Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

KickStarter Cyber Knights: Flashpoint - the latest tactical RPG from Trese Brothers - now available on Early Access

TreseBrothers

Trese Brothers
Developer
Joined
Jul 5, 2023
Messages
2
The rules about reinforcements vary from mission to mission. In missions where you are sent to wipe out an enemy force, there will be no reinforcements at all usually. On missions where you are sent to break into a lab and steal a prototype, then the megacorporate powers-that-be who own the lab are going to keep sending enemies - of increasing power levels - after you until you exit the lab. We do believe that it makes a lot of sense in the world.

You are a heist team of 3 or 4 mercs striking an isolate target - hard, fast, and as quiet or as loud as you please. In the demo level discussed on Steam, at most, the game may have summoned 10 or 12 reinforcements. Enough to overwhelm you (you stole the target case, you are trying to leave now?) but not enough to stretch world credibility that a major Syndicate or megacorporation has some manpower near priority targets that it can activate once the alarm bells start ringing. One solution is to sneak and never set off the alarm bells in the first place.

XP and team Power Level are gained by completing missions and secondary objectives only, there are no XP bonuses for kills so it is not an XP farm, unless a secondary objective specifically calls it out.

As a heist RPG, the scenarios focus on your small, deadly team of highly skilled and cybered mercs who can pull off what others cannot through a mix of stealth, hacking and combat. In order to put gameplay pressure on your operation, the overarching Security AI that coordinates the enemy response can (again, in some scenarios) call in reinforcements endlessly. In the demo level mentioned, the Security AI can also wake up sections of the hidden mine field that is setup around the Syndicate Hideout. On the hospital rooftop it can call in more reinforcements, turn on long-range cameras or power up the existing security measures to lethal setting.

In the full game outside of demo levels, the Security AI has a wide range of options, scaled by how high you've pushed the Security Level -- and one of those options is calling more reinforcements. In the right levels, yes, it can do that repeatedly.

On Steam, I believe the OP played an earlier version of the demo. After we received some feedback from players even before Next Fest started, we adjusted the decision tables for the Security AI in the second level and it called significantly less reinforcements as it was more interested in turning on the mine field. So - in that regard, we heard the OP and improved the game.

Thanks for the post and feedback!
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
3,079
Big updates for Steam Stealth Fest!
40f301c98e323d8a5ffb1d868a7addebc695f773.jpg

Calling all ninjas, shadows, and ghosts in the machine -- Cyber Knights: Flashpoint is waiting to see just how stealthy you can be in our freshly-updated free demo.

As a tactical heist RPG, every heist and job for an underworld power-player allows you to tackle it with your own style and focus. However you go about it, the major pillars of your strategy will be stealth (cutting through enemy security and agents without a sound), combat (slashing, sniping, going loud at the right moments with full auto) and hacking (plugging the nano-wire from the back of your skull into a matrix host to descend into those glittering data streams -- not available in this demo but soon to come!).

Now this is Stealth Fest, so roll up your Vanguard, lock-and-load your shock mines and power up your Chameleon suit - it's time to kill quietly, move as a shadow, become one with the patrol routes. Blades and silent pistols are your weapons, speed and silence your friends.

We're excited to share this demo that takes you to the very start of your Cyber Knight's career: the night of your cyber surgery. In the underworld of New Boston, nothing goes down easy and everyone has an agenda. Can you keep your head up in these dangerous waters?

Back for more? The latest updates include...
52fda5ec20b681c5cb909eca282b5475d93afbc2.png

Your true adversary revealed!
Thoughts and actions of the level's Security AI are now displayed in a special end-of-turn highlight. On almost all of the heists you take on, the guards and security devices you'll need to overcome are managed by a facility Security AI of varying levels of sophistication. This Security AI coordinates the security response, receives reports from all the agents and devices in the field, and dispatches new agents to investigate or deal with known threats.

When the Security Tally reaches an inevitable Sec Level Escalation, the Security AI can play one of its major actions - such as enabling sleeping devices or minefields, turning security devices up to HI-POWER, or calling in reinforcements.

Depending on the facility and faction you are facing, you'll face different kinds of Security AIs. The aging Sigma 5 security package relies more on physical manpower for instance, while Sigma 7 is snappier and more reliant on technical responses and drones. A trust heister will come to know and anticipate the responses that these different Security AI are likely to bring in order to compensate or counter their strikes.

0a11644ce95e68080afe5fdd87eed969ca101a5c.jpg

Access to pre-mission advantages.
One of the major ways a heist team can keep the enemy agents, security devices and their Security AI overlord in check is to earn some Heist Advantages in advance of going on the job. Heist Advantages are acquired during the Mission Planning phase by leveraging your network, acquiring rare items, paying bribes, calling in favors or preemptive hacking against the target.

Heist Advantages run the gamut of power including slowing down the Security AI's Tally increase, delaying Sec Level Escalations or buffing your squad at a clutch moment. They also can change the job itself -- allowing you to skip a starting stage altogether, or gain access to an additional stage such as a high-loot area that is otherwise locked. Or, you might bribe someone to slip you a Red Key, avoiding having to find or steal one in the mission itself to reach your objective.

Plan the heist, heist the plan. Profit?

e0dc53e17a78016104ea2879c4a9aaa419997e6a.jpg

Squad roster screens are now unlocked.
While the demo only offers pre-made characters for ease of play, and character customization is still locked as we complete work for the release, you're now able to see all the details of your crew's stats, traits, equipment, and more.

This also lets you review your potential recruits before giving them the offer to join your merc crew.

Tons of fine-tuning, fixes, and improvements from players' feedback!
All of the feedback we got from Steam Next Fest was super helpful in prioritizing improvements to the security tally's responsiveness, specific VFX & SFX, UI, and more. We read every bit of feedback submitted through the game's F10 system -- keep it coming; you can probably spot a change made based on something you shared with us in the full changelog below.

AND... we are closing in on a release window.
Exciting news for long-time followers of the game. We have assembled the final burn-down list of tasks to complete for our EA launch! The timeline is just a few weeks longer than our last estimate, putting us near the start of Q4 instead of the end of Q3.

While estimates are always subject to change, this shift is a minor one and confirms we're on track for a strong EA launch. Launches are always a big moment in our player community, so join our Discord[discord.gg] to be part of the fun from the very beginning and stay in the loop on special opportunities as the game's release approaches.

Cumulative Changelog; last update - v0.6.125
- Security AI's thoughts and actions are visible between turns
- Roster is now unlocked to view characters (customization still locked)
- Check out recruits in the roster before hiring on to team
- Heist Advantages now available
- New UI for Victory/Defeat use the mission map from mission planning
- Improved SFX around moving
- Fixed bug where Sec Tally did not immediately respond to camera spotting
- Improved Rooftop level objective area
- Fixed issues that could cause hunting AI to skip turns at times
- Rebuilt mission victory and defeat screens
- Medkits and other healing effects show their effect in the target's HP bar
- Improved sensitivity of mouse rotation (right click, rotate)
- Damage from grenades is immediately visible as the mouse is moved to target them
- Improved colors in HP bars to make the damage done always visible every single frame
- Improved performance of mission map hovers - will never lag behind or skip off target when panning or rotating
- Cleaned up very small "skip" at the end of most character's movements
- Active Buffs and Debuffs have correct icons and duration shown in character and enemy hovers
- Improved visual clarity of potential damage in target's Health Bar, no frames where the value can't be seen
- Improved Cameras and Radar Array to be more accurate in their detection
- Improved logic as to which enemy agents can be called off their current duty by security events
- Combat logs for Cameras and Radar Arrays include the character name that was spotted specifically
- Fixed bug where enemy could take 3+ Overwatch shots in some situations
- Fixed bug with Vanguard's Overdrive Talent, guard who spots her might not stop moving immediately
- Fixed bug where engaging movement Talents like Cybersword "Lightfoot" did not update warnings about heard in movement path
- Fixed control issue where Talents like Cybersword "Lightfoot" would not allow you to toggle Sprint/Sneak
- Fixed bug causing aggro enemies to move to the far side of players when repositioning for attack
- Fixed bug causing aggro enemies capable of attacking a player to freeze and not move for the turn
- Fixed bug causing enemy agents to freeze in some security situations
- Fixed bug causing enemy agents to teleport in some security situations
- Fixed bug when reloading save, an enemy agent might start acting while cut-scene is running
- Fixed bug causing target circle to be hidden with Charged Attack / Conduit Edge melee attacks
- Fixed bug causing inconsitent "out of range" results when clicking an enemy vs. clicking Talent
- Fixed bug causing Hunker buff to automatically activate if player starts Overwatch or if player dies from enemy Overwatch
- Fixed bug where characters and enemies might start to float slightly off the ground after moving a few times
- Fixed bug allowing you to run through the doorframe of small doors
- Fixed bug allowing you to stand in the railing of elevators
- Fixed incorrect keybinding shown on ESC menu, fixed Enter is really "Delay or End Action"
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
3,079
Demo Update #8
893e5d4613e76c6f0846b7ec90c4c91d11a67bf1.png

Demo Update #8 is rolling out as a follow-up to a fun and successful Stealth Fest here on Steam. With so many players spinning through the demo and posting feedback (thanks for the F10s!) we're working through the list, sorting, fixing and prioritizing everything.

As usual, our first move is an update :D

F10 Submissions going bump
In some cases, the F10 reporter was saying that "submission failed". In these cases, we did get your F10s but we didn't get either the log file or the screenshot. We've made some adjustments that should drastically cut down on failure responses and have some steps we will take in the future to nuke them to 0%. Again, a big thanks to every player hitting F10!!

Stealth Fixies
We had some players report odd AI behavior in which a patrolling agent would casually pass by a body of one of their own if it had been seen by someone else. This was a nice little hole in the AI reaction logic that has now been fixed! We also fixed a number of other decision points and barks the

4bc4c8bfa019cd45d686c5a223cd59bde89caec3.jpg

Lootbox and Talent Improvements
We've adjusted the size of the lootbox UI to make it easier to read, especially for more verbose items that were getting cut off. And in prep for opening up the training the class trees for a future demo update, we've added the highlighting to the Talent text which can show clearly which aspects - like Range, duration, and specific effect fields like buffing Evasion, etc - have been modified by your training choices.

e3a90fc118416d05a909146f4c805f685e99c4d3.jpg

Mission Polish
The demo jobs now have more representative shapes in the mission planning tree, which is a minor touch but is a great feeling to see it coming togther. We fixed camera movement and cuts in the sequence of looking at the Command HQ, planning a Job and then picking your team to deploy. This is now much smoother without any jarring transitions. Finally, thanks to your feedback we fixed some transparency issues in the screen that could make it hard to read under certain screen sizes and mission setups.

If you haven't tried the demo yet, it offers:
  • 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.
    0fe58e2dd1ddc4314327c56b9f9f0b1f16467ba3.jpg

  • 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?
v0.6.129 - 8/2/2023
- Fixed issue with unaware/patrolling guards ignoring bodies that had been seen by other guards
- Fixed issue where F10 reports were sometimes getting "submission failed"
- Increased size of lootbox UI to make items easier to read
- Talents screen in roster is now highlighting specific Talent stats/effects that have been upgraded in training
- Improved mission planning visuals for missions
- Smoothed out camera transitions in safehouse / mission planning
- Batched repeated Sec AI messages to show more information faster
- Improved headshots of characters, fixing some characters with slightly open mouths
- Fixed transparency of panels where it should be opaque, like mission map
- Fixed some missing details in dialog for recruiting ex-Los Zagales Soldier
- Fixed/clarified tutorial text where it mentioned wrong corners, better described movement lines
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
3,079
Demo Update #9: Options Parade

Demo Update #9 is going live with a big list of new game options to give you more control over your game camera, quality and performance and other key aspects of user input. In addition, we've fixed a ton of bugs reported by the community, further improved victory and defeat screens and highlighted some missing details from Talents that had been trained to change different aspects of their powers.

As always, we appreciate everyone playing, sharing feedback and hitting F10 on the game!


New Options Parade
We added 9 new options in total for this update, hitting most of the big requests we've heard from the community.
We added V-Sync as an option, split out from top line Quality option. Helpful!
We added a Texture Quality option ranging from Best to Good to Lowest which can help tune performance on your machine beyond the top line Quality option. Grand!
For improved control in multi-monitor setup or if your playing in windowed mode, we've added a Lock Cursor option that will keep your cursor in the window. Especially useful for Edge Scrolling (see below). Dicey!
There is now an option to disable all the special action cameras during combat. The camera doesn't move it all, it stays where you've placed it to see the action. Lovely!
There is checkbox to turn on Edge Scrolling if you like that easy way of panning around the map. You can also adjust the thickness of the Edge Scrolling Area which can help tune it for you. As your mouse gets into the edge scrolling area, the panning acceleration is determined by your ratio in the area. If you're hovering near the edge of it the pan will be slower than if you run up to the window edge. So, it can be nice to tweak the Edge Scrolling Area if you like having more control over the speed. Edgy!
Pretty straightforward - there are now percentage % sliders for panning speed and rotation speed for the camera. Useful!
While holding RMB (or configure this to another key) then any movement of the mouse will rotate the camera. If you dislike the default direction it rotates the camera when you move your mouse left or right you can now enable this option to flip the direction of the camera's rotation. Specific!


In Other Areas...
We've improved the display of earning a codename for your mercs after they've survived a mission and earned their first level up. The key part is surviving, someone tell Emille and Zasha.

We've gone through with an exciting rename of "Heist Advantages" (wha-whaa) to "Leverage" throughout the game, UI and dialog. It is a much more descriptive term that captures more of the heist feeling of the game.

We also improved the positioning of the mission map in the stage and mission Victory and defeat screens to reduce overlap of elements. It turns out centering the map in this screen wasn't that helpful.

We also just fixed a big pile of bugs, so thanks to everyone hitting F10!

If you haven't tried the demo yet, it offers:
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?

v0.6.133 - 8/17/2023
New Options
- New option for Enabling V-Sync separate from Quality Setting
- New option for controlling texture quality (best/good/lowest) separate from Quality Setting
- New option for locking cursor to the window
- New option to disable Action Camera during combat
- New option for edges scrolling and edge scrolling area thickness
- New option for controlling camera panning speed
- New option for controlling camera rotation speed
- New option for reversing direction of camera rotation when holding key / RMB
Other Improvements
- Correctly displayed when mercs earned their new codenames
- Upgraded Trait display on Roster to show the description and backstory reasons for Traits
- Fixed issue where "Iron Grip" and other recover/heal Talents displayed recovery as 0
- Fixed Talent display where some buff/debuff elements added new by training were not displayed at all
- Improved alignment of victory/defeat screens to avoid too much UI overlap
- Improved display of HP bar / XP bar or "Level Up" upon stage/mission victory
- Fixed bug where two timeline events could display as selected
- Interacting a legwork on the timeline that is granting a Heist Advantage starts timeline playing correctly
- Renamed "Heist Advantages" to "Leverage"
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
3,079
Update #10: Down the Pipes
961e17df94dbac6b4d7ffadd2c22bf17170b4111.jpg

Another week another Demo Update! With Demo Update #10, we've made some major progress on reducing the update file size (because, let's be clear -- we're going to do a lot of updates ... so that's improtant), vastly improved the AI's tactical thinking once it starts fighting, fixed all reported F10 freezes and crashes, improved Glancing Hit rules and more!

As always, we appreciate everyone playing, sharing feedback and hitting F10 on the game!

Steam Update Download Size
With this update, we've gone on the attack against the download size for the game from Steam client. Unfortunately, in order to make it better, you have to change everything first. This is going to cause this update to be a very large one (clocking in for some as high as 6.6 GB) but also clears the way for the next update to be much more modest affair.

In addition to restructuring the internal bundling, we've cleaned up some assets, improved compression settings and reduced duplicates in the final game build -- reducing the overall game footprint by about 1 GB or 10%.

5afb1f3635bf6e4de035a2d54b0b2a341f7b1af6.png

Tactical AI
With Update #10, we also have a big bundle of improvements to the AI's combat tactical decisions. Once engaged with an enemy, we've improved their ability to prioritize taking cover, using Talents or attacking versus moving. Previously they were very move-focused and did a lot of running around almost every turn. With the new priority and new decision tree, they are smarter at taking and keeping cover, holding position if they are at an advantage, and making short sprints to nearby advantageous positions only before thinking about how to spend the rest of the AP on Talents and attacks.

In addition, we've helped the AI make more reasonable decisions by adding more rules about their proximity to your mercs and other enemies. While they will take positions near each other, they are far less likely to end up in a tight cluster and unless they are melee combatants, they no longer have an appetite for running up to stand toe-to-toe with you.

275729cbc500834c67aa3bba827eee956f6995ab.png

Glancing Rules Update
A Glancing Hit can occur if you miss the main accuracy roll but still are within certain thresholds defined by your weapon. In this case, you caused damage but reduced by the % of your roll and still count as getting a hit. Swords, as a weapon class, for example always score Glancing Hits. It is on our list to get this shown in the UI more clearly and once the equipment screens UX is updated (soon!) then you'll be able to see the Glancing Hit rules and % for each weapon as you equip your characters.

With Update #10, we've added a new proximity rule that increases the chance of Glancing Hits as you get close to a target, as long as you're using a weapon with attack mode of FA, BF or SA which leaves SS weapons like Sniper Rifles and Revolvers in the cold but gives advantage to other classes of weapons like Pistols, SMGs, UARs, shotguns and classic ARs.

Item Refresh After Mission
We've fixed a bug in some cases where your items (grenades, medkits, etc) were not properly refreshing from your inventory between missions. If you had used these in Rooftop, you could end up in the Haven without them. Not good. Fixed!

fc8e5ae47cd48e9da2bcc1b2096c7157f5398152.png

Fixed Freezes and F10 Safehouse
Thanks to everyone reporting issues! We fixed a critical bug where an enemy starting Overwatch could lock up the game based depending on the part of the AI's turn it was as well as a bug where sometimes moving characters and enemies would suddenly warp under a set of stairs and get stuck.

Speaking of F10, to anyone trying to enter an F10 while in the Safehouse, you should have an easier time now. The F10 form now blocks all keyboard input to the screen behind it, so you won't find yourself hitting all the hotkeys while typing away.

If you haven't tried the demo yet, it offers:
  • 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.
    0fe58e2dd1ddc4314327c56b9f9f0b1f16467ba3.jpg

  • 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?

0.6.135 - 8/22/2023
- Update size will be large which is required to make the next one smaller
- Reduced overall game filesystem size by 1 GB (~10%)
- Improved AI tactical thinking when already engaged with an enemy
- Improved AI movement patterns to avoid getting too close to characters nonsensically
- Improved AI movement patterns to avoid over-grouping with each other
- Improved rules for Glancing Hits under certain distance thresholds for BF, FA and SA weapons
- Fixed bug failing to auto-restoring items (grenades, medkits) correctly from inventory stock between missions
- Fixed F10 feedback form to block keyboard input to game in Safehouse correctly
- Fixed edge cases where a moving character might end up suddenly under the stairs
- Fixed bug causing start of enemy Overwatch to lock game
- Fixed pop-up of "Stationary VIP" appearing over Wireghost's head during Smokeout job
- Fixed bugs that could lock up video player during video tutorials
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
3,079

August Progress Update + Steam Strategy Fest
e61ad54009a8e39eb2797517dd44346c3e3e714a.jpg

Here we go - August has closed up shop and September is now open for business, the final month of Q3 2023! It has never been busier here at Cyber Knights: Flashpoint HQ and we’ve got a ton of good stuff going on. The game’s updated and expanded demo is live in Steam’s Strategy Fest, we’ve got Alpha v2 coming up and then we’re on to the Early Access launch.

Every month is a big one, and we’ve made major progress that we are excited to share. So, first let’s review the current demo, alpha and release details and then we’ll highlight a few major development and content milestones we hit in August.

Last Chance to Play Expanded Demo for Strategy Fest
As the demo has gone live in Steam’s Strategy Fest, we’ve expanded it and doubled the available play time. The Cube Run is now available in the demo, giving you a whole extra heist to try. As one of your first hits in New Boston, this job targets a new Warner-Braun NanoFab that is being setup as the German megacorp prepares its arrival to the New Boston economic zone. There is good money to be made if you can make the right moves and scoop the loot. But it is New Boston and 2231; secrets are hiding under every new NanoFab and megacorporate welcome mat.

After Strategy Fest ends, the demo will be shutting down around the end of next week (roughly, September 12th) so this is the last chance to check it out before the Early Access launch.

Alpha Version 2 Starting
As we wrap up our summer of demos, we’ll be opening the brand-new Alpha V2 to our backers. This will give our Alpha backers the chance to be the first to play the Early Access build and give us critical feedback before our launch on Steam.

You’ll be the first to play the completely unlocked Cyber Knights: Flashpoint experience, and we know you’ll help us improve the game even as we march to the launch date.

We are really excited to get back to regular Alpha updates, get the Early Access build into your hands and we’re proud to show off how much the game has changed since the last Alpha build.

Closing in on a Release Window!
We’re continuing to hit the milestones needed to keep on target for our Steam Early Access release window. We are grinding through the final burn-down list of tasks and are closing in on a release window for the start of Q4.

While estimates are always subject to change, we’re seeing the planets align to confirm we're on track for a strong EA launch. Launches are always a big moment in our player community, so join our Discord[discord.gg] to be part of the fun from the very beginning and stay in the loop on special opportunities as the game's release approaches.

7b210e1bb4c6380557855b6f96e8590ad17ea890.jpg

UX Project Continues
It has been a huge month of upgrades for game systems in the new UX design. The biggest on the list was Hacking which has benefited greatly from the work, including adding critical features like being able to peek back into the real world to preview which exact security device you’ll be disabling while hacking or which door you’re about to open.

00811fa84a0cddc310931ad638a5d02b9cddff16.jpg


The UX project has also upgraded major systems like your Contact Network and we’re wrapping up the market and inventory systems now.

Class Trees
As we approach the Alpha v2 milestone, we are finalizing the redesign of all of the class trees in the game with better tree structures, unlocking and adding more Talent choices for all classes and even more upgrade tree nodes that can change and improve many aspects of your Talents.

d4ebd2223f8386b7e7e961540781a92df909198d.jpg


Multi-classing is now fully supported which allows you to take up to 2 classes for any character. With 6 classes in the game and each one boasting ~15 Talents, the options are already very wide and very exciting. Endless builds here we come!

b225fa431e20e071d0262bc68b45c37cf5ed06ac.jpg


In order to preview and share your builds we’ve added a full build preview screen that is capable of showing the specific order of class tree training across one or two classes. This screen will also be the heart of exporting and importing class builds once those features are available.

Production Prep
In prep for the production launch to Steam, we’ve been working on a wide variety of critical tasks.
First, we’ve been doing live testing of updating the saved game format to ensure that we will never have to break saved games due to an update. This is a pledge we make with all of our games and Cyber Knights: Flashpoint will be no different. So, we’ve updated the saved game format 3 times (quietly, without mentioning it) over the summer to test the system.

96ae2b3d7a07744e4183c8d6349af917644d3936.jpg


To cater to the wide variety of platforms and player preferences, we’ve been hammering away on the needed options for the game. We’ve added a heap of quality preferences like V-Sync, Texture Quality and improved the Screen Scaling option. For camera controls, we’ve added a number of options as well to allow you to lock the cursor, disable the action camera and use edge scrolling to pan with the mouse.

We are preparing to deploy an all new Cyber Knights: Flashpoint wiki. Alongside the Steam guides and our Discord, we’ll be here to get your questions answers!
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
20,726
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
Early access confirmed.
https://steamcommunity.com/app/1021210/discussions/0/3881596263317262711/
We are launching to Early Access.

We know that's not for every player :D We’ve run EA for our games before and if you check Star Traders: Frontiers, you can see how it went (9 months, 90 updates, huge improvements, boatloads of new content). It’s a core part of our process that gives us space to invest more in the systems players find most fun and create additional storylines based on player ideas and experiences.

We also have a commitment to save game integrity, so you never have to worry about an update breaking your save games.
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
20,726
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria


edit.
https://store.steampowered.com/news/app/1021210/view/3737481075240530314
Announcing our launch: October 17th!
Early Access begins for Cyber Knights: Flashpoint next month! Here's what to expect...
7bccece8b63c1dfdc50b283ccecea3215fbcb670.jpg


Knights, the day you've all been waiting for is rapidly approaching. We're very pleased to announce we'll launch into Early Access
October 17th!
The game will release for $29.99, and we'll have a 10% discount for launch week. Make sure you've wishlisted
and
followed Cyber Knights on Steam
so you don't miss out!

4ffec4f77f61abbbff2167f7f4d7c90449432e39.gif


How We Do Early Access
This is our 5th game released on Steam; we have a long track record of EA success, and it's become a core part of our process to make sure we're finishing the game with what our core audience (players who know and love in-depth RPGs & strategy games) wants in mind, before bringing it to a wider audience.

688513afd8988ac43c8fd0f2ec2921715b896b80.gif


EA gives us space to invest more in the systems players find most fun and create additional storylines based on player ideas and experiences. In a Trese Brothers game’s Early Access, you
never have to worry about an update breaking your save games
and
we guarantee the game will not linger in perpetual EA.
We listen to players, add new content regularly, and deliver on our promises.

What's Waiting for You
910623344a60c9941c848eddd6f45817a11ec5ec.png


Start your story
as a new Cyber Knight in one of the last surviving cities of North America and build your rep in the world of megacorps, syndicates, and street gangs you've decided to make a name for yourself in.

Build your crew from
six classes -- Cyber Knight, Vanguard, Soldier, Hacker, Cybersword, and Sniper,
plus your Face, an indispensable cornerstone of your mercenary crew. Multiclassing and recruitment give you many options for expanding or focusing your crew's capabilities. And we plan to double the number of playable classes over the course of EA.

We have
15-20 hours of story content ready for you, plus a variety of heists your contacts can offer that aren't tied to any particular storyline.
We have a great pipeline of additional maps and story content already in progress, so by the time the average player has completed everything EA is starting with, it's likely we've already started added more.

And with one exception (base building),
all core features of the game
-- tactical stealth & combat, hacking, character classes & talent trees, the strategy layer of your underworld network, heist planning, gaining favors and advantages -- are ready to play! We decided we wanted to finish a few more options for base-building before we unlock that feature; you're going to need to pull off a few heists before you start upgrading your safehouse in any case. ;)

Much More Ahead
We'll dive into some feature highlights and the planned roadmap in future posts; stay tuned! Thank you all who have come with us on this journey so far; incredibly exciting to be less than a month away from the big day.

If you'd like to help us get the word out, you can share our posts on twitter, Mastodon, or Facebook, or post in any communities where you know there are tactical RPG fans to be found.

See you soon.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,697
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://www.kickstarter.com/projects/tresebrothers/cyber-knights/posts/3928632

Announcing our Early Access Launch: October 17th!​


5c8383a4572f05fc484a8d5c54cd2bd6_original.jpg


Knights, the day you've all been waiting for is rapidly approaching. We're very pleased to announce we'll launch into Early Access on October 17th!

All of the game codes will be going out through Backerkit, so you'll be checking there on the day of the release to get your Steam key.

We're also excited to share the official launch trailer - check it out, like it and share it! Help us tell your friends about this game you helped make a reality.


How We Do Early Access​

This is our 5th game released on Steam; we have a long track record of EA success, and it's become a core part of our process to make sure we're finishing the game with what our core audience (players who know and love in-depth RPGs & strategy games) wants in mind, before bringing it to a wider audience.

EA gives us space to invest more in the systems players find most fun and create additional storylines based on player ideas and experiences. In a Trese Brothers game’s Early Access, you

never have to worry about an update breaking your save games and we guarantee the game will not linger in perpetual EA. We listen to players, add new content regularly, and deliver on our promises.

What's Waiting For You​

Start your story as a new Cyber Knight in one of the last surviving cities of North America and build your rep in the world of megacorps, syndicates, and street gangs you've decided to make a name for yourself in.

Build your crew from six classes -- Cyber Knight, Vanguard, Soldier, Hacker, Cybersword, and Sniper, plus your Face, an indispensable cornerstone of your mercenary crew. Multiclassing and recruitment give you many options for expanding or focusing your crew's capabilities. And we plan to double the number of playable classes over the course of EA.

We have 15-20 hours of story content ready for you, plus a variety of heists your contacts can offer that aren't tied to any particular storyline. We have a great pipeline of additional maps and story content already in progress, so by the time the average player has completed everything EA is starting with, it's likely we've already started added more.

And with a few exceptions (such as base building), all core features of the game-- tactical stealth & combat, hacking, character classes & talent trees, the strategy layer of your underworld network, heist planning, gaining favors and advantages -- are ready to play! We decided we wanted to finish a few more options for base-building before we unlock that feature; you're going to need to pull off a few heists before you start upgrading your safehouse in any case. ;)

Thank you for your ongoing patience and support,

Andrew & Cory Trese

Trese Brothers Games
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,697
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth


https://www.kickstarter.com/projects/tresebrothers/cyber-knights/posts/3935573

Backer keys sent out today for Tuesday’s Early Access launch! Check your email!​


4ef99a9bad25e2c17e90381f2932f2ef_original.jpg

Knights, our Early Access launch day is 2 days away, and that means it’s time to get you your Steam keys! All of you who backed at the Digital Edition level ($15 or higher) now have a Steam key waiting for you on BackerKit.

Check your email for a message from “Trese Brothers Games” (sent via BackerKit) to claim it.

The game goes live on Tuesday​

You can claim and redeem your key now to add the game to your Steam library. We’re planning to hit the big green button to go live Tuesday, October 17th, at 9am US Eastern -- you’ll be able to download the game itself and start playing then!

ef1250580519f72d1ffbd52f2f129a8d_original.jpg

Can’t find the email?​

If you don’t see the email from “Trese Brothers Games” in your inbox or spam folder, the quickest way to get assistance is to join our Discord and DM @Liviana for some help. Let her know the email address you use on Kickstarter.

If you’re not on Discord, you can leave a comment here, and we’ll follow up!

We’ll see you Tuesday!​

c0ecf8e853f0c6ec6a9319dd0e07f2d6_original.png

Thank you backers for making this possible! Hope you’ll join us in Discord for all the launch day fun.

Cheers!

Andrew & Cory Trese

Trese Brothers Games
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,697
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://store.steampowered.com/news/app/1021210/view/6715488322004785278

LAUNCHED! Cyber Knights: Flashpoint is ready to play!
Our stealth & squad tactics heist RPG has arrived.

b0ea6de9ce3883825de7af45dee04d47c95ddaf8.jpg


If you're ready for an in-depth
stealth & squad tactics
heist RPG,
then Cyber Knights: Flashpoint is now ready for you!

My brother and I have been making in-depth RPGs & strategy games for over 13 years, and Cyber Knights: Flashpoint is our studio's largest game yet. Run your crew of underworld mercenaries, pulling off high-stakes heists you choose from faction power players, to survive. These heist jobs are more than just run-and-gun; expansive stealth & hacking options let you choose the right time to go loud, or see if you can pull it off without them even knowing you were there.

688513afd8988ac43c8fd0f2ec2921715b896b80.gif


The heist experience our game offers is strategic and unique. Choose your jobs to build your rep without taking on too much heat. Work your network of underworld contacts to trade favors, pay bribes, and gain advantages before taking on a heist. Plan your path through multi-stage missions, and commit your crew to legwork that could reveal new opportunities or threats.

Here's what's waiting for you in EA right now, day 1:

18b715e17ea3dbdd4a5f031ddc6954e90736034a.png


  • 15-20 hours of story content ready for you, plus a variety of heists your contacts can offer that aren't tied to any particular storyline.
    We have a great pipeline of additional maps and story content already in progress, so by the time the average player has completed everything EA is starting with, it's likely we've already started added more.
  • Build your crew from
    six classes -- Cyber Knight, Vanguard, Soldier, Hacker, Cybersword, and Sniper,
    plus your Face, an indispensable cornerstone of your mercenary crew. Multiclassing and recruitment give you many options for expanding or focusing your crew's capabilities. And we plan to double the number of playable classes over the course of EA.
  • With one exception (base building),
    all core features of the game
    -- tactical stealth & combat, hacking, character classes & talent trees, the strategy layer of your underworld network, heist planning, gaining favors and advantages -- are ready to play! We decided we wanted to finish a few more options for base-building before we unlock that feature; you're going to need to pull off a few heists before you start upgrading your safehouse in any case. ;)

This is our 5th game released on Steam; we have a long track record of EA success. We use EA to invest more in the systems players find most fun and create additional storylines based on player ideas and experiences. In a Trese Brothers game’s Early Access, you
never have to worry about an update breaking your save games
and
we guarantee the game will not linger in perpetual EA.
We listen to players, add new content regularly, and deliver on our promises.

Dive in, our world is waiting for you -- in-game and out.
8462514179c6b5210edc16bf54af61b0ee06335c.gif


Join our Discord community (already 6,000+ players strong) to chat with the devs or stay in the loop on updates, guides, dev chats, and more. We're active there and in the Steam forums if you have questions or need support.

Ready for your first heist? Let's see what you got, Knight.
 

Tyranicon

A Memory of Eternity
Developer
Joined
Oct 7, 2019
Messages
7,859
EA is already out.

Full launch is planned for 9-12 months, according to the steam page.

I'm not a huge fan of the graphics but I do appreciate the Trese Brothers leaving their comfort zone for something new. I'll probably grab this at some point.

Happy launch day.

:excellent:
 

mediocrepoet

Philosoraptor in Residence
Patron
Joined
Sep 30, 2009
Messages
13,610
Location
Combatfag: Gold box / Pathfinder
Codex 2012 Codex+ Now Streaming! MCA Project: Eternity Divinity: Original Sin 2
Haven't had much of a chance to look yet and may hold off from what I've seen, but...

I assume (but am not sure) there will be full party chargen later. Right now you have a predefined group of classes where you can select backgrounds on at least some of them that will tweak their stat loadout. The backgrounds appear not to be done yet, even for the ones that show up and there are classes that don't have any background options other than the one they've been assigned.

A lot of placeholder icons in the appearance customizer, but clicking on the "mystery button" will actually change your appearance, so that's nice. It's reasonably full featured with male/female selection, various outfits, hair styles, facial hairs, hats, glasses, masks, temple datajack, etc.

So, definitely still WIP as expected, but what they've got going so far but it looks promising. Will have to just take the predefined party out and see what the game's like when I have a chance.
 
Glory to Ukraine
Joined
Nov 22, 2020
Messages
2,606
Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming!
I played the EA release for a bit, dont have time to do a review right now, but it is looking p. gud so far. Will post more later this week.
 

Galdred

Studio Draconis
Patron
Developer
Joined
May 6, 2011
Messages
4,496
Location
Middle Empire
Steve gets a Kidney but I don't even get a tag.
I gave it a spin (just played the first two missions). It looks solid so far. Combat may be a bit simplistic (with AI having a very low awareness radius), but I suppose your weapons are silenced. It combines combat and stealth competently. It feels like a mix between XCOM and Invisible Inc (in that you are supposed to gun some opponents down, but you can still use stealth most of the time). I haven't tried using hacking or favors yet.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom