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Cyber Knights: Flashpoint
Trese Brothers Games Developer
Trese Brothers Games Publisher
2022 Release
Game News Posts: 356
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
Very Positive (1293 reviews)
Public Linux Depots:
  • [0 B]
Update #16: Claws Out

[img src="https://clan.cloudflare.steamstatic.com/images/36740530/feb06c9701d799f92377f4e80d43db5e1d0a8ae5.jpg"][/img]

Knights and mercs, we've got Update #16 arriving with its claws out and ready to fight. Update #16 adjusts the starting implant service to make some of the Warmachine's cyber upgrades more directly available, rebalances the second upgrade line for Burn Surge Talent, fixes issues with Optical Lasers and Pulse Generators with the display and processing of their HP reduction rules, improves the chances of the new V-Chips dropping, enables viewing your Blueprints inline with Market and Inventory for easy compare and sell, remembers sorting decisions across screens and more - but let's focus on the big hits tonight with Update #16!

If you are enjoying the pace of updates and improvements to the game, we hope you'll take a minute to leave a review. Our small team thanks you!

Warmachine Cyber Upgrades


[img src="https://clan.cloudflare.steamstatic.com/images/36740530/a4259dc3d018a0ec53bf0b60984106c305e7ec82.png"][/img]Warmachine is an advanced class that requires cyberware as well as everything else to for their upgrade path. To make that path more readily available in the starting state of the game, we've migrated 6 more cybernetic implants down from the higher tier services into the starting cybernetic services. These 6 are now available across the standard Implants service as well as Street Wetware.

The implants include an upgraded Delta Wire, a savage new Pulse Gen option, 2 new claws and 2 new optical lasers: Metal Scream Pulse, Delta Wire 2, Lumen Spear, Brightshot Optic, Hand Blades and Hand Razors.

Class Tree Balance & Fix


[img src="https://clan.cloudflare.steamstatic.com/images/36740530/083db194c24876a701162748931c3be97ff6affd.png"][/img]

With the first full update since Warmachine launched last week, we've fixed a number of important issues with the class tree, improved a lot of small display issues and rebalanced the upgrades for Burn Surge Talent.

First up - we've resolved bugs with both Pulse Gen Master and Laser Master that were not correctly display or applying the reduction of HP loss. You'd still get shown the wrong HP loss for your cybernetic Talents and get charged for them as well. This is now resolved and a lot of the upgrade nodes read more clearly and with the right training, you get some of these cybernetic Talents down 0 HP.

[img src="https://clan.cloudflare.steamstatic.com/images/36740530/f4d2073491d828d3560f9b3a588649a4ad521529.png"][/img]

For Burn Surge, we took some time to apply an additional balancing pass. The Talent's second row of upgrades had been a bit jumbled in the last release, not helped by some bad text formatting. Now, the first node increases the damage you'll take for using the Talent and immediately increases Initiative (opening up different options for Delaying). The second two nodes - gated behind the increased Damage - grant extra +1 MP and +1 AP respectively. Hopefully the text helps make the Talent's progression more clear for everyone and we'll see if the new meta fits.

Market/Inventory Compare and Sell Blueprints


[img src="https://clan.cloudflare.steamstatic.com/images/36740530/50fc4aa21f9dc91623cf515aa33a9610c39096cc.png"][/img]

Update #16 adds a new filter in the Market and Inventory under the availability group - allow you to show the Blueprints you have in your inventory in addition to either screens existing content.

This lets you show your existing inventory weapons, weapon mods, armor and items next to Blueprints for comparison. If you find the Blueprint isn't something you want, you can sell it from that screen. In addition, you can turn the same filter on in the market to be able to check your Blueprints against what your Contacts are selling.

[img src="https://clan.cloudflare.steamstatic.com/images/36740530/84b6a6c9e31ae617499ad9c111deac656ee3b9a3.png"][/img]This one is a big one, especially in the late game, and can help you make faster decisions about your Blueprint trove without having to switch screens at all. We're working toward stacking Blueprints as well, which will make this even more smooth.

Remembering Sorting


[img src="https://clan.cloudflare.steamstatic.com/images/36740530/23c9e97bfe7f76fbdb5d60a5571e2c3d78298f04.png"][/img]

With Update #16, your sorting decision is now remembered across screens (Market, Inventory, Cold Storage, NanoFab, etc) as long as it is within context. So! If you drop in to your Market > Weapons tab and set the Sort to be by expensive, later when you drop into your NanoFab weapno bench, you'll find it sorted by Expensive. In some cases this may mean you need to apply a new sort but mostly this has been saving our team tons of clicks.

The ALL tabs in the market, Cold Storage and inventory are considered their own context, so changing the sorting there will be remembered in the other ALL tab, but not in any sub-tabs.

V-Chip Drop Rates


With Update #16, we've improved the drop rate chances for the new V-Chips that were released with Warmachine. A mistake on our end left them with very low drop-rates for most of the game's Team Power Level progression.

VIP - Stuck in a Couch!


[img src="https://clan.cloudflare.steamstatic.com/images/36740530/751336164375dbd8171b4d95e3d658d59f350744.png"][/img]We've fixed a class of issues where enemies were not being given the right details when a level was loaded to search for a viable place they could stand. Human enemies could end up in places that only flying drones should (like in/over a couch!) and therefore get stuck.

We've also resolved a number of other map issues where enemies might start in view of your starting location or the location of a boosted VIP.

Hotfixed Talent Fixes


A hotfix over the weekend fixed issues with Slashslide and Crimson Vector charging 2 charges per use and become hard to recharge. This update also fixes a bug with your Knight's use of Downer or other debuffing Talents with Full Auto at the same time.

v2.1.7 - #16: Claws Out - 7/8/2025


- Adjusted 'Implants' and 'Street Wetware' services to make 6 Implants easier to obtain: Metal Scream Pulse, Delta Wire 2, Lumen Spear, Brightshot Optic, Hand Blades, Hand Razors

- Rebalanced second line of Warmachine's Burn Surge upgrade nodes - first node has extra HP cost, nodes 2-3 add more MP/AP

- Fixed bug with Pulse Gen and Optical Laser around reduction of HP - training nodes now reduce correctly

- Fixed display bug with Optical Lasers not highlighting +Cyberweapon Accuracy change in green for Cyber Talent

- Fixed bug with Cyber Lasers and Claw attack Talents refusing to enable if primary held weapon was out of ammo

- Fixed lock up after Knight uses Full Auto to kill multiple targets and Downer attempts to activate

- Fixed bug where VIP (or other enemies) could get stuck in a couch and reloading would not pop them out

- Added filter to Inventory & Market to show Blueprints inline for easy comparisons and sell (Filters > Blueprints)

- Sorting is now remembered across screens (Market => Inventory) within context (Weapons Tab)

- Improved drop rate for Contact V-Chips appearing in loot boxes

- Improved drop rate for new Contact V-Chips in safehouse tokens

- Improved drop rate for new Contact V-Chips in syndicate and corp matrix hosts

- Improved loot balance for Blueprints and physical items

- Improved hover tip for Team Power Level to specify that as it increases, so does story/mission challenge

- Improved use of "Street" as a Contact type, clarifying "Street (Gang/Indie)"

- Fixed bug with enemy debuff "Intruder Detected" actually reducing your vulnerability to Critical Hits

- Fixed map issues and situations where you might be spotted at start

- Fixed bug where Matrix Tutorial would increase Team Power Level fractionally


[ 2025-07-09 04:16:52 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

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MacGamestore

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