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Cyber Knights: Flashpoint News

Milestone: TRANSLATIONS released!

[p][/p][p]Knights and mercs - we are excited to announce we have launched the game's initial set of translations for 6 new languages: French, German, Italian, Spanish (Latin America), Polish and Brazilian Portuguese. In the following 1-2 weeks, European Spanish will follow. We'll continue to evaluate other languages for the future based on wishlist counts.[/p][p]We hope all of our bilingual players who see this will dive in to check out the work we've done and help us share the game with your friends who might not have been interested without an option to play the game in their native language.[/p][p][/p][h2]Our Save Game Policy and Updates[/h2][p]First, since we are talking about a major upgrade for the game, let us be clear about our saved game policy - our commitment is to your saved games and the translation update is no exception. No saved game will ever be invalidated by an update, even big ones. All new content and features will be added immediately to all saved games (with the reasonable exception of New Game options). You never have to restart if you don't want to. This is a studio commitment that we have made and kept for many years and games. We stand by it. So do not stress about the deluge of updates that is coming your way - heist on my good heisters.[/p][p][/p][h2]If you find improvements we need, we'll make them[/h2][p]Thanks to a professional translation team we've worked with and many rounds of private beta community feedback, we're feeling very good about launching translations, but we don't expect that in a game as large and text-heavy as Cyber Knights, on our studio's first time internationalizing a game, that we will have gotten everything perfect. [/p][p]We're a small team, and even with the professional assistance we've gotten, a couple dozen eyes between their team and ours can't compare to the thousands of eyes this launch will bring.[/p][p]So please do let us know if you see anything in your language's translation we should take a closer look at; we're ready to quickly make improvements wherever you find they're needed. [/p][p]Enjoy diving in with the new languages! You can bet we'll continue to have more new game content coming soon too.[/p][p][/p][h2]Hit F10 to Share Feedback![/h2][p]As always, the best way to share feedback for anything in Cyber Knights remains the F10 system (or on Steam Deck, left stick click). [/p][p]Your feedback is automatically tagged with your language and put into a special bucket in our system to help us categorize and process issues with translation and how the UI might not always handle extended text due to translation perfectly.[/p][p]We will be processing your F10s with determination and diligence to improve the game in every way we can.[/p][p][/p][h2]Future Translations & Community Translations[/h2][p]We're finishing some extra work now on our European Spanish translation, correcting some pieces that didn't quite make the quality threshold in time for launch.[/p][p]We'll consider translating to more languages depending on wishlist counts, so spread the word if you'd like to see your language added.[/p][p]We also plan to add support for community translations when modding support is released later this year.[/p][p][/p][h2]Also in this update...[/h2][h3]Respec Extension[/h3][p][/p][p]With this update, we've also doubled the respec timeline from 10 to 20 days. This gives you an extra 10 days at the start of the game to freely play around with your builds before needing tokens from your Simstream Trainer. And, in addition, when you get a new recruit now you also have 20 days to respec them freely to try to find their new build.[/p][p][/p][h3]Controllers can get HUD Objective[/h3][p][/p][p]With this update, we've made another important controller update to allow them to select objectives in the mission HUD. Then using the (A) button, you can get the camera to scroll to the objective if it has a visible target. This HUD selection was the last known controller gap (something you simply couldn't do) and it is great to get it wrapped up. [/p][p][/p][h2]v2.5.45 - #73: Milestone: TRANSLATION[/h2][p] - Added game translations for: French, German, Italian, Spanish (Latin America), Polish and Brazilian Portuguese[/p][p] - Translation for European Spanish coming soon[/p][p] - Doubled the length of Free Respec at start of game and for new characters to 20 days[/p][p] - Improved HUD for controllers, can now select and (A) objectives to scroll map to check them out[/p][p] - Fixed issue with TRUCK JOB stage descriptions[/p][p] - Fixed issues with header text overflowing bounds in screens like options on small resolutions[/p][p] - Fixed bug where Wireghost's new -1 Connection Burn / Turn was not stacking correctly in UI even though it was applied in Matrix[/p][p] - Fixed bug with game pause menu allowing input through to matrix even when paused[/p][p] - Improved hover anchoring in cyber surgery screen to ensure no hover goes off screen[/p][p] - Fixed imprecise rounding display of Team Power Level making it look like you reached TPL 10 (but actually 9.95) and got no achievement[/p]

Update #72: Shattered Glass

[p][/p][p]Knights and mercs, tonight we have a big update setting down in New Boston. It has new bonuses wired in for the Extra Item Carry nodes, improved Blueprint selection for Secondary Objectives, some key fixes and balance around Turrets for Shadow Sites, and a massive pile of fixes for F10s reported by the player base. For your F10s and the chance to improve the game, we thank you![/p][p]If you're enjoying the steady pace of improvement and expansions, please consider leaving a review![/p][p][/p][h2]Our Save Game Policy and Updates[/h2][p]Since you'll always be seeing a lot of updates around here, we want to reiterate our saved game policy so everyone understands our commitment to your games. No saved game will ever be invalidated by an update. All new content and features will be added immediately to all saved games (with the reasonable exception of New Game options). You never have to restart if you don't want to. This is a studio commitment that we have made and kept for many years and games. We stand by it. So do not stress about the deluge of updates that is coming your way - heist on my good heisters.[/p][p][/p][h2]Unlock: Extra Item Carry Nodes[/h2][p][/p][p]We're excited to roll out the next steps in the plans around improving the Extra Item Carry nodes on your class trees. With this update, we've made 1 clarification, 1 simplification and 1 buff - [/p]
  • [p]Clarification: we have renamed the node "Unlock: Extra Item Carry" instead of "Passive: Extra Item Carry" as passive is a type of Talent.[/p]
  • [p]Simplification: there was no reason to have the upgrade nodes stacked vertically instead of stacked as a usual row of upgrades. We've made this node more like other nodes.[/p]
  • [p]Ok, another clarification: we fixed the incorrect text on the nodes claiming that they allowed only specific item types when they in fact allow "any item" to be carried.[/p]
  • [p]Finally, the buffs; with Update #72, each Unlock Extra Item Carry node has gained very nice class tree buff for your characters. Every node in all classes adds +0.1 Action Points and a powerful buff (above what you can get for 1 Level Point usually) that focuses on some of the core aspects of your class (Hacking for Wireghost/Hackers, Ballistic Damage for Soldiers, etc). These buffs are on the unlocking node, which means this node is valuable even if you decide not to purchase the upgrades and actually expand your item capacity. It also means you can get 2 of these nodes if you multi-class for a total of +0.2 AP and other excellent bonuses.[/p]
[p][/p][h2]Shadow Sites Fixes + Turrets[/h2][p][/p][p]First, if you had an issue with Shadow Site where the loot was shown in the objective llst as "ERROR" we have fixed this issue. We have both fixed it so that it cannot occur again and fixed it so that if you have a game that is currently on that mission in that state, it will resolve itself automatically when the game is opened.[/p][p]Shadow Site mission description also now mentions the name of the merc who gave the tip on the site, in case you want to know exactly who it was later.[/p][p]Finally, Shadow Sites are much more likely to include Turrets as a defensive mechanism. This is a great place to bump their priority, as Shadow Sites are supposed to be heavily defended. In a scavenger looting mission, you usually also can route around them if you can't straight up fight them, or it is time to invest in some more drone Talents to be able to jam them and pass them by.[/p][p][/p][h2]Secondary Objective Blueprints[/h2][p][/p][p]With Update #73, we've completed some significant rewrites to how Blueprints are selected when offered as the reward for secondary objectives like going fast or taking out a number of enemy guards. This should both increase the variety of Blueprints that can be offered by also widens the range of Power Levels they can be pulled from, which should have the overall effect of making these rewards more interesting to chase.[/p][p][/p][h2]Mission Power Level[/h2][p]For those players playing on difficulty levels that reduce Power Levels, we've made some changes to how they display in the mission list. The mission list will now give you the Power Level at which the mission was generated at and not reduce it due to your difficulty Power Level offset and base. This prevents some difficulties from always so many missions as Power Level 1 incorrectly.[/p][p][/p][h2]String / String Key Fixes[/h2][p]As we are wrapping up the translation for a public beta to Steam, we are chasing and resolving any string issues caused by the preparation of the source for final translation efforts. With this update, we've fixed the mission description for HIGH STREET and one of the Fadelight Blades missions that had both disappeared, fixed new typos, and fixed an issue with barracks tag sets in the Safehouse sometimes switching over to a key instead of legible text.[/p][p]We're excited to be in the final motions with this project and will be bringing it to you soon.[/p][p][/p][h2]Other F10s[/h2][p]With Update #73, we hammered the F10 list hard! The full list is in the changelog below.[/p][p]We fixed an important bug that was allowing you to possibly gain more than 6 cybernetic implants. If you had entered this state, you won't be able to replace any implant again until you uninstall enough to return to the fair limit.[/p][p]We fixed the lingering issue that the last Account wouldn't sell with hotkeys.[/p][p]We rebalanced some of the Heavy Damage intrinsic Blueprints.[/p][p]And we fixed a bug in New Game that could cause a lot of "invisible programs" to be spammed if you swapped Hackers repeatedly.[/p][p]And so many more - but see below for everything. A huge thanks again to everyone in the community submitting an F10![/p][p][/p][h2]v2.5.43 - #72: Shattered Glass - 3/5/2026[/h2][p] - Powerful bonuses and +0.1 AP available to all classes in the root node for extra item carry (cost = 1 Level Point)[/p][p] - Clarified text for extra item carry nodes - training a node allows +1 item carry of any type[/p][p] - Simplified tree structure for extra item carry nodes - single line of upgrades instead of two singles[/p][p] - Improved Blueprint selection for mission secondary objective rewards[/p][p] - Shadow Sites are now much more likely to have Turrets defending them to increase their risk factors[/p][p] - Fixed bug where a Shadow Sites might end up with missing loot that is shown in objectives like "ERROR"[/p][p] - Improved mission description for Shadow Site missions to identify the merc who provided thie tip[/p][p] - Improved display of missions in the mission list to show correct Power Level even with scaling applied [/p][p] - Switched contact names in HOVERDROP WIPE description - description had Ghoul / Octane flipped[/p][p] - Removed some Limit Break Temp Trait options from enemy contacts that didn't make sense / just noise[/p][p] - Fixed bug locking up the game after the use of some attack Talents like Skullshot[/p][p] - Fixed bug with melee weapons that shred armor suddenly stating they cause tiny amounts of Pure Dmg instead[/p][p] - Fixed issue with HIGH STREET mission and Fadelight Blades missions where the mission description could be broken[/p][p] - Fixed mismatched extraction points and objectives in Resupply Station map[/p][p] - Fixed UI bug that could allow installation of more than 6 cybernetic implants [/p][p] - Fixed bug that could prevent selling of the final Account using hotkeys[/p][p] - Fixed matrix bug that could cause program charges to be incorrect on second connection to matrix[/p][p] - Fixed new game bug that would leave extra inaccessible Programs around if you swapped Hackers during start[/p][p] - Fixed issue where "0 Ready Mercs" on roster would show as broken string[/p][p] - Fixed progression issues with Heavy Damage 1-3 Intrinsic mods[/p]

Developer gameplay + Q&A for our squad tactics heist RPG

[p]Join us on Friday, March 13th at 1pm US Eastern for a Trese Brothers developer livestream here on Steam! [/p][p]Come see how far the game has come, hear about the next free expansions we'll be adding from the post-launch roadmap, pick up some tips & tricks from the creators of the game (or one-up us by sharing your own strats), and enjoy a good hang out with us.[/p]

Update #71: When I say GO! ...

[p][/p][p]Knights and mercs, this time when the hover truck comes down to drop off the update, it has a big F10 fixer, quality of lifer, translation prepper. The last few updates added story expansion with each one, and we've circled back now to clean up some of the issues being reported by the community and also to wrap up some text improvements for the next big phase of this thing called Cyber Knights! [/p][p]We've made controller improvements, clarified rules for Leverages, added mission detail hover to Field Ops and Hacking Station, fixed bugs with Matrix Nuke, Full Auto with 2 AP and made a sweeping set of improvements to mission descriptions. And more - lots of F10s, thank you![/p][p]Our small team of 3 working who are in the gamedev seats wanted to say thank you for playing, posting and hanging out with us! If you are enjoying the game and the steady stream of updates, we hope you'll take a minute to return the favor by a review.[/p][p][/p][h2]Our Save Game Policy and Updates[/h2][p]Since you'll always be seeing a lot of updates around here, we want to reiterate our saved game policy so everyone understands our commitment to your games. No saved game will ever be invalidated by an update. All new content and features will be added immediately to all saved games (with the reasonable exception of New Game options). You never have to restart if you don't want to. This is a studio commitment that we have made and kept for many years and games. We stand by it. So do not stress about the deluge of updates that is coming your way - heist on my good heisters.[/p][p][/p][h2]Steam Deck / Controller Improvement[/h2][p][/p][p]With Update #71, we've improved the consistency of the control scheme for controllers, Steam Deck and keyboards alike. Thanks to feedback from Zoarster on Discord, we have a new set of improvements we can work on in this is the first of a couple coming down the pipe.[/p][p]On controller and keyboard, there was some confusion about which was the priority action if you had both a movement destination set and a Talent selected. This is a common situation because you want to be previewing the Talent range from your new location. The common pattern of play is to pick a movement destination, preview the Talents to ensure that they will work from your location and then to cancel (B) or execute (A) the move. However, if a Talent was selected, (A) would execute the Talent instead of moving the character. And if you hit (B), it would cancel the movement, not the Talent (until you hit (B) again). [/p][p]This left the execute (A) and cancel (B) basically considering different actions the priority and makes the game harder to play. We have now straightened this out - if a movement destination is set and a Talent is selected, hitting (A) will execute the move and (B) will cancel the move. If a movement destination is not set, then hitting (A) will execute a Talent and (B) will cancel the Talent.[/p][p]Hopefully you find this improvement helpful! Excited to hear from the community on it.[/p][p][/p][h2]Clarified: Leverages can't stop Hunters/Bodyguards[/h2][p]We've had some questions recently about the Leverage that blocks Reinforcements. We've added some clarifying rules text to the Leverage to make it more clear - this Leverage can block Reinforcements sent by Security Escalations only - it is not enough to block Head Hunters, VIP Hunters or Bodyguards who are arriving to help a beleaguered VIP. [/p][p][/p][h2]Mission Preview in Hacking Station / Field Ops[/h2][p][/p][p]As your are browsing the mission list in your Field Ops and Hacking Station rooms, considering which Leverages you might want to spend your precious tokens on, it was not uncommon to need to drop out of the Command HQ to examine the missions in detail again. Which was which? Which was for Octane again? [/p][p]We've helped resolve that issue by bringing the mission details panel into the Field Ops and Hacking Station rooms directly, making them hover off to the right of the Leverages list so you always know what mission you are picking Leverages for.[/p][p][/p][h2]Mission Description Highlights and Improvements[/h2][p]As we continue to work on the translation project for the game, we had to make some wholesale improvements to the mission description text within the game to prepare it for translation. It was a bit of a wild west, not sticking to a clear enough format to share with the translation team to get consistent results.[/p][p]Thankfully, the result of standardizing everything is that the highlighting of names, classes, factions and game terms within the mission descriptions is now so much more accurate and consistent. Everything should be lit up for you to help you parse the description faster and recognize game characters.[/p][p]This did require about 10 hours of manual work and rewriting of strings, relinking and all sorts of error prone tasks. We did a ton of testing, basically kicking off every type of mission in the game and checking its text but we are sure to have missed mistakes. If you see any mission descriptions that are odd or show up as code instead of narrative text, just be sure to hit F10 and we will get them resolved very quickly.[/p][p][/p][h2]So Many More F10s![/h2][p][/p][p]We also just fixed a general mountain of F10s for Update #71. We fixed strings that had broken in victory a few other places due to translation work. We fixed issues where you could get stuck in Full Auto mode if you only had 2 AP. We fixed Lumen Spear and other self-damage Talents not always doing the correct amount of damage. We resolved map bugs with reinforcements in open fields, matrix balance for a number of missions, off-centered and misplaced security devices, lockers you could walk into ... bugs and more F10s! Fixed! All fixed. Thank you for submitting them![/p][p][/p][h2]v2.5.39 - #71: When I say GO! ... - 2/26/2026[/h2][p] - Improved controller support so (A) when having both movement waypoint set and Talent selected executes the movement, not the Talent[/p][p] - Clarified rules for Reinforcement blocking Leverages which cannot prevent arrival of Head Hunters, VIP Hunters or enemy VIP Bodyguards[/p][p] - Added hover to Hacking Station and Field Ops Leverage lists to show details of mission [/p][p] - Fixed rare issue where you could get stuck in Full Auto mode and unable to switch weapon with 2 AP[/p][p] - Matrix Nuke button now correctly grays out of lacking AP to use[/p][p] - Vastly improved highlighting of names, factions and terms in Mission descriptions[/p][p] - Fixed issue with not taking self damage when using Lumen Spear abilities[/p][p] - Fixed a possible lock up at the start of Sibling Breakout[/p][p] - Fixed some open field reinforcements appearing in odd places[/p][p] - Improved balance/scaling of matrix hosts in Sibling Breakout and Cube Run missions[/p][p] - Fixed invisible wall bouncing grenades near stairs in River Street Bridge map[/p][p] - Fixed bug where reinforcements might appear without outline on to match other enemies[/p][p] - Fixed some security devices slightly off center or misplaced[/p][p] - Fixed map bugs with lockers you could walk into in some maps[/p][p] - Reduced overload of pings when a target of an AOE effect might be invalid[/p][p] - Increased mission loading performance[/p][p] - Fixed recruit dialog typos[/p]

Update #70: Hunters Stalk the Shadows

[p][/p][p]Knights and mercs, we're here to drop another expansion of the Contact Limit Break system on the New Boston Zone. Tonight, the focus is on your enemies or those who hate or hold grudges against individuals on your team and allowing them to pay Head Hunters handsomely to settle these scores. Of course, this is in prep to release a new wave of Head Hunters into the NBZ ːtoxcloudː In addition, we've released variations of the latest head ware cosmetic options, and completed more parallel work with the game's translation team to get the English source into the best shape it can be. [/p][p]Thanks to everyone playing and especially those enjoying the latest focus on improving the Contact simulation. This keeps opening up new and exciting possibilities. Cheer us on with a review! ːsteamhappyː[/p][p][/p][h2]Our Save Game Policy and Updates[/h2][p]Since you'll always be seeing a lot of updates around here, we want to reiterate our saved game policy so everyone understands our commitment to your games. No saved game will ever be invalidated by an update. All new content and features will be added immediately to all saved games (with the reasonable exception of New Game options). You never have to restart if you don't want to. This is a studio commitment that we have made and kept for many years and games. We stand by it. So do not stress about the deluge of updates that is coming your way - heist on my good heisters.[/p][p][/p][h2]New Head Hunter Sources[/h2][p]While some hostile Contacts (those with status Burnt or Enemy) could dispatch Head Hunters against you through their Limit Breaks, Update #70 significantly increases the number of Casting Director matches that can allow for a Contact to decide that they do want to send Head Hunters.[/p][p]To expand this footprint and help find more cases where a Contact on a Power Play may choose to send Head Hunters, we've built out the match set so that any Contact who Hates, Hunts, wants to murder, etc etc a member of your team (including your Face or Knight) may now choose to dispatch Head Hunters. This covers a number of Contacts who previously might not have opted into the option and generally increases the chances that you'll see Head Hunters coming out of Contact Limit Breaks enough to keep things more dicey out there.[/p][p]Which is important, because in the next update, a new batch of legendary Head Hunters are coming to the NBZ and we need to make sure they've got contracts![/p][p]In addition, we've expanded a few places where it feels cool to have a specific storyline always risk generating a Head Hunter call. We've specifically added two story beats that allow Head Hunters to be sent - one for the starting Scourge (August) and the Syndicate Boss he tried to take out as part of his backstory. This Badu Jack may discover - on a Power Play Limit Break - his would be poisoner on your team and decide now is the time to take revenge.[/p][p]In addition, the megacorporate lead behind Taylor Strizek's lab may also send Head Hunters if you've completed Truck Job Part 2 and dealt a disastrous blow to her organization.[/p][p][/p][h2]Appearance Headphone Variations[/h2][p][/p][p]Some of the most recently added cosmetic options were the headphones joined by a headband. They're a cool look for different characters but the band that was included could make them hard to use with certain hats and hairstyles as it was could cause a lot of ugly clipping. [/p][p]Thanks to the players who requested the option, we have included new variations of these cosmetics simply without the band, which allows them to be used in more cases.[/p][p][/p][h2]Improved Clarity / Fixed Text and Rules[/h2][p][/p][p]As the translation project keeps ripping along, we've been making a lot of changes to the underlying English rules text for the game. In some cases, we've been removing old strings, other places we've been improving our consistency of use of terminology (in this update, Recovery Time vs. Injury Time is now always used correctly). And we've been doing other things that will be invisible to players in English, like splitting text for genders, reducing the complexity of some of the strings for translation, etc.[/p][p]We also fixed a number of strings that accidentally got bumped and turned into string codes instead of English text.[/p][p]If you do see a string that switches to a code, please F10 it and we will fix it quickly. [/p][p]We're excited to be moving forward with our community review of the game translations! Stay tuned for more news and next steps for a upcoming public beta.[/p][p] [/p][h2]v2.5.33 - #70: Hunters Stalk the Shadows - 2/20/2026[/h2][p] - Contacts who specifically hate/hunt a merc on your team can now send Head Hunters when on Power Play[/p][p] - Added two new cases where Contacts might send Head Hunters based on existing stories - after Truck Job Part 2 and starting Scourge's Syndicate target[/p][p] - Added 2 modified cosmetic options - headphones without the band if you want to use them on hair / hats or other options that were clipping badly [/p][p] - Improved English rules text for clarity, consistent usage of terms like Recovery Time and Injury time, simplified some Talent descriptions[/p][p] - Fixed issues with random strings appearing as string keys instead of English due to mistakes in translation effort[/p][p] - Fixed issue with the cybernetic eye implant popping off the side of some character's faces[/p]