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Explore the dystopian cyberpunk future of 2231 as you command a company of shadow mercenaries working for the highest bidder. Cyber Knights wraps a world full of consequential story choices and significant character development around a rich core of classic and new mechanics. The game combines tactical elements like stealth, hacking and tense combat with strategic features like base building, contact management and in-depth squad customization. Cyber Knights invites you to jack in and explore a unique cyberpunk world and the immersive, human stories of your merc team in the dark future of 2231.
  • Turn-based Tactics: Deep and tactical gameplay using a turn-based, gridless third-person combat simulator. Cover! Overwatch! Recoil!
  • Dynamic Cyberpunk Story: Unique interwoven narrative with depth, meaningful player choices and hundreds of hours of gameplay
  • Sophisticated Missions: Combine stealth, hacking and combat across multi-stage missions. Gain pre-mission advantages from Contacts
  • Endless of Builds: Experiment with endless combos of Jobs, cyberware, weapons and gadgets to build the perfect team
  • Evolving Characters: Your team evolves as the story, your choices and battle leave lasting wounds, add Traits and threaten to strip their humanity
  • Safehouse Base Building: Construct a custom safehouse and upgrade rooms such as weapon shop, hund kennel and medical bay.


Cyber Knights strikes a unique tone with a futuristic setting that has passed through the messy near-future to arrive at dystopian 2231. Man-made environmental disasters have ravaged our biosphere. Artificial consciousness has been created, subsequently murdered, and then strictly outlawed at a global level. Megacorporate colonies and research stations dot the solar system from Venus to Jupiter. Quantum computing has radically altered the digital landscape and the very meaning of privacy and digital security.
The game's threaded stories originate from both inside and outside your team -- weaving together threads from your hired mercenaries, criminal connections and history that just won’t die. These stories operate on three interconnected and at times overlapping levels -- personal stories (your team), contact stories (your employers) and event stories (city-wide).
And every choice you make and mission you run will impact your character's permanent Traits, changing them in both subtle and big ways. Their stories and your choices combine to create a unique narrative for every game, every Knight and every team.

The second game our studio created, Cyber Knights RPG, took hundreds of thousands of gamers on an gritty cyberpunk roller-coaster, trying to get rich or go down shooting. The classic Cyber Knights has always had a huge following within our community and we are xcited to come back to the world and stories we started creating there so many years ago with an all new game, Cyber Knights: Flashpoint.
We’re weaving together the genre’s classic themes with the unique setting and history of Cyber Knights to create some of the most cutting, gripping and human stories we’ve ever told. Betrayal, sacrifice, trading away humanity for an advantage, living fast and dying young, revenge and testing the bonds of friendship and trust -- it's all here under the New Boston dome.
Cyber Knights: Flashpoint
Trese Brothers GamesDeveloper
Trese Brothers GamesPublisher
2022Release
🎹🖱️ Keyboard + Mouse
🕹️ Partial Controller Support
Very Positive (1675 reviews)
Public Linux Depots:
  • [0 B]
Update #228: Shattered Streets

Game Description Image
Knights and mercs, we've got Update #228 (no joke!) landing here on the New Boston streets. We've improved the logging flow around BioScan Fields and fixed a number of edge case bugs for them, added 2 new eyewear lenses for the circular glasses, improved photo mode with even more options, fixed reported map F10s and fixed some issues with Matrix turn ending and dumpshock. This is a big quality bucket of features and F10 fixes - so thanks to everyone helping us polish and improve the game until it shines!

If you are enjoying the relentless pace of updates that our small team of 3 game devs is producing, please take a minute to post a review!

BioScan Field Improvements

Game Description Image
With Update #228, we've improved the logging flow for the BioScan Field and also fixed a few issues around how the Field reacts when it is disabled or if a Scourge uses Biomimic inside the field.
  • BioScan Field now adds a more clear log when 2+ mercs enter it, noting that it has added exactly +6 Tally.
  • If the BioScan Field is disabled before the end of the Turn (Line Crawler, Hacking, etc) the 6 Tally are removed from the Sec Tally correctly (this was bugged) and a new combat log is added that makes it clear that the Biosignatures have been lost and that Tally got -6.
  • Finally, there was a bug around a Scourge using Biomimic inside a BioScan Field if there was already another merc in the field. This wasn't correctly reducing the Tally, it only worked once someone left the field (not immediately upon Talent use). This is now fixed!

Photo Mode Improvements

Game Description Image
For photo mode, we've added a new speed slider which controls the final speed of all camera movement in photo mode. This can be helpful to tweak if you're trying to capture some movement or transition for a GIF or video. Or if you just want to rip around the place, crank it up!

Also, sometimes you want hovers in photo mode and sometimes you don't! We now have added a checkbox for just that purpose.

New Eyewear Lenses

Game Description Image
The new circular glasses were practically screaming (can you hear them?) for new cool lens options, so we've added 2 new lens types with Update #228 - a fully filled glowing lens and a stylish low-bar slatted lens option. We may add a few more lenses here but for the moment, the 3 we've got provide some cool options, fades and looks.

Map Fixes and Balance

Game Description Image
With so many new maps coming online in a steady stream, we have a steady stream of follow-up F10s to fix. We fixed a few more floating props, some light poles that were not attached to the ground, some props that didn't have great colliders, and also pushed the new Cybernetics Research Site to only appear at Team Power Level 4+ as this harder level started making appearances for PL 1 teams - a bit much!

Matrix Bugs and Locks

Game Description Image
We fixed an issue where after getting Dumpshocked there was a short window of time vulnerable to locking up the if you clicked rapidly on the Terminal again. This wasn't a long window but it isn't an uncommon immediately reaction to just try to "go again". Thanks to the players who put in F10s about this one!

We also found an interesting bug while fixing the primary issue. Hackers who were connected to the Matrix were running Take Cover Talent automatically at the end of their hacking turns. This is now fixed - that was not intentional.

v1.9.173 - #227: Shattered Streets - 3/23/2025

- Important Mission icon from timeline event now also shown in the mission planning list
- Add speed slider to Photo Mode to control speed of camera movement for better GIF/video control
- Added checkbox to Photo Mode to block all hovers - disable it if you want a specific hover shown
- Added 2 new eyewear variations of the round glasses
- Improved BioScan Field - better logging about +6 Tally and new log when 6 Tally removed
- Fixed BioScan Field issue when disabled by Line Crawler, Leverage or Hacking where it did not reduce 6 Tally
- Fixed BioScan Filed issue when Scourge used Biomimic inside the field where it did not reduce 6 Tally
- Restricted new Cyber Research Site map to Power Level 4+, added missing mission art board
- Fixed bug where weapon noise and range icons over enemies heads might disappear after opening pause menu
- Removed incorrect Level 0 and Common Rarity from the File Set grid display
- Fixed bug where a Hacker ending turn in Matrix would also execute Take Cover Talent
- Fixed bug where a Hacker knocked out of matrix on Dumpshock who tried to reconnect could lock game

[ 2025-03-23 20:12:14 CET ] [Original Post]

Minimum Setup

  • OS: Ubuntu 14+
  • Processor: 1.2 Ghz (32 or 64-bit)Memory: 1000 MB RAM
  • Memory: 1000 MB RAM
  • Memory: 1000 MB RAM
  • Recommended Setup

    • OS: Ubuntu 14+
    • Processor: 1.2 Ghz (32 or 64-bit)Memory: 1000 MB RAM
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