
Разработчик: Trese Brothers
Описание
Full Launch Coming June 2nd!
Cyber Knights will release from Early Access on June 2nd, 2025! Grab the game now and join us in the final push (your feedback counts!), or wishlist and mark your calendar for the big day.
About the Game

A modern tactical RPG with some of our favorite elements: gridless movement, environmental cover, specialized overwatch, initiative manipulation and more. Independent enemy unit AI opens up a world of creative stealth options; pick them off one by one, stage diversions, or use advanced tech to sneak right by them.
Combat is challenging and in-depth. Powerful abilities, tricked out weapons, and smart coordination can give you an edge, but once you go loud expect things to escalate. Move fast and avoid getting pinned down to accomplish your objectives and get out alive.


The ecosystem has collapsed. Only 112 cities remain, sheltering under massive domes or inside of mountains. Artificial consciousness has been created, killed, and outlawed at a global level. Megacorporations, nanotech and quantum computing have radically altered the world… and your character is one of the few equipped to handle it.


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.


Balance factions, favors, reputation and more. Rivals, fixers, arms dealers and corporate big shots... who you work for, who you fail or betray, all of it can open and close opportunities for you. Watch your heat, and try to make sure more people owe you than the other way around.


Extensive talent trees, more than 40 multiclass combinations available at full launch, weapon modding, safehouse upgrades, evolving character traits and more combine to give players endless ways to build a crew that can take on any job. Rich visual customization (hair, outfits, faces, eyes, tattoos, facial hair, accessories, color options for everything, and more) & naming lets you personalize any of your characters.


Your squad members evolve as you play, shaped by your choices, their injuries, interactions, even their presence on some missions. Inspired by years of tabletop RPGs, our custom-built Casting Director story engine uses all this information to choose and place squad members and NPCs into world events and storylines it selects for you on each playthrough. Who will end up a betrayer, a friend in need, or the villain this time? Create new squads, discover new stories, and watch how your choices make it all fit together.


Trese Brothers Games makes deep, highly-replayable strategy games & RPGs. Cyber Knights: Flashpoint is our 9th and best yet, made possible by our dedicated fans and player support from our previous games. We're long-time fans of cyberpunk and are thrilled to bring together both a fresh take and so many of the genre's classic themes around some of our favorite gameplay.
Sound like your kind of game?
Grab it now and join the community shaping Cyber Knights' future in Early Access, or wishlist & follow to get notified when we full launch!Поддерживаемые языки: english
Системные требования
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!
- Requires a 64-bit processor and operating system
- OS: Windows 10, Windows 11
- Processor: 2.4 GHz Quad Core CPU
- Memory: 4 GB RAM
- Graphics: GeForce GTX 1070, 8 GB / Radeon RX Vega 56, 8GB
- DirectX: Version 11
- Storage: 12 GB available space
- Additional Notes: Please make sure your video drivers are up-to-date!
Mac
- Requires an Apple processor
- OS: macOS 12 or newer
- Processor: Apple M1
- Memory: 2 GB RAM
- Graphics: Apple M1
- Storage: 12 GB available space
- Requires an Apple processor
- OS: Latest macOS
- Processor: Apple M1 Pro or better
- Memory: 4 GB RAM
- Graphics: Apple M1 Pro or better
- 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
- OS: Ubuntu 20
- Processor: 2.4 Ghz (32 or 64-bit)
- Memory: 4 GB RAM
- Graphics: GeForce GTX 1070, 8 GB / Radeon RX Vega 56, 8GB
- Storage: 12 GB available space
Отзывы пользователей
Look, the only other game like this which I have played is XCOM 2, so I can't speak for this subsubgenre as a whole. I can only say the type of game is a similar type to XCOM. But mannnnnnn this game is fun! What impressed me the most has actually been the development. They a have discord where they talk directly to players and actually take your ideas,requests, and bug reports into account. Here's a quick rundown:
Story:
Somewhat compelling. I find Cyberpunk really cool so this game scratches some itch I can't describe. I actually haven't finished the story, as it was recently completed, so I won't bother with this point yet.
Gameplay:
1. The gameplay loop is SO. DAMN. GOOD. tactical squad-based game (similar to XCOM in that way) with usually 4 squad members. Guide your squad to complete mission objectives, then extract (similar to XCOM). You, the player, are playing against the enemy's security AI (Sec AI), which is a system that can give orders to individual enemies (check out this spot, investigate this motion detector, etc). It can call for reinforcements and turn on traps (whether they started disabled or not).
2. Stealth system is very impressive. Each enemy has an alertness level (unaware, suspicious, alerted) which is handled on an individual basis (unlike XCOM), plus each squad member has a detection level (unseen, hunted, spotted). Enemies can see you in a cone of vision, and hear you in some radius. Your gunshots have a hearing distance. You can duck behind cover to remain unseen, or just walk stealthily instead of sprinting. Grenades alert the WHOLE MAP btw haha!
3. Outside of missions: Like XCOM, you have a HQ/safehouse with different modules that can do different things (help with missions, craft weapons/armor, etc). MIssions build up Heat, where higher Heat means more enemies in missions and a higher chance of a Big Bad Guy showing up to kill your team and/or complicate the mission. The game's proc-gen missions are fun with a wide variety of mission types (escort this useless person over there, kill this one guy, steal everything, kill these 3 dudes, fight those guys, etc., not official mission types lol) and the story missions are interesting and fun!
4. I LOVE the class trees. The devs are so creative with the classes, and each class can serve a variety of different purposes on their own. And you can multiclass!
TLDR:
Haven't played the story enough, but its awesome so far. The missions+variety and maps+variety is great! The stealth system is really cool, the character classes are awesome, and the game is just plain addicting. Worth full price. I got my 100hrs back when the game had half the content.
These developers literally spoil us. After all of their personal responsiveness and near-daily updates, even years after a game is 'finished' at 1.0, (see their other titles), every other developer looks lazy by comparison.
Buy it. Buy it at full price. It's a phenomenal, fun game that is only going to keep growing, for years.
This game is really really good.
Looking for a turn based strategy gem with demanding complexity & huge party building variety in a dark cyberpunk setting? You like the anarchy vibe of titles like Shadowrun and Battletech and you share the feeling of XCOM writing could be an AD provided by your governments military? There you go, buy Cyber Knights Flashpoint. Recommended, 10 out of 10, review closed. Read on if you want specifics.
Joined early access 8 months ago, things weren’t as nearly as polished and smooth like they are now 6 weeks before planned release and even back then it was quite noticable: This is big, this is different. Given that it’s the work of a three guys company backed by a huge community providing feedback, the outcome is just incredible.
You could compare the gameplay and base building part to XCOM(2). With its expansion WOTC I think it's one of the best iso tactic games of all time, but I didn’t like the hollywoodish childish story telling which seems quite common with AAAs. This somehow killed my vibe with XCOM2. In Cyber Knights Flashpoint, I feel like a „real“ special cyber agent doing shadowruns, with less awkward stuff like „this is the end of the line for you 007, there’s no way out, so please stop surfing on that helicopters rotor blade to escape my `miss the broad side of a barn villains' so that we can have this conversation over and over again til this movie ends with the good guys having saved the universe, yadda, yadda… :D“ …
… this is more like that unique Jagged Alliance 2 feeling I had when I was a kid. Chess like strategy gameplay with LOTs of detail, and an awesome gloomy end of the world setup, where your actions affect SOME part of town (legit), not saving the whole planet (yawn). Again (yawn!). CKF hits that nerve! Couldn’t send out more props than making a JA2 comparison! H.Y.P.E.d.
A short, very personal pro/con (early access state!!!):
Pros:
- Love the fact that there’s no blood or splatter in this game! No need. Due to the mix of subtle design decisions (hail to the sound artist!) ending NPCs feels more brutal and more serious than you might think. @devs: please don’t change that!
- The support and the community on the discord is amazing. Don’t know nothing about coding, so I kind of felt bad when criticizing on a topic or making demands on game designs I do not know the work behind. But the devs always replied short after, each conversation respectful and informative. Solutions got provided. This friendly ‚behind the scenes‘ experience plays a BIG part at giving CKF a place in my heart! Thank you for using your social (and nerdy) skills! :)
- Next pro is also a con, which maybe will be solved on full release. The music is great, really fits the cyberpunk setting. Anyways I always play with music turned off, it really get’s repetitive after a short while.. Hope there will be more musical variety in the future. For a strategy game with all those hours of thinking things over this is more important than I would have expected.
Con:
- The story telling sometimes feels a bit shallow and superficial. It’s text based only, which I think is totally fine, very old school in a good way. That’s a minor because it doesn’t affect game mechanics, but the writing still appears to be prio B in some cases, which does not match the complexity and depth of the over all game design. But still, very few ‚Top Gun style two dimensional superhero crap moments‘ until now! As said, a minor.
Cyber Knights: Flashpoint is a very good game from a small indie team. With Full Release coming up early May 2025, I played through the current EA campaign.
Combat is turn based tactical in the vein of the Shadowruns or X-Coms. Each unit has classes, some of which are a little hampered right now by Early Access not having the full run of enemy types fully populated yet, but all of which have three main talent subtrees which feel rewarding and different.
At the strategic layer the game feels like X-Com again, with the same cutaway base view and steady upgrades slowly expanding your team's power. The interesting part here is the Contact system: you get randomized (procedurally generated) missions at random intervals from your contacts, and how you choose to handle those (and how well they go) changes how your relationships with your contacts develop.
The other nice wrinkle - it's not quite innovative, as it owes a great deal to the classic Hollywood-hacking game Uplink - is the very competently executed hacking minigame. Moving through hosts feels like a game of cat and mouse early on, and later your top of the line military-grade hardware and custom-compiled software let you slice even the hardest networks as easy as breathing.
The music is very good, and has enough track variety that I never felt like any particular song had over-repeated. The writing is good by cyberpunk standards - all the usual tropes apply, so don't be surprised when the jobs have critical gaps in the briefings and getting double-crossed isn't that unusual (but only in the main storyline where it feels okay, procgen missions don't leave you wishing you could shoot your Mr Johnson.)
There are the usual EA balance issues, but the core engine is balanced enough that it feels like the problem is just a matter of nudging the numbers into line.
All in all, this is a great game for anyone who loved Shadowrun and wants more.
46 hours into an early access game; I think they're doing a really good job here. The missions play very similarly to XCOM 2 (the only XCOM title I've played) with some additional mechanics, like hacking, and with initiative and alertness tied to the individual instead of the whole team of psychic aliens, which adds different advantages and disadvantages to stealth. The base building is similar, as well, but I think what makes the game shine for me are the connections to crew members and contacts and the mechanics associated with them. You can make your cyberware dealer more powerful by fulfilling extra tasks on their missions and selling them valuable datafiles. If you make your soldier tank and get shot every mission, they might grow discontent and disloyal (haven't seen the effects of this yet because I felt too guilty the first time loyalty dropped). Overall, I am really enjoying the game and am looking forward to the full release.
Some things that I wish were different at time of posting:
- I'm sure tutorials for such a complex game are a difficult problem, but I found the tutorials to be exhausting and, as a result, less effective by the hacking tutorial when I just wanted to get through them and get back to the game.
- I would appreciate having more information about a mission beforehand, like SEC meter tally, approximate number of enemies, etc., or if that information was more emphasized if it's there and I haven't seen it. Right now, it's difficult to know when a mission marked "Mixed Stealth and Combat" is one you can easily stealth with the right team or one that will inevitably go to combat because the security meter increases so quickly and the map is filled with enemies. One of the things I love most about these types of games is planning for each mission, so I'd appreciate any means to do so more effectively. (This is being worked on per the comment from the dev below)
I should also add that the devs are updating the game incredibly frequently. It's obvious that there is a lot of care going into this, and it is appreciated.
A perfect blend of 'Invisible Inc.' and 'Phantom Doctrine' gameplay loop in a cyberpunk setting.
Like a cyberpunk XCOM2 that (on Normal difficulty, at least) isn't impossible to play as long as you like.
Classes all feel different, and (mostly) have their niches, different ways of upgrading (implants, gear and talents) all feel relevant.
My one quibble is the random nature of how your "Contacts" get upgraded. It can take a very long time to upgrade, say, your weapon selling Contact's weapon selling traits because the game keeps randomly giving your temporary buffs to their buying generosity instead
I was scrolling through the Cyberpunk category to find another game similar to Cyberpunk 2077 (one of my all-time favorite games) and I came across this game. At a first glance I was adamant and thought "I wouldn't like this" and then I decided to read the reviews and watch a YouTube video on this game. After watching a video, I was 100% invested in getting this game and I'm really glad I did. From seeing the reviews and the updates, the developers sound so amazing and they listen to their players which is always an A+ in my book.
Now onto the gameplay: I love the character customization and the lore. I immediately wanted to find mods for the character customization and thankfully I found in one of the dev updates they said they'll be adding mod support which is a HUGE win. I can't wait for modding support and making my Cyber Knight looking like my Cyberpunk 2077 character.
The tutorials are so helpful and thorough. It explains in depth how the game mechanics work and also guides you how to do things and how events happen, etc. It may seem all overwhelming/confusing, but I recommend just following through the tutorial and you can always take your time. I'm only 2 and a half hours in (time as of writing this review), and I can't wait to play more. I recommend getting this game and just try it for yourself. There are similarities to Cyberpunk 2077 but add a top-down RPG aspect like baldur's gate. It's genuinely so cool!
Fun XCOM style gameplay in a cyberpunk setting. Looking forward to the full release. Devs update the game at an insane pace.
Have to say this game really took me by suprise.
I expected XCOM 2 with a way worse storyline.
It's the opposite way around, and feels less linear.
Would recommend for people who liked xcom but want a little bit more freedom.
Enjoyable yet challenging even on easiest Lv's. I now have max allowed agents levels 21-24 & it's fun.
A deep and complex tactical game that feels like XCOM, Shadowrun and Invisible Inc got splooshed together into something new and wonderful.
The UI could use some work, especially by adding more tooltips to things, but otherwise it's amazing!
A solid game made by a team that clearly cares a lot. They consistently add content and have a clear roadmap. Gameplay-wise it's provides a lot of great options and customizability
Cyber Knights takes all the best parts of XCOM, adds more interactivity to all the mechanics, and drops it in a cyberpunk heist game. There's already a full game worth of content here, and it gets substantial updates every week (sometimes more than one).
Downsides: the UI is a little clunky, and the missions are procedurally generated, so don't expect a handcrafted narrative.
Strong recommend - nobody else is making games like this.
I was going to wait until I reached 100 hours to post this review, but after a really pleasant email conversation with one of the Trese Brothers (after I incorrectly reported a bug, it was a PEBCAK) I decided I could say all of my nice things and my three critical things and then update after I've gotten a good bite out of the full release. I'll disclaimer this review by saying that I am talking about a game that a/o April 2025 is still in Early Access, and there are known issues, bugs, and whatnot that the devs are still ironing out. The Trese Bros are actively fixing bugs and adding things ahead of full release, and I am certain that they will continue working on this game for years after it hits full release.
I love this game already. Skipping the obvious comparisons, I see a lot of Jagged Alliance and Frozen Synapse in this game. Tactics and positioning are more important than skills and gear, but the latter two items are a whole lot of fun and they shape your approach to missions rather than defining how how you deal with problems. Starting with characters, each class has three main branches of abilities they can level, and then they can add a multiclass for free as well, creating characters whose skills can be both deep and wide. In fact, I've found it's hard to create characters that are TOO specialized, but I suppose you could make a Soldier/Sniper combo who was only "SHOOT THINGS NOW". Leveling is easy and I don't get a sense of decision fatigue as I'm looking at the class trees, even for multiclass characters.
Before I talk about characters, I want to mention my favorite thing about this game, the faction and contact systems. An earlier Trese Bros game, Star Traders, has a magnificent system for tracking contact and faction reputation that is 10% on the surface and 90% under it. It is robust, challenging, and creates immersion by emulating a realistic approach to politics and personal reputation. I see the same results playing out in Cyber Knights, and it makes me absolutely giddy. Every mission you take, every Top Secret file you sell, all of your NPC move the vertices of a web that you can only see part of. Lots of games claim "choices matter", but rarely do they get to the this level.
Your "main" is the Cyber Knight of the title, and has a unique piece of cyberware grafted to their spine, and a unique class tree. You can pick the spinal graft from a list of items depending on how you want to make your knight. And then, you can pick from ANOTHER piece of cyberware to augment your build. Wonderful customization is wonderful!
You also pick your team, and I will say that picking a Vanguard (stealthy infiltrator type) seems necessary to me, but YMMV. Again, all characters can be multiclassed, but some classes require a piece of cyberware (like the Vanguard). Cyberswords are great for stealth missions, and I also love the Scourge class because it's a unique take on how to be sneaky without being stealthy.
Missions can usually be handled with a combination of stealth, combat, and hacking. As other reviews have noted, typically you are going to start stealthy and wind up in a firefight of various intensity. It's too hard to remain quiet for too long because bodies will be found, cameras will spot you, and it's hard to stay out of sight of all of the enemies for a whole mission. You CAN do it, but it takes some planning regarding team composition.
Hacking is the part of the game I haven't really delved TOO far into yet, although I'd like to. So far, it seems like hacking is missing a little... something, but I can't put my finger on it. The hacking minigame is fast, which is a big plus, but there don't seem to be multiple strategies for a hacking run. I might be wrong about that, and I'll be happy to edit this review if I find otherwise.
Okay, that was one critical thing. The other two are grenades and accessibility.
Grenades should kill/incapacitate anyone in the shockwave radius. This goes for all games that are about tactical shootouts. If that's too powerful for low-level characters, then don't make grenades available until higher levels. But yeah, explosives of all kinds should be much, much more dangerous than "it does X damage and you can soak Y% and take the rest off of HP". I realize that's the standard in almost all games that have grenades/explosives, but I find it immersion-snapping in all those games.
And finally, and again this goes to LOTS of games, please ship your game with a left-handed layout and/or robust key mapping. I have debilitating nerve pain in my right arm which forces me to play lefty, and I know natural born lefties who have the same complaint- it's really really hard to WASD and work a mouse left-handed. So, please ship me a game with a left-handed keymap, or let me program the map so I can play comfortably.
Thanks for the great game, Trese Bros! I'm looking forward to seeing how this game develops, and what comes next.
Still has room for improvement, but this is most of what I would have wanted from a Shadowrun game, especially the hacking, pretty decently done.
Only thing I'd like is a more sandbox style mode/start for the game, but still happy with what's here so far.
I'm really enjoying this. Parallels to FiraXCOM are gonna be made but really this is on a different level. The tactical combat and stealth mechanics are pretty seamless, as is the excellent hacking sub-game (reminds me of the LAN raids in Introversion's Uplink).
I've not really got into the meat of the strategic side of the game but I've played enough of the tactical combat side, and put the stealth gameplay through its paces, and feel confident giving this a thumbs up. The developer have a strong track record for years of polish and updates to their games, and I'd expect no less of this one.
Played since early early release. It is a solid Xcom style heist game with a good variety of missions.
Cyberpunk/Shadowrun merged with X-Com? Sign me in.
From Trese Brothers, authors of Star Traders: Frontiers and Templar Battleforce? Count me in.
Early Access with tons of content, developers listening to feedback and releasing updates/improvements all the time? I'm up for it.
I really recommend it. It really do have everything. Well blended too. I like the tactics gameplay. I can go stealth or loud, or mix of both! If you are looking for deep tactical game. This is for you.
What I struggled with was reading, I am already a bad reader but this game have a lot of texts. If you do like reading and read codexs in other games. This is plus. If you don't like reading but prefer looking at arts cool stuffs vibes, this is minus.
What I wish this game had more was... more visual/sounds and animations? This is vague but It would be cool if I can see my mercs doing stuffs in their base rather than just standing still. And more flashy slashslide altho this is very vague request. I just wish this game had more cooler effects!
If you love turn based tactics game like xcom invisible inc wartales etc. I recommend it. I recommend it... harder if you like reading learn the setting and story. I am not a native english speaker and learned english by AVGN. So I have harder time reading all the texts.
This game has the bones to be a great XCOM competitor, it scratches the same itch for the most part, the big differences are the focus on stealth and hacking which are a good to set it apart.
The devs work like crazy and are always pumping out updates and they said the game will have mod support in the future, when it is complete and has that it'll probably be just as replayable as XCOM 2 with mods, can't wait for when that is here but until it is i am already having a lot of fun.
Most things i would like to see in this game are things that will probably be added by mods but would be nice if the devs added it themselves like heavy weapons, power armors, more weapon types and maybe some research mechanic on the base building part of the game.
incredibly solid tactics game. XCOM2 inspired but more mechanics heavy. A good mix of stealth/combat and fun character building, base, and contacts management outside of missions. Can be a bit overwhelming mechanics wise and underwhelming presentation wise. But since its a Trese Brothers game, I know it'll be well supported. Curious to see where it goes from here!
The game is the perfect blend of Cyberpunk heist meets XCOM 2 and ticks so many boxes that fans of tactical turn based games love. It's incredibly well polished and builds on a lot of great elements in the genre. You can tell the Trese Brothers put a lot of love into this one. This is why it's so heartbreaking that they included a fundamental flaw. I'm talking about the security level system.
Essentially, this system raises the threat meter in any given mission by default after each turn. The problem here is that once the meter reaches a higher threshold, it increases the aggression of the AI. Eventually, this makes certain pure stealth strategies nearly impossible to implement and forces the player to either break stealth, abandon secondary objectives or go guns blazing. While there are certain things you can do to mitigate the threat meter, it will always rise by default in the vast majority of situations. This frankly kills a lot of the fun of a stealth focused game because it takes away from player agency. As I was having fun trying to plan out the perfect stealth heist, I was always let down at the end of my turn because my threat meter went up no matter what I did. I'm not opposed to devs including stress in a game like this, but it feels like the player is being punished for nothing. It simply takes a lot of the fun out of the game for me. Your experience may differ.
Came across this game thanks to a review by Mortismal on YouTube. Looked interesting so got myself a copy.
Its a cyberpunk tactical turn based RPG with some base building. It can be quite difficult until you learn whats best to do. You are basically running a group of "mercs" carrying out "heists", making money and building a rep (both good and bad). I've only played 8 hours so not far in (tutorial gives the basics but tactics wise etc need to learn yourself) so it seems there is a storyline as well but not progressed enough to really appreciate that.
Its mechanics/tactics are a cross between fire power and stealth. I don't usually like stealth based games but I like the way its done in this game using skills to sneak up and kill guards, disabled security measures etc.
In many ways reminds me a lot of the Shadowrunner games but without the magic and elfs/orks etc.
Unlike the Shadowrun games the "hacking" part feels more natural using counter measures to disable ICE, download data to sell etc.
If you like turn based, cyber punk then I would highly recommend this game. Its EA at the moment, the devs are super active and planned release is coming up soon (may 15th) so worth getting it now.
This game is incredible to say the least. I am reviewing it while it is still in early access, but the game already feels like it is complete...
The pros of this game are:
Deep customization - There are many classes to choose from for your main character and allies, and you can multi-class too for even more unique combinations. You can make a sniper who is also a very good stealthy infiltrator... or a sniper who is pure combat focused. A hacker who is good at being sneaky with the ability to disable security devices... or focus on their pure hacking abilities when they are connected to the computers.
Replayability - As I state above, there are a lot of ways to build your roster, and that goes doubly so for your starting knight. You can tackle this game in so many ways... from pure stealth approach, loud, a mixture of both... or just ignore a mission if you don't want to do it! The stealth system in this game is incredibly unique, where you can go back to being stealthy after a set amount of turns... it isn't a one and done deal, and it's incredible how that can meaningfully impact your end results to a mission. Some missions will incentivize you to go stealth with bonus xp, loot, or other rewards, while other missions will encourage some loud gameplay with a bonus for the total amount of kills in the level.
World Building - The studio behind this game has been making games for over a decade now. Trust me when I say this, but you are gonna be in for a great world when you enter the game. Plenty of lore to go around and learn about, and there is a lot of detailed story already that can be morally gray, and really give you no right or wrong answers for how you complete stuff. The world of the game feels well fleshed out, and it will only get better as the devs add in more developments to existing stories.
Cons
I will say that the main issue with this game that I have had, is it can be incredibly hard to learn. I am playing on normal difficulty (the second easiest difficulty) and I will frequently struggle with combat encounters, and many of the games systems. The skill tree for instance, is very overwhelming at first and it took me a while to fully grasp how skills worked and what to strive for there. This game can be a bit hardcore, but it that is your preference... then I highly recommend this game.
Love the emergent story telling.
I love that I can go with a very sneaky crew, a very fire-fight ready crew, or any mix inbetween.
First game Ive played that abstracted hacking in a fun and interesting way!
All around well worth the cost and the devs are constantly updating, working hard, and responding to the community.
I dont do EA but this game is more feature complete than most 1.0 releases.
Pull the trigger if you love cyberpunk, tactical turn based, or any of the xcom games!!
I don't have a ton of hours, compared to a lot of folks. But I really enjoy the vision that the Trese brothers have for this game, and how they're making it work. Is it the prettiest? No. Is it unique? Absolutely. Was glad to buy this early on in early access, and it's been amazing watching these guys churn out updates and listen to the community. Give it a go. You'll enjoy yourself.
Holy Cow
What a great team tactics game.
And what a awesome developer.
The x com I always wanted.
Only game I've bought in early access and has continuously updated the game while listening to player feedback. I like the freedom in the game to run your crew however you want at the in and outside of missions. I've done two playthroughs so far and they're vastly different especially with the timeline of scripted events. The game isn't finished yet, all the negatives I have on the game has to do with the line of sight. Half is has to do with how the previews interacts with elevations and how certain corners of cover don't block vision the way you think it would. But at its state right now I'd continue to play it and I'm looking forward to the future updates as they complete their road map.
Great game, very fun. I don't really get the stealth mechanics, but that's okay; I do get the shooting-people-with-assault-rifles mechanics, and isn't that really a kind of stealth?
It's got a good spin on the genre and a good setting and flavor. The mechanics are pretty solid and the rough edges are getting smoother with each patch, plus the dev is active and quickly releasing many updates.
An awesome strategy game with a lot of depth by an awesome developer! I love turn based strategy games and cyberpunk so its an easy recommend for me. I look forward to really getting in deep and exploring this one.
Great game!
The gameplay is amazing - these are some of the most enjoyable tactical stealth missions I've seen in any game. The difficulty of managing a balance between stealth and speed, and the mix of objectives, make each mission feel like a fresh challenge. The world building is terrific too. In addition to a creatively imagined Cyberpunk Boston, there are little glimpses of a larger world - and interesting characters and stories, solid dialogue, which all feels directly connected to the mission content.
Customizing character talent trees are deep and have a profound impact on the action, and developing your squad gives lots of opportunities to optimize and experiment with creative approaches. The base building is a bit simpler than games like X-Com, but definitely adds another element to the game, allowing you to make interesting choices about where to invest your resources.
If you like tactical games that encourage and reward thoughtful strategy and decision-making, this game is for you.
(Also, the Devs are incredibly responsive.)
Cool gameplay, dedicated devs, buy it if you wanna rob and kill people to pay off your crippling black market debts
Actually slated to leave early access
Great game and really responsive developers with constant updates. Tactical battles are fun and can be challenging. Only negative for me is that the game is somewhat repetitive.
Would recommend for anyone who likes X-Com type games with tactical squad based combat
There are many games that have tried to replicate the experience of "cyberpunk black ops team working in the shadows", and many of them did well, some even did very well. But IMO Cyber Knights tops them all. The game randomly generates parts of its content, but it's woven into the scripted stuff so well that it's sometimes hard to notice, and the result is a very organic experience where your mercs form alliances, make friends (and enemies), and build up a history (including scars from their mistakes and bad experiences). I've been engrossed with this game since buying it, and I can't recommend it highly enough.
It is XCom meets Shadowrun with a great amount of tactical options both in the battle and basebuilding dimensions, and the systems go deep. Highly recommend!
Like X-Com but with added complexity and difficulty from the stealth and escalation mechanics. If you have ever enjoyed those games then this one is for you. As long as you can get past the sheer amount of info and systems the game throws at you right from the start.
What can I say? Well I can fully recommend Cyber Knights: Flashpoint even in it's Early Access :)
If you like Turn-based Tactics games, you should really give this one a try. If you also like Cyberpunk, then it is a no brainer!
It does neither have voice acted cutscenes, nor fancy deploy your team / your team got this xp and wounds from the mission screens a la XCOM or Gears Tactics, nor an realisitc art style or graphics - but it does very fine without all of those.
It does have base building, timeline with events, character equipment and implant and skill tree upgrading, healing wounds and crafting items very much like XCOM has those, but minus the world map and research aspects. Instead it has contacts which can gain positive and negative momentum (like your team members BTW) based on the heists (missions) you do for them and other interactions you have with them, like selling them inforrmation, or nanofab blueprints or requesting favors from them. You can also spend favors, currency and tokens generated by some "base buildings" to modify your missions in different ways, like adding passive or actively triggered buffs for your team or making hacking easier or preventing security escallations during the mission or derailing headhunters on your trail.
The game has different strains of story missions mixed with procedurally generated missions made of combinations of maps and objective types and enemy types varrying by the opposing faction, keeping things interresting and varied.
Missions can be single or multi stage (maps with their own set of objectives) and can basically be stealth or combat or hacking focused - or a mix of those. The different classes are also focused on those three to different degrees and can be tailored with experience to be alll out in one aspect or more into a mix of them.
I don't want to write too much about the core of the game, the Turn-based Tactics gamepplay itself, as it is all there and like you would expect: From seaking up on enemies, silent nlade kills with your Cyber Sword and Vanguard over hacking security cameras, pressure senors or corporate data vaults with your Hacker to setting up a crossfire and gunning your enemies down with rapid fire from your Soldiers and headshots from your Sniper. It is just pure joy :)
For my personal taste, the standard difficullty - at least when I started playing in Early Access - is a bit too harsh. I got into situations where my whole team got badly shot up even though I tired turns and the whole mission many times and I did not run out of mercs thenks onlly to the back then bugged "death save" mechanic. Even with my mercs not dying on me like flies, I still got somewhat into a downward spiral in my first campaign.
BUT this can still be tweaked by the DEVs AND the difficulty can be tweaked by the player anyways in more detail than just easy, normal and hard presets.
My second campaign on easy is a very enjoyable experience for me :)
If you are still wondering if this game might be for you - give it a chance and try it!
It's already a nice game, and if the authors expand and polish it, it will be a pearl of tactics worthy of its predecessors.
This game is X-COM meets Invisible Inc. with its own unique mechanics layered in for a juicy strategy game where you're constantly balancing risk/reward to pull off the perfect heist, though things rarely go as planned. Missions generally allow you to use your preferred mix of stealth, combat, and hacking. Stages have an escalating security level that ramps up each turn and when you get caught doing things, encouraging you to constantly push towards your objective and forcing riskier plays for bigger payouts. Character builds allow you to tailor your team to your preferred playstyle and the strategic layer extends outside of missions where you'll be building your base, managing your team, dealing with contacts, and preparing for future missions (e.g. calling in favors to help reduce enemy security). As you might have already seen in the other reviews, this game receives constant meaningful updates that I watched for months before deciding to buy the game largely to support the effort clearly being put into it.
While missions can get a bit stressful for my tastes, I think that's precisely what makes the game so brilliant. In the very first (actual) mission, my stealth specialist was stuck in another mission (oops) and my poor gunslinger got stuck in a hallway hiding behind some crates as half a dozen enemies ran by looking for a body that I didn't bother to clean up. He was almost safe until another enemy that I brain wormed shot another enemy (oops), alerting everyone to turn towards the sound... which happened to be in the direction of my gunslinger. A few grenades and one makeshift rescue mission later, my gunslinger somehow made it to extraction. Oh, and during the entire scuffle my hacker was jacked into a computer just down the hall and navigating their network to extract files while everyone else was fighting for their lives.
The game is structured in a way that creates exciting, spontaneous moments from your mistakes. This will be off-putting for some, but there's a ton of fun to be had if you lean into it and bend the system to your preferences with all the tools provided. I wouldn't recommend this game to every tactical RPG player, but I can't recommend it enough if you're looking for a deep blend of stealth, combat, and strategy.
If Cyberpunk 2077 and X- COM had a baby:
I have waited so long and now the game is nearly finished a started a run. There is a lot of classes to choose from, all typically from cyberpunk lore like hacker, cyber knight, smuggler, etc.
They have a skill tree with active and passive skills. Character customization is kinda good and there is some nice clothes.
You can mod your weapons and get implants wich enhances you.
There is a good variety of missions, which i dont like personally the hacking part. The barebones of a good rpg and tactical game is the combat, which is very deep and it gets a new feature with the stealh part. Enemies have a radius of detection and they will react with the AI to increase the reinforfements. The mix of stealh and combat are kida good ensambled.
YOu definitly can go rambo mode, and kill them all, you can get powerful with the time.
Devs are very responsive and the patchs are fast and they fix the bugs so fast.
I recommend any game of this Devs and i hope they keep making good Turn based RPG.
I Waste hours upon hour playing cyber knight RPG on my phone, And now it repeat on this Cyber knight: Flashpoint game in my PC. I join the community since Star trader frontier and when checking the old forum for their old game in Android I really surprised how dedicated they are for their games. Truly magnificent team and game. And personally thanks to trese brother and studio viking for answering my expectation on the banger soundtrack.
The update notes themselves have provided me enough joy to be worth the price of this game.
Love the the turn base combat. Story line is good. Task are confusing. 202hrs in and I'm not sure I am progressing correctly. Recommended Cyber Implant upgrades are impossible to find.
Though I've only played about 90 minutes so far, I can fairly confidently say that this is another Trese Brothers masterpiece in the works. It's been in my library for nearly a year now and I can vouch for the continual, almost daily content and bugfix updates.
What I've seen of the game is pretty fun and plays well with a controller. I love that stealth is just as viable as the loud and violent approach. Configurable difficulty is a lovely bit of QoL that more games need to implement where possible, and the options here are numerous and granular. For a project still in early access, it feels like there's damn near a full game here. Looking forward to seeing what else will be coming down the pipeline.
Can't say enough about these amazing games these amazing brothers put out! I've been a fan since the first Star Traders and they never fail to deliver. From their content to their community engagement; all around great Dev team. Cheers to all you've brought and all you shall bring.
I've only played about an hour but it's already an absolute load of fun ... the other absolutely CRAZY thing is I've never seen devs so actively involved in pushing out updates and bug fixes. It seems almost daily. They were the same with their other fantastic game Star Trader Frontiers - absolutely well worth supporting these guys and getting behind it.
I'm a big fan of the XCOM Games, and this is the spiritual successor to those in the best ways. It's still in early access, but the dev team is super responsive to bugs and very active. It's already in a great state and you will definitely get your moneys worth buying now. Plus you'll get to support a great indie team.
Gameplay wise, it's a good mix of stealth and combat, with rewards for really planning your missions ahead of time.
The home base is well thought out, and each compartment adds valuable services to directly or indirectly aid your heists.
One of my favorite parts of the game is hacking, it's a cool implementation and it really feels like you're contributing to the overall team by bringing a hacker with you.
If you like XCOM or any other squad based tactics game, get this, you won't regret it.
The worst part of this game is that there is no reason to stop playing!
Getting a feel for the stealth/combat balance took me several missions but once I knew what to expect the game was a lot of fun and very engaging. The game starts off 0-60 with everything you need to balance- missions, money, legwork, base building, injury recovery, etc, but once you get your footing the pace slows down a good bit.
There is still plenty to do at that point. Part of this game is practically an underworld sim where you build out your contacts by doing missions for them.
The classes are well balanced considering there is multi-class ability. For example you will always want a "vanguard" or two to handle stealth mechanics, but you can pair vanguard with a variety of other classes for many great builds.
There is plenty of endgame still coming, but for now infinite play works pretty well. My biggest complaint where I am now in the game is that difficulty doesn't scale up exponentially like your power level does. Full combat missions (on hard mode) are very difficult in the early game, but once you have multiple characters with finished builds that include AOE abilities there just aren't enough enemies to go around.
The developers do very frequent updates and I've gotten personal responses to bug submissions so I expect all of this will be rounded out and completely very soon.
Игры похожие на Cyber Knights: Flashpoint
Дополнительная информация
Разработчик | Trese Brothers |
Платформы | Windows, Mac, Linux |
Ограничение возраста | Нет |
Дата релиза | 26.04.2025 |
Отзывы пользователей | 95% положительных (714) |