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Cyber Knights: Flashpoint News

Public Beta Test for Engine Upgrading

[p][/p][p]Hi Knights and backers! [/p][p]We are excited to roll out a new public beta branch on Steam that is open for testing a big engine upgrade for Cyber Knights. By upgrading to the Unity's 6.3 LTS ("long-term stable") version we are upgrading the core game engine under Cyber Knights: Flashpoint in order to allow us to expand and support it for years to come.[/p][h2]Our Save Game Policy and Updates[/h2][p]First, since we are talking about a major engine upgrade, let us lay all fears to rest - this upgrade stays within our established and reliable rules of save game policy. Our commitment is to your saved games. 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]Major Engine Upgrade - All Platforms[/h2][p]As it is a major upgrade, it affects all platforms (Windows, Linux, Steamdeck and Mac OS which is now ready) and we want to invite you to help us test it on your hardware/software configuration. We can only do so much testing and for something this scale, a public beta branch is a big help.[/p][p][/p][p]If you would like to help us test, please open the game's Properties > Betas tab and pick "public_beta" from the dropdown. This will download an update and your game version will be shown as v2.5.1 on the main menu.[/p][p]For this test, everything should work the same as it did before the upgrade (except the few small feature changes below). We are looking for F10s identifying anywhere that the game has a new bug or regression.[/p][p]Thank you for any help you can give with this test. If you have any issues, please submit an F10 as usual.[/p][h2]v2.5.1 - Public Beta Test[/h2][p]- Unity Game Engine updated to the latest version[/p][p]- Performance improvements[/p][p]- Snappier camera, less delay or easing[/p][p]- Mouse no longer warps to center of screen when right clicking to rotate[/p][p]- "Snap" option during movement is now remembered between play sessions [/p]

Update #60: Heisting Backbeat

[p][/p][p]Knights and mercs - happy to holidays to all and the holidays should bring updates! We've got one for you today with a big gift of even more expanded reactive music, 6 new tracks for the soundtrack DLC, fixed bugs with Skyrise maps, fixed issues with security devices and movement Talents like Glitch, fixed issues with VTOLs getting stuck in certain story missions, resolving little issues with Overwatch and step out. A huge thanks to everyone sending in their F10s and helping us improve![/p][p]Our small team works really hard to bring you the best - a tranche of new reactive music included! - all for free. If you would like to share in this holiday spirit of giving, please give us a review ːsteamhappyː[/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][h2]
Even More Reactive Music![/h2][p]We expanded the reactive music tracks significantly with the addition of the Skyrise tracks with the NEW HEIGHTS expansion. We can't stop there - now we've further expanded the reactive music tracks within the game by another 33%, adding even more minutes of awesome music to the game.[/p][p]In addition, we've improved the way the reactive music is calculated to maximize the ability for the system to adjust and change the music during play at cool moments.[/p][p][/p][h2]Skyrise now in Soundtrack DLC[/h2][p]We have added 6 new tracks to the Cyber Knights: Flashpoint soundtrack DLC from the Skyrise expansion.[/p][p][dynamiclink][/dynamiclink][/p][h2]Skyrise Map Fixes[/h2][p]With Skyrise maps, we fixed a number of issues where there were fences hidden inside the walls. If there is a fence inside the wall, you can pass right through the wall by jumping over the fence. Quantum style! We fixed these wall issues and a number of other issues with the maps and "double walls" that were dragging down performance or causing other visual glitches (flickering).[/p][p][/p][h2]Sound Volume on Pause Menu[/h2][p]We fixed an old bug with the ESC menu reducing volume for SFX and music. Every time the ESC menu was brought up, the volume of all sound was reduced. If you closed and opened the menu again, the volume dropped again. It never went back up. Ooops![/p][p][/p][h2]Mountain of F10 Fixes[/h2][p]With Update #60, we've followed up on a ton of community F10s submitted by you, the players. Big thanks to all the community members hitting F10 to send in bugs, suggestions, balance ideas and more.[/p]
  • [p]Fixed Containment Site map issues with Prisoner not behind the red door. There were 3 of the 8 possible ways that level could play out with the rescue prisoner objective that would result in the prisoner just behind a laser fence.[/p]
  • [p]Fixed Glitch and Slashslide causing issues with security devices. If these special movement Talents were used in and around security devices like Prox Mines, they could cause Prox Mines to stop functioning later in the level.[/p]
  • [p]Testing Overwatch locations could cause damage from laser wires. Flipping back and forth between locations would slap you over and over with damage.[/p]
  • [p]Shooting a target who was in Overwatch could force the target back around a corner and then lock the game. The issue resulted from trying to attack the same target who was now out of sight because they stepped back.[/p]
  • [p]In Carnivore story mission, the VTOLs could get stuck behind the doors. This is now fixed - so fly, you fools. Fly![/p]
  • [p]Sometimes an enemy seeking security events could end up sitting in the same position for multiple turns. This came from multiple security events being posted at the same location and an inability to resolve multiple events at the same spot.[/p]
[p][/p][h2]v2.4.3 - #60: Heisting Backbeat - 12/29/2025[/h2][p] - Improved reactive music implementation (more reactivity) and added multiple new stealth and combat reactive tracks (over +33% music)[/p][p] - Added 6 new Skyrise songs to the Soundtrack DLC[/p][p] - Fixed sound issue where opening and closing pause menu in game reduced all SFX/music volume[/p][p] - Fixed issues with walking through some Skyrise level walls, improved Skyrise performance[/p][p] - Fixed bug where using Agent EX Glitch and Cybersword Slashslide could cause later interaction with prox mines to stop working[/p][p] - Fixed map bug in Containment Site map where prisoner was not behind Red Door [/p][p] - Fixed bug where testing Overwatch locations could cause you to step into laser wire and take damage[/p][p] - Fixed bug with step out locations for Talents not re-centering the Talent range circle on the step out location[/p][p] - Fixed bug preventing Brave Star VTOL from being able to pass through broken doorways in certain missions[/p][p] - Fixed bug that could lock game if you attacked a target in Overwatch who then stepped back around a corner[/p][p] - Fixed bug that could cause enemy who is seeking security events to end up stuck in a single position for multiple turns[/p][p] - Fixed bug where active Talents on Talent bar might show wrong AP cost after getting dumped from matrix[/p]

NEW HEIGHTS major milestone adds all new Skyrise mission environment

[p][/p][p]Knights and mercs, we just shared a big recap of the crazy last 6 months of updates and just how much we've expanded the game together - so we thought, why not moar? Let's take these heists to the top of the towers, let's go luxury, let's go Skyrise! So without any more messing around, let's do this. Let's add another major milestone update![/p][p]The NEW HEIGHTS expansion adds the Skyrise mission location, an entirely new type of map environment, prop set, and set of map design rules. The Skyrises are the cloistered, isolated enclaves of the rich and powerful megacorporate citizens. Only a Cyber Knight and their quantum rider stand a chance pulling off a job here, but they better do it fast. [/p][p]This NEW HEIGHTS expansion starts with the new Skyrise mission environment, 2 new mission maps, 2 new multi-stage proc-gen jobs that send you into the Skyrise, 2 new Skyrise-only security devices, new Skyrise soundtrack, a new Sec AI for Skyrise and a cool new dynamic decal setup that lets locations be tagged by faction to help identify and strengthen the sense of place and faction ownership.[/p][p]Our small team works really hard to bring you all these free updates and expansions. If you'd like to give back, we'd love for you to take a few minutes to leave a review. Thank you![/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]Skyrise Location and 2 New Maps[/h2][p][/p][p]The New Boston Dome is nearly a mile high at its apex, and is held up over the crumbling mega-city by massive towers rising across the dome, built by the megacorporations as part of the city's founding charter. While some of these towers are architectural in nature, many play a dual purpose, acting as a home, playground or gilded cage for the wealthiest, reclusive or most protected corporate citizens. [/p][p]Only a Cyber Knight has the chops, the gumption and the quantum rider capable of pulling off a heist against such rare territory. The skyrise towers are hard to even access - they will always be at least the second stage of a mission - and have their own unique map theme set, props and design rules.[/p][p]Skyrise towers are large locations, defined by wide open spaces and hallways, more dead-ends than you are using to dealing with, and littered with highly advanced security devices and threats. You will want to arrive, move quickly across the dangerously open territory and get your job done before ghosting into the night.[/p][p]With the NEW HEIGHTS expansion, we've dropped the first two Skyrise maps - Skyrise Haven and Skyrise Data Site. The haven features a tower-side hoverpad balcony for those clientele and visitors who would never dream to use something as dingy as an elevator, and features a set of wide, interconnected hallways between private rooms, entertainment spaces and tucked away security rooms and HQs. The Data Site is a mix of working-residence, where the most heavily guarded and important megacorporate citizens (scientists, quants, etc) are both employed, pampered and protected.[/p][p]We can't wait to hear your feedback on this new map paradigm![/p][p][/p][h2]Skyrise Multi-Stage Jobs[/h2][p]Skyrise comes with special set of proc-gen mission and objectives and more will be coming online as more maps are added to the Skyrise set. First, Skyrise locations are never accessed directly. They are always the second stage of a multi-stage mission, with the first stage acting as a gatekeeping stage. In the current Skyrise jobs that are coming online with NEW HEIGHTS, that means your first stage you may need to kill a powerful military commander who has been tasked with protecting the upper levels of the towers or hack and spike the CPU of a quantum network that is slaved to preventing access to the towers themselves. Either way, you've got your work cut out for you and need to try to minimize Security Tally and Level during this first stage to reach the Skyrise with as little trouble as possible (see below, Sigma 9 Sec AI!)[/p][p]The future for Skyrise jobs is bright - new maps, new unique objective types, more multi-stage proc-gen missions and then inclusion in stories and Power Play storylines as well. But for now, we're rolling out the multiple new proc-gen combos that draw up on the small pool of Skyrise maps to deliver strong starting replayability. [/p][p][/p][h2]Moving Cameras and Shock Fields[/h2][p]The sleek halls of the most opulent towers are not blocked by glowing laser meshes, teethless pressure sensors or pedestrian rotating cameras. Oh no, their halls are guarded by electrocuting Shock Fields and cameras sliding along rails to surveil large swathes of the corporate zone.[/p][p]The Skyrise updates introduces two new Skyrise-only security devices:[/p]
  • [p]Moving Cameras - capable of sliding to different positions and rotations along rails affixed to the top of walls, moving cameras cast their threat over a much larger area. As they are also capable of spotting a merc while sliding at the end of a Turn, they feel more unpredictable (where will they slide next!?) and sometimes can catch more than one team member in a single movement. They do expose their track with the physically visible rail and are just as weak against disabling Talents, Items and Leverages, so be sure to pack your bags correctly when heading up into the glittering heights.[/p]
[p][/p]
  • [p]Shock Fields - guard an area of floor and any unauthorized access is greeted with a friendly - really? deadly! - arc of electricity. Unlike Laser Wires that give you a single point of damage when passing through their mesh, Shock Fields dole out damage the longer you are moving across them. If you have to cross one, look for the shortest route, skirting corners or dodging through doors. Especially if the Sigma 9 Sec AI bumps these fields up to Lethal mode, they can put a major hurt on your team. They only electrocute moving targets, so if you are forced to stop in the middle of one, you'll be damaged again whenever you start moving. These Level 1 Security Devices can be hit by Talents, Items and Leverages as well, but can rapidly take out a merc who isn't careful so pack both your disables and your healing gear.[/p]
[p][/p][h2]New Music: Skyrise Soundtrack[/h2][p]We're super excited to roll out a major expansion to the game's music with the Skyrise Soundtrack expansion. This one goes all the way back to the Kickstarter and was part of the Skyrise stretch goal. So a huge thank you ːsteamhappyː to all the Kickstarter backers who helped fund the creation of this new reactive music.[/p][p]The new Skyrise soundtrack expands the reactive music in the game by about 20% and while the music was designed and produced under the budget of the Skyrise Soundtrack stretch goal for the Kickstarter, we will be using it across the game to increase the variety of music. So, keep your ears open for new tracks and riffs![/p][p]We will get the Cyber Knights Soundtrack updated with the new songs from the Skyrise soundtrack soon. They aren't up yet, but in the next week or two we will finish that addition and update the track list with 4 new songs.[/p][p][/p][h2]New Sec AI "Sigma 9"[/h2][p]With the Skyrise update, we've pushed the previously extremely rare Sigma 9 Sec AI into regular rotation. The previous chances of running into Sigma 9 AI were so low, we're not sure most of you have encountered this beast. Sigma 9 is more security-, matrix- and drone- focused than other high challenge Sec AI (like Sigma BLACK) and does not have the double reinforcements Escalation that Sigma BLACK has but still is a nasty Sec AI, generally getting really angry really fast if you aren't careful.[/p][p]Only the second stage of the Skyrise jobs have the Sigma 9 Sec AI, the lower facilities and entry levels feature either Sigma 5 or 7 depending on faction and Power Level of the mission.[/p][p][/p][h2]Dynamic Faction Signage[/h2][p][/p][p]With the Skyrise update, we've added a new system for signage and decals that allows the game to dynamically swap out decals depending on the faction. Rook facilities can now be decorated with Rook faction logos, signs and wall marks and then later the mission map can be redecorated if you're facing Warner Braun or Brave Star. [/p][p]This new dynamic decal system is only in Skyrise maps at the moment, but we're working on the scheme to allow maps to have different graffiti and Syndicate tagging if they are street and then a different set of official looking signs and marks for milsec and corporate. More on that soon![/p][p][/p][h2]Mountain of F10 Fixes[/h2][p]With this big update, we've also completed a large number of F10 fixes. Big thanks to all the community members hitting F10 to send in bugs, suggestions, balance ideas and more. [/p]
  • [p]Targeting for medkits (etc) is better! It now sorts nicely to the character most in need of healing and refuses to select characters who are at 100% HP.[/p]
  • [p]"Run Behind" stealth exploit is fixed! There was an exploit where you could run at an enemy at a certain angle and they would start to turn just as you passed them... in this way, you'd end up behind their new turned angle, still Hidden. Sorry, fixed![/p]
  • [p]Fixed Grenade calls everyone! There was a mistake where grenade explosions were too high priority and might draw every guard in a level, especially if used early. Now only nearby guards will immediately investigate and the rest is left up to the discretion of your local friendly Sec AI.[/p]
  • [p]Matrix Talents like Spoof not getting/keeping Tokens! There was a mistake where matrix Talents like Spoof sometimes didn't start with the enough tokens or sometimes their tokens were used too fast. Both bugs are now fixed.[/p]
  • [p]Fixed Hover Tanks and VTOLs might freeze game on fast forward! If you had the always fast forward option selected, some scenarios with flying drones might cause the game to freeze. These are now resolved.[/p]
  • [p]Fixed Jammed Drones still showing movement alerts! If a drone is jammed and below Spotted alert level, they won't see your mercs. However, the movement alerts were still showing. Lies, all lies. Fixed![/p]
[p][/p][h2]Best deal yet on all of our games for the Steam Winter Sale [/h2][p]If you're new to Trese Brothers Games and enjoy our in-depth systems, long-lifespan support, and extreme replayability, we hope you'll consider picking up a few of our previous games as well.[/p][p][/p][p][dynamiclink][/dynamiclink][/p][p]Our previous top-down turn-based tactics title, Templar Battleforce, has you lead a squad of powerful Leviathan mechs defending the last remnants of humanity in exile across a 55+ scenario campaign. Specialize your mechs across a massive skill tree and face off against terrifying Xenos, rogue human factions, and the ancient Narvidian threat.[/p][p]Our award-winning sci-fi captain RPG, Star Traders: Frontiers, is set in the same universe as our Templar series, much later in the timeline as the now re-settled human exiles have expanded across countless planets once again, and still suffer the challenges of their deep divisions. Bounty hunter, explorer, smuggler, pirate, merchant, starfighter commander... play as any kind of captain in this open universe and discover stories across 8 possible eras.[/p][p]Heroes of Steel, our first game on Steam, is an old-school fantasy RPG, with a story-driven campaign learning the secrets of the old gods' fall and helping usher humanity into a new era. Choose four of nine possible party members to take this quest, build their skills and gear from thousands of possible combinations, journey through the literal depths of the world and see if you can overcome the darkness.[/p][p][/p][p]The Best of Trese Brothers Bundle shown above includes all of these and Cyber Knights RPG (pay only for the games you don't already own) at an extra discount on top of each game's Steam Winter Sale discount. It's an amazing deal for an incredible amount of entertainment, and helps our studio keep making deep, replayable RPGs with years of support. Enjoy![/p][p][/p][h2] v2.4.1 - #59: NEW HEIGHTS milestone - 12/20/2025[/h2][p] - Added new mission map environment: Skyrise luxury corporate towers with all new map design patterns, new props, new locations [/p][p] - Added 2 new Skyrise luxury maps - the Skyrise Haven and Skyrise Data Site[/p][p] - Added 2 new multi-stage mission objectives for Skyrise maps (one does not simply walk into Skyrise in Stage 1!)[/p][p] - New proc-gen multi-stage missions, now expanding the proc-gen combo count in new dimensions [/p][p] - Added 2 new Skyrise only Security Devices - sliding cameras on rail, Shock Field causes damage while crossing it (longer move, more Dmg)[/p][p] - Added new Skyrise soundtracks, increasing total amount of reactive music in the game by 20%[/p][p] - Upgraded Skyrise only Security AI "Sigma 9" with new capabilities[/p][p] - Added new dynamic system for wall signs and faction markings (megacorp logos appear and change based on faction who owns the map)[/p][p] - Improved medkit and healing targeting to refuse to target fully healed characters and better sort targets who can be healed by need[/p][p] - Fixed incorrect movement alerts for Jammed Drones, was showing that you would be seen/heard even though drone is jammed[/p][p] - Fixed stealth exploit where you could run at an enemy on a certain approach and they would turn toward your noise but not see you[/p][p] - Fixed bug where grenade explosion sound would draw too many security guards to investigate[/p][p] - Fixed bug with Matrix Talents like Spoof not generating correct number of tokens or using them too fast[/p][p] - Fixed bug that might cause Hover Tank or other flying drone to freeze up when enemy turns fast forward automatically[/p][p] - Fixed bug where Special Codes pasted in from Backerkit were not working due to extra spaces included in copy-paste[/p][p] - Fixed bugs with certain Hardened Target proc-gen combos where you could extract without killing target[/p][p] - Fixed bug where sometimes AP pips in Talent hover would not show correctly if a grenade had recently been canceled[/p][p] - Fixed bug where selecting when changing Face backstories in New Game could result in extra starting medkits in your inventory[/p][p] - Fixed bugs with game locking up in some defeat or win conditions (extracted 1 merc, other merc dies, there is a story event, etc)[/p][p] - Improved camera position and angle in mission deploy for better squad look[/p][p][/p]

6-Month Milestone! More than 50 free updates since full launch.

[p][/p][p]Happy Steam Winter Sale, Knights! As the year comes to a close, we're looking back at what might be the busiest year we've had in our studio's 15 years of game development. We full-launched Cyber Knights in June, and thanks to your enthusiastic support we've added more than 50 free post-launch updates, most of them packed with new content, the equivalent to three or four expansion-size DLCs if we were that kind of studio.[/p][p]Hope you'll spread the word about Cyber Knights in Steam Winter Sale discussions; we're 34%-off, our deepest discount since full launch! This sale will be the best deal on Cyber Knights for quite a while to come.[/p][p]Some of the highlights from all our post-launch updates include:[/p][h2]New maps & nearly 400 proc-gen mission combos![/h2][p][/p][p]Cyber Knights launched with more than 30 maps, and we've added six new ones since then! Militarized Hoverport, Delta Clinic, Nanofacture Hub, Harbor Prison, Q-Compute Core, and Containment Site each bring their own atmosphere and challenges to the mix. [/p][p][/p][p]Combined with an expanded range of proc-gen mission objectives, there are now almost 400 combinations of maps and primary mission objectives! And in the next few days, we'll release the first maps part of an all new environment category: Skyrise.[/p][p][/p]
[p]Quick reminder: all of these updates are made possible by players like you leaving a review!

Most games on Steam receive reviews from fewer than 3% of the players that have bought them. All it takes is a few quick words and a thumbs-up to help keep Cyber Knights growing for years to come! Please head to CKF's Steam page and leave a review now if you haven't already.[/p]
[p][/p][h2]Increased enemy variety & challenges[/h2][p][/p][p]We created more faction-specific enemies, added 3 new Head Hunter teams, and most recently made some major expansions to the drone category of enemies, featuring all new types: turrets, hover tanks, and Lance VTOL drones.[/p][p][/p][p][/p][p]We also increased variety in the Matrix, with 14 new IC to oppose your hackers and new matrix host maps to slice through! And, our new Skyrise maps will come with their own unique security devices.[/p][p][/p][h2]All-new mission types & expanded storylines[/h2][p][/p][p]In July we added new Power Play storylines -- mission chains you can unlock from the Contacts you've invested most into -- help your contacts make big moves in the New Boston Zone and unlock new services for you to take advantage of.[/p][p]Later in October we added a new type of storyline driven by your own mercenaries, Shadow Site Raids. If your mercs grow in loyalty to you, some may be willing to share a secret they've held onto for a long time. The high-risk raids you gain access to contain over 50 unique and valuable rewards... and pit you against one of the toughest security AIs in the game![/p][p]With all the expansions to the proc-gen system, Cyber Knights offers hundreds of hours of play time for those who want it. Our hand-crafted storylines are interspersed throughout; we expanded one of these, the Taylor Strizek storyline, with a new 3-stage mission to help her defect from her megacorp employer. Adding new storyline missions & legworks to the 70+ already in the game will be a big piece of our expansion plans for 2026.[/p][p][/p][h2]Two new character classes, quick start squad options, & tons of new gear![/h2][p][/p][p]Keeping it real, the Warmachine class was meant to be part of our launch update, but we ended up wanting more time to make sure their unique, cybernetic-driven abilities all played nicely with all of the games' other systems. The extra time also made it so that when we did release Warmachine, we were able to roll it out with a whole truckload of cybernetics.[/p][p]Our second new class, Wireghost, was added in September, bringing the total number of possible multiclass combinations to over 50 -- and with talents, traits, gear, and cybernetics, your character class is just the start of your character build possibilities.[/p][p]We know that for first time players all those possibilities can be a little overwhelming, so we made a change to the New Game process to give players the choice of choosing one of two "Quick Start" squads -- Quiet Killers or Run & Gun -- or Advanced setup letting you choose each starting squad member individually.[/p][p][/p][p][/p][p]New character classes (each with their own extensive talent tree) aren't the only advantages we've added for players; we've added hundreds of new weapons, weapon mods, cybernetic implants, cyberdeck programs, and armors into the game. We've particularly focused on building out higher-level gear options available through Contact services or crafting, and increasing weapon variety with new kinds of weapon special rules like First / Last shot bonuses, Splinter Strike, Overwatch Lockdown, and increased Full Auto max targets.[/p][p][/p][h2]Tons of Quality-of-Life improvements[/h2][p][/p][p]Early Access helped our small team put a lot of polish on the game, but nothing compares to the amount of feedback a game gets at launch. We've listened, prioritized, and grinded to make the game even better based on what you've told us.[/p][p]Steam Deck fine-tuning, a vertical camera rotation option, better filters, a more streamlined Matrix tutorial, better pacing of starting missions, improved SFX, highlights on by default, loot balance, eliminating little delays between camera movements, a breakdown of what added to security tally, and so much more![/p][p]A special shout-out to every player who's used the in-game F10 system to report any bug or share their feedback. The automatic screenshot & game save info that system gives us, plus the way we're able to sort & categorize feedback coming through it, makes it so much easier for us to fix issues & prioritize common requests.[/p][p][/p][h2]Thank you! Your reviews & spreading the word keeps CK:F growing.[/h2][p]It's been a great year! Thank you all for playing, for recommending Cyber Knights to other gamers, for sharing your hype and feedback and stories with us (we read every comment on these news posts). [/p][p]Please make sure to leave a Steam review (or if you already have, take a minute to rate which recent ones are helpful) to keep these updates coming! [/p][p]We'll see you with another big one soon.[/p][p][/p]

Update #58: Shadow Site Round-Out

[p][/p][p]Knights and mercs, we are going to keep this one short as it is the weekend - but we've got an exciting package of improvements, fixes and expansions that we had to get into your hand on this (snowy, for some) Saturday.[/p][p]With Update #58, first we've fixed the bug that was causing all Shadow Site missions to be against Warner Braun enemies. Second, we've added 7 new maps that can match with the Shadow Site objective to make a unique proc-gen combo, and we've added turret support to 4 extra maps to be sure that the Shadow Sites have 100% coverage with potentially including turrets. We've improved some Hacker class tree node and fixed a text formatting bug in Downed Shields, and redid all the names for Mecha Infantry, Flying Drones and Turrets so they each use their own unique format.[/p][p]If you like the updates, please consider leaving a review for Cyber Knights: Flashpoint! Our small team is working hard to bring you a constant stream of improvements and expansions and we need your reviews now more than ever 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]Shadow Sites Not All Warner Braun[/h2][p][/p][p]We fixed an insidious little bug that was forcing the enemies you fought (but not the rewards you got) to always be Warner Braun even though that didn't match your merc's Shadow Site tag.[/p][p]This can only help with newly created Shadow Site missions, so if you already have a mission sitting in your mission list, unfortunately this cannot fix it, but thankfully you do get the right rewards in the lootbox (Rook rewards, etc).[/p][p][/p][h2]Shadow Site Maps[/h2][p][/p][p]With Update #58, we've added 7 new maps for Shadow SIte objective, bringing the map total to 18. This will help increase the cool options for the second stage of the multi-stage Shadow Site missions. By getting to 18, we've hit every major interior corporate map that feels right for the objective, so we'll park it here until we add more maps that fit the objective visually.[/p][p][/p][h2]Shadow Site + Turrets[/h2][p][/p][p]In the 11 maps that you could get for Shadow Site before Update #58, there were 4 that lacked turret support. With Update #58, we've pushed turret support into all of these maps to ensure that the Shadow Site map set has 100% turret coverage. Turrets are very likely to appear in the second stage of your Shadow Sites, but only if the map supported them. Now, every map on the list does. [/p][p]There are now 23 maps that support turrets across the proc-gen map set.[/p][p][/p][h2]Better Naming for Drones[/h2][p][/p][p]We rolled out drones without adjusting the naming rules for them completely and so for while, turrets, mecha infantry and flying drones all pretty much used the names for the human guards. This has been adjusted now to break out separate patterns and rules for each type of drone so that they can stand out from each other - and from their human counterparts - better.[/p][p][/p][h2]Hacker Class Tree[/h2][p]We fixed one odd node in the Hacker class tree that only add +1 Will - now it includes an extra +5% Stress Res. We also fixed a text formatting error with Downed Shields if you upgrade it to be AOE - now it nicely explains its rules.[/p][p][/p][h2]And More F10s[/h2][p]We also fixed a black screen that was occuring at the start of some Brave Star missions, a number of other minor map bugs and places where navigation was whacky (enemies going in walls) and where you might start spotted by an enemy.[/p][p][/p][h2]v2.3.21 - #58: Shadow Site Round-Out - 12/14/2025[/h2][p] - Added +7 new proc-gen maps that can match to Shadow Site objective for challenging corporate looting fest (now 18 map combos)[/p][p] - Added Turret support to 4 additional maps and achieved 100% coverage on Shadow Site maps[/p][p] - Fixed issue with Black Sites always ending up as Warner Braun faction[/p][p] - Improved enemy naming by doubling variety for human enemies and now Turrets, Mecha Infantry and Flying Drones all have unique name formats[/p][p] - Fixed description of Hacker's Downed Shields description once it is upgraded to AOE[/p][p] - Fixed Hacker class upgrade node that only adding +1 Will to add +5% Stress Res as well[/p][p] - Fixed black screen lock up that could occur at the start of some Brave Star missions after #57[/p][p] - Fixed report map bugs and typos[/p]