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Cyber Knights: Flashpoint News

Cyber Knights Demo will stay live another week + Update #4


Steam Next Fest is wrapping up but we'll be keeping the Cyber Knights: Flashpoint demo up for at least another week. We've had a blast hearing your fledgling stories from New Boston and want to be sure everyone gets a chance to check it out. Schedule your cyber surgery to have your spinal computer implanted tonight and come check out the demo.

As always, a big thank you, Knights! to everyone who played the game during the Fest, shared the game, told a friend or hit F10 to report anything that wasn't exactly as it should be.

[h2]If you haven't tried the demo yet, it offers:[/h2]
  • Your first big heist to pull off! Find out how our turn-based squad tactics plays. See if you have the skills to use creative stealth, a variety of weapons, and the turn order itself to accomplish objectives in each map and get your crew out alive.

  • Six squad members in your roster; each brings a unique set of talents to your crew. In the full game you'll have opportunities to recruit new members, as well as access to multi-classing, extensive skill trees, weapon modding, cybernetics -- everything you need to build out the perfect squads for your playstyle and the needs of the jobs you're taking on.
  • A glimpse of your main character's origins as a Cyber Knight. These elites of our dark future's underworld are rare and highly sought after. Knights have capabilities no one else in this world does -- but it comes at a cost.
  • A first look at your safehouse; in the full game you'll have access to base-building features to expand this underground hideout, providing more opportunities to upgrade your team and expand your capabilities to take on bigger jobs as you make a name for yourself.
  • A preview of the choices you'll need to make in this shadowy world of mercenaries, secrets, and cyberpunks. How far will you go for a chance at a better life? What are you willing to risk for the extra credits or knowledge that could make a big difference for your crew? Who will you stay loyal to? Who can you trust?

[h2]Immediate Tally Reduction[/h2]
If you kill an enemy, any Security Tally coming from their events will now immediately be purged from the Sec Tally in the top right. This was the rule before, but it was not disappearing for a little while, often at the start of the next enemy's turn. By working quickly to take out enemies in surprise ambushes, you can keep the Security Tally low. Just be sure to clean up anyone who comes to check what happened - or be long gone before they arrive.

[h2]UI Smoothness and Speed[/h2]
We've made some updates to how screens load to speed up performance and give the game UI some real snap. Especially in the Safehouse, it is feeling great now!

[h2]Grenade Friendly Fire[/h2]
If you are going to throw a grenade to a spot that will cause damage to a friendly, their HP bar will now correctly appear and warn about the damage range. Also, if you happen to throw a grenade in such a way to harm yourself, we've fixed a bug that would then cause your character to lose their weapon and lock up.

[h2]Ragdolls and Hit Boxes[/h2]
Ragdolls will do a lot better job settling into a final position (less hanging over things) and their hitboxes for hover and if another enemy sees their corpse are now correctly centered on the dead body's hips and chest.

[h2]Locked on Tutorial Videos[/h2]
If you were watching the tutorial videos all the way to the end, there was still one timing bug that could sometimes cause a lock. That is now fixed!

[h2]v0.6.109 - 6/26/2023[/h2]
- Security Tally immediately shows reduction when an enemy is killed
- Grenades will warn display potential damage to your characters if thrown at them
- Improved enemy dead bodies - hit boxes for sight / hovers are directly over corpse
- Improved UI smoothness in all screen transitions - faster, nicer, smoother
- Fixed bug could cause invisible weapon after hitting yourself with your own grenade :facepalm:
- Fixed bug where sometimes your next attack could be canceled a few seconds after killing enemy
- Fixed issues with shelving in starting area of Aug-Clinic Rooftop
- Fixed bug when changing weapons and rapidly attacking afterwards
- Fixed possible disappearing HUD if watching tutorial videos to the very end
- Fixed all typos and smoothed out some dialog segments

Steam Next Fest + Update #3


Welcome to the weekend, Steam Next Fest! New Boston is buzzing and the heists are all happening, so jump into the demo and schedule your cyber surgery to have your spinal computer implanted -tonight.

Once again, we'd like to give a big shout out and thank you, Knights! to everyone playing the game, sharing feedback, telling a friend and hitting F10 to report a bug or share ideas. We're coming down the stretch with the festival but do plan to leave the demo up for a little while afterward - so if you're interested be sure to Follow and Wishlist.

[h2]If you haven't tried the demo yet, it offers:[/h2]
  • Your first big heist to pull off! Find out how our turn-based squad tactics plays. See if you have the skills to use creative stealth, a variety of weapons, and the turn order itself to accomplish objectives in each map and get your crew out alive.

  • Six squad members in your roster; each brings a unique set of talents to your crew. In the full game you'll have opportunities to recruit new members, as well as access to multi-classing, extensive skill trees, weapon modding, cybernetics -- everything you need to build out the perfect squads for your playstyle and the needs of the jobs you're taking on.
  • A glimpse of your main character's origins as a Cyber Knight. These elites of our dark future's underworld are rare and highly sought after. Knights have capabilities no one else in this world does -- but it comes at a cost.
  • A first look at your safehouse; in the full game you'll have access to base-building features to expand this underground hideout, providing more opportunities to upgrade your team and expand your capabilities to take on bigger jobs as you make a name for yourself.
  • A preview of the choices you'll need to make in this shadowy world of mercenaries, secrets, and cyberpunks. How far will you go for a chance at a better life? What are you willing to risk for the extra credits or knowledge that could make a big difference for your crew? Who will you stay loyal to? Who can you trust?



[h2]SFX Improvements for Movement[/h2]
We've layered in a fuller sound scape for movement with this update, including surface-dependent footsteps, SFX for mantling over barricades and sliding into cover.

[h2]Motion Detectors[/h2]
if you are coming across a motion detector in Haven Smokeout, we've improved the hover to be clear that it only triggers if you "are running (not sneaking)" so these are easy enough to avoid if you have the extra AP / MP to slow down.

[h2]SIght Lines and Movement[/h2]
We fixed a number of minor issues seen with sightlines and movement rules for the Haven Smokeout. Some of its messier more organic spaces needed some cleanup and we've gone through the again for Update #3.

We've also hopefully put a final fix to the rare-but-still-lingering movement bug where a character can get hung up on a fence or barricade before they jump it.

[h2]Bug Fixes[/h2]
With Update #3, we've improved the game's support for ultrawide monitors, which had a few special bugs just in the demo popup screens. Our apologies if you got caught up in those, now fixed! Finally, we've fixed all reported typos and made a number of dialog clarity adjustments.

[h2]Changelog 0.6.107 - 6/25/2023[/h2]
- Added/improved SFX layer for movement - surface layer dependent foosteps, sliding to cover SFX
- Improved hover description of Motion Sensor Fields - they detect *running* but not sneaking
- Fixed / improved support for ultrawide monitors (3840x1080, etc)
- Fixed lingering issue with getting stuck mantling over walls
- Fixed issues in Haven Smokeout with sight lines and going inside pillar
- Thanks for all the F10s!

https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/

Steam Next Fest + Update #2


Let's keep Steam Next Fest rolling! If you haven't already, join us in the demo and schedule your cyber surgery to have your spinal computer implanted - New Boston Zone is waiting for you, Knight. For a second night in a row, we wanted to give a massive thank you, Knights! to everyone who hit F10 and reported a bug, issue or feedback for the game. We're halfway through this festival week, so help us spread the word by telling a friend sharing the game with someone you know who loves TTRPG. Sharing is caring, even in 2231.

[h2]Added Heist Planner at Merc Command HQ[/h2]
With Update #2, we've added a fully visualized job planner at your merc command HQ. While the demo heists are a bit too simple to make full use of the planner, you can still check out how larger jobs like the Cube Run or Loophole Heist look and the options that you'd have available through your underworld network in the full game.

[h2]Bug Fixes[/h2]
With Update #2, we improved all the reward descriptions in victory, depending on the reward type and whether or not you succeeded in achieving the requirement. We also fixed some visual We fixed a second set of issues with tutorial videos with Update #2 that could cause the screen to lock or cause UI overlap issues. Hopefully this one is fully put to rest now. Finally, we've adjusted how the display of a take-and-hold objective area is controlled, ensuring that it doesn't appear or activate until it is ready to be used in the story.


[h2]If you haven't tried the demo yet, it offers:[/h2]
  • Your first big heist to pull off! Find out how our turn-based squad tactics plays. See if you have the skills to use creative stealth, a variety of weapons, and the turn order itself to accomplish objectives in each map and get your crew out alive.

  • Six squad members in your roster; each brings a unique set of talents to your crew. In the full game you'll have opportunities to recruit new members, as well as access to multi-classing, extensive skill trees, weapon modding, cybernetics -- everything you need to build out the perfect squads for your playstyle and the needs of the jobs you're taking on.
  • A glimpse of your main character's origins as a Cyber Knight. These elites of our dark future's underworld are rare and highly sought after. Knights have capabilities no one else in this world does -- but it comes at a cost.
  • A first look at your safehouse; in the full game you'll have access to base-building features to expand this underground hideout, providing more opportunities to upgrade your team and expand your capabilities to take on bigger jobs as you make a name for yourself.
  • A preview of the choices you'll need to make in this shadowy world of mercenaries, secrets, and cyberpunks. How far will you go for a chance at a better life? What are you willing to risk for the extra credits or knowledge that could make a big difference for your crew? Who will you stay loyal to? Who can you trust?


[h2]Changelog 0.6.105 - 6/21/2023[/h2]
- Add multi-step mission visualization at the Command HQ table
- Fixed second issue with training video causing possible lock and HUD overlap
- Fixed issues with text formatting in victory screen for rewards and loot
- Improved rules for take-and-hold objectives (TX-80) to appear only when ready
- Fixed all report typos and clarified dialogs and hovers
- Thank you for every F10!

https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/

Welcome to Steam Next Fest + Update #1


Welcome to Steam Next Fest! We're very excited to share this demo with all of you and wanted to give a big thank you, Knights! to everyone who hit F10 and reported a bug, issue or feedback for the game. It's been a busy and exciting week already and we hope you'll help us share the demo with other lovers the turn-based tactics genre, cyberpunk and well, everyone else too.

[h2]If you haven't tried the demo yet, it offers:[/h2]
  • Your first big heist to pull off! Find out how our turn-based squad tactics plays. See if you have the skills to use creative stealth, a variety of weapons, and the turn order itself to accomplish objectives in each map and get your crew out alive.

  • Six squad members in your roster; each brings a unique set of talents to your crew. In the full game you'll have opportunities to recruit new members, as well as access to multi-classing, extensive skill trees, weapon modding, cybernetics -- everything you need to build out the perfect squads for your playstyle and the needs of the jobs you're taking on.
  • A glimpse of your main character's origins as a Cyber Knight. These elites of our dark future's underworld are rare and highly sought after. Knights have capabilities no one else in this world does -- but it comes at a cost.
  • A first look at your safehouse; in the full game you'll have access to base-building features to expand this underground hideout, providing more opportunities to upgrade your team and expand your capabilities to take on bigger jobs as you make a name for yourself.
  • A preview of the choices you'll need to make in this shadowy world of mercenaries, secrets, and cyberpunks. How far will you go for a chance at a better life? What are you willing to risk for the extra credits or knowledge that could make a big difference for your crew? Who will you stay loyal to? Who can you trust?

[h2]In this demo update, some bug-fixes based on your reports...[/h2]

For our first demo update, we focused on stability and fixing bugs that were tripping up players or in rare cases locking up the game. As a studio, we're big on updates (Star Traders: Frontiers, our last game, is about to hit #320) - so we'll be getting to your feature requests and feedback too (a little later, probably not during Next Fest) but items like keybinding Talents to 1-10, adding edge scrolling and so many more great suggestions are all on our list to bring forward into the final Early Access product.

A few of the main fixes:
[h4]Movement Bugs[/h4]
This patch should resolve all issues with characters getting hung in movement.

[h4]Ignoring Bodies[/h4]
At times, the enemy AI agents were ignoring bodies. No longer! "Oh, a dead guard, very suspicious."

[h4]Invisible Recruit[/h4]
The recruit wearing the cloak of invisibility 🤦‍♂️ has been revealed!

[h4]Training Video Lock Up[/h4]
If you had issues where watching some of the training videos locked your game up, we believe we've fixed the root cause.


[h2]Changelog 0.6.103 - 6/21/2023[/h2]
- Fixed issues where moving characters or enemies could get stuck
- Fixed issue causing enemies sometimes not to see dead bodies and dead body timers not to decrease
- Fixed bug with invisible character being recruited
- Fixed bug with melee attack reporting "No Line of Sight" if very close to target
- Fixed hall of mirrors in Safehouse in some screen resolutions
- Fixed dialog typos, improved clarity of some lines
- Fixed issue with training video causing lock up
- Fixed missing "Not Enough AP" warning when clicking target to attack with 0 AP

https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/

Squad tactics heist RPG! Developer gameplay stream with Cory Trese.

In this Next Fest developer livestream, studio Co-founder & Lead Developer Cory Trese will share gameplay & more details from the full game.



While playing Cory will offer some insight into the contact system that's key to our strategy layer, allowing you to expand your network of underworld contacts who can offer you resources, faction connections, and heist opportunities. Learn more about the game's factions and reputation, and dive deep in the tactical combat & stealth options available to you.

This is the last of two special developer streams we'll do this week (Monday's is here), so don't miss it! Hit that Steam "Set a reminder" drop-down to the right of (or on mobile, above) this post. 👉

https://store.steampowered.com/app/2059870/Cyber_Knights_Flashpoint_Demo

You can join us anytime in Discord to ask questions, offer feedback, or stay in the loop on the game's road to release.