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Cyber Knights: Flashpoint News

"Savage 700" and Weapon Customization


We’re nearing the halfway point now in the Cyber Knights: Flashpoint Kickstarter campaign and we’ve got another huge update for you. Your support and your help sharing the project keep propelling us forward and we’re gaining steam toward the major Animation Expansion stretch goal now! Let’s pet those doggos!


[h2]“Savage 700” Alpha Drive![/h2]
We are extremely excited to say that we already have 518 Knights registered for the Cyber Knights: Flashpoint alpha! We knew the community has wanted us to make this game for a long time and now with your support we’re funded and still hitting stretch goals.

We had just under 350 players in the Star Traders: Frontiers alpha from our last Kickstarter. We never dreamed we’d have an opportunity to double the size and strength of the alpha team, but now we're staring to down -- only 198 Knights to go! We want to make it happen, so let us introduce a new bonus reward challenge: the Savage 700!

Join the Kickstarter today to help us reach the Savage 700 goal!

The Star Traders: Frontiers alpha was an absolute success and improved the game on every level -- from features, to content, to performance and more. We got to preview and show off the first sets of storylines and get feedback on the feeling of the world, story pacing and writing style. We tried out some ambitious new game mechanics and some fell flat on their faces while others soared. The game changed dramatically throughout the alpha for the better.

If you can upgrade your pledge or are considering joining the campaign, take a look at the Alpha Edition ($60)! It is a unique experience in the game dev world and we hope you’ll join us and make the Savage 700 a reality! If you're upgrading or pledging, post a comment in the main comment stream to encourage others to join you and let's get savage!

Now, on to the other topic of the update!

[previewyoutube][/previewyoutube]
[h2]Weapon Customization[/h2]
A mercenary’s best friend might just be their tricked out assault rifle. Or maybe the backup hand-cannon which puts down enemies who get too close. Or the slicing energy blade that sheers through drone armor like nothing else.

A soldier of fortune comes to love his or her weapon after it has saved the day, saved their life or saved a friend. They come to love and cherish a weapon when they’ve rigged up a new scope or replaced the stock so it feels perfect, downright comfy against their shoulder. It might be the chemical burns on the muzzle or the scar where that cyber ninja’s sword glanced off the casing. Either way, if you’re going to survive in this line of work, you’ll come to know, modify and love your weaponry.


[h2]Multi-point Modification System[/h2]
Each weapon type will have a series of modification points where you can change out a part or attach a new customization. Every weapon will feature the ability to attach specialized scopes to the top rail which will increase accuracy, change optimal range mechanics and more. Almost all weapons will allow for a barrel modification that can silence or suppress the noise or recoil of a shot or increase accuracy among other options. Most rifle-based weapons will allow stock replacements that can help soak recoil, increase aiming speed and more. And finally, some weapons can support an under-the-barrel attachment that provides a wide range of utility and targeting options.

The bonuses from mods will be powerful so you won't want to wait to get early upgrades
These customized attachments and replacements won’t come cheap or easy -- but their powerful bonuses will make them highly coveted. Most attachments are tech-heavy pieces that can only be used once as they integrate into the gun’s onboard electronic systems. You’ll need to know the right weapons smuggler or corporate fixer to buy such kits. And to make the complicated mods you will either need the help of a skilled gunsmith or a safehouse upgrade for your own weapons workbench.


[h2]Optimal Firing Range[/h2]
Even while shooting inside their maximum range, weapons will have different optimal range mechanics that affect accuracy. Some weapons like shotguns will have shorter optimal ranges with a rapid fall off in accuracy outside of their optimal firing zone. Other weapon types like sniper rifles will struggle at shorter ranges but excel when an enemy is within a wide range band at a safe distance.

Optimal ranges will cause a constantly adjusting dynamic on the battlefield as different combatants vie to keep their enemy in their optimal range band. Firing modes -- which adjust the optimal range mechanics of a weapon -- will also come into play as you trade accuracy for recoil, damage and other benefits or disadvantages.

All the more reason to carry a varied set of weaponry onto the field of battle! Your squad will need options when an enemy goon dodges under your sniper’s range. Time to pull out that hand cannon and put the goon on the deck.


[h2]Recoil[/h2]
Cyber Knights: Flashpoint will include a fully featured recoil system. As you move, take hits and shoot your own weapons you generate recoil points. These points burn off quickly but primarily make firing your weapon accurately more challenging. Some weapons will be more touchy about movement recoil than others -- such as a sniper rifle -- while others are strong on the go -- such as tactical shotguns and some pistols.

Inside your character's build, you’ll have tons of options on how to increase your recoil soak -- if it is a priority for you. Characters who want to move fast, take hits, and shoot as many times as possible in a turn will need to consider recoil compensation in their weapon mods and cyberware. In addition, single-use items, Talents and cyberware can provide methods to soak up recoil quickly so you’ll have many options to build characters and weapons that can operate effectively under high recoil situations.


[h2]Sneaky Silence![/h2]
During missions, you’ll have the option to operate from stealth -- by sneaking past enemy guards and disabling security or by taking out guards quietly. You’ll need weapons with suppressors attached to achieve this level of stealth but these silencers will be a barrel modifier that is available early. Each weapon will feature a volume level attribute and the tech of your suppressor mod will reduce that volume, which in turn reduces the range at which nearby guards will hear your gunfire. Therefore, with the right suppressor mod or a lighter weapon, you'll be able to achieve stealth kills without worry about other guards unless they are very close. However, with heavier weaponry, you'll still be able to achieve stealth kills, but you will need to be more wary of guards who are too close and may hear your gunfire's boom.

[h2]Reloading and Ammo Types[/h2]
Depending on how often your shooting and the firing mode you are using -- such as full auto -- you may burn through a weapon's ammo faster and thereforel need to spend Action Points to reload your weapon more often. Because we are using an action pool system instead of a strict 2 actions system, this won’t take half your turn, but it will still be an important thing to try to manage and get ahead of as you fight through tense situations.

Every weapon will be able to use a variety of ammo types. While you will have some options, we do not intend to make ammo the star of weapon customization over the multi-point mod system. Ammo types will be viable and useful, but not on the same level as weapon, grip, scope, barrel and cyberware.

[h2]Speedy 3D Model[/h2]
Let's end today's update with a high speed video of one of our artists working in ZBrush to sculpt a new character outfits.

[previewyoutube][/previewyoutube]

And let’s do this Savage 700! If you join the alpha team to help us get to the Savage 700 be sure to post a comment on the main Kickstarter page. If you've been through a Trese Brothers Alpha phase for another game, feel free to post about how much fun you had :)

https://www.kickstarter.com/projects/tresebrothers/cyber-knights?ref=92jvz1

Stretch Goals: Skyrise + Hacking Mk2


Knights!

Welcome to day 4 of the Cyber Knights: Flashpoint Kickstarter! What a blazing start we’ve all had together. In the initial project rush, we’ve blown past our funding target and our first four stretch goals. Today, we’re rolling out our next wave of funding goals all the way up to our ambitious $200,000 stretch of Matrix Mk2.

We’ve still got lots of time with 27 days remaining. Please help us get the word out by continuing to share our project with your friends and gaming communities. Tell someone new every day and help us keep this project blowing up and getting bigger and better! Here are some ideas --
  • Post the campaign to social media
  • Share our interview with Rock, Paper Shotgun with gamers!
  • Tell your gaming group
  • If you’re an active member on a gaming community site, share it there (don’t spam)
  • Tell a friend who is going to PAX East about us in the Kickstarter room, 10 AM to noon daily


Without further wait, we’ve unlocked the following 11 stretch goals! We’ve covered each category in detail below the graphic.



Enough blaze, let’s get down to the details.

[h2]Lorebook Unlocked![/h2]
The Star Traders: Frontiers Lorebook has been one of our favorite resources for the game. It’s a great introduction to the universe and its history both old and new. It introduces the factions and all the interesting ways the intergalactic society functions that are vastly different than ours. With your successful funding of the “On the Street” stretch goal, we’ve now committed to publishing an illustrated lorebook for Cyber Knights: Flashpoint that will be publicly available. Based on the current content, timeline and art we have lined up we’d expect it to be upwards of 50 pages.


[h2]One of the new street outfits!
Street, Military and Corp Outfits ($120K, $180K)[/h2]
Style is the lifeblood of cyberpunk and we want to keep cramming more visual options into the game. The game will already include 30 options for outfits along with a wide variety of facial accessories (glasses, earpods, implants and more) and the ability to shift color on outfits. We’ve already unlocked the Streets Outfit stretch which will add 2 new streets outfits. Through the $130,000 Military Outfit and $180,000 we’ll add 2 new outfits of each of those types for your soldiers of fortune who want to dress like soldiers or want to wear that high style blitz.


[h2]Doggos! ($110K)[/h2]
In 2231, decades of breeding and cybernetics have transformed some dog breeds into hunds -- cybernetic wardogs of the future. We already have two dog breeds ready for the game -- the doberhound attack dog and the pithund tank dog. Each of the breeds will come with different strengths and weaknesses -- where the doberhound is faster and a powerful attack dog, the pithund is a nigh unstoppable tank with jaws of steel.

At the $110,000 stretch goal, we will add a third dog breed to the set. If we reach the stretch, we’ll hold a poll if it should be a support/utility dog like a hound (beagle!) or a fast attack dog (shepherd). Yes -- we are going to make you choose between our dogs -- King Tut or Rigatoni.


[h2]Drones! ($120K)[/h2]
In the same mold as hunds, each drone chassis will have its own capabilities, strengths, weaknesses and armament options. We already have four drone chassis ready for the game and are excited to now have just unlocked a new scout drone to add to the set. The scout drone will have lighter weaponry, scanner talents and be more stealthy engines to avoid detection.

New on the list is an additional battle drone at the $120,000 stretch. If we’re able to add this drone it will function as a combat support drone capable of both boosting defense while using its hardpoints to lay down heavy fire against enemy targets.

[h2]Animation Expansion ($140K)[/h2]
The depth and variety of a game’s animations has a huge impact on its final beauty and polish, especially in the heat of combat. Our animation budget has so far covered the bases we need -- running, walking, crouching, leaning into cover, reloading and more. But we’d love to open up more budget to add even more important animations to the game -- like petting the dog. Some of the additional animations would change gameplay in interesting ways if we can afford them -- lifting and dragging bodies (unconscious targets, dead guards) or vaulting over barricades (giving even more movement flexibility).

This expansion would benefit both the mission combat map as well as the safehouse. Improved idle animations, doggo pets, relaxed walking and hand gestures would all be welcome additions for safehouses and cutscenes. In addition, this stretch goal frees up some additional budget for better animation blend trees to improve the 3d aspects of directional animation, like the character taking a bullet or being killed by a grenade. We’re confident the current animation budget will look good, but with this additional funding we can really polish it and take the game’s characters to the next level.


[h2]Skyrise Environment ($150K)[/h2]
Every mission environment in Cyber Knights: Flashpoint will bring a unique set of props, level design, enemy types and security systems. The 3D environments we’ve shown so far are all the industrial environment which covers warehouses, industrial facilities and secure bunkers. Another environment already in development is the urban environment which covers the underground tunnel systems, open street fights and dilapidated slum habtowers.

The Skyrise Environment stretch goal will let us add a completely different environment. Instead of infiltrating a corporate facility, data lab or a gang den, you’ll be breaking into a luxury residence. These high lifestyle residences may be inside an arcology or just high in one of the towers, hundreds of stories above the street level of the NBZ. This new environment type will open up a new set of guards, security system behaviors, map challenges, loot and mission types. In the Skyrise missions, you’ll capture high value targets, steal data, liberate corporate citizens or assassinate executives who’ve outlived their usefulness.



[h2]Soundtrack Expansions ($160K, $190K)[/h2]
Studio Viking has already helped us compose an impressive soundtrack for the game but having more music -- especially music tailored to environments -- goes a long way to keep a game feeling fresh and deep. At each of these two stretch goal levels, we will be able to increase our budget to work with our composer to add 3 tracks (per stretch) to the game’s soundtrack -- which of course will be available to all $25 Soundtrack Edition backers. The first expansion will focus on the Skyrise and have a softer feel of a lux residence. The second will focus more on the industrial synthrock music you might find blaring out of the sound system of a criminal safehouse.


[h2]Matrix Mk2 ($200K)[/h2]
Like to save the best for last? Yes, yes we do! While we are very excited about the current design of how hacking will work in the game, we know that it could take a bigger role. Cyberspace has always been at the heart of cyberpunk fiction and if we can, we want to make the hacking capabilities within Cyber Knights even more amazing.

First, let’s talk Hacking Mk1 (without this stretch goal) -- because it's already pretty awesome. Your hacking-enabled characters will seek out terminals, access panels and other hackable objects that are scattered across a mission map. If your hacker can reach these you’ll be able to access the hacking mini-game. Once connected to the terminal, you’ll spend your turn’s Action Points on trying to break through different security protocols -- hopefully while your Stalker team member hangs nearby and uses their Action Points for their turn to overwatch and guard your six. You’ll use a mix of cyberware and Job Talents to break through the computer security and depending on difficulty it might take you multiple turns and attempts. If you’re successful, you’ll be able to download and steal any valuable data on the system or control something in the real world through network functions -- such as shutting down or taking over security systems and door locks.

Now, let’s all collectively drool over Hacking Mk2! Hacking Mk2 will deepen the existing design. During missions, the gameplay will be very similar except that the actual hacking of an enemy terminal will have more depth.

  • When your hacker accesses a hackable target, you’ll gain access to the root node of an internal node-map for that system. Each node on the interconnected map will contain valuable data to steal, system functions like opening a door or dropping the alarm level and of course, the ever-present IC security protocols. In the same way as Hacking Mk1, your hacker will spend their AP each turn overpowering the security and moving between nodes on the map to access the different goals in the matrix system node-map. Adding this additional depth to each terminal will open up a lot of exciting variation -- small shallow terminals with easy maps all the way up to the quantum mainframe with highly challenging maps that your hacker must conquer while the enemy security closes in and the rest of your team is fighting for their lives.
  • New safehouse upgrades that will allow your hackers to run matrix hacks from within the Safehouse to gain pre-mission advantages. Hacking will no longer be only a mission feature but something you can do independently from your safehouse! If you don’t want to hack yourself or want your team to focus on other capabilities, you can pay Hacker Contacts to do this work for you.
  • With additional depth in the hacking system comes additional depth in the hacking gear. Your computer equipment and programs are going to get a boost in the variety and tactical capabilities to support the new node-map based hack experience.


If you’re looking for a visual of what inspired us to design Mk2, check out this amazing video of the original Sega Shadowrun hack. Watch long enough to see the node-map behind the visual navigation, the different types of nodes -- data, functional, IC -- and the sheer awesomeness of what could be Cyber Knights: Flashpoint Hacking Mk2.
[previewyoutube][/previewyoutube]

We hope you’ll comment to let us know what you think about the new stretch goals and which you find to be the most exciting! Share your excitement here and let’s keep the momentum going together! Also, remember to tell a friend and share the campaign.

Thank you for your support, and we will sign off with a pile of art and gifs!
Andrew and Cory Trese

Calling All Knights!


Hello! Before I had a chance to get to writing this news update, a lot has happened. We've already funded the Kickstarter campaign in under 12 hours and passed our first stretch goal. We have heard for years that our community wanted us to make another Cyber Knights game but now you’ve shown us just how serious you were about it.

We've also had some exciting appearances in the press with a Rock, Paper Shotgun interview and a shout out by Linux Gaming Consortium (full Linux support, day 1).

Before we talk more stretch goals, we want to take a moment to just reflect on the community's amazing support. We've been fortunate to build a big community on Steam with Star Traders: Frontiers and Templar Battleforce and we are so thankful that you have all helped blow this project up! We are blown away. Thank you all for the encouragement and positive energy!

If you're new to Trese Brothers or don't like to do Kickstarter, we hope you'll Wishlist the game on Steam instead!

We've included the Stretch Goals graphic below. This first wave of stretch goals! This first set includes a mix of bonus rewards for every backer, new character outfits and drones and ends with the “Valkyrie Zero” story expansion at the $100,000 mark. We’re keeping the $150,000 and above stretch goals hidden for now as we don’t want to get ahead of ourselves.



Thank you for your support,

Cory and Andrew Trese