Cyber Knights: Flashpoint

Cyberpunk mercenaries RPG! Turn-based squad tactics with unique heist-planning strategy. Build your crew wisely; their stories will become interwoven with your own. Pull off heists with powerful cyberware, faction connections, multiclassing, weapon modding, stealth, hacking, and more!

Cyber Knights: Flashpoint is a turn-based combat, turn-based strategy and tactical rpg game developed and published by Trese Brothers.
Released on October 17th 2023 is available in English on Windows, MacOS and Linux.

It has received 749 reviews of which 708 were positive and 41 were negative resulting in a rating of 8.9 out of 10. 😎

The game is currently priced at 28.99€ on Steam.


The Steam community has classified Cyber Knights: Flashpoint into these genres:

Media & Screenshots

Get an in-depth look at Cyber Knights: Flashpoint through various videos and screenshots.

Requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS: Windows 10, Windows 11
  • Processor: 1.2 GHz
  • Memory: 2 GB RAM
  • Graphics: GeForce GTX 660, 2 GB / Radeon HD 7870, 2 GB
  • DirectX: Version 11
  • Storage: 12 GB available space
  • Additional Notes: Please make sure your video drivers are up-to-date!
MacOS
  • Requires an Apple processor
  • OS: macOS 12 or newer
  • Processor: Apple M1
  • Memory: 2 GB RAM
  • Graphics: Apple M1
  • Storage: 12 GB available space
Linux
  • OS: Ubuntu 14+
  • Processor: 1.2 GHz (32 or 64-bit)
  • Memory: 2 GB RAM
  • Graphics: GeForce GTX 660, 2 GB / Radeon HD 7870, 2 GB
  • Storage: 12 GB available space

Reviews

Explore reviews from Steam users sharing their experiences and what they love about the game.

Nov. 2024
While Cyber Knights is a tactical turn based RPG, it's not a game you can play exactly like X-Com: it is its own unique blend of genres. The choice of going stealthy or all guns blazing is up to you and your team's capabilities. The learning curve is high, even on normal difficulty - it takes a while to get to grips with the mechanics, and it's a constant battle to prioritise choosing talents, base installations, and upgrades to weaponry and equipment. There's never enough money or time to do everything, and every choice matters. Although still in EA, the game has a lot of content and receives constant updates, and the devs listen closely to feedback. I made a forum post about a specific mission that came out of the blue in early game, and completely overwhelmed me. Not only did the devs respond by patching the game to make sure that mission can't appear until the squad has the necessary power level to compete, but I also received tons of useful (non-spoilery) advice that helped enormously, both from the devs and the community. Can't wait to see how this game progresses. If it receives anything like the long-term support of Star Traders: Frontiers then it will be something really special.
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Oct. 2024
A game I always wanted and didn't know exist. As an avid Turn Based Tactics fan who loved games like XCOM, while also the aesthetics of Cyberpunk, this truly scratches several itches at once. While I will start by saying any words I give will pale in comparison to how utterly involving and enjoyable this game is, I will say simply: It combines the tactics and 'drop in' style of missions of XCOM, while seamlessly combining RPG elements from CRPGs together, without feeling as 'bloated' as XCOM games suddenly become like a chore. The game gives you missions with no precise way to solve them and not, like some games, without a 'preferred' method. Some games state you can 'sneak' or 'fight' through missions, yet always hold a preference to one or the other. This game, unless the mission SPECIFICALLY says 'Combat Required', allows you the player to decide how to solve the mission. There are missions that I have gone in guns blazing and left a trail of bodies in the wake, and others where I have either killed none or very few and felt they were EQUALLY valid. In addition, while a little much at first, hacking is great and has a much more cyberpunk fitting hacking system then, say, actual Cyberpunk 2077. Most importantly, I **LOVE** making characters. While rudimentary, there is enough character customization through clothing, colors, and beyond to make you really get to make and design your recruits from start to end, while an expansive enough talent system to make unique builds. While it is good now, I can only imagine that new weapons and abilities will make this even better out of EA. I cannot put this game down. It's actually fantastic. I heard of these devs through Star Traders, and this game delivered upon my desire in knowing what the audience wants. This barely even feels like an EA game. I am someone who rarely, if ever, gets into Early Access games. If there was ever a game worthy of your support, it's Cyber Knights: Flashpoint.
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Sept. 2024
The model for what EA releases should be. A functional product when made available with a clear roadmap and regular community engagement on the part of the production team. The game itself checks all the fun boxes of classic cyberpunk and plays smoothly at each stage I've experienced it. In essence, it's a hub-based tactical combat game. The supporting systems add depth to the narrative and nothing feels completely unnecessary. As this is still EA, I will reserve final judgment, but the narrative element is likely the final step in a full release and is currently not fleshed out. I do want to shout out their community manager, whoever they are. That person or people post near daily updates for both this and the devs other game, Star Traders. That must take a ton of energy, so props to you, mystery hype crew.
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May 2024
I was always going to buy this game simply because the Trese Brothers made it. I've had it on my wishlist since they began announcing it, and I gotta say that I'm super happy with what I've played so far. I'm only about 18 hours and like 3 missions in, but it's been great trying to figure everything out. This game is like XCOM2 mixed with Invisible, Inc. There's a stealth component with an actual point to it, lots of abilities combo up with the stealth condition, so you really want to take as much advantage of it as possible. It makes your runs (missions) easier, and the less noise you make on a run, the less Heat you generate. Heat is a mechanic like "threat", where more bad things happen as your heat goes up. So you're rewarded plenty for keeping the stealth up. However, it's almost impossible to get all the mission objectives done with 100% stealth, so there's a lot of strategy in when you have your team "go loud". If you played Star Trader, you already have a grasp on how deep each individual character can get in a Trese Bros game. They all have varied traits and talents that will make them excel in different things. Maybe this game sucks after another 20 hours, but I doubt it. if that's the case, I'll update this review, but I give it 2 thumbs way up.
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April 2024
Disclaimer: This is an early access game. The sad reality is that EA has, often, become a way to sell an unfinished game with nothing but the promise of future content. A promise that is very often not kept. That being said, this does not appear to be the case here. If it gets abandoned, I'll update this, but as of early 2024 there are multiple updates PER WEEK. That's a big deal. Edit: Updates are still coming and a bunch of quality-of-life changes have been made! Also, the devs tell me Heat is capped at 14. Whether I just made a mistake or it's a new change doesn't really matter. Loud IS viable. Now, the game as it stands. There's a lot to like here and a few things to consider before deciding the game is for you. What I like: - Interesting skills: There's very few "sneak better" or "shoot better" skills. Most of them have very interesting mechanics: walls that block line of sight, but not noise; illusions that hide a body, but don't spoof their vital signs. Almost everything has a trade off, and there are only about three 'generically good' talents that outshine everything else. Instead, it really encourages you to experiment with different strategies. - A fun, but not too wearisome, 'talent management' aspect: in addition to injuries from obvious things (like getting shot), they can also develop discontent and stress. The effect isn't overbearing, to the extent that a stressed-out or discontent character is worthless, but it makes you have to consider how much you demand of them. Your best hacker got his brain zapped one too many times on the last mission? Maybe let him chill out a little bit or at least shell out the cash for some medical treatment. Also, 'hype' is a cool mechanic! - Customization: For Early Access, there's a lot to like. Different visual options, lots of guns and gun mods, cybernetic implants, and many talents with different upgrades. This does need a slight asterisk though, because there's not a lot of higher level stuff in the game yet, so if you play for a while the options start to thin out a bit. - Gameplay Loop: This is good. If you play, like A LOT, some of the proc gen ones get a little samey, but that's probably more a result of me putting 50+ hours into an EA game! The game gives you enough tools to feel like every map is doable but not hold your hand too much (although I believe on some of the proc gen ones the bonus objective is literally impossible). The security follows a predictable patterns until they notice something off: the sound of footsteps, someone sprinting across a gap, or the Security AI whispering in their ear. At that point, they turn "suspicious" and start looking around. They don't make a beeline straight for you like other games, but their movement becomes much less predictable, meaning your odds of being discovered go way up. And each guard can be in the 'unaware', 'suspicious', or 'alert' state individually, which I absolutely love. Killing someone quietly, but not perfectly cleanly, means that the guy next to them might notice, but someone across the map won't - a huge step-up in comparison to many games with stealth. Honestly, I would say this is the best implementation of stealth I've seen in a turn-based game. Things to Consider: - Stealth is *probably* the best way to play the game. It's faster, cleaner, and safer. That being said, my earlier comment was apparently wrong, so just going in blasting is absolutely viable! - There are some nitpicks. One that really bothers me is that the game is entirely turn-based except for a few circumstances and those circumstances are annoying as heck. When you give a character an order to stand-up, to see how far they could travel for instance, the enemy 'spotting' them occurs in real time, over about a second or two. So, you can stand-up, start measuring, and realize you got spotted and need to start the turn from the beginning. Another nitpick would be placing certain objects is finicky. The LoS blocking walls are an *incredible* tool once you learn how to use them, but placing them precisely can be a chore. Overall: It's a good game, and worth the cost as-is if turn-based stealth/CRPG is your thing. If the updates keep coming, as it seems like they will, this could be a paragon of the genre.
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Last Updates

Steam data 04 January 2025 00:33
SteamSpy data 18 January 2025 15:25
Steam price 22 January 2025 20:49
Steam reviews 21 January 2025 05:47
Cyber Knights: Flashpoint
8.9
708
41
Online players
32
Developer
Trese Brothers
Publisher
Trese Brothers
Release 17 Oct 2023
Platforms