Разработчик: Trese Brothers
Описание
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, multiclassing, 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 & naming customization 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
This game is X-Com/Shadowrun lite [no elves or magic]. After playing for about 3 weeks, I would highly recommend this to fans of Isometric, turn-based, squad combat, tactical games. It has some base building and contacts to buy from/sell to for a bit of a strategic game, too. The story part is fairly short so far - maybe 10 hours to finish - BUT the "sandbox" missions continue. The Developers are VERY active having added 7 maps in the last 7 weeks which along with [6, 7, 8?] mission types gives enough variety to keep the game interesting after the pauses in the main story lines [at least 2 main stories plus a few "gain a crew member" story missions].
PROs:
Developers have been making updates/bug fixes about every other day. Many bugs are fixed within hours of being reported. They seem to really want this game to succeed and be FUN for the players.
Difficulty is adjustable if you find yourself over your head.
Good variety of Maps and Missions [with more added weekly].
Good mix of Stealth and Combat - both tactics are viable, though "going hot" can be a bit more challenging.
Missions are mostly optional, though your contacts may suffer if you ignore them too much.
There are many combinations of Character Classes [up to 2 per Character] so you can build the team best suited to your style of play. [I have one Stealth team and one Combat team].
SUBJECTIVE:
I like the Matrix hacking, some people don't. It is usually optional [just for extra loot]. Building the Hacking pod provides buffs during hacking, but does NOT give tokens for hacking only missions. If you build the Counter Intelligence pod [NOT the Hacking pod], you can get tokens to do hacking only missions.
Like one of the "Shadowrun Returns" mods, the game will go into Sandbox mode allowing you to keep building your team/base while waiting for the Main Stories to be finished/added. I LOVE this feature!
CONs:
I see that this was kickstarted 4 years ago, so the development seems to have been rather slow until lately. [On the plus side of this, they seemed to have finished their other project and are doing A TON of updates lately.]
The Main stories are not completed [yet] and hopefully there will be more than just the two currently paused.
It is still in early Access, so bugs are still popping up [Again, on the plus side, the Devs seem to be VERY responsive and fix bugs in a day or two, if not in mere hours.]
The Base building part needs a pass at some time - I think I recall that you can only build 8 of 9 types of support rooms [I am not 100% sure as I do not want to start over to check]. The Triage medical room needs to be beefed up a bit - even with the doctor/slicer contacts, if a mission goes even a bit sideways, your combat team can be out of action for 2-3 weeks.
TL;DR
Good game if you like Isometric, Turn-based Squad Tactics with a mix of Stealth, Combat and Matrix Hacking, along with base building. This is even more true if you can get it on sale [was well worth the <$20 I paid for it].
Very solid for early access. The lack of content barely holds the game back, I can't wait to see this game evolve further.
Having played most other TB games over the years I'd bet good money on this game getting updated for a long time after release continually improving and expanding what is already a wonderful game.
I haven't been able to stop playing since I picked it up a few days ago.
This game has so much promise. I can see this becoming my new XCOM. Devs are *very* active (holy cow, I've never seen SO MANY updates rollout for an EA title). I sincerely hope they see it across the finish line and have enough gas to give it a couple coats of polish—I think the latter would do wonders for the long-term popularity of the game.
Fantastic game - Cyberpunk / Xcom 2 / William Gibson hacker-mercs with a complex factional relationship model. Many builds / skills, dual classes, crafting, weapon mods, cyber implants, etc... The game is really really good. I can't praise it enough. Yes it's Early Access, but this is the team that delivers on the promise.
THE BEST DEVS. These guys are amazing, releases updates constantly, listen to us and it is plain they love what they do.
If you like these kind of games, there is no better small team indy example of the art that games can be. I have been a game dev for 30 years, I am so impressed with this game it redeems the disaster of modern gaming for me.
Real simple up close: If you — like me — love games like XCOM2 that combine strategical turn-based combat with a narrative that carries you through the main story points, then Cyber Knights: Flashpoint should be a no-brainer for you.
If you — like me — loved the finally somewhat finished experience of playing through Cyberpunk 2077 w/ Phantom Liberty and now you find yourself yearning for other games to scratch that dystopian Cyberpunk itch, then once again: this game should be pretty much what you're looking for, as long as you also enjoy the above-mentioned style of gameplay.
Now on to my other thoughts specifically on the development team and how they are handling the Early Access phase:
If you — like me, once more — have had more negative than positive examples with Early Access titles, often felt taken for a ride where update frequency, dev to community communication are concerned, I can give you some very good news:
Trese Brothers are pretty much the exact opposite of all those negative examples you and I have come across; more precisely said, these devs put pretty much every other E.A. project to shame when it comes to the frequency with which they update the already very comprehensive game build, as well as both the frequency and quality of dev-written update posts, and last — but certainly not least(!) — just how active the devs are not just on their Discord, but even right here on the Steam Forum!
I for one have never experienced an Early Access phase where no savegame is left behind, with devs personally fixing individual savegames so that players do not lose their progress even _if_ an update should cause an issue with save compatibility, nor where you are pretty much guaranteed to get input straight from the development team when you post a question, suggestion or even criticism on the Steam Forum.
This really is how E.A. _should_ be done.
Great game! Story is still unfinished, very few maps, mission varieties and items but the foundations are already fun and solid and worth the price.
Cyber Knight: Flashpoint is absolutely recommendable, if only because of the development team's update frequency and enthusiasm. But no, this is a very solid game even in its Early Access stage. Similar to Xcom (2), CK additionally features actual stealth and hacking more akin to Incognito Inc. It all blends seamlessly, presenting the player with a choice of a quiet and stealth-based approach, a loud firefight, or anything in between. The difficulty is highly customisable, too.
Looking forward to what this will become.
Great so far. It is noticeable that it is early access, as some quest lines just end, but what an impressive early access it is!
Everything looks good (not AAA level great of cause, but nice and fitting), choices seem to have impact, and most missions do have different viable approaches. Characters feel real (for a cyberpunk world) and varied, and both combat and stealth feel well balanced.
The only things I feel could be significantly improved is more content (something the developers seen to be actively working on) and some talents and stats being underwhelming. Some talents are very impactful for (my) normal gameplay, especially everything that provides stealth (directly or via disabling security) and movement, but other things feel decidedly underwhelming, e.g. the impact on strength on close quarter efficiency, where the question often only is 'how many hits do I need to kill this guy' and the answer does usually not change between minimum and maximum strength investment, or most of the damage oriented scourge talents just being straight up not worth it in comparison to just shooting people. Stats in general (except tech for hackers) feel not very defining, but they should be. A single talent (e.g. glitch) makes way more difference in average move speed (while having a host of other benefits) than having minimum or maximum dexterity - the latter is barely noticeable, the former changes your whole gameplay, and while I like the former, the latter should also feel like it matters. Even just for roleplay reasons it feels wrong to multi-class my soldier just to get his movement in acceptable range instead of picking/investing in dexterity. Movement cost the same resource as attacking most of the time, so I would argue movement talents often even increasing your average effective dps more than some damage ones.
That being said, you get more right now in early access than you get in some finished games, and as such i fully recommend this game.
Highly recommend to any turn-based RPG game enjoyers. Cyber Knights is a fantastic addition to the genre, capturing the cyberpunk setting while also moving the needle forward when it comes to gameplay and mechanics. At a glance it will look similar to XCOM, but the stealth/heist system and character skills give the game its own distinct gameplay.
The player has a lot of agency in approaching missions. Do you go loud? Or should you stay quiet? How long will you risk staying in a raid? Grab a few containers, or wait until your hacker has stolen all their financial information and blueprints. Then sell that stolen financial information to a contact, perhaps increase their influence so they can smuggle in and sell you better good or maybe you trade the financial information for a favour, that you can call in on your next mission. Its got a very satisfying gameplay loop.
The stealth gameplay is worth a mention, it's generally some of the best stealth gameplay I have seen. Contrast this to XCOM, where once you shoot someone, your whole team is in combat. Each enemy has an individual awareness, so you could take out an isolated group of enemies with silenced weapons, then remove their corpses so that no one is the wiser. Or throw a distraction and sneak your team by, foregoing violence entirely. You just have a lot of tools and skills to manipulate the enemies and the stealth system, which makes the heist gameplay work so well and add a lot of replay and variety to missions.
Early Access atm and already a good amount of content, with the developer rapidly adding more. While definitely worth the full price, there do seem to be discounts somewhat frequently to keep in mind.
The game is a perfect mix of cyberpunk and Xcom. Definitely well on the way to being a great game on 1.0. Hacking is takes time to understand, but it's the best video game version I've seen.
The UI needs some fixes to be less confusing. You are going to have a ton of "What does this thing do?" and "Why does this icon of a gun handle go on a sword?" Also, some "Where the hell is the..."
Needs a lot of balancing, mainly to pricing and making money.
The cost of fabricating an item is more than the cost of just buying the item and upgrading your fabrication room is like 5x more expensive than it should be. Its laughably bad. They should drop the cost of fabrication 5x in EVERY way and then rebalance from there.
It's good though. Play it now. Play it after release. You'll enjoy it.
Classic Trese Bros. They know how to create solid game loops, even if it doesn't look super pretty. A few bugs here and there, but nothing significant.
Great stealth tactics game. Xcom'like gameplay with cyberpunk theme
Great game for fans of tactical isometric RPGs. (very x-com). Devs are very good at updates and bug fixes. Got it on sale during EA. Worth every penny. Waiting on the main story lines to get fleshed out. But game has already improved since I bought it. Only suggestion would be to add more RPG elements. ( Team interactions, Random main character events, more bounty hunters, enemies raiding your base etc). All in all, a fun game with room for more improvement.
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.
Waiting for a full release to really sink my teeth into. However in my many years of gaming and purchasing of Early Access titles on Steam, these developers are truly on another level. Averaging 3 substantial patches a week, always providing detailed roadmaps, and patch notes. The Trese Brothers have earned my trust. Can't wait for full release.
Already as good as some of the better XCOM games were on release, with the added benefit that it's cyberpunk.
The combat is dynamic and you usually have several methods of taking on a mission. The hacking is unique and fun and the base-building is intricate.
Also, these guys are releasing updates once or twice a week, and it keeps getting better.
Great game and getting better every week. I was a big fan of Star Traders and this is just as good, albeit totally different game-loop wise.
The Trese Bros are probably the most engaged, responsive game developers out there. If open-ended "cyberpunk xcom" sounds at all good to you, get this.
Take a look at the update history for this and their last game if you're wondering how dedicated these guys are.
This is the best Shadowrun / Cyberpunk I've ever played. It plays a lot like Xcom, with interesting stealth abilities, has complex character customization and all the fun tropes of the genre, from developing contacts and reputation, to cyber implants and RPG style hacking.
Might be a good game but it makes my graphics card run on full power at lowest graphic settings. For me that is not acceptable for a slow paced turn based game with mediocre looks.
Refunded before taking the first turn :(
It's a fun tactical cyberpunk game with lots of guns, sneaking and shooting. I've been playing on and off since it first went early access, and It's under CONSTANT update and it's only getting better as it goes. There's not much story finished yet, only the shell of it, but it has a lot of room for replay in the same sense as HBS Battletech does.
I'd kind of need to write a few thousand words to really get across my feelings on this game, especially with it being a spiritual successor to one of my favorite unique games in Invisible Inc. And I *have* written a few thousand words in the form of a document I'm working on to hand to Andrew as an extensive feedback report.
But for you, dear reader, I'll mostly just focus on this game having pretty fun stealth, combat and hacking, doing a good job integrating the three, and having nice build variety and randomish story content to make it interesting to see how things go.
I could gush about a bunch of difference mechanics - how glances and the bleedout state take away a lot of the annoying RNG of lazy X-Com clones, or how the "kill all witnesses" stealth mechanics make staying stealthy with highly lethal teams its own interesting experience with its own problems (corpse cleanup...)
At the same time I could quibble about a lot of things. I think the core weapon types are great but the options for progression within a weapon type and mods are sorely lacking and are often just minor numerical tweaks. On the same note I really wish enemy types were more varied too rather than just having them defined by armor and weapon type aside from rare enemies that just have +evade or a minor offensive perk.
But the end result is still probably the pleasant indie surprise of 2024 for me. I've been holding out on trying Cyber Knights for ages since I know Trese Brothers are fantastic ever since I saw Total Biscuit review Templar Battleforce all those years ago, and their games get better every single week with a close ear on player feedback. So I was gonna hold off as long as I could resist to get the best game possible. But even then I wasn't expecting a lot of the charming details and comprehensive intertwined mechanics. I can only imagine how good this game will be another 6 months down the line... or frankly, 6 years, since they really are THAT dedicated to improving their games week in, week out.
Not a bad game, has many good ideas (such as the enemy AI design), but at this point I would recommend to wait until it's more fleshed out. The game is very buggy and sometimes you will have to alt f4 out because an animation is stuck and can't be skipped. This, coupled with the fact that somehow you can't save in the middle of a turn during a mission, makes the whole experience very frustrating. I'm also not a big fan of fully hand-crafted missions in a game that offers "build variety" as a replayability factor. It doesn't matter how many cool choices you have to play around with, after a couple of play-throughs you will not want to try the same missions over and over again. In this respect X-COM really nailed the concept of partially procedurally generating story missions.
EDIT: I really appreciate the developer taking some time to address my concerns, so I'm changing this to positive (would change it to neutral if it was a possibility).
Hidden gem of a game that blends XCOM, shadow run, and cyberpunk red elements for a squad based heist game. There is a surprising amount of character customization while still allowing for mostly story driven missions. Excited to see how the story progresses.
Excellent game that is both fun and challenging. Great tactical gameplay in a fascinating cyber punk setting.
Good graphics and game controls allow you to focus on the task at hand. Compelling missions keeps you coming back for more.
I haven't played much, but reading the dev blogs each week I see so many strong reasons to buy/play the game that I gotta recommend it. Constant improvements on what is, constant growth towards what could be.
Great game. Combat is very much tailored to the players desire and character builds. Base building is in-depth and offers many options for your missions. Character progression is very detailed and I really like how you have a load of dodgy NPC people on your books with progression of their own. The hacking elements are fun and break up the missions nicely.
It's in a great state with no game/immersion breaking bugs, bags of content. Best early access title I've played
A good variant of XCOM 2, with seemingly less randomness (which is a good thing)
Matrix Hacking.... enough said.
This mechanic gets introduced near the 2 hour mark (just out of your refund window :) )
It's so poorly explained, can hard lock you out of progress whilst the tutorial keeps spamming you with the same popup windows to the point they actually break and appear when not relevant or not even aligned anymore with the elements they are "explaining".
Hold off with purchasing this game till they heavily adress this entire mechanic.
Trese Brothers are <3
Good turn-based game with easier modes for people that are terrible at games such as myself 👍🏼
Shadowrun? Never heard of it, chummer. This game gets updated more often than my wife checks her phone...
I have only begun to play this deeply diverse title and it has already wow'd me. The devs are always on top of the discord making updates and pushing new content weekly. There is literally a weekly map addition, it is great. They have a great progress map that can be seen in their 100+ updates. I have played a ton of titles like this and I have to say, Damn this is a good one. I can't wait to see what the future holds. If you like tactical combat, decision making, consequences, and cool cyber tech this is the game for you. 10/10 would buy again!
Been a fan and a follower of the Trese Brothers since their first Star Traders game. These guys got brains, creativity, devotion and a great sense for detail. Starting up a playthrough of Cyber Knights: Flashpoint I get the feeling this will be their masterpiece, so far. It feels very polished and genuine, interesting design, levels and characters and a sense of freedom in problem solving these kind of games often lack. I look forward to be a part of the journey with this game and see it evolve over the coming years.
Cyber Knights Flashpoint is created by one of the best dev studios I've come across. The Trese Brothers are passionate, communicative, and good at what they do. And that shines through in CK: Flashpoint, which at the core is a heist and crew building strategy game with bits of Invisible Inc and dashes of XCOM thrown in. But it's very much its own beast with unique and satisfying systems.
PROS
Deep tactical turn based game play, that you can play pretty much how you want. Build a crew to go loud or silent, as you decide how you play a heist out. There's a lot of flexibility and depth for building out classes and gear load-outs. Combat or stealth are both satisfying, with a solid UI telling you exactly what you need to know with no fuss.
Graphics are also nice, with atmospheric lighting, and levels that ask to be explored to find new interesting routes through them (and loot). Characters are not realistic or cartoony, but have a style that works.
Like Invisible inc, the focus is on moving efficiently through a heist against a superior force. The enemy, if alerted, will eventually overwhelm you, but you're still able to go loud when you need to. Game does a great job of balancing that and being fair. I never felt forced into a certain play style or build. I could just play around and experiment.
Mission variety is good, with mixed stealth and combat, hacker only, and full loud missions. Along with multi level missions that really give you a sandbox to play with builds. Objectives vary well too. It's all just smooth and well designed.
Customization is also fun, with various cosmetics from cyber punk eyes to back packs, and crazy hair. It's not quite XCOM, but the options are nice enough to give variety and personality to each merc.
CONS
The writing I felt was really flat, often convoluted with cyber jargon instead of clarity with interesting narrative and character arcs. This is a result of the Cyber Knights history, but many of the new players (like me) will have no clue. There is a wiki, but even as sci fi and cyber punk fan, I just couldn't find interest with it. The main Cyber Knight in particular felt really dry and boring, despite being hailed as a unique character as the 'Cyber Knight'. Again, not truly terrible, but bad enough that I was just skipping dialogue. This is where perhaps the small dev team is stretched, and that they aim for interesting personalities that grow and interact with your team in a meaningful way. But most of it missed the mark for me and I tuned out.
Sound design is also lower quality. The music is quite catchy that fits the cyberpunk vibe, and they added increased variation to it with an update. But for me it was still too repetitive and I turned it off after a few hours. There is no voice from the mercs, and no significant ambient sound (which you really notice with the music off). For me this is the worst area of what is a superb indie game.
CONCLUSION
There is a lot to love with CK Flashpoint, as they home in on completion with full release. Much to dig into for fans of the genre, with enough unique parts to keep it fresh. On top of that the devs are top tier both in updates and just how they interact with a passionate community. This scratched an itch I've been missing since Invisible Inc, and does things better than XCOM, Phantom Doctrine and a bunch of others. The writing and sound are lower quality, but not to the point they detract from the meat of the game which is excellent.
For anyone who is a fan of the cyberpunk genre, and enjoys turn based tactics, this game is phenomenal. As a long term GM of Shadowrun, this really scratches an itch that I couldn't anywhere else in the digital realm. The Shadowrun series is great, but is not sandboxy. This is more like a sandbox cyberpunk campaign.
The developers are extremely active, fixes and new content is coming all the time. Bug reporting has actual perceivable results. This is my surprise game of the past year, by a long shot.
Haven't played enough yet for a review as I'm waiting for more of the story content to be added before I dive in properly. However, I think these devs deserve support for their vision and work ethic. Star Traders is great and this seems to build upon that design philosophy of emergent sandboxy story.
The game is not bad. It is not, what I expected.
I read Shadowrun books, than I played the 3 Shadowrun games from
Harebrained Schemes and I said: Yes, this is it!
Cyber Knights is not the next step in this genre, not even state of the art (see shadowrun returns).
Reasons:
Hacking
In Shadowrun you enter a virtual reality and sneak and fight your way with your programms turnbased.
In Cyber Knights you are playing a text adventure instead.
-> copy the VR from shadowrun
World
In Shadowrun you have your hideout, but leave it and walk thru the streets (immersion) to the jobs.
In Cyber Knights you have a hideout and beam to the job.
Not even a cutscene like XCOM or Phantom Doctrine.
-> cutscenes for in and out are missing
Jobs
The maps are random and you will save and reload until the best positioning on the map will occur.
(same prob with random maps in Lamplighters League, Phantom Doctrine does a better job with random maps)
Every job will go south, my experience in early access 'till now.
-> a type of random map is missing, in which infiltrating&exfiltrating without beeing discovered is (somehow, maybe OP skills) possible.
I can recommend the Shadowrun trilogy to all chummers, but not Cyber Knights, I'm sorry.
I will still come back sometimes and play one or two maps, when I don't have a good turnbased game on start.
Like now.
The game has lot of potential and the devs really listen to the community and often answers questions on the steam forums. for now, it's a good game but I feel like it has to be much more than that.
Developer has a track record of making deep, interactively rich games with worlds that feel vibrant and explorable in narrative and satisfyingly mechanical ways. CK: F is no exception.
This is an EA review and while there are story and content gaps, the rate of development is steady, impressive and very very good. My habit is to avoid Early Access almost always so a positive review and despite that I have been greatly enjoying seeing the world grow and expand with new classes, maps, gear and interactions. The way CK: F is built this feels more like the world being alive and changing than it does bug fixes or content pushes, due to how it's constructed systemically and the quality of the setting delivery. Full Disclosure: This came in a package buy of other Trese Brothers games or I wouldn't have bought it seperately being in EA. I am very pleasantly surprised at the outcome!
CK: F is for you if you want:
- Tactical gameplay is fun and varied, both stealth and combat.
- Intersting self-direction in base building, contact networks and mission planning
- A great take on the Cyberpunk genre that is focused on interactions and not just spectacle (though the style of the game works too!)
- Buying from indie developers who are active with their community and focused on gameplay over predatory practices. It is so rare I get to say 'Early Access done Right'.
Absolutely expect to recommend at launch if the current arc of quality, enjoyment and quantity of content continues.
1st review ever, and well deserved. I got onto Trese Brothers via Star Traders: Frontiers and even that is still getting meaningful updates after many years. While I've only played Cyber Knights: Flashpoint for a little over 4h at this point, I marvel at the regular and well-structured updates that come out every other day. Honestly, if all titles with Early-Access had this sort of schedule and dedication, the world would be a better place full of actually finished games with amazing mechanics and engaging stories.
If you are at all interested in anything this game offers, be it the aesthetics, turn-based play, deep mechanics, I wholeheartedly recommend checking out CK:F and really anything by Trese Brothers. An exemplary developer for all intents and purposes. Thank you for running Early Access and Game Development in general the way you do!
(P.S.: I would love to help you proof-read updates and content, as there are usually some typos, but that's just me being nit-picky. :D )
Easily one of the best turn-based party games I've played in years. I mean, this is absolutely my kind of game to begin with - if turn-based doesn't cut it for you because you like the challenge and/or flow of real-time, then you might not gel with it as well as I did. The game's early access wrinkles are totally showing - for example on one map when you walk your character under a bridge, there's a brief moment where they pop up onto the level above, which can give their position away to people on the bridge. Also you might be able to use the glitch to teleport up there bypassing the stares and a security laser mesh, I haven't tested. The procedurally-generated character names are occasionally a little awkward (and relatives sharing no surnames feels weird, but that's not a universal thing worldwide). I really want to see the Face class get a talent tree, even if I suspect the operations hub and underworld hub you can build in your base probably cover everything it might do. The developers are constantly expanding what's available, and that is awesome. Love the gameplay and the plot so far, and really hope they manage the alternate origin stories at some point. Highly recommended.
EA Review: already better than most strategy games. Solid base building, solid crafting, great tactical combat. Can't wait for 1.0.
Overall, this game is insanely promising and I'm giving this a recommendation with a couple caveats:
1) You know what you're getting into and want to support it. It's at fairly high price for its current level of completeness, but the developers are committed and highly communicative. This game updates on what seems like a weekly basis. Their last game, Star Traders: Frontiers, *still* gets frequent updates.
2) You love wrangling with complex tactical RPGs that are more more systems-based. It may look like XCOM but it's more like X-COM classic with a whole stealth system in there. As a result, it's really dense.
So if that sounds like you, perfect. If not, maybe wait for a more polish.
I've been a fan of the Trese Brothers since their games on android, sunk dozens of hours into Star Traders: Frontiers and have been following the development of Cyberknights closely.
Deep and engaging mechanics and systems make the world feel alive; having your crew do legwork before a job to build some extra leverage to make things go smoothly, and kitting out your crew with the firepower of a small country for when it inevitably goes rough. Building relationships with fixers and between yoru crew and keeping everyone happy, healthy and paid just enough to pull of heists to pay back the gangsters you owe.
Its a blend of all the best elements of Shadowrun, Cyberpunk, Neuromancer, Ghost in the Shell and a dozen more of the genres best works, distilled into a tight game loop that shines like burning chrome.
A cyberpunk tactical strategy game with fun classes branching,narratives and a ton of player freedom and agency allowing you to shape a playstyle that suits you. PS : These devs are the fastest and most responsive have ever seen they literally release multiple major updates every couple of days and are fast to respond the bugs these guys show how early access should be done.
I have already enjoyed this game in its early access phase to be worth the purchase price. Some thoughts for people on the fence about whether to try it:
At this stage the game is not complete, and you shouldn't expect it to be. The positive to this is that the devs are working on the game constantly and are very receptive to feedback at this stage, so if there is something that just doesn't work it gets corrected quickly and if you have a good idea you can potentially contribute to making the game better.
There is a tutorial but as it stands right now I highly recommend starting your first game on Easy or at most Normal just to learn the flow of the game without being punished too hard by early decisions. This is a game that is meant to have a lot of replayability so it's best not to think of it as the kind of thing that you just play one time through to the end (especially since storylines do not even have an end yet). Play the easier difficulty til you are familiar with the systems and then start another game at the level of difficulty you want to play at that point. If you do choose to start at a higher difficulty level, think of it along the lines of Darkest Dungeon where a certain degree of failure is to be expected.
Aside from that, I'd just say there's a very positive community. Very happy with this game.
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.
While I haven't been able to put as much time into this game as I'd like to, I played the demo a few years ago when it first came out until I exhausted the content in it. I loved it then, and have yet to see an update come out with anything that looks bad. I've played the intro of this game probably 4 times since the demo came out, and I'm about to do it again, as they just added more loadout selections for the customizable Cyber Knight class character.
The main gameplay loop has continued to evolve throughout development, as Trese Brothers are updating this several times per week, adding content, fixing bugs, and revamping things. I imagine they'll keep doing that for quite some time, as the other game of theirs I own, Star Traders, is still receiving updates despite being 6 years old.
I'll likely update this review after putting in more hours, but as it stands, this has been a game I've thoroughly enjoyed before I even had to put any money into it.
Even at this state, there is a ton of gameplay. The devs are super communicative and listen to their clientele. The game is solid, a lot of fun, and they're just constantly making it better and constantly updating it! They're working on making the gameplay even better before they add in more story, but there's definitely enough story here to at least get your attention. Seriously though, these devs are some of the best devs I've seen and this game and them deserve so much more hype.
This game has been a very pleasant surprise. In its current state, it is very playable and immensely enjoyable.
Though it has a lot in common with X-COM, its implementation is focused on a set of mechanics that turns every mission into a puzzle to be solved. Stealth has strategic consequences, and there is every reason to get in and get out with as little violence as possible. This seemed hard to do at first, but after many hours I have figured out how to truly be a ghost. The muscle I take with me on many missions never fire a shot.
This doesn't mean that there aren't combat missions. There are, and they scratch the combat itch that builds up when you do a proper job on heist missions.
The hacking game is a big deal in this game because it earns major dollars without ricking the health of your team. They have devoted a lot to it, and I find myself spending a lot of money on hardware upgrades to my hacker. Yes, there are cybernetic upgrades.
This has become one of my favorite games of all time, honestly. I can't wait to see what they do next with it.
Nice RPG/Tac game in the Shadowrun mixed with XCOm style, you manage a gang of cyberpunks and hacker doing missions in TBS, AP based, then levelling up skills and using the loot to get better equipement and upgrade your base etc
A lot of cool mechanics with Hacking, Contacts, crafting, etc, but a little rough on the edges with a rather cluttered UI and many systems not really explained
Not a demanding game with basic isometric 3D with a cartoonish but nice look, it can run on an old system
I'm still not very far into the game, and it's not finished at all, but the Trese Bros still have 100000 updates planned, so it'll end up very good :)
Игры похожие на Cyber Knights: Flashpoint
Дополнительная информация
Разработчик | Trese Brothers |
Платформы | Windows, Mac, Linux |
Ограничение возраста | Нет |
Дата релиза | 22.12.2024 |
Отзывы пользователей | 95% положительных (531) |