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Cyber Knights: Flashpoint News

Major Milestone: POWER PLAY


Welcome again to the Winter Sale and now the drop of the Power Play storyline system! We're amped to roll out this new piece of the story engine which pushes the strategy layer and Contact simulation another big step toward completion. The new Power Play storylines begin to deliver on Contacts changing of their own accord, becoming unique due to the events of your career and truly becoming different in each playthrough. We've also more tightly bound Contact Traits to secondary mission objective offerings. Let's dig into Update #192!

(If you enjoy all the work we're putting into the game, there's no better present you could give us this holiday season than leaving a Steam review!)

[h2]Risky Power Plays[/h2]

As power shifts in the underworld, your Contacts have chances to make risky Power Plays to open up new opportunities, change their place in the world, or crush a rival.

Until now, the Contacts in your network have been relatively static. They could only upgrade existing services, raise or lower their existing Traits, or go into hiding if they're under heavy pressure.

Contacts surging in Influence may now attempt a Power Play, which means they will match with a special type of storyline that offers a chance to majorly expand their underworld footprint. These Power Plays (and later, their mirror: Compromised) will offer some of the storylines that allow Contacts to change and become unique in each Knight's career.

The first wave of Power Plays make new types of services available depending on Contact's backstory, the services they offer now, and their Traits. Contacts with Traits like "Gun Nut" or those already involved in smuggling weaponry might ask for your help to access new megacorp prototypes or develop a new smuggling network with a contact in the near orbit. These services coming through Power Plays raise the roof on the maximum level for weapons you can purchase, going as high as Power Level 8 through some of the Power Play storylines.

Power Play storylines come with a lot of risk, regardless of the outcome. The Contact is always going to take on Exposure (a lot more if the Power Play flops) and failed missions may damage your relationship.

[h2]New Challenges: VIP Hunters and Second Wave Bodyguards[/h2]

We're excited to roll out some new mid-mission challenges with these Power Play missions. We've now introduced the capability of VIP Hunters and second wave Bodyguards.

VIP Hunters have some strong similarities to Head Hunters, except they are weaker and are specifically hunting an important VIP you are bodyguarding. Like Head Hunters have a lock on your Knight, VIP Hunters have a lock on the VIP you are bodyguarding and will move rapidly and aggressively in pursuit of this character. Unlike Head Hunters, they are a part of the local faction so they will not be slowed up by an ongoing firefight with existing security agents.

Second wave Bodyguards are late spawning bodyguards who will join the map and move rapidly and aggressively to defend their VIP. This can often create a new vector of fast-moving and dangerous enemies rushing to the center of the conflict. It may put your stealth presence under threat or may force you to open up a second flank. Or if you let them, they may reach the VIP first and bolster their defensive encirclement.

[h2]Contact Traits Driving Secondary Objectives[/h2]

With this update, some Contact Traits are now taking a front seat in driving the secondary objectives they are interested in offering. Those Contacts who have the Impatient Trait are significantly more likely to want you to hit Turn limit goals while Contacts with the Ruthless and Bellicose Traits will be interested in punctuating their heists with high kill counts and Contacts with Calculating or Paranoid Traits are most interested in low Security Level thresholds.

This system will continue to grow as we can offer more types of secondary objectives for missions, but even with only Speed, Low Security Level, and Killing for now, it feels very impactful and helps to make your Contact Traits stand out.

[h2]New Contact Traits and Tags[/h2]

In addition to gaining new services, Power Plays often result in Contacts gaining new Traits and backstory Tags as they adjust their way of thinking about how to deal with the New Boston underworld. This will further impact the next steps in their story and open them up to new possibilities from the Casting Director story engine that weaves your contacts and squad members into storylines.

[h2]Negative Reflection: Compromised[/h2]
Once the Power Play storyline set is rounded out, we will swap efforts to its negative equivalent, Compromised.

Whereas Power Plays originate from high Influence and positive Limit Breaks, a Contact can fall into the Compromised state due to Exposure Limit Breaks and altogether struggling. While Compromised storylines haven't been released yet, they will be a negative reflection of what can happen when on a Power Play. Contacts will be at risk of being killed, imprisoned, or forced to reduce their overall clout and position in the underworld.

And, depending on how you feel about this Contact, if they are an ally, you may be the one trying to prevent their death or free them from prison, or if they are an enemy, you might be the last face they see.

https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/
[h2]Reminder: this is our last big Early Access discount![/h2]
With the game entering its home stretch of EA on our road to a spring 2025 release, we thought we should give wishlisters a heads up that this will be our last sale at 34%-off for quite a while.

The game has grown tremendously throughout EA and has an incredibly packed pipeline of content, final features, and launch polish coming in the new year. With over a hundred hours of playtime already available today, we think it's well worth the full price we've set for the game. Of course, we all love a good Steam sale, so that's not to say you won't be able to find Cyber Knights on sale anymore; but after this sale, we intend to keep it to a more modest discount up to and for some time after launch.

I know the EA journey is not for everyone, and while I do think that we offer one of the best versions of it 😄 (with a ton of opportunities for your feedback to directly shape the game), I wanted to at least make sure that those of you who have been waiting eagerly for the game to be fully ready -- but are also on a budget -- know that this is the last, best discount for a while.

But regardless of when you purchase or at what discount, please know my brother and I truly appreciate your support. Happy holidays!

[h2]v1.9.65 - Update #191: Major Milestone: POWER PLAYS - 12/23/2024[/h2]
- All new Power Play storylines are high-risk moves by your Contacts in the underworld that can have major impacts
- The first set of new Power Play storylines allow Contacts to gain new services, such as selling higher Power Level weapons (4-8 PL)
- New Power Play missions are risky for your Contacts, failing the multi-part legwork/missions will result in major Exposure
- More Power Play storylines and Compromised storylines (the bad mirror image of Power Plays) will be coming online soon
- Added new mid-mission challenge types: VIP Hunters and second wave Bodyguards
- Added new Contact Trait (Bellicose) and Tag (Near-Orbit Smuggler) as results of storyline options
- Contact Traits can have a direct impact on Secondary Objectives for all missions (Contacts with Bellicose Trait are 300% more likely to Kill secondary objectives)

Update #191: Deck Sweeper


Tonight's deck sweeping update is a quality of life update focused on cleaning up F10s and reports coming in from the community. We've got a great set of fixes and some improvements including flipping all disabled security devices outlines gray, making items hidden by filtering obvious, adding +8 new matrix host templates, improved Matrix HUD controller support and more.

A big welcome goes to all the new Knights joining us in the New Boston zone! We're here every day, working to improve the game, so please say hi here or on Discord :D Thanks to everyone playing, posting, sending in feedback and posting reviews!

[h2]Outlining Disabled Security Devices in Gray[/h2]

With Update #191, we've updated the visual distinction for disabled security devices. They now outline with gray when disabled as opposed to staying outlined in red. This helps them stick out when outlines are toggled on and just makes the map easier to read.

My Vanguard has knocked out the camera and the laser wires in the screenshot above - now outlining as gray - they fall more into the background compared to the red, living guard I need to deal with.

[h2]Filtering Indicates Hidden Item Counts[/h2]

As more filters come online for more types of things - Contacts, Best in Class, characters who need training - it has been too easy to realize that a filter is on and that some of the items are hidden. With update #191, we've improved the filtering UI to include a designation of how many items are currently being hidden by a filter in the filter button.

In addition, if everything is hidden then the text that is shown will specifically state that the list is empty due to filtering.

[h2]Added +8 Matrix Hosts[/h2]

We're constantly working to expand the list of matrix host templates that are used throughout the proc-gen level set. Update #191 has added another 8 new matrix host templates that are focused on giving more variation to the hosts that control doors and security devices at the same time. These new hosts provide cool and odd formats, include the latest new Access Gate node and offer both SCU and RCU targets.

[h2]Matrix HUD Updates for Controller[/h2]
A big thanks (again!) to @Brian for so much very specific feedback about how to improve controller support in the Matrix HUD. With this update, we've improved the toggling capability, fixed issues where toggle would skip the IC List if the only options were Nuke or Spiking, improved the highlight on the matrix log button and more. We've also fixed an issue with toggling back to the matrix tree would take you back to the node where you started the turn, not the last node you had selected.

[h2]Big List of F10 Fixes![/h2]

There is always a lot to wrap up in a sweeping of the decks quality-of-life update!
  • If a mission had a stage with a "No Hacking" tag it could appear in the summary incorrectly even if there was a different stage that had Hacking. Now fixed!
  • Power Slice (the special Talent added for carrying a sword) was not working very well with reloading games. Spent chargers were re-appearing. This is now all fixed.
  • We've fixed rare issues with both inability to swap weapons and equip some items after a mission.
  • The Underworld Hub High-Risk Transporter should finally be available for real.
  • The Heartbreak Rush mission in the Warner-Braun Treaty '31 Era did not have any Q-Sec Tally ... this is fixed!

[h2]v1.9.63 - Update #191: Deck Sweeper - 12/21/2024[/h2]
- Filter UIs now show "(X hidden)" in the filter button so that it is clear how many items are being hidden
- All disabled security devices have a gray outline to make their state more visually obvious
- Added 8 new Matrix host templates for expanding RCU and SCU matrix options
- Fixing issue with "No Hacking" flag that could appear at the same time as "Hacking (Loot)" for a mission summary
- Improved controller support in Matrix HUD
- Fixed loading game issues with Power Slice Talent refreshing charges
- Fixed issues with inability to equip items or equipping items like Sigma 6 Sploitkit that aren't meant to be equipped
- Fixed rare issue that could prevent swapping weapons during a mission
- Fixed second level bug preventing High-Risk Transporter from being available in Underworld Hub (if you had already met Dr. Knife)
- Fixed bug with Heartbreak Rush storyline hacking mission now having any Q-Sec Tally

Update #190: New Map Release and Our Last Big EA Discount!


Welcome to the Winter Sale and the drop of our latest weekly map release! We're excited to keep the streak of new maps for 8 weeks in a row, and this week hits hard with Gate Enclave, adding new Leverage that can allow you to purchase a Red Key in advance of a mission, continued rebalancing for Matrix hosts (by Power Level, rewards, faction and Q-Sec Tally thresholds) and finally fixing the new Contact to the Underworld Hub offering, the High-Risk Transporter.

We'll aiming to have another big update for you on Monday, ready for some great playtime over the holidays. If you enjoy all the work we're putting into the game, there's no better present you could give us this holiday season than leaving a Steam review!


[h2]Steam Winter Sale's here and it's our last big Early Access discount![/h2]
With the game entering it's home stretch of EA on our road to a spring 2025 release, we thought we should give wishlisters a heads up that this will be our last sale at 34%-off for quite a while.

The game has grown tremendously throughout EA and has an incredibly packed pipeline of content, final features, and launch polish coming in the new year. With over a hundred hours of playtime already available today, we think it's well worth the full price we've set for the game. Of course we all love a good Steam sale, so that's not to say you won't find be able to find Cyber Knights on sale any more; but after this sale we intend to keep it to a more modest discount up to and for some time after launch.

I know the EA journey is not for everyone, and while I do think that we offer one of the best versions of it 😄 (with a ton of opportunities for your feedback to directly shape the game), I wanted to at least make sure that those of you who have been waiting eagerly for the game to be fully ready -- but are also on a budget -- know that this is the last, best discount for a while.

But regardless of when you purchase or at what discount, please know my brother and I truly appreciate your support. Happy holidays!

[h2]New Weekly Map: Gated Enclave[/h2]

We are now on week 8 of a streak for new weekly map releases and it has been so good for the variation and map count in the game. This week, we've got another new style of map challenge coming online with the Gated Enclave. This interior map straddles a Red Key Door that splits the map in two. While trying to hit your regularly scheduled objective, you'll also be hunting for the Red Key in security lockers, hacking terminals to open the door or considering a bribe in advance of the mission to remove that obstacle from your heist.

With the Gated Enclave, we are continuing to support every single proc-gen objective (all 8) with absolute maximum variation inside each option (there are 32!! ways to play this level). The new 8 proc-gen combos offered with this map brings the total to 105 proc-gen combos and represents another 7% increase in map variety. Gated Enclave includes support for the Assassinate VIP objective as well, which has gone from having an underwhelming list of mission maps a few weeks ago to have a bevy of options.

As usual, working on a new map comes along with fixing issues in the recently released maps. We've reconfigured a number of Siege combat missions, fixed issues in the Flooded Tunnels with enemies starting inside the walls (!?!) and issues in Sector 01 Interchange where you might start with your team entirely spotted by a camera.

[h2]Matrix Host Balancing[/h2]

We're continuing the all angle press on Matrix host balancing. After the updates a few weeks ago to bring Matrix host Power Level scaling online, Matrix hacking got significantly more challenge and we've been working our way back to where it needs to be with a series of rapid-fire improvements.

This week, we're getting into more of the nitty-gritty of the progression. But its the detals that really matter here! Here is a list of things that we have improved:
  • We've adjusted the faction limits on Matrix host color - for example, Street Gangs should never rightly be deploying Red Hosts, it doesn't make sense they would have such powerful Q-Sec defenses
  • For Hack-only missions of any type, we've better improved the bonuses to your Turn Limit and mission pay based on the Matrix Host color. Previously you were getting a +12% pay bonus for going up against a Red host over a Blue ... which is not in any way reasonable.
  • We've improved the curve for host colors, ensuring that Red and Ultra don't accidentally roll in the 5-7 Power Level band.
  • The Q-Sec Tally thresholds for Escalations on Red Hosts and other really high-powere hosts were crazy low. If it only takes 10 Q-Sec Tally to cause an Escalation, you may be Escalating every single action.

A huge thanks goes out to all of our Hackers who are sharing feedback and encouraging changes, suggesting cool vectors on which to make the changes. Hack the planet!


[h2]v1.9.61 - #190: Weekly Map Release "Gated Enclave" - 12/19/2024[/h2]
- Added new proc-gen map "Gated Enclave": an interior map split across two areas where the action often requires breaching a Red Door that supports +8 new proc-gen combos (Heist a CPU, Steal 3 Files, Scavenger, Kill 3 Captains, Bodyguard, Assassinate, Siege and Battle Striker)
- Fixed bug preventing High-Risk Transporter from being available in Underworld Hub (if you had already met Dr. Knife)
- Price and Turn Limit increases more reasonably for high power hosts, such as Red Matrix Hosts
- Matrix host color rating better balanced - Reds appear more rarely and later in Power Level progression
- Matrix host color rating is adjusted by target faction - street gangs cannot get access to Red level hosts
- Adjusted Q-Sec Tally for Escalation for all host colors, more than doubling
- Fixed map issues with enemies spawning in walls, starting in camera field of view and more
- Fixed mentions of Stress as 1%, fixed tons of typos

Update #189: Under the Star


When we say, "constant improvement" sometimes we just mean "daily improvement!" There are quality-of-life fixes, bug fixes, progression, and balance updates in this update that didn't feel like they should wait another day. With Update #189, we've kicked Brave Star into high gear by allowing their soldiery to scale up to Power Level 10 (previously they were locked to PL 2), improved consistency and late-game scaling of equipment, armor, and stats for all enemies at PL 6+, fixed Carnivore Sewer's special benefit, prevented objective files from appearing in the same node in Matrix File Hunt, improved Scourge's Nervo-Tox Shell, fixed Gun Runners who might be stuck and refusing to join in on new storylines and fixed issues with Best in Class filter memory, default value (now false) and added it to cybernetic surgery to boot.

No small update! Thanks for everyone supporting, sharing the game, hitting F10, and posting on the forums. A special thanks goes out to everyone who posted a review this week! Our small team thanks you.

[h2]Brave Star Rising[/h2]

Brave Star has always been a tough and dangerous faction. Their starting Power Level soldiers are strong, armored, carry good equipment, and might be backed up by S-Class Brakka mecha infantry. All this combines to make them a formidable opponent ... except they stopped scaling after Power Level 2!

With this update, we've fixed this progression issue for the entire faction and now their agents of all kinds - including the Brakka mecha infantry drones - scale up to Power Level 10. If you're facing off against Brave Star right after this update, check your weapons, double-check your plan, and don't take anything for granted.

[h2]Carnivore Sewers[/h2]

There is a special offer for the Carnivore Sewers level to reduce the Security Level back to 1 after the stage is over. This was broken sometime a long time ago it seems but has finally been fixed. Apologies to everyone who took the special route and ended up with extra Sec Tally for it.

[h2]Best in Class Filter Improvements[/h2]

First, we've added Best in Class to cybernetic surgery - another way to cut down on too many items and look at the best offerings available.

Second, we've fixed a mistake on our part where Best in Class was set as on by default for some players, which caused a lot of confusion.

Finally, we've added scoped filter memory so that your settings for Best in Class isn't incorrectly carried around. The six scopes are Inventory or Equipping, Market, Cyberdeck browsing, Cybernetic Surgery, Cold Storage, and the NanoFab. Each currently remembers its own setting for Best-in-Class filter. We are working to figure out how to best expand this to other filter types as well to help keep local data about what filters you're using and help you not need to reset them repeatedly.

[h2]Stuck Gun Runners[/h2]

While investigating an F10 about boring Gun Runners doing nothing, we discovered 4 story paths through common storylines that could result in a Contact - and possibly both your Gun Runners - getting stuck in an expired storyline. In this case, these Contacts would refuse to take future roles offered by the Casting Director and just become ... stuck.

This update fixes this issue for existing saved games and future games alike. Rah rah to the Gun Runners! Let's go!

[h2]Scourge's Nervo-Tox Shell[/h2]
When fired against a primary target, nearby targets can suffer a powerful Stunning debuff from the Scourge's Nervo-Tox Shell. This was not canceling Overwatch immediately, which was a mistake in the application of Stun. Now this is resolved and any debuffed target drops Overwatch.

[h2]Siege Hot Intercept Restored[/h2]
For a minute, the automatic Leverage Hot Intercept on the Siege proc-gen mission types was not applying correctly every time. This is now resolved.

[h2]Objective Files on Hosts[/h2]

If you are searching for 3 objective files across a matrix host, they will no longer accidentally pile up in a single node due to pure RNG. Now, if possible, they will always appear on separate data nodes.

[h2]v1.9.57 - Update #189: - 12/16/2024[/h2]
- Added missing scaling for Brave Star faction, now scaling out to 10 Power Levels - watch out!
- Improved scaling, weapons HP, and armor across all 10 Power Levels for all enemies - especially at PL 6-10
- Fixed bug with Carnivore Sewers path that was not correctly resetting the Sec Level to 1
- Fixed issue where multiple objective Files could end up in the same Data Node in Matrix File Hunt missions
- Corrected display of "No Hacking" tag on specific stages while larger missions does require Hacking (such as Carnivore Sewers)
- Scourge's Nervo-Tox Shell debuff to nearby enemies now cancels Overwatch
- Split filter memory for Best in Class in 6 scopes (inventory, market, cybernetics, blueprints, cold storage, and cyberdecks)
- Added Best in Class filter for cyber surgery (filters out Synth Muscle 1 for Synth Muscle 2 only)
- Fixed issue with Best in Class filter being set on by default
- Fixed multiple issues with storyline paths (such as letting DEAD DROP HIT expire) that could lock contacts into expired storylines
- Fixed Siege Leverage "Hot Intercept" not triggering correctly
- Fixed missing text in Matrix HUD when toggling between HUD sections

Update #188: Auto-Automatic Items


We're back for a rapid one-two punch of updates with some important fixes to the new Sector 01 Interchange map, a big upgrade to how Items are handled during missions (no more backpack!), much clearer signposts for HI-POWER Security Devices in their hovers, fixes for the Best in Class Filter, and more. When we've got something this good ready to go, it would be a shame to sit on it, so we're shipping this 50 MB package of goodness tonight!

If you like the pace of updates, the new maps or just seeing your feedback translated directly into the game - please be sure to tell a friend, share the game, and leave a review!

[h2]Auto-Automatic Items[/h2]

With Update #188, we've removed the Backpack button from the HUD and now all Items automatically join your Talent list immediately. This is so much better and easier for discovery of items, remembering what you've got and being able to test out and preview the Item's range and effect without having to go through the two-step process with the backpack. Not to mention that taking it out of your backpack marked the item for consumption at the end of the mission, meaning that checking your medkit's range cost you the medkit even if you didn't use it.


The new auto-automatic system is simpler, gives you all the control to preview, and only consumes items that are used. If you use a charge of any item during a mission, it will be marked as consumed. Items are (as of a few updates ago) also marked in a nice orange tint which makes them stick out against your regular old Talents.

Bye-bye backpack, we barely knew ye.

[h2]Sector 01 Interchange Fixes[/h2]

With this update, we've resolved the issue with the broken terminal in the center of this map. It was misconfigured in the final ramp to launching the map yesterday, sorry for the pain we've caused on that one! We also fixed issues with a specific Assassinate VIP starting point that could lead to an automatic defeat in this new mission map.

Finally, we fixed a few "open field" reinforcement spawn locations in Rooftop Ziggurat. Enemies should never be appearing out of thin air without a door, elevator or ladder to mark their possible entry points, so if you see this happening, please F10! And thanks to the players who did!

[h2]HI-POWER Designation[/h2]

If a device upgrades to HI-POWER we have now clearly marked it as such in the hover. This helps make it more clear without having to read the entire text of the hover. We're working toward having full visual VFX upgrade for HI-POWER for all the devices, but for now this is a good step in the right direction.

[h2]Best in Class Filter vs Other Filters[/h2]

It turns out the Best in Class filter wasn't the best team player! It was hiding things that shouldn't be hidden as long as filters like Ready to Equip were enabled. With this update, we've rewritten how the filtering works to allow for a dual pass filter (filter once, then filter again) which allows Best in Class to be in the second pass, and therefore it shows what is best in class of what is left from the first filter. Tldr; it works now!

Also, if you enable Best in Class in the store, it will be remembered in your inventory. This isn't ideal as it is easy to miss and we will be working toward scoping the different areas in which filters should be remembered better.

[h2]v1.9.55 - #188: Auto-Automatic Items - 12/15/2024[/h2]
- All items automatically unpack onto your Talent bar, with an orange tint
- Items are only consumed if 1 or more charges is used during the mission, backpack is removed from Team button bar in the top left
- Added clear "HI-POWER" designation to the hover of any security device that has been upgraded
- Fixed issues with "Best in Class" and "Ready to Equip" filters not playing together well
- Fixed issues in new "Sector 01 Interchange" where matrix terminal was causing locks
- Fixed one Assassinate VIP start point that could lead to auto-defeat in "Sector 01 Interchange"
- Fixed bad reinforcement spawn points on Rooftop Ziggurat