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Cyber Knights: Flashpoint
Trese Brothers Games Developer
Trese Brothers Games Publisher
2022 Release
Game News Posts: 323
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
Overwhelmingly Positive (790 reviews)
Public Linux Depots:
  • [0 B]
Update #234: Pre-Push Point


Knights and mercs, we are here tonight with Update #234, a patch full of improvements and fixes to your community F10s as we prepare for the next big push of features and content. We've fixed issues with confusing or missing buff/debuff text in talents, text formatting in Contact Traits, adjusted the exact specifics of Team Power Level gained per level, dropped the concept of cybernetics per class tree quadrant and fixed performance issues with the New Game Team screen (and entire main menu) as well as improved lighting, camera angle and centering. Thanks for your support as we hurdle headlong toward the end of Early Access! The days are short but the updates are long, so please leave a review today.

Team Power Gains per Mission



We've improved the math behind the curve for your Team Power Level gains per mission with Update #234. Now it is simpler and always consistent - if a story mission grants you 100% Team Power Level, then a proc-gen mission grants your team 50% of that Team Power Level, and a hack-only mission grants 25% of that Team Power Level. This is a nicer curve, simpler math, and easier to describe and balance going forward.

Talent Fixes



We've fixed two Talent issues that came up a lot in player F10s. The first was Disoriented, which simply described its debuff as "Disoriented" ... but that's the name, not what it does! We've adjusted this to now be clearer that the enemy is "Disoriented (immediately hunting around their position)". The second issue was with the Knight's Lookahead Talent where the debuff to Move Speed upgrades was not being correctly added into the full description for the Talent. Now fixed, and thanks for all the F10s!

Missing Contact Tag Text


There was a whole class of Contact Tags that had their second piece of text replaced with "BlockCondition.X" for the last few updates. This is due to ongoing fixes in the background to accommodate translation and is now fixed.

Dropped Cybernetic Link to Class Tree Quads



Over the years, we can say we are extremely happy with how much of the original design of Cyber Knights: Flashpoint has made it from the design documentation paper straight into the game with minimal or balance-only changes. But we can't aim for 100%, we have to course correct when needed. In the original design, classes had required cybernetics (like Vanguard), and each class quadrant (left/center/right) might have a linked cybernetic that would prevent your character from training some Talents or upgrade nodes if you had not installed it. This was a good plan, and it might have worked too, but if we were going to add it, we needed to have completed the work more than a year ago. We have dropped this part of the design permanently for all regular classes and removed its traces from the class tree quadrants. The system and design may resurface for specialist classes or companion classes that come in expansions after launch, but it will never be something for all classes. Star Traders: Frontiers had the "on station" system and Cyber Knights: Flashpoint had the "linked cybernetics system" -- RIP

Main Menu Performance and Improvements



With the release of the New Game Team screen, we made a few mistakes that really knocked the main menu performance for a loop. Issues with the baked lighting, a dead camera left hanging in the screen, and other layer issues caused the scene to be rendering upwards of 3 million polygons at any given time when it should have only been rendering a modest 300K with a much smaller batch count. What I mean to say is - if the main menu was making your fans go brrrrrrrr we fixed it steamhappy Also, we improved lighting, centering and some of the post processing effects in the New Game Team scene.

No More Duplicate Rhino


One of our most popular F10s this month was that during High Street mission, it was possible to see 2 copies of the Sniper Rhino on screen at some points. We've adjusted the story scripting around this story event to prevent that from happening and making a smooth set of events.

v1.10.13 - #234: Pre-Push Point - 4/10/2025


- Fixed missing strings that could appear in Contact Traits for relationships ("BlockCondition.X") - Fixed missing Talent upgrade text for Lookahead for -15% Move Speed - Fixed self-referencing description of Disoriented Talent/debuff - Adjusted math for Team Power Level increases (now clean story mission 100%, proc-gen 50%, hack only 25%) - Removed nascent system for cybernetic requirements on Class tress - that window has closed - Fixed issue where Knight could get Limit Breaks modifying their pay rate +/- - Fixed issue in High Street mission where a clone of Rhino could be visible - Fixed major performance issues with New Game Team screen drawing 3m polygons (down to 300K) - Fixed off-center issue with New Game Team screen, improved lighting, camera position on Knight's screen


[ 2025-04-11 02:44:05 CET ] [ Original post ]

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.

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

GAMEBILLET

[ 6080 ]

4.47$ (55%)
31.10$ (11%)
6.71$ (78%)
8.54$ (79%)
9.33$ (38%)
4.24$ (92%)
16.39$ (18%)
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10.26$ (66%)
12.42$ (17%)
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35.14$ (12%)
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25.46$ (15%)
2.35$ (84%)
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13.30$ (11%)
24.79$ (17%)
25.47$ (15%)
26.65$ (11%)
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8.39$ (16%)
41.47$ (-4%)
33.17$ (17%)
1.50$ (90%)
9.00$ (70%)
16.57$ (17%)
24.87$ (17%)
GAMERSGATE

[ 1481 ]

3.0$ (70%)
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14.0$ (65%)
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3.4$ (83%)
6.25$ (75%)
2.0$ (80%)
16.0$ (60%)
3.0$ (70%)
6.0$ (80%)
8.7$ (78%)
1.7$ (90%)
MacGamestore

[ 2067 ]

17.49$ (12%)
17.49$ (13%)
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1.24$ (75%)
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15.19$ (81%)
8.99$ (10%)
2.49$ (75%)

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