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Cyber Knights: Flashpoint News

Update #75: Surprise Slash!

[p][/p][p]Knights and mercs - let's take a look at this weekend update which has a new community requested feature - Uninstall All Programs for a Deck, 6 new matrix host templates that add more Sluices and Access Gates, reformatted the main safehouse HUD, improvements around Shock Mine edge cases, a mountain of F10 bugfixes and a ton of small but important updates to the translation text and how the UI responds to longer translated content.[/p][p]Our small team of 3 game devs is hard at work bringing you the latest and great updates constantly. 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]Uninstall All Programs[/h2][p][/p][p]If you want to rapidly swap programs without as much clicking, you can now use the Uninstall All Programs option from the Roster > Manage Deck > Change Deck screen. This button does what it promises - it removes all the programs from a deck, which makes it unusable until someone reloads programs, but if you are moving a lot of programs around, this might be much more efficient.[/p][p][/p][h2]6 New Matrix Templates[/h2][p]We've followed up on last update's +4 matrix templates with additional +6 new very cool host templates that will do even more to bring the once rare Sluice node more into circulation. [/p][p]When you encounter a Sluice Node, you'll find that all of its connections are one way - either IN or OUT but never both. This forces special routing in and around the node, forcing you to often take "one-way doors" through the Matrix. So, be sure to scan ahead of yourself to see a Sluice node's connection set.[/p][p]We also fixed a number of other small bugs with Sluices in host templates that might deny access to certain parts of a host.[/p][p][/p][h2]Reformatted Safehouse HUD[/h2][p][/p][p]As a way to improve the safehouse HUD, ensure that all fields (Team Power Level, etc) are always in the same place between different screens to make room for longer translated room titles, we completed some work to reformat the main HUD. This pushes all of the values into the right hand stack, makes their padding more consistent, breaks them into groups with small vertical lines and also allows the left hand side room title to wrap if it becomes to large.[/p][p]Thanks for all the F10s![/p][p][/p][h2]Shock Mines and Step Out[/h2][p][/p][p]We fixed a rare situation with this update where an enemy might attempt to step out to make an attack (stepping around a corner) and by doing so, step into your Shock Mine area. This was causing a game freeze and is now correctly handled - the enemy is stunned, the attack is canceled and the game resumes with the next character or enemy on the Initiative track.[/p][p]A huge thanks goes out to everyone sending in F10s to help us catch cases like this.[/p][p][/p][h2]Translation and UI Responsiveness[/h2][p][/p][p]With Update #75, we've continued to work on fixing your feedback on translations and places where the UI is not performing as well as it should with longer text and up to +25% Font Size. We have completed big jobs like rebuilding the safehouse HUD for room titles, fixing multiple issues in New Game with tabs and points remaining, fixed many (but not all) of the issues you could get in hacking with much longer labels in the HUD and node map and improved multi-class screens for translations.[/p][p]We're also continuing to improve translations, gender and plurality issues within the translated content. A huge thanks to everyone playing and posting F10s to help us laser focus on what needs to be improved.[/p][p][/p][h2]v2.5.49 - #75: Surprise Slash! - 3/16/2026[/h2][p] - New Uninstall All Programs button under Roster > Manage Deck > Change Deck[/p][p] - Added 6 new matrix templates to increase the occurrence of Sluice and Access Gate nodes[/p][p] - Improved dialog choices listing UI responsiveness for longer translated text[/p][p] - Improved UI responsiveness for longer translated text / font scaling in many areas (new game, multi-class, hacking, safehouse HUD)[/p][p] - Improved options screen UI responsiveness for longer translated text[/p][p] - Fixed bug in matrix where IC woken up by Escalation would not have their icon in far away nodes reset to blue[/p][p] - Fixed bug with enemies attempting to attack and stepping out in a Shock Mine, getting Stunned stops attack but was locking game[/p][p] - Fixed bug with Timeline Team History not properly showing hover for controller or keyboard[/p][p] - Fixed bug where the Blueprint hover in mission planning was not always showing the right Blueprint details[/p][p] - Fixed missing cover shield on front and back of truck on River Street Bridge map[/p][p] - Fixed bug with Sluice preventing access to data branch of matrix host[/p][p] - Improve some cosmetic placements to avoid clipping or odd looks[/p][p] - Continued to improve string translations with better word choice, gender, plurality or terms not being translated[/p]

Update #74: Shifting Sand

[p][/p][p]Knights and mercs - let's take a look at tonight's update which has something juicy for for everyone. With Update #74, we've added 2 new classified Shadow Sites with exciting never-before-seen loot (6 new weapons, 3 new armors, 6 new weapon mods, 2 new programs), added 4 new matrix templates to bring the Sluice node into more hacking encounters, and rebuilt the display for the timeline history in preparation for using it to track more events in the game. As we are following up on the Translations milestone, we've also made over 100 improvements to translation, fixed 15+ places where translations were missed and the English was still show and fixed a ton of places where a long translation might overrun or wrap badly in the UI.[/p][p]Our small team of 3 game devs is hard at work bringing you the latest and great updates constantly. 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]New Shadow Sites[/h2][p]With Update #74, we've released two new unique variations of Shadow Sites - a new Matsumoto underground code foundry boasting new programs and new armors as well as the UltraTek prototype weapons program for the Ocra HAR E-Rifle and accompanying unique weapon mods. [/p][p]These new sites are options for your mercs who already have Shadow Site tags or add tags during your career. Be sure to get those mercs to 60%% Loyalty to be able to trigger the reveal of the site and the addition of the mission.[/p][p]In total, this new round adds 2 new programs, 6 new weapons, 3 new armors and 6 new ER/Blade mods.[/p][p][/p][h2]New Matrix Templates[/h2][p]We've also added 4 new matrix templates that will help bring the rare Sluice node more into circulation. When you encounter a Sluice Node, you'll find that all of its connections are one way - either IN or OUT but never both. This forces special routing in and around the node, forcing you to often take "one-way doors" through the Matrix.[/p][p]So, be sure to scan ahead of yourself to see a Sluice node's connection set.[/p][p]These additional templates also help buff the RCU matrix set for more variation and include Access Gate nodes as well.[/p][p]We also fixed that one PTOR-Relay host that had 3 active CPUs! Never seen anything like it.[/p][p][/p][h2]Rebuilt Timeline History[/h2][p][/p][p]With this update, we've taken a moment to revisit and rebuild the timeline history. The old UI focused on a table where every row showed its full details but reduced the total number of rows you could see on screen and made it harder to post smaller events to the history log.[/p][p]With this rebuild, we've compressed ever event down to a single line with its Title + Date. If you want to see the full details of the event, you can hover or select the event and it will pop up to the side with all the regular details you'd want to see.[/p][p]This is especially important as we are preparing to update the types of events coming into the timeline history to include more events and some of small scope, so having them compressed will allow this type of logging, with more rows added.[/p][p][/p][h2]Translation / UX Updates[/h2][p][/p][p]With the TRANSLATION milestone now live, we're excited to be receiving feedback from players on places we can improve via the F10 system. Currently there have been 4 big areas of improvements that are captured in this update:[/p]
  • [p]English text that was missed - either accidentally written into code or for some other reason, this English text was missed during the entire process. Now it is playing catch up (like "Snap: On" or "Snap: Off"). We fixed over 15 cases of this as players dove into the game and reported the issue with F10.[/p]
  • [p]Longer strings overrun the UI - either due to longer words within the source language especially when combined with the Font Size option, there are still many places to keep working on with this type of issue. However, we slashed through the first 25 cases to get improvements for this build, including the green text in all weapon and armor hovers, the accuracy log being overly crammed, the rename window being too small and more.[/p]
  • [p]Translation mistakes, typos, missed terms - working with the translation team and from community F10s, we've fixed over 100 mistakes of varying sizes with the translations to keep improving. There will be on-going work to do in this area, so thank you advance for your F10s helping us more rapidly identify hot spots.[/p]
[p][/p][h2]Fixed: Cold Storage "Go Crazy"[/h2][p][/p][p]If you were running into an issue where Cold Storage could suddenly go haywire, stop updating images or show items you'd already sold it was due to one bad Armor Blueprint that is now fixed. Apologies for that![/p][p][/p][h2]v2.5.47 - #74: Shifting Sand - 3/12/2026[/h2][p] - Added 2 new Shadow Site loot sets (UltraTek, MATS) including 2 new programs, 6 new weapons, 3 new armors and 6 new ER/Blade mods[/p][p] - Added 4 new matrix templates to increase the occurrence of Sluice and Access Gate nodes[/p][p] - Compressed the display for the timeline Team History, allowing for more items on screen and better detail in hover[/p][p] - Fixed bug with the "PT-Relay TOR" host template having 3 CPUs[/p][p] - Fixed 25+ places across game where text wrapping or text overflow were causing issues (new game, EQ, accuracy breakdown)[/p][p] - Fixed bugged armor blueprint which could cause cold storage to go hawywire[/p][p] - Fixed issue where class icons were not always coming out correctly in training tree[/p][p] - Fixed 15+ strings that were not translated (some combat logs, timeline "X more", "Snap: On" etc)[/p][p] - Fixed some strings that were showing their code instead of translated string[/p][p]- Improved over 100 string translations with better word choice, gender, plurality or terms not being translated[/p]

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]