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Cyber Knights: Flashpoint News

Update #21: Crackjaw

[p][/p][p]Knights and mercs, we've got a bug-smashing Update #21 to catch up on the recent F10s incoming tonight. We've hit the hottest set of F10s in our pile at the moment - resolving the missing details in the top right of the market and inventory screen, adding a class filter to the Roster, improving how outline overlapping works, fixing a series of issues with reloading security events and and overwatch, moving and the hovers disappearing in the map.[/p][p]It's nice to drop a solid bug fix and quality of life update here between the new map just dropped on Thursday and the next rounds of story content.[/p][p]If you're enjoying the pace of improvement, please do leave a review![/p][p][/p][h2]Missing Details - Top Right[/h2][p][/p][p]We've restored the critical missing details from the top right in the market! I can take credit for missing that one in the final QA round in Update #20. We're glad to have this resolved plus the nice scrolling functionality if your equipment comparison goes off screen.[/p][p][/p][h2]Improved Outlines [/h2][p]We've made a series of improvements to the outlining (hit "H" by default in game) to ensure that they work well when they are overlapping. This can help point out enemies and characters standing in pressure plates, and just looks and reads visually better when your characters overlap with doors, terminals, etc.[/p][p]We also fixed some hair models having an odd "halo" effect around them.[/p][p][/p][h2]Class Filter[/h2][p][/p][p]You can find a nice and quick to use class filter in the roster now. It works well with multi-class so it can help you narrow down the team you're working with, and can be especially nice if you are swapping around some EQ between all your Soldiers, etc.[/p][p][/p][h2]Reload Security Events and Hover Disappear[/h2][p]We a huge number of F10s with 2 big bug fixes in Update #21. The first is resolving an issue when reloading saves that would fail to restore all security events - like cameras spotting dead bodies that could cause odd results and missing tally. The second was an entire class of bugs that could result in the mission map UI and hovers not re-appearing after a player or merc's turn was interrupted for any reason (Overwatch, Venom Trap, Shock Mine, etc).[/p][p][/p][p]There are even more F10 fixes - but check the full changelog below for them![/p][p][/p][h2]v2.1.29 - #21: Crackjaw - 7/26/2025[/h2][p] - Fixed issue where inventory/market top right details were simply missing (name, type, subtype, power level, rarity)[/p][p] - Added class Filter to Roster[/p][p] - Improved outline again to be better when overlapping other outlined objects[/p][p] - Fixed loading issues with cameras dropping spotting of enemy corpse when reloaded[/p][p] - Fixed issues with moving, Overwatch and occasional disappearing HUD / hovers during missions[/p][p] - Fixed some issues with Terminals that didn't have outlines on all their parts[/p][p] - Fixed issues with some hair having a "halo" outline effect[/p][p] - Victory screen now correctly shows "MAX LVL!" for characters who are maxed instead of showing "LVL UP!"[/p][p] - Fixed bug with Contact Limit Break having wrong picture for contact in hover[/p][p] - Fixed sort ordering for weapon by noise value when Blueprints were included[/p][p] - Fixed issue where saved game's Power Level could be incorrect momentarily when completing a mission[/p]

Update #20: New Map "Delta Clinic"

[p][/p][p]Knights and Mercs, it is Thursday! We like updates on Thursdays, it is a good day for Update #20! With this update we've added a new map to the game - the underground, secured Delta Clinic - which drops immediately into the proc-gen rotation with +11 proc-gen combos, fixed some important bugs with Scanning and Utility programs for the Matrix, improved the display for loot details in mission and victory, fixed issues with enemy agents being tilted by Crimson Vector or Slashslide and more. Let's get into the details![/p][p]But first - if you are enjoying the ride in the New Boston Zone and the pace of new content being added to the game, we hope you'll take a minute to leave a review.[/p][p]Finally, we posted our Post-Launch Roadmap this week, so take a look![/p][p][dynamiclink][/dynamiclink][/p][h2]New Map: Delta Clinic and +11 Proc-Gen Combos[/h2][p]We're excited to resume to the work to expand the physical space of play in New Boston again - the mission maps! The new Delta Clinic map is the 3rd map we've added to the game post-launch and it is also the marker at which we are re-warming up the new map pipeline. There will be proc-gen maps and objectives both to come in the following weeks![/p][p]Delta Clinic is a black site buried deep beneath the New Boston Zone, it might be used for all manner of biomedical procedures, storage, or research that can't be on under the artificial light of the dome. The map is separated out into major areas - the front entry hall and cargo storage built around 2 massive pits, the inner research and bioetch area and a vault in the far back. It has a mix of both open areas and closed in interiors, and a cool multi-lane flow.[/p][p]This week's new map brings the proc-gen map total up to 35 and the additional +11 proc-gen combos raise the total combinations of map X objective to 304. Delta Clinic only appears at Power Level 3 or higher.[/p][p]Having just completed a 3rd new objective type (Exfiltrate, Infiltrate and Download, and Hardened Target), we are turning our attention back to the weekly map releases as well as how these new objective types can be looped into the Power Play and Compromised system for Contacts. Then we'll be switching back for a few final objective types before release to round out the set and really blow up the numbers![/p][p][/p][h2]Matrix Utility and Scan Fixes[/h2][p][/p][p]We've fixed two key bugs for the Matrix in Update #20. The first was about Scanning - where a node might be scanned up to 2/2, but then if you scanned it again from an adjacent node, it would be reset to 1/2. This was a simple mistake in some refactoring we did and has been resolved now. A node, once reaching 2/2 Scan will not be reduced to a lower Scan by the act of Scanning. Scan. Scan Scanning![/p][p]Second, there was an odd issue with all Utility and Hybrid-Utility programs. These types of programs add a buff for as long as they are loaded. For pure Utility programs, this can be the entire duration of the Hack, but for Hybrid-Utility Programs, it is likely to be a shorter duration while you use up the charges. Still, the bug was that some of these programs had a hidden built-in duration - usually 1 or 3 Turns, and the buff was canceling unexpectedly.[/p][p][/p][h2]Loot Detail Update[/h2][p][/p][p]With Update #20, we've improved the display for all types of loot in both the victory and during the mission. We've ensured that there are always correct icons shown for all of the types and that the subtype is always listed. Where the type was sometimes the only thing given (Blueprint) we now ensure subtype is there so you can get hype about your new loot (Weapon Blueprint, etc). This has helped us synchronize our watches between mission looting and victory screen loot display so everything is nice and clean.[/p][p][/p][p][/p][h2]No More Tilting those Enemies[/h2][p][/p][p]We fixed a set of bugs across a series of melee Talents - Slashslide, Crimson Vector and the melee Overwatch Talents of Preempt and Predator Reflex - that could all result in your merc and the enemies ending in some odd states, if the elevation wasn't simple.[/p]
  • [p]Enemy agents will no longer end up tilted crazy if the start and end locations of your moving attack Talents like Slashslide were on different elevations.[/p]
  • [p]Your merc will no longer end up "in" the stairs if the destination of your Slashslide or Crimson Vector was higher than your starting point.[/p]
  • [p]Predator Reflex and Preempt will no longer end with the Overwatching character "in" the floor if th elevations were different.[/p]
  • [p]Fixed one other case where enemy movements between elevations could result in a tilt as well.[/p]
[p][/p][h2]Quit to Desktop[/h2][p]We've made a minor text swap on the main menu to be sure that whenever you're going to Quit to Desktop we say that, and whenever you are going Return to Menu, we say that instead. Minor polish, but every bit counts ːsteamhappyː[/p][p][/p][h2]v2.1.27 - #20: - 7/24/2025[/h2][p] - Added new proc-gen map "Delta Clinic": a secured underground black site that supports +11 new proc-gen combos (Heist a CPU, Steal 3 Files, Scavenger, Kill 3 Captains, Bodyguard, Siege, Battle Striker, Exfiltrate, Hardened Target, Infiltrate and Download) for Power Level 3+ teams[/p][p] - Fixed issue with Matrix Nodes reverting to 1/2 Scan when being scanned from adjacent node[/p][p] - Fixed bug with Utility and Hybrid-Utility Programs where buff might go away after 1 or 3 Turns unexpectedly[/p][p] - Improved display of all equipment / comparison to allow for scrolling if content exceeded window[/p][p] - Improved display of loot in missions and in victory, always including icon and subtype (Weapon Mod Blueprint, etc)[/p][p] - Fixed bug with cyberdeck repair where you were not actually charged $$$ for the repair[/p][p] - Fixed issue with Slashslide, Crimson Vector and melee Overwatch Talents sometimes tilting enemies in odd ways, ending movement "in" stairs[/p][p] - Fixed bug that could lock the camera after disconnecting from the matrix on a second mission[/p][p]- Fixed bug where Keys like Blue Key could appear twice in objective list [/p][p] - Fixed Roll With It recharge rate adjustment costing 2 training points [/p][p] - Adjusted armor setup for MATS Silk Snipers[/p][p] - Updated quit button to "Quit to Desktop" on main menu[/p][p][/p]

Our Post-Launch Roadmap

[p][/p][p]Knights and Mercs![/p][p]Since our full-launch in June, we've had an amazing first couple of months. We're thrilled that our 18 months in Early Access clearly paid off, completing a game that so many of you have already put dozens to hundreds of hours into. Like all of our games, we made Cyber Knights to be expanded further if it resonated with players the way we hoped it would, and your enthusiasm in the Steam forums, our Discord, and Steam reviews have clearly told us that you love this and want moar. [/p][p]So now, we're excited to enter a new phase for Cyber Knights: Flashpoint - the ambitious post-launch roadmap! This covers a broad spread of new, free content we intend to add to the game, to expand the things players are enjoying the most, respond to the excellent feedback the explosion of new players has brought, deliver on commitments & collaborations with our original Kickstarters, and expand the reach of the game (and the player community) with new platforms and feature sets like modding.[/p][p][/p][p]We've bucketed the roadmap in a few sections: views into what we're currently working on, the types of content we expect to continually add to the game, and major standout feature expansions that we can commit to in the pipeline. It's not a comprehensive list of everything we're thinking about or workshopping based on community feedback / potential opportunities, but an already exciting list of what we can commit to so far.[/p][p]We will keep this news post and the roadmap graphic below updated as we go with new achievements, milestones, and expansion![/p][p]Read more about any of the game's core systems on the official Cyber Knights: Flashpoint wiki.[/p][p][/p][h2]Our Save Game Policy and Updates[/h2][p]First, since you're going to be seeing a lot of updates around here, we want to share our saved game policy up front 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]Long-Term Support[/h2][p]As a studio, we always aim to stick with our games long after launch, rewarding active player communities with new content and giving ourselves the opportunity to tell more stories, explore new possibilities, and continue to reach new players.[/p][p]A finished game doesn't mean a static game -- instead of paid expansions or DLCs, we think ongoing free updates are the best way to keep the game growing, double down on the core experience, and constantly deepen the replay value.[/p][p][/p][h2]Highlight: Companion Unit Classes[/h2][p][/p][p]Character classes add a ton of variety to any tactical RPG, especially with multiclassing like ours. We currently have 54 possible multiclass combinations! More character classes will continue to deepen your bench of mercenary options, and one of the most exciting types are companion unit classes.[/p][p]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.[/p][p][/p][h2]Highlight: Mod Support[/h2][p][/p][p]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.[/p][p]Reaching full launch was 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.[/p][p]If you're a modder yourself and would be interested in that, let us know.[/p][p][/p][h2]Highlight: Story and Mission Expansions[/h2][p][/p][p]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.[/p][p]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. [/p][p]We launched Cyber Knights with several storylines ready-made for new content additions, and plan to add even more, as well as new proc-gen mission types and more multi-stage mission formats.[/p][p][/p][p]Those are just a few highlights of what's to come; take a look through the full roadmap graphic above for more. It's a bright future for our 23rd-century dystopia! Join us in Steam forums and our Discord; we're hyped to keep expanding this game with you.[/p][p][/p][p]See you on the streets, Knights. Let's keep this crew climbing.[/p][p][/p][p][/p]

Update #19: Black Soup Rolling

[p][/p][p]Knights and mercs, another fresh update has hit the streets of New Boston. This one is packed full of UX improvements from community suggestions, a few new cybers and some balance/tweaks to Soldier Talents. We're excited to include community requests like being able to rotate the camera vertically, visually seeing what is finished in your safehouse build, showing when mercs reach max level, and fixing the issue that prevented Gunslinger's Gun Kata from hitting 5 targets with Full Auto. Let's dive in to some details! [/p][p][/p][p]But if you are enjoying the game, we hope you'll take a quick minute after pulling this update and enjoying these improvements and new content to leave a review ːsteamhappyː If you're enjoying the game, help us spread the word so we can keep expanding the game! Thank you![/p][p][/p][h2]Our Save Game Policy and Updates[/h2][p]First, since you're going to be seeing a lot of updates around here, we want to share our saved game policy up front so everyone understands our commitment to your games. No saved game will ever be invalidated by an update. You never have to restart if you don't want to. All new content and features will be added immediately to all saved games (with the reasonable exception of New Game options). 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]Vertical Camera Rotation[/h2][p][/p][p]There is a new option under Options > Controls > Camera to enable vertical rotation of the camera with the press-to-hold control. By default, hold your right mouse button and rotate up, down or in a circle around the target point. You can reset the camera angle to default in the top left bar, to the left of End Turn (etc). There is also an option to invert the axis if you prefer it to swivel the other way.[/p][p]This ability to see the game from different angles (higher or lower) can be very helpful when dealing with elevation, boundary conditions, sight lines, security devices and more. We hope you find it useful and just fun to just see the action from new angles.[/p][p]The reset default angle view now appears in the top left menu.[/p][p]For the moment, this is the new default option. If you don't want this kind of camera control, please toggle it off and let us know. If you love it, leave it on the let us know![/p][p][/p][h2]New CombatLink Implants Level 1-4[/h2][p][/p][p]With Update #19, we've further filled in the options available to you through the Battletank cybernetic service added with the Warmachine. There are 4 new levels of CombatLink that can now be installed in your Deep Brain slot. These are great augmentations for any Warmachine or any merc who is dipping into cybernetic weaponry, as they stack up Critical %, Evasion, and Cybernetic Weapon Dmg.[/p][p][/p][h2]Gun Kata Goes for 5[/h2][p][/p][p]With Update #19, we fixed an old bug that was preventing Gun Kata from stretching all the way to shooting 5 targets (if available) with Gun Kata. [/p][p][/p][h2]Soldier Roll With It and Blast Radius[/h2][p]Update #19 filled in a final upgrade node for the Soldier's Roll With It Talent. For a high cost of 2 extra training points, you can push Roll With It out to 100% damage reduction. It's a nice buff to a powerful Talent that can help make taking occasional fire during combat a null sweat thing.[/p][p][/p][p]In addition, we've fixed the text formatter for Blast Radius to include a summed version of the bonsues you get from training the Talent including the same yellow (this would be trained) and green (this is trained) style that you see and expect from all other Talents + upgrade nodes.[/p][p][/p][p][/p][h2]Safehouse Highlights Maximum Utility and Room Levels[/h2][p]As you "finish" your safehouse, the levels for your rooms and utilities will now all highlight in yellow, giving you a nice visual cue to see what is done and where you still have work to do.[/p][p]Room level and utility level display will now highlight in yellow as they reach their maximum level. In the screenshot above, the Triage Clinic now highlights "LVL 4" as that is the maximum level for the clinic. Also, as Level 3 Power Utliity and Level 4 Cryo Utility are the utilities required for the highest module level, they have also gone to yellow.[/p][p]For the Command HQ, while the module level has not maxed, I have achieved the maximum utility requirements at 5 Power and 1 Cryo (which is above what is needed), so those highlight in yellow to let me know that I don't need to upgrade those utilities anymore to reach the maximum module level.[/p][p][/p][p]In this vein, we have also adjusted the highlighting on the mercenary roster. When you had training points to spend, the star next to your character level used to highlight yellow. This was a confusing message which is better left to the "Ready to Train" tag, so the star will now stay blue even when there are training points to spend.[/p][p][/p][h2]Character Max Level Display[/h2][p][/p][p]In the same spirit of displaying maximum levels nicely within the UI, the Experience widget now clearly displays when your character has achieved maximum level, instead of showing you an impossible progress bar of XP gain.[/p][p][/p][h2]Stunned & Brain Worm Alerts[/h2][p]We found another place where Stunned and Brain Wormed weren't 100% perfect thanks to player F10s and we've made some improvements in Update #19 that hopefully help. [/p][p][/p][p]If you were plotting a movement destination, Stunned and Brain Wormed enemies would turn the sight line betwen you and them red. But ... in reality they can't spot you and won't be able to report you to the Sec AI or update your status to spotted. So, these lines with Stunned enemies are now blue (your weapon is in range) or gray (your weapon is out of range).[/p][p]If you were firing a weapon near a Brain Wormed or Stunned enemy, they would get a yellow ear icon in their HUD, which indicates they could hear your shot. But they can't and they won't report it to the Sec AI, so now that ear is suppressed and they are not counted among enemies who will hear you in the bottom left weapon UI. [/p][p][/p][h2]v2.1.23 - #19: Black Soup Rolling - 7/19/2025[/h2][p] - Added new CombatLink cybernetic implant type levels 1-4, available through Battletank service[/p][p] - Added final upgrade node to Soldier's Roll With It - for extra 2 pts, reach 100% Dmg Reduction[/p][p] - Fixed and improved text and upgrade display for Soldier's Blast Radius to include yellow/green highlighting for upgrades[/p][p] - Camera lock rotation (hold RMB, etc) can now rotate camera vertically, option to flip vertical access[/p][p] - New options for allowing vertical camera rotation when holding to rotate (right mouse), reset camera rotation in team menu[/p][p] - Fixed issue with Gun Kata being unable to target 5 enemies at once[/p][p] - Prevent Brain wormed or Stunned enemies from showing Ear icon (will hear gunfire) or show red lines during movement (will see)[/p][p] - Safehouse improvement - if module is upgraded to max level then "LVL X" text is shown in yellow[/p][p] - Safehouse improvement - if Power or Cryo utility is upgraded to max level required by max level module, "LVL X" is shown in yellow[/p][p] - Fixed confusing character level going yellow in roster list when ready to train, see tag "Ready to Train"[/p][p] - Upgraded Experience widget for characters in roster to show "Max Level" when they are at current game maximum level[/p][p] - Fixed issue with filtering Power Level min and max could overlap[/p][p] - Removed half-second rotation when approaching lootbox, terminal or door - now instant rotate and go[/p][p] - Improved label overflow for equipment and display of cyberdeck health in mission deployment screen [/p][p] - Fixed rule for Gun Kata to correctly allow for 5 max targets for Full Auto[/p][p] - Improved objective text for secondary objectives and rewards[/p][p] - Fixed map issues, starting visible to enemies at start of level[/p]

Update #18: Rapid Fab

[p][/p][p]Knight and mercs, we're firing off another update tonight with exciting improvements to Nano-Fab for items and a bundle of new weapon mods and intrinsic weapon mod Blueprints. [/p][p]A big thanks goes out to everyone playing Cyber Knights, posting on the forums, hanging in the Discord and especially those leaving a review this week. Our small team thanks you for the energy - you keep us moving.[/p][p][/p][h2]Our Save Game Policy and Updates[/h2][p]First, since you're going to be seeing a lot of updates around here, we want to share our saved game policy up front so everyone understands our commitment to your games. No saved game will ever be invalidated by an update. You never have to restart if you don't want to. All new content and features will be added immediately to all saved games (with the reasonable exception of New Game options). 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]Instant Item Nano-Fab[/h2][p][/p][p]With Update #18, we've adjusted the rules for using the Nano-Fab to craft Item Blueprints. Previously, these took some time and would have to go on your Timeline and you'd wait for your nice stuff and hope it wasn't too late for a mission. Now, Crafting Items with your Nano-Fab is instant, taking 0 turns - click, pay the cube cost, and get the results. [/p][p]This allows Item Blueprints to work as an on-demand way to stock up on things you need at the same pace you could buy them from the store. The change makes item crafting much faster, allows you to gobble up Blue cubes and build a big stock of items that are critical to your work without having to stop-and-go.[/p][p]We're excited to hear your feedback and will also be working on improvements to the UI for batch fabbing. With the time required shifting to 0 Turns, this will allow us to "Craft All Uses" in a single click, letting you rip 'em even faster.[/p][p][/p][h2]+2 New Service Levels and +8 Weapon Mods[/h2][p][/p][p]Update #18 has extended the Street Weapon Mods service offered Gun Runners and other weapon selling Contacts by 2 levels, allowing you to now Limit Break your way up to Power Level 6 mods. These two new service levels include new 4 mods each, spread across the weapon types.[/p][p][/p][h2]+16 Lootable Weapon Mods[/h2][p][/p][p]In addition to the new and higher level weapon mods available from your Contacts, an additional 16 higher rarity Weapon Mods are now lootable as Blueprints or directly from lootboxes. These additional mods help round out the types of mods available get a better balance to the looting distribution for higher level players, as well as just offering more options in your crafted (or not crafted) late-game weapon builds.[/p][p][/p][h2]+10 New Intrinsic Blueprints[/h2][p][/p][p]Even more than standard weapon mods, Update #18 brings it home with an additional 10 new high-powered Intrinsic Mod Blueprints, including absolute monsters like Melee Damage 3, Melee Bonus 3, Ranged Accuracy 3, Critical 3, Recoil 3, Armor Pen 3, Light Damage 3, Heavy Damage 3, ER Damage 3, and Single Shot Damage 3. These new Intrinsics will only drop into high-end missions but will be fighting for a position in any high-end weapon's crafting recipe.[/p][p][/p][h2]v2.1.21 - #18: Rapid Fab - 7/15/2025[/h2][p] - Item Crafting Bench now produces items in 0 turns, no waiting required[/p][p] - New Weapon Mods: Pistol Silencer 5, Pistol Ammo Extender 6, Ironclad FlexGrip, G-Vent Vortex, Getes-Zeiss Farpoint, Tempest K-Rail, Exodus S-Driver, Herald Saito, Nine-Blade Grip and many others[/p][p] - New Crafting Intrinsics: Melee Damage 3, Melee Bonus 3, Ranged Accuracy 3, Critical 3, Recoil 3, Armor Pen 3, Light Damage 3, Heavy Damage 3, ER Damage 3, Single Shot Damage 3[/p][p] - Added two new levels for weapon mods contact service, 8 new weapon mods for sale[/p][p] - Added new blueprint only item: HE Micro Grenades[/p][p] - Improved timing and sequencing of some storylines to be later in progression (pushing from PL 2 to 3 or 3 to 4)[/p][p] - Fixed legacy hair option not actually turning on legacy hair[/p][p] - Fixes some F10 reports, map issues and typos[/p]