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Cyber Knights: Flashpoint News

March Progress + Featured in PAX East Rising Showcase


It has been a busy 3 months since we launched the alpha in January. With 5 Phases and 12 updates under our belt, hundreds of Knights have tested out these early versions of the game. We’re getting daily input, suggestions and bug reports and are working constantly to improve Flashpoint.
Now, on to this month’s progress update!


[h2]Public Studio Chat[/h2]
We are excited to announce that we will be doing a public “Studio Chat” Tuesday, April 5th, 2022 at 9pm EDT. Studio Chats are our version of a Reddit AMA -- post your questions in advance and we'll answer them live that evening! Cory and I will be chatting in a voice channel on our Discord to answer your questions, hang out and talk about CKF, STF and all things Trese Brothers.

If you’re able join us, the voice channel will open shortly before 9:00 pm Eastern. The Studio Chat will run about 1 hour and will be recorded so we will post a link in a future Kickstarter update.

If you have a question you’d like answered during the chat, post it in the #studio_chat channel on our Discord beforehand (start it with “studio chat q:” please, and feel free to add react emojis to other questions you like).

Hope to see you there!


[h2]PAX Rising Showcase at PAX East[/h2]
Speaking of “hope to see you there!” -- we’re going to PAX East 2022! We are thrilled to announce that we’re one of 12 indie games being featured in the PAX Rising Showcase at PAX East this April. We’re very excited to be back at PAX again. It’s been too long!

We'll be in the PAX Rising booth and you can come and play the demo any day of the show. Come hang out, we can't wait to see you there. You can learn more about the PAX Rising Showcase and all of the games that will be a part of it at http://www.paxeast22.com/Rising


[h2]Alpha Phase 5[/h2]
Over 3 months, we’ve cranked through 5 major phases of the alpha -- initial gameplay, training your mercs, buying and modding weapons, death and recruiting and finally with Phase 5 we added a new class the Cybersword. We’ve received hundreds of in-game bug reports and thousands of pieces of feedback from the community of players.

If you haven’t joined in yet but backed at the Alpha Tier ($60 or higher), let us know! Reach out to us here, on Kickstarter or on our Discord (type max!addrole after joining if you included your Discord username in the Kickstarter survey, or DM @Liviana for help getting set up).


[h2]Matrix Mk2 Prototype[/h2]
As we approach Alpha Phase 6, we have completed the first Matrix Mk2 prototype. This prototype hits a number of our key goals for Matrix Mk2:
  • Digital Battleground -- a completely new tactical challenge awaits your hacker in the matrix. Terminals across the RL map lead to small and large computer hosts, tasked with everything from controlling a door to storing trade secrets. Your hacker must load up their programs to scan, search, slice through quantum nodes, override security and battle potentially deadly IC to find the target -- priceless paydata, control over security systems, doors or even the AI’s Alarm system.
  • Extensive Hacker Build Options -- your hacker will be building out a deck, hand-picking programs, installing cyberware add-ons and training on a class tree that compliments and improves their use of entire families of programs. Mix programs and class training to build a hyper-aggro hacker who smashes enemy IC or an ultra stealth hacker who ghosts through quantum nodes unseen. Decks are linked in loadouts, allowing multiple decks per hacker and multiple hackers per team.
  • Multi-turn hacks -- Hackers may slice into a terminal and hack across the Matrix while their meat body sleeps. If the hack is hard enough it will take multiple turns so it is up to the team to keep the hacker safe by distracting or fending off security in a gunfight. Your Soldier may be screaming, “Jack out now -- We can’t hold them!” but does the slumped hacker even really hear him?


The UI is clunky and you have to know exactly what you are doing to get through it right now, but that is rapidly improving as we approach Phase 6 of the alpha, which will be the debut of the fully operational Matrix Mk2 system!


[h2]Ultra Edition: Naming Surveys[/h2]
For those backers who pledged at the Ultra Edition or higher, you’ve been receiving emails including surveys to add your names to the game. While we initially thought we’d source 10 names from each backer, we’ve increased our ambitions to 50 names by breaking it out into 5 surveys focusing on a wider range of name types, such as characters, codenames, drones, dogs, cats, weapons, items of different types, locations and more. We’ve sent 3 of 5 surveys so far and will wrap this reward up in a few weeks.

[h2]Reward and Stretch Goal Progress[/h2]
For completeness, we have included the progress bar infographic in this update. The Matrix Mk2 Prototype is now complete and the Naming Reward is on-going and will soon be wrapped up. Always exciting to see motion on this multi-year delivery plan!

If you have any questions about rewards or stretch goals, check out the graphic or reach out to us.

Our Art Team is in Ukraine, Stand With Us in Supporting Them


Backers and Friends,

While we continue on pace with the alpha, we’re skipping a detailed breakdown of progress this month to instead focus on something much more important…

[h2]Help Us Support Ukraine[/h2]
My brother Cory and I have worked closely with amazing partners in Ukraine to dream, design and create the art of Cyber Knights: Flashpoint over the past 3 years. Over that time, our partnership has grown to friendship as we spent countless hours working with these wonderful and talented people.

The entire Trese Brothers team is heartsick and worried to see the invasion and wanton destruction of their country – missile strikes hitting hospitals, apartment buildings, even kindergarten schools. We are scared for our friends, their families and their children. They need our prayers, our monetary support and our voices raised in solidarity.

Their country and thousands of refugees already need food, water, shelter and medical supplies. We hope you will join us in giving to some organizations trying to ease the suffering in Ukraine.

Here are a few options:
Ukraine Direct Relief Project HOPE Kyiv Independent

Thank you,
Trese Brothers Team

Alpha Phase 2 Now Live!


The Cyber Knights: Flashpoint alpha launched very successfully. Several hundred of you have started playing and providing feedback. This starts a massive new phase of the project -- the march to Steam Early Access release. We’re hearing so much daily about the fun & challenge, surprises, and ideas for improvement; it’s amazing. This is a huge step forward for the project and another moment to look back and thank all of our backers who helped make this possible.

[h2]Alpha Backer? Check your email![/h2]
If you backed at the Alpha Tier ($60 or higher), you should have received both an invitation email from App Center and an instructions email from [email protected]. If you do not see them in your inbox, please check your spam folder. If you have questions or didn’t get the email, reach out to us here on Kickstarter or in our Discord (type max!addrole and then check out the #alpha channels).


[h2]Alpha Phase 1 Recap[/h2]
From our in-game analytics:
  • Total Games Played: 1500
  • Total Missions Completed: 300
  • Loot Boxes Looted: 1,122
  • Turns Processed: 5,535
  • FPS Checks Performed: 186,000+
  • Total Alpha Events Recorded: 298,000+

Phase 1 focused on the core tactical gameplay experience — the mix of stealth and combat — and your team’s ability to pull off its first heist. Phase 1 was limited to:
  • A team of 3 mercs — armed to the teeth and ready to go
  • One multi-stage mission to attempt
  • A tiny slice of the game without any leveling, recruiting, healing, story, contacts, etc.
  • No built-in replayability (had to start a new character)

Now after running for 10 days, Phase 1 is over and it’s time for --


[h2]Alpha Phase 2 Launches![/h2]
With each phase, the scope of gameplay will increase and more systems will be available to the alpha players. Alpha phases help us put a spotlight on different areas of the game; phase 2 is all about training your team and trying out new angles of stealth and combat gameplay. With a new heist mission available, the option to repeat missions, and the ability to level up your squad -- Phase 2 is significantly bigger than Phase 1.
  • Skill trees for your three mercs are now available
  • Two multi-stage missions to attempt
  • Replay missions with the same squad to level up (up to level 6), try new ways with new abilities


[h2]Alpha Phases and Duration[/h2]

With each new Phase, we’re providing new prompts in Discord for gameplay areas where we are specifically seeking feedback. Thank all of you for the thought and care you’ve been putting into your feedback! Everyone has been doing great staying on topic and focusing on the core goal of each phase.

From our previous alpha experiences, this entire process will take 6-12 months, will include many Alpha Phases and possibly 100+ updates. This is a marathon process that includes you in the game’s development, not a quick sprint or stress test. Your feedback shapes the game as it grows from the central kernel of tactical missions to the full game experience by the end of the alpha.

[h2]If you haven’t yet: join us and help shape the game![/h2]
If you can’t find the invite emails but know you backed at the Alpha Tier ($60 or higher), let us know! Reach out to us here on Kickstarter or in our Discord (type max!addrole after joining if you included your Discord username in the Kickstarter survey, or DM @Liviana for help getting set up).

We look forward to hearing your thoughts on the game!

[h2]Reward and Stretch Goal Progress[/h2]
For completeness, we have included the progress bar infographic in this update. We are excited to see a big white checkmark next to the Alpha! If you have any questions about rewards or stretch goals, check out the graphic or reach out to us.

Alpha Has Launched!


Happy new year and we wanted to shoot a quick note to share our excitement -- Alpha Phase 0 launched last night on January 4th as planned. 🎉 We wanted to post a quick update in case anyone missed the email.

[h2]Check Your Email for the Invites![/h2]
If you are in the alpha team, you should have received both an invitation email from App Center and an email with instructions at the email address you used for Kickstarter. If you do not see them in your inbox, please check your spam folder. If you have questions or didn’t get the email, reach out to us here on Kickstarter or in our Discord (run the “max!addrole” command and then check out the #alpha channels.)

This initial phase is a tech demo build -- it is NOT the game. It contains and tests everything required (graphics, sound & music, game engine player, all the code libraries, bug reporting, analytics) to play the game on your computer. Starting with this allows us to find any critical bugs in our new game engine on your platforms immediately while we can still focus solely on fixing these issues. It will also allow us to give priority to supporting everyone through sign up and download before we are also supporting the game.

Please take a few minutes today to at least:
  • find your invite email and sign up through App Center.
  • join the Discord - it’s our hub for all alpha feedback!
  • use the max!addrole command in Discord to make sure you can get access to the #alpha channels.

We’ve already had over 200 of you run the tech build; more is helpful but if we could at least get everyone set up in the App Center and Discord it will help us get a playable version to you sooner and keep things running smoothly while everyone’s playtesting. 🙂

[h2]Alpha Phases and Duration[/h2]

The Alpha is a series of Phases and the first is Phase 0, a “tech demo” which is currently available for download to help us identify bugs on different hardware combinations. Next, we’ll move on to Phase 1 which will start with a limited version of the game that is completely focused on the core player experience (tactical missions). We will provide prompts and seek feedback on this core gameplay loop, then start the process of expanding the available content and systems in the game with new Alpha Phases. With each new Phase, we will provide new prompts and gameplay areas where we are specifically seeking feedback.

From our previous alpha experiences, this entire process will take 6-12 months, will include many Alpha Phases and possibly 100+ updates. This is a marathon process that includes you in the game’s development, not a quick sprint or stress test. Your feedback shapes the game as it grows from the central kernel of tactical missions to the full game experience by the end of the alpha.

[h2]Reward and Stretch Goal Progress[/h2]
For completeness, we have included the progress bar infographic in this update even though nothing much in it has changed. If you have any questions about rewards or stretch goals, check out the graphic or reach out to us.






Thanks,
Trese Brothers Team

End of Year Update


Happy holidays and happy new year. We are here with a quick update outlining the next steps for our alpha community, sharing some of the progress updates from our crazy December and getting a good laugh at ourselves.

[h2]Laughing at Our August-Selves[/h2]
Sometime back in August, there must have been a discussion that went something like this:
Cory: “We’re going to need every minute we can get in 2021 for this alpha to fly.”
Andrew: “Right up to the end of the year? That’s going to be rough with the holidays.”
Cory: “OK -- we can’t do that to ourselves. Let’s make a more reasonable plan.”
Andrew: “I’ve got it. Three days after the holidays!”
Cory: “That’s it!”

Hahaha, that was a great meeting. We’re glad we made that choice. Things are good. We’re fine.


[h2]Alpha Phases and Duration[/h2]
As the alpha kicks off in less than a week, we want to make sure everyone’s on the same page about how this will work. We have planned a series of Alpha Phases, starting with a Phase 0 “tech demo” app that will help us identify bugs on different hardware combinations. Then you’ll move on to Phase 1, a limited version of the game that is completely focused on the core player experience (tactical missions). We will provide prompts and seek feedback on this core gameplay loop, then start the process of expanding the available content and systems in the game with new Alpha Phases. With each new Phase, we will provide new prompts and gameplay areas where we are specifically seeking feedback.

From our previous alpha experiences, this entire process will take 6-12 months, 10+ Alpha Phases and possibly 100+ updates. This is a marathon process that includes you in the game’s development, not a quick sprint or stress test. Your feedback shapes the game as it grows from the central kernel of tactical missions to the full game experience by the end of the alpha.



[h2]Alpha Next Steps[/h2]
On January 4th, the alpha will start with invitations to download, install and launch a tech demo build for Cyber Knights: Flashpoint. The tech demo build is not the game itself but an app that contains and tests everything required (graphics, sound & music, game engine player, all the code libraries, bug reporting, analytics) to play the game on your computer.

Starting the alpha with this tech demo build will accomplish a few things:
  • Find any critical bugs in launching our new game engine on your platforms and allow us to focus solely on fixing these issues.
  • Get all alpha players setup with accounts on the distribution system, so you can receive each new version as we go.
  • Help all alpha players (who haven’t yet) get logged into our Discord and get their alpha roles.

While we’ve tested with the platforms the majority of you have reported you’ll be playing on (thank you for your quick survey responses!), the many combinations of operating systems, processors, graphics cards, and more from the 1,000+ of you means there will inevitably be some combinations producing bugs we haven’t yet encountered.

It’s not the most fun part of the process, but we need to start the alpha by identifying and fixing these while we can easily isolate them -- before they’re mixed in with any gameplay issues that might come up.

We expect this “Alpha Phase 0” to go quickly though. We’ll be all hands-on deck to follow-up on your reports -- the more devices you can help us test on, the better. Then once this first round of critical bugs has been fixed, hopefully by that weekend, we’ll give you access to the first playable levels, and Alpha Phase 1 will begin!

The alpha will initially only be available on desktop. In our December survey, we saw there were a handful of you (2.3%) who were not planning to play on desktop. We want to make sure you know your time will come! Our development and alpha process focuses on foundations first, using the platforms the vast majority of backers will be playing on, but in a later phase of the alpha we will release an early build of the eventual Android & iOS ports, and ask all who are able to help us test them.


[h2]Please Join the Discord[/h2]
Especially if you’re in the Alpha, please be sure to join our Discord. Once you’ve joined up, type the command “max!addrole” in #bot_talk to get MercerBot to add your special Kickstarter role, granting you access to private channels on the server. The hub for the Alpha will be our Discord, so getting everyone on board and ready before the launch date will help everything run smoothly and get all Discord roles setup before January 4th :D

If you haven’t used Discord before, it’s easy, we almost never (0 in the last year) send @everyone notifications, and we’ve got a friendly server full of gamers like you -- come hang out and make this Discord community your first.

[h2]December Progress[/h2]
Every moment not spent wrapping presents this month has been spent wrapping up things for the alpha. 😅 Cory has been working on the tech demo, distribution, bug reporting, and analytics systems. Early in the month Andrew finalized game content for alpha phase 1, and our internal team’s been testing and iterating on it ever since. We’re making sure issues you encounter are ones we have not been able to find (/reproduce) on our own and adding a layer of polish and improvements not always present to the “I know exactly what that blank, un-animated icon I’ve been using for three months does, what do you mean it needs a label?” developers.

Yepppppp, that's bug. The "Iron Grip" Talent kills everything. Expected Damage is from 100-300.

Our internal tests identified three major classes of bugs that locked up or created hangs in the game; we’ve fixed those and significantly improved the pace and smoothness of play. Mid-December we encountered a font corruption bug that by itself ate a few days of our schedule -- these are the kind of unpredictable delays we dread when setting deadlines, but we are back on track now.

We spent a few days fighting the AI "F0nt Sm4sh3r" but deployed our Cyber Knights and eventually won.

Last but not least, we’re continuing to build toward more than just the next few weeks. Work continues on stories & missions for the later phases of the alpha, additional classes and their abilities, etc.

Looking back at all the monthly updates we’ve sent out this year, it’s been a tremendous climb to get this rollercoaster ready to go. We’re holding our breath as it approaches this first summit, and as always, so grateful you’ve come along for the ride.

Have a happy New Year, knights. We’ll see you at the drop.

[h2]Reward and Stretch Goal Progress[/h2]
For completeness, we have included the progress bar infographic in this update even though nothing in it has changed. If you have any questions about rewards or stretch goals, check out the graphic or reach out to us.



We are extremely excited to be taking the next steps on this project in just a few days!