed the Warner-Braun Era storyline Eleventh Hour back from minimum of Power Level 2 to minimum of Power Level 3, as this has been rated one of the harder mission sets in the early game. While it will push back the availability of a great recruit, it also makes it more fun/possible to take on the challenging multi-stage mission and pull it off.

[h2]Fixing Co-Conspire Issues[/h2]

Co-Conspire was creating missions that had no linked Contact. You'll have to run or ignore the ones on your timeline if you have any from this bugged period, but any new ones created by Co-Conspire will be good to go.

[h2]Other F10s[/h2]
We are fixing huge numbers of F10s daily right now, as polishing and bug fixing is a big part of our focus in these final weeks. We can't list every little thing here, but a ton of minor map changes were, navigation tweaks, typos, etc etc.

We also fixed the issue where your Hacker might start moving during someone else's Turn. Sorry about that! Bad Hacker!

[h2] v1.10.63 - Update #249: On the Mystic - 5/19/2025[/h2]
- Added new proc-gen Legwork offered by Contacts in drugs, smuggling or hi-tech to protect a underground dock
- Added new Contact category "corrupt official" to Underworld Hub Contact finder option - locate corrupt milsec security chief
- Fixed bug with a confusing "Plan B" appearing sometimes in storylines as a scav mission
- Added +2 new cybernetics to Warner-Braun service - ADVX Filter, Trache-Vitaflow
- Added +2 new cybernetics to Street Wetware service - Thunders-X with heavy Move Penalty Mitigation, +Str, +HP
- Better aligned service level and implant levels in Warner-Braun cybernetics service
- Adjusted all cybernetics that directly add Move Speed to split their bonus between Move Speed and Move Penalty Mitigation (power to +Reaction)
- Fixed issue with Move Speed buff/debuff printing incorrectly in roster screen, added final Move Speed to top line stats
- Rebalanced Vanguard's Jamkit Talent - can now target disabled devices, improved description for Knight and Vanguard security Talents
- Rebalanced Soldier's Savagery (+1 base duration, removed +1 duration node, recharge rate 6 Turns, removed Long Range Accuracy, reduced Pure Dmg buffs)
- Adjusted Matrix color scale to start with Gray instead of Blue
- Added Matrix color scale to the Matrix HUD hover (Gray, Green, Yellow, Orange, Red, Ultra)
- Added Matrix Response scale to Matrix HUD hover (Boa, Sidewinder, Timber Rattler, Pit Viper, Diamond Cobra)
- Fixed issue where Hacker start suddenly moving after end their Turn after matrix disconnect
- Fixed bugs with Co-Conspire not successfully linking mission to a Contact
- Fixed issue where you could use Co-Conspire Face Talent with Missing or Dead Contacts
- Renamed street gang enemy Benders to Skipjacks
- Pushed Eleventh Hour story start back to Power Level 3+ instead of 2+

Photo Mode Community Event



Knights! The countdown to launch continues and this week we are hosting a photo mode event, both here on Steam and over in our Discord. We want to see your shots from in game!



Anything goes! Cool poses, photos of your mercs in action, big whole level shots, your team before they head off for a heist, whatever you want. You can share your screenshots here through the Steam screenshot system and/or you can hop over to our Discord to join our thread there!



Any screenshots you share during this event could be used as the cover image (or otherwise used) in an update post between now and launch!

To jump start things, we've included some recent photomode images and screenshots in this post from our community members jotwebe and y0w1d! Hopefully they provide some inspriation for you! Can't wait to see your coolest, funniest, or most over the top shots!



We’ve opened up a discussion here on Steam in the General Discussion forum for aIl of your posts. If you post in our Discord, head to the Photo Mode Event thread to join in on the conversation!

Update #248: Tricked-Out Gunplay


Knights and mercs, we're busy accelerating our pace here as we approach the launch date. The Early Access runway is ending, and its time achieve full launch flight. Let's gooo!

With Update #248, we've added over 100 new Weapon Mod Blueprints in Power Levels from 3 to 6 including a pile of new Intrinsic crafting-only Blueprints. We've also added 25 new quips for enemies to say during local alert, improved the map boundary system drastically, buffed some Hacker Traits, improved the Contact Limit Break UI to be more clear, added more hovers to the Merc Limit break screen, improved looting in a number of story missions, and fixed a monster pile of your F10s!

If you are enjoying the relentless pace of improvements and updates, please take a moment to share the game in any way you can! Leaving a review step #1 and I bet you can do it in under 30 seconds ːsteamhappyː - it is a race, go!

[h2]Added over 100 new Mod Blueprints[/h2]

With this update, we've released a huge number of new Weapon Mods into the looting tables. This includes over 50 Weapon Mods that are in the previously unachievable 5-6 Power Level range as well as over 20 Weapon Mods that are in the Rare, Exotic and Legendary sets that help pad out and give more options for Power Level 3-4.

In addition, we've released a new series of Intrinsic Weapon Mod Blueprints for your NanoFab. These new Weapon Mod Blueprints come in like "Single Shot Damage 2" and open up exciting new combinations and power highs for your crafted weapons. We've been told if there is Series 2" there must be a "Series 3" somewhere, but we're not saying anything else about it.

These new mods are currently all available as lootable Blueprints. In addition, we've made improvements to the loot tables for a number of story missions that were not rolling up the best well-balanced loot like Sibling Job and Slagga Smash.

[h2]Camera Boundary Rebuild[/h2]

We've rebuilt the camera boundary in levels to make it much nicer. The new system is a bit more meta (because you can see the bounds) but also just feels much nicer. First, we've removed the "quite rude" shove that it used to give you when you got too close to the bounds. Second, we've moved all the bounds back about 10m in most levels (lots of levels to check, so we're still working on making sure they're all just right!) and finally made the bounds itself visible when you get close enough, so you know why your camera may be stuck.

Polish until it flies!

[h2]Local Alert Rules + Quips[/h2]

With Update #248, we're following up on all the excitement and love we've received for the new Local Alert system. It seems you all are especially enjoying the new in-world quips. So we will work on keeping them coming! We've added 25 more quips with Update #248, to continue to build out the sense of the world, the heist and the enemy response to a Cyber Knight's team.

[h2]Limit Break Improvements[/h2]

With this update, we've focused on a number of clarity and UI issues with the Limit Break system that were making it confusing or less than optimal to use.
  • We've adjusted the text for Contacts who have negative Trust in Limit Breaks to make it clear that - due to the fact that they don't like you - you can't steer their Limit Breaks with Favors.
  • We've fixed an old bug with Cyber Knight Attribute offers that were not taking the points that you assigned at character creation into account in the display.
  • We've added hovers to all of the Attribute offers in merc LImit Break, so you can see the bonuses of Attributes right there.
  • Hid the Face's Care and Feeding Talent in Limit Breaks if you have no charges ready.
  • Buffed Hacker's Limit Break Trait Data-Fusion up to +25 Matrix AP.
  • Since we're talking about Hacker Traits, let's just mention that we buffed Hardstop to add more bonus Dmg and SCU Turns.

[h2]F10 Crushing[/h2]
We've fixed a whole lot of exciting F10s with this release as well. Big stuff (how sometimes Legwork selection got locked on controller) and little stuff (what item is selected next in the grid after you sell an item). We also fixed a highly reported F10 about weapon numbers - how many can hear and how many can attack - become incorrected based on the order of operations you might taken in the UI.

And as always, we are working hard on map improvements - this update we focused on some new adjustments to the Exfiltrate VIP job type to make sure the extraction points are always in a good spot for optimal challenge and fun.

[h2] v1.10.57 - Update #248- 5/16/2025[/h2]
- Added 53 new Weapon Mod Blueprints (Power Level 5-6, Rare, Exotic or Legendary) Blueprints that can be looted or mission rewards
- Added 23 new Weapon Mod Blueprints (Power Level 3-4 Rare, Exotic, Legendary) Blueprints that can be looted or mission rewards
- Added 30 new "series 2" intrinsic Weapon Mod Blueprints that can be looted or mission rewards
- Added 25 new quips for humans and drones in different states and events
- Fixed issues with Local Alert system were enemy agents who are Stunned or Brain Wormed were still participating
- Improved map boundaries - visible when the camera gets near, no more "push back"
- Contacts with negative Trust are clearly marked in Limit Break, explaining why you can't use Favors with them
- Buffed Hacker Limit Break option Data-Fusion up to +25 Matrix AP
- Improved Hacker Trait Hardstop with more Dmg and SCU Turns
- Fixed issue in Limit Breaks for Cyber Knight where Attribute total "buffed by Limit Breaks" included New Game allocations
- Added hovers for Limit Break offers to raise Attributes showing their bonuses
- Hid Face's Care and Feeding Talent during Limit Breaks if it has no charges
- Fixed a number of Exfiltrate VIP mission extraction points to be better placed versus VIP
- Improve loot table rolls for missions like Slagga Smash, Sibling Job, Carnivore and others
- Fixed issue where weapon numbers in bottom left (how many can I attack, how many will hear) could become incorrect while plotting moves
- Fixed issue where Legwork selection could become locked in some cases
- Fixed issue where selling item 3 in a list of (1, 2, 3, 4, 5) would select 2 instead of 4 after sale
- Fixed issue where characters could get oddly large in New Game
- Improved enemy move plotting when attempting to attack up/down elevation

Update #247: High-Stakes Heist


Knights and mercs - we're very pleased to drop the companion update to the earlier Update #230: High-Stakes Gunfight. The High-Stakes Gunfight rebuilt the enemy's tactical and combat decision-making capabilities and improved combat's overall feel and challenge across the game. Update #247: High-Stakes Heist does the same but for the enemy's individual and team intelligence around the stealth side of the heist.

If you are enjoying the relentless pace of updates as we careen toward full launch on June 2nd (we are not slowing down!!?!?), please take a minute to leave a review. The team of 3 game devs here truly appreciates your reviews - everyone makes such a big difference to help us share the game and keep going, going, going!

[h2]Cyber Knight gets 7 Implants[/h2]

We've fixed a mistake on our end for the maximum number of implants a Cyber Knight can have. Previously, this was capped at 6, but because they have the Quantum Rider, they have a disadvantage in cybernetics. Lame! As we just fixed their disadvantage with install times, so this is a perfect time to fix the mistake and bump them up to a 7/7 maximum cybernetic implants.

[h2]Local Alert - Sharing Status with Nearby Agents[/h2]
The local alert system has finally arrived! Enemy agents will no longer be shy in telling other nearby enemy agents what is going on without needing to route that information through the Sec AI.

As your Cyber Knight is garbling and glitching the Sec AI's communications with quantum countermeasures (QCM) the comms channels are unreliable and slower than usual, which your squad is using to their advantage.

Local alert simulates the basic "on the ground" communication between enemy agents within 8m of each other with active sight lines, telling each other what is happening. When two enemy agents get near each other, they will upgrade each other to the highest Alarm Level (Suspicious, Alerted) between the two of them (or more, if they are clustered).

Here a Suspicious guard who was Lured earlier warns a guard passing on Patrol to keep alert and upgrades the patrolling guard to Suspicious alarm level.

This system cuts out all the moments where one guard is literally yelling and shooting at you from cover and the other guard is moseying by saying "Investigating" and ignores the very local situation. Now the first guard would yell over to the second, informing them that there are intruders and to get gunning.

Absolutely, local alert makes the game harder. The enemy agents are smarter, better at swarming and work together with more coherence. This is a big change to the game's enemy agents intelligence. Much like the High-Stake Gunfight, it raises the stakes, but in a way that makes the game more tense, enjoyable and hard in the later stages.

This is absolutely one we will be keeping a very close eye on and continually balancing based on player feedback, so please share after you've had a chance to try it out.

[h2]In-World Quips[/h2]

With Update #247, we've breathed life into the enemy agents by allowing them to have more in-world chatter as they take their actions on the map. First, due to the new Local Alert system, even two enemies who get near each other while Unaware will have something to say (like "Falling asleep here" or "System is all glitchy again" or "Think we'll ever see action?").

This new in-world quip system has let us expand the the quips and get multiple enemy agents talking during events in ways that build up the feeling of their local alert system and working like squad.

In addition, this has let us create an entirely different set for drones who beep-boop differently than humans now.

[h2]Fast-Forward Evolution[/h2]
The Fast-Forward system has had a major evolution with this update. First, we fixed an annoying issue in the HUD where it would say you could hit ESC to fast-forward but then as soon as you did, it would say you actually can't. The HUD was trolling you. Bad HUD! Fixed!

Second, we've enabled Fast-Forward on basically all moves the enemy agents are making. This includes moves they are making to reach a combat position to attack you as well as partial moves. So, everything will be going fast if you make Fast-Forward automatic, and everything can be skipped with ESC if you want to use a keystroke or button to skip. This includes partial movement like the first part of the patrol of an enemy who is about to spot a corpse - hitting ESC would skip them up to the point where they see the corpse, and then if they take another movement after that, it will be skipped as well.

Now you can play fast ːsteamhappyː

[h2]Prediction Talents[/h2]

We have resolved all reported issues with the prediction Talents like Cyber Knight Lookahead and Vanguard Anticipate. This includes bugs where sometimes they would lie and other cases where they would show nothing when the enemy was hunting around. Other bugs that were fixed were cases where the path would be incorrectly left on screen even if the enemy agent changed their mind about their move.

[h2]Better Hunt and Pursuit[/h2]

We've vastly improved the enemy agent's thinking about moving to an event they are supposed to investigate and the pick of positions they make while hunting around an event. First, we've resolved the issue where, often on a long-distance trek to an event, an enemy agent would seem to "give up" too early and start hunting around. Second, we've just made the hunting more reliable and less likely to walk into a wall.

[h2]Improved Elevation in Combat[/h2]
With Update #247, we've addressed a set of painful issues around gunplay over different elevations. With this update, we've reworked the rules and bonuses for elevations, so that any shooter who has a height advantage continues to get their bonus Accuracy % (same as before and shown in Accuracy breakdown, +15% for 4m or higher and +10% for 2m or higher) but also adjusting sightlines to give a downhill shooting advantage to those with the high-ground.

In a similar vein, we have adjusted sightlines for those who are trying to shoot up at enemy targets to ensure that the target is always truly visible and that you aren't "shooting through the floor" or worse, the walls. This addresses a number of considerations and concerns about certain parts of maps where it feels like the enemy agents are cheating and hitting you unfairly on the high ground.

Overall, gunplay over elevations feels a lot more like ... "like it should" now.

[h2]One-Click Loot[/h2]

We have fixed some delays and UI oddities / double-click requirement around lootboxes. Click once for insta-loot. Loot them all, faster than ever before!

[h2]Red Skull Fixes[/h2]

We've fixed some issues with the red skull marker that is shown in attack previews. The math that was used to calculate if the red skull should be shown was subtly different than the math that was used to cause the actual damage, which caused a bit of a drift. In fact, it causes a drift in all damage display of the animation section versus the static section.

This is now cleaned up with the math ordering being exactly the same and the red skull is accurate once again.

However, note that if you see a red skull and get a Glancing Hit, you are not guaranteed to kill. This is guaranteed kill for a full hit.

[h2] v1.10.55 - #247: High-Stakes Heist - 5/14/2025[/h2]
- Corrected Cyber Knight to have a maximum of 7 implant slots
- Added "local alert" system - enemy agents will share their status and knowledge with other nearby agents
- Local alert removes the situation where one agent is firing at you, and the other is hunting around them
- New visual style for enemy agent quips on map ("What was that?!") and added new options
- Added all new quips for mecha infantry drones so that they don't use the human lines anymore
- Improved sight line rules over elevation - better advantage to attackers who are higher up, disadvantage to attackers who are below, no more shooting through walls or floors
- Fixed a large number of issues with Lookahead and Anticipate, either not showing a path or showing the wrong path
- Lookahead and Anticipate will now predict the movements of a hunting AI
- Improved enemy agent follow-through on dispatches from security - no longer go 1-2 Turns and then start Hunting
- Improved enemy agent hunting routines to be more useful, accurate, and not end up against walls as often
- Improved Fast Forward enemy Turns to skip partial movement (guard walks 50% of their movement, sees body will now skip the walk)
- Fixed issues with HUD during Fast Forward enemy Turns, offering to FF, but then when ESC is hit, saying it can't be done
- Camera pans to follow guards who are fast-forwarding their turns so that they don't move off-screen
- Fixed bugs with fast forwarding guards sometimes turning the wrong direction at the end of their move
- Improved math with the red skull estimating an enemy will be killed, but still not guaranteed if Glancing Hit
- Improved Lootbox reaction - one click to get the box open, no longer need click-delay-click
- Fixed issue where patrolling or hunting AI could get stuck on a fence and be unable to go over it
- Fixed multiple cases where enemy could get stuck while moving and soft lock game
- Fixed bug with Option for fast forward turns not always being selectable
- Removed confusing highlight zone near terminal in Tutorial
- Balance changes for Harrier Grip, Thunderbolt Grip, Nightshade Grip
- Improved screen scaling mode for Steam Deck 720p model

3 Weeks to Go - What's After 1.0?

Our full launch is a little less than 3 weeks away! (Monday, June 2nd, at 9am Eastern Standard Time.)

Last week we shared a bit about our studio and how to stay in the loop on future projects (e.g. our Just-the-Big-News mailing list we've only sent four emails to in five years). This week we want to share some of our plans for post-launch content for Cyber Knights!


[h2]Games Made to Grow[/h2]
Full launch is a huge milestone; a complete game, ready for everyone to play, with enough content to already offer hundreds of hours of replayability. And because this is a Trese Brothers game, there's a lot more to come.

Our last game, Star Traders: Frontiers, has received more than 270 updates of free post-launch content & support in the 7 years since it exited Early Access. The pace has slowed as Cyber Knights became our focus, but we continue to add content as we're able.

We dream big, but we're a small studio so we have to be smart about scoping. Especially as great ideas from players pour in during EA, we have to evaluate where to draw the line between needed improvements that will make the core game better (e.g. individual unit extraction, lots more movement alerts and HUD icons), nice-to-haves that will make good post-launch additions (e.g. mod support, weapon visual customization), and firmly out-of-scope ideas beyond our resources or design intent (e.g. multiplayer, destructible environments).

We love our games, and as long as they have enough active players and it's financially viable to do so, we continue to update them. As always from us, new content is made available to all existing playthroughs, and updates will never invalidate a save game.

Like Star Traders, if Cyber Knights is as successful as we hope it will be we'll continue to add content of all types (classes, missions, cosmetics, safehouse, contacts, etc.) for years to come. Later after launch we'll release an official roadmap to outline what we can commit to, but for now I can share a few exciting highlights...

[h2]Companion Unit Classes[/h2]
Character classes add a ton of variety to any tactical RPG, especially with multiclassing like ours. By launch Cyber Knights will have 54 possible multiclass combinations! We plan to add more class options after launch, and one of the most exciting types are companion unit classes.

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.


These classes will be significant free expansions, each with a corresponding safehouse room, recruitment storylines, variety of talents, and new mechanics for their companion units.

[h2]Mod Support[/h2]

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.

Reaching full launch is 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.

If you're a modder yourself and would be interested in that, let us know.

[h2]Story and Mission Expansions[/h2]

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.

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 - and the more content it has to go off of, the better it works.

We're still deciding on a reasonable scope to commit to for our first post-launch roadmap, but there's no doubt that further expanding story and mission content will keep your fun going in Cyber Knights for a long, long time.

[h2]Weapon Visual Customization[/h2]

Originally slated to be done before launch, this is a feature we cut from the launch scope as it just wasn't feeling core enough to the game or in-demand enough to make it worth extending the launch timeline for. But, it is a cool feature for a cyberpunk mercenaries RPG so we do plan to loop back to implementing this, letting you visually customize and personalize your weapons in addition to the wide range of already-implemented weapon mods with in-game effects.

[h2]Moving Bodies[/h2]

Also shifted from the original roadmap, we'll later add the ability for your mercs to drag bodies to different locations. We already have so many ways for your squad members to deal with bodies (and the ramifications of them being spotted) via talents and items. Moving bodies comes with its own tradeoffs, and in playtesting it wasn't feeling like a clearly superior or integral feature. When it's added, it will nicely round out your options for this aspect of the game, but it feels more supplemental than core, and we've shifted it to post-launch to make room for higher priorities.

[h2]Ports, Translations, and More[/h2]

Cyber Knights launches with support for PC, Mac, Linux, and Steam Deck already under its belt, and fully rebindable controller support! After our first wave of post-launch content, we'll be starting work on mobile ports of the game for our dedicated fans on Android and iOS who enjoy having in-depth RPGs they can play on the go.

Console ports are definitely on our radar. Much depends on how well the game's release goes on Steam, though. If it performs as well as we hope, we have developer accounts created through Xbox, Playstation, and Nintendo and would be thrilled to have our first console release further down the road.


Work on French, German, Italian, Brazilian Portuguese and Spanish translations continues; it is an intense and nuanced process! We'll have a more detailed post on where we stand with translation availability closer to launch, but regardless we would like to continue to expand the number of languages we translate to over time, depending on which regions we see the most wishlists coming from.

If you're bilingual and would like to get an early look & give us feedback on translations when they're available in your language, please let us know.

[h2]This Dark Future is Bright[/h2]
Hope you've enjoyed this preview of what's to come. We'll release an official post-launch roadmap later down the line, but we are always happy to hear ideas and answer questions in Discord.

The more Cyber Knights succeeds, the more resources we'll have to keep growing it, so please spread the word on reddit (we're always thrilled to see Cyber Knights mentioned in r/GamingSuggestions), to content creators on YouTube or Twitch (let them know a squad-based strategy RPG you're hyped for is launching June 2nd), and in any gaming Discords you're part of.

We don't have that AAA publisher money to fund CGI short-film trailers or buy $250,000 showcase spots, 😅 so we hope you'll help us win the best way any game can: word of mouth.

Thanks for your support!