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Cyber Knights: Flashpoint News

Demo Update #6


The Steam Next Fest demo is still ready to play, Knight. Schedule your cyber surgery tonight and meet us on the rooftop at 3 AM to see if you can handle what the New Boston Zone can throw at you.

The demo will be up for a bit longer, so thanks to everyone for checking out, sharing this heist RPG with a friend and posting up feedback and bugs by hitting F10.

[h2]If you haven't tried the demo yet, it offers:[/h2]
  • Your first big heist to pull off! Find out how our turn-based squad tactics plays. See if you have the skills to use creative stealth, a variety of weapons, and the turn order itself to accomplish objectives in each map and get your crew out alive.

  • Six squad members in your roster; each brings a unique set of talents to your crew. In the full game you'll have opportunities to recruit new members, as well as access to multi-classing, extensive skill trees, weapon modding, cybernetics -- everything you need to build out the perfect squads for your playstyle and the needs of the jobs you're taking on.
  • A glimpse of your main character's origins as a Cyber Knight. These elites of our dark future's underworld are rare and highly sought after. Knights have capabilities no one else in this world does -- but it comes at a cost.
  • A first look at your safehouse; in the full game you'll have access to base-building features to expand this underground hideout, providing more opportunities to upgrade your team and expand your capabilities to take on bigger jobs as you make a name for yourself.
  • A preview of the choices you'll need to make in this shadowy world of mercenaries, secrets, and cyberpunks. How far will you go for a chance at a better life? What are you willing to risk for the extra credits or knowledge that could make a big difference for your crew? Who will you stay loyal to? Who can you trust?


[h2]Visual Improvements[/h2]
We've taken a pass through the game's art, materials and character rendering based on player feedback and made some first pass improvements. There is always more work to do, but we're happy with the first step of results to improve some areas of polish. We've tweaked the materials settings for all characters, faces, hair and outfits to improve their look and reduce the plastic sheen.

We've also rebuilt the lighting stage setups for character interaction in the safehouse, these were a bit dark and dull.

Finally, we've addressed some issues where characters and enemies could float about 0.1 of a meter off the ground. This was most obvious in the disconnect between feet and shadows that would appear at times, or when you get into a combat shot camera you could see it clearly. No more floating, you must walk on the ground.

[h2]Props Fixes[/h2]
We've made some great improvements to cover rules for some of the props in the game, especially for some of the decorative side items on the rooftop like the large antennas and their concrete bases. Thanks to everyone using F10 to report such details, as we are able to very rapidly iterate the resolve.

Enjoy the demo, Knights!

[h2]v0.6.115 - 7/1/2023[/h2]
- Improved character face and outfit appearance, less plastic
- Improved light stages used during safehouse dialogs
- Fixed issue with some characters floating slightly above the ground
- Fixed some issues with props not fairly granting cover on rooftop
- Fixed all typos and smoothed out some dialog segments

Play the Next Fest Demo this Week + Update #5


With Steam Next Fest behind us, we're excited to keep the demo up for a while longer for anyone who missed it during the Fest or is just finding Cyber Knights now. The Aug-Clinic is waiting, you have a $2m debt to the Syndicates and its time to get your spinal implant, Cyber Knight. The nights of 2231 await you and your merc company - so demo up!

We've got one more quality patch here to push today and then we expect that the update train will stop or at least slow down to once a week.

As always, a big thank you, Knights! to everyone who played the demo, shared the game, told a friend or hit F10 to report anything that wasn't exactly as it should be.

[h2]If you haven't tried the demo yet, it offers:[/h2]
  • Your first big heist to pull off! Find out how our turn-based squad tactics plays. See if you have the skills to use creative stealth, a variety of weapons, and the turn order itself to accomplish objectives in each map and get your crew out alive.

  • Six squad members in your roster; each brings a unique set of talents to your crew. In the full game you'll have opportunities to recruit new members, as well as access to multi-classing, extensive skill trees, weapon modding, cybernetics -- everything you need to build out the perfect squads for your playstyle and the needs of the jobs you're taking on.
  • A glimpse of your main character's origins as a Cyber Knight. These elites of our dark future's underworld are rare and highly sought after. Knights have capabilities no one else in this world does -- but it comes at a cost.
  • A first look at your safehouse; in the full game you'll have access to base-building features to expand this underground hideout, providing more opportunities to upgrade your team and expand your capabilities to take on bigger jobs as you make a name for yourself.
  • A preview of the choices you'll need to make in this shadowy world of mercenaries, secrets, and cyberpunks. How far will you go for a chance at a better life? What are you willing to risk for the extra credits or knowledge that could make a big difference for your crew? Who will you stay loyal to? Who can you trust?

[h2]Ghostwire[/h2]
The Ghostwire target in the second mission was not clearly called out, nor did he look that different than the other enemies you might be battling. We've improved this setup by getting this special character both a unique appearance and a clear label of "Ghostwire" in his hover and the Initiative timeline.


[h2]Grenade Lock on Some Kills[/h2]
In the fixes we pushed yesterday to get corpses really nicely lined up with their hitbox, we introduce a new bug. In the case that you hurl grenade, killed some enemies but not some others, the game could lock up and prevent further action. This is now resolved, our apologies.

[h2]Corpse Piles[/h2]
In the case that you're enemies were falling in the same spot, there were some collisions between their ragdoll and the hitbox for other dead characters that could make for some odd piles, sometimes with 2-3 feet between the bodies and the second to fall floating mid air. Now resolved!

[h2]Dialog Highlights[/h2]
We've wrapped up some fixes to how dialogs were highlighting - the highlighter had gotten a little too zealous and was highlighting every pronoun and contextualized text (when a line is driven by character traits/backstory).

[h2]v0.6.113 - 6/27/2023[/h2]
- Added new look for the Syndicate Ghostwire, making easy to identify
- Fixed possible game lock after throwing grenade
- Fixed issues floating corpse bug if enemy bodies piled on top of each other
- Fixed dialog randomly highlighting things that are not names or terms

Cyber Knights Demo will stay live another week + Update #4


Steam Next Fest is wrapping up but we'll be keeping the Cyber Knights: Flashpoint demo up for at least another week. We've had a blast hearing your fledgling stories from New Boston and want to be sure everyone gets a chance to check it out. Schedule your cyber surgery to have your spinal computer implanted tonight and come check out the demo.

As always, a big thank you, Knights! to everyone who played the game during the Fest, shared the game, told a friend or hit F10 to report anything that wasn't exactly as it should be.

[h2]If you haven't tried the demo yet, it offers:[/h2]
  • Your first big heist to pull off! Find out how our turn-based squad tactics plays. See if you have the skills to use creative stealth, a variety of weapons, and the turn order itself to accomplish objectives in each map and get your crew out alive.

  • Six squad members in your roster; each brings a unique set of talents to your crew. In the full game you'll have opportunities to recruit new members, as well as access to multi-classing, extensive skill trees, weapon modding, cybernetics -- everything you need to build out the perfect squads for your playstyle and the needs of the jobs you're taking on.
  • A glimpse of your main character's origins as a Cyber Knight. These elites of our dark future's underworld are rare and highly sought after. Knights have capabilities no one else in this world does -- but it comes at a cost.
  • A first look at your safehouse; in the full game you'll have access to base-building features to expand this underground hideout, providing more opportunities to upgrade your team and expand your capabilities to take on bigger jobs as you make a name for yourself.
  • A preview of the choices you'll need to make in this shadowy world of mercenaries, secrets, and cyberpunks. How far will you go for a chance at a better life? What are you willing to risk for the extra credits or knowledge that could make a big difference for your crew? Who will you stay loyal to? Who can you trust?

[h2]Immediate Tally Reduction[/h2]
If you kill an enemy, any Security Tally coming from their events will now immediately be purged from the Sec Tally in the top right. This was the rule before, but it was not disappearing for a little while, often at the start of the next enemy's turn. By working quickly to take out enemies in surprise ambushes, you can keep the Security Tally low. Just be sure to clean up anyone who comes to check what happened - or be long gone before they arrive.

[h2]UI Smoothness and Speed[/h2]
We've made some updates to how screens load to speed up performance and give the game UI some real snap. Especially in the Safehouse, it is feeling great now!

[h2]Grenade Friendly Fire[/h2]
If you are going to throw a grenade to a spot that will cause damage to a friendly, their HP bar will now correctly appear and warn about the damage range. Also, if you happen to throw a grenade in such a way to harm yourself, we've fixed a bug that would then cause your character to lose their weapon and lock up.

[h2]Ragdolls and Hit Boxes[/h2]
Ragdolls will do a lot better job settling into a final position (less hanging over things) and their hitboxes for hover and if another enemy sees their corpse are now correctly centered on the dead body's hips and chest.

[h2]Locked on Tutorial Videos[/h2]
If you were watching the tutorial videos all the way to the end, there was still one timing bug that could sometimes cause a lock. That is now fixed!

[h2]v0.6.109 - 6/26/2023[/h2]
- Security Tally immediately shows reduction when an enemy is killed
- Grenades will warn display potential damage to your characters if thrown at them
- Improved enemy dead bodies - hit boxes for sight / hovers are directly over corpse
- Improved UI smoothness in all screen transitions - faster, nicer, smoother
- Fixed bug could cause invisible weapon after hitting yourself with your own grenade :facepalm:
- Fixed bug where sometimes your next attack could be canceled a few seconds after killing enemy
- Fixed issues with shelving in starting area of Aug-Clinic Rooftop
- Fixed bug when changing weapons and rapidly attacking afterwards
- Fixed possible disappearing HUD if watching tutorial videos to the very end
- Fixed all typos and smoothed out some dialog segments

Steam Next Fest + Update #3


Welcome to the weekend, Steam Next Fest! New Boston is buzzing and the heists are all happening, so jump into the demo and schedule your cyber surgery to have your spinal computer implanted -tonight.

Once again, we'd like to give a big shout out and thank you, Knights! to everyone playing the game, sharing feedback, telling a friend and hitting F10 to report a bug or share ideas. We're coming down the stretch with the festival but do plan to leave the demo up for a little while afterward - so if you're interested be sure to Follow and Wishlist.

[h2]If you haven't tried the demo yet, it offers:[/h2]
  • Your first big heist to pull off! Find out how our turn-based squad tactics plays. See if you have the skills to use creative stealth, a variety of weapons, and the turn order itself to accomplish objectives in each map and get your crew out alive.

  • Six squad members in your roster; each brings a unique set of talents to your crew. In the full game you'll have opportunities to recruit new members, as well as access to multi-classing, extensive skill trees, weapon modding, cybernetics -- everything you need to build out the perfect squads for your playstyle and the needs of the jobs you're taking on.
  • A glimpse of your main character's origins as a Cyber Knight. These elites of our dark future's underworld are rare and highly sought after. Knights have capabilities no one else in this world does -- but it comes at a cost.
  • A first look at your safehouse; in the full game you'll have access to base-building features to expand this underground hideout, providing more opportunities to upgrade your team and expand your capabilities to take on bigger jobs as you make a name for yourself.
  • A preview of the choices you'll need to make in this shadowy world of mercenaries, secrets, and cyberpunks. How far will you go for a chance at a better life? What are you willing to risk for the extra credits or knowledge that could make a big difference for your crew? Who will you stay loyal to? Who can you trust?



[h2]SFX Improvements for Movement[/h2]
We've layered in a fuller sound scape for movement with this update, including surface-dependent footsteps, SFX for mantling over barricades and sliding into cover.

[h2]Motion Detectors[/h2]
if you are coming across a motion detector in Haven Smokeout, we've improved the hover to be clear that it only triggers if you "are running (not sneaking)" so these are easy enough to avoid if you have the extra AP / MP to slow down.

[h2]SIght Lines and Movement[/h2]
We fixed a number of minor issues seen with sightlines and movement rules for the Haven Smokeout. Some of its messier more organic spaces needed some cleanup and we've gone through the again for Update #3.

We've also hopefully put a final fix to the rare-but-still-lingering movement bug where a character can get hung up on a fence or barricade before they jump it.

[h2]Bug Fixes[/h2]
With Update #3, we've improved the game's support for ultrawide monitors, which had a few special bugs just in the demo popup screens. Our apologies if you got caught up in those, now fixed! Finally, we've fixed all reported typos and made a number of dialog clarity adjustments.

[h2]Changelog 0.6.107 - 6/25/2023[/h2]
- Added/improved SFX layer for movement - surface layer dependent foosteps, sliding to cover SFX
- Improved hover description of Motion Sensor Fields - they detect *running* but not sneaking
- Fixed / improved support for ultrawide monitors (3840x1080, etc)
- Fixed lingering issue with getting stuck mantling over walls
- Fixed issues in Haven Smokeout with sight lines and going inside pillar
- Thanks for all the F10s!

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

Steam Next Fest + Update #2


Let's keep Steam Next Fest rolling! If you haven't already, join us in the demo and schedule your cyber surgery to have your spinal computer implanted - New Boston Zone is waiting for you, Knight. For a second night in a row, we wanted to give a massive thank you, Knights! to everyone who hit F10 and reported a bug, issue or feedback for the game. We're halfway through this festival week, so help us spread the word by telling a friend sharing the game with someone you know who loves TTRPG. Sharing is caring, even in 2231.

[h2]Added Heist Planner at Merc Command HQ[/h2]
With Update #2, we've added a fully visualized job planner at your merc command HQ. While the demo heists are a bit too simple to make full use of the planner, you can still check out how larger jobs like the Cube Run or Loophole Heist look and the options that you'd have available through your underworld network in the full game.

[h2]Bug Fixes[/h2]
With Update #2, we improved all the reward descriptions in victory, depending on the reward type and whether or not you succeeded in achieving the requirement. We also fixed some visual We fixed a second set of issues with tutorial videos with Update #2 that could cause the screen to lock or cause UI overlap issues. Hopefully this one is fully put to rest now. Finally, we've adjusted how the display of a take-and-hold objective area is controlled, ensuring that it doesn't appear or activate until it is ready to be used in the story.


[h2]If you haven't tried the demo yet, it offers:[/h2]
  • Your first big heist to pull off! Find out how our turn-based squad tactics plays. See if you have the skills to use creative stealth, a variety of weapons, and the turn order itself to accomplish objectives in each map and get your crew out alive.

  • Six squad members in your roster; each brings a unique set of talents to your crew. In the full game you'll have opportunities to recruit new members, as well as access to multi-classing, extensive skill trees, weapon modding, cybernetics -- everything you need to build out the perfect squads for your playstyle and the needs of the jobs you're taking on.
  • A glimpse of your main character's origins as a Cyber Knight. These elites of our dark future's underworld are rare and highly sought after. Knights have capabilities no one else in this world does -- but it comes at a cost.
  • A first look at your safehouse; in the full game you'll have access to base-building features to expand this underground hideout, providing more opportunities to upgrade your team and expand your capabilities to take on bigger jobs as you make a name for yourself.
  • A preview of the choices you'll need to make in this shadowy world of mercenaries, secrets, and cyberpunks. How far will you go for a chance at a better life? What are you willing to risk for the extra credits or knowledge that could make a big difference for your crew? Who will you stay loyal to? Who can you trust?


[h2]Changelog 0.6.105 - 6/21/2023[/h2]
- Add multi-step mission visualization at the Command HQ table
- Fixed second issue with training video causing possible lock and HUD overlap
- Fixed issues with text formatting in victory screen for rewards and loot
- Improved rules for take-and-hold objectives (TX-80) to appear only when ready
- Fixed all report typos and clarified dialogs and hovers
- Thank you for every F10!

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