Calling all ninjas, shadows, and ghosts in the machine – Cyber Knights: Flashpoint is waiting to see just how stealthy you can be in our freshly-updated free demo.
As a tactical heist RPG, every heist and job for an underworld power-player allows you to tackle it with your own style and focus. However you go about it, the major pillars of your strategy will be stealth (cutting through enemy security and agents without a sound), combat (slashing, sniping, going loud at the right moments with full auto) and hacking (plugging the nano-wire from the back of your skull into a matrix host to descend into those glittering data streams – not available in this demo but soon to come!).
Now this is Stealth Fest, so roll up your Vanguard, lock-and-load your shock mines and power up your Chameleon suit - it's time to kill quietly, move as a shadow, become one with the patrol routes. Blades and silent pistols are your weapons, speed and silence your friends.
We're excited to share this demo that takes you to the very start of your Cyber Knight's career: the night of your cyber surgery. In the underworld of New Boston, nothing goes down easy and everyone has an agenda. Can you keep your head up in these dangerous waters?
Back for more? The latest updates include…
Your true adversary revealed! Thoughts and actions of the level's Security AI are now displayed in a special end-of-turn highlight. On almost all of the heists you take on, the guards and security devices you'll need to overcome are managed by a facility Security AI of varying levels of sophistication. This Security AI coordinates the security response, receives reports from all the agents and devices in the field, and dispatches new agents to investigate or deal with known threats.
When the Security Tally reaches an inevitable Sec Level Escalation, the Security AI can play one of its major actions - such as enabling sleeping devices or minefields, turning security devices up to HI-POWER, or calling in reinforcements.
Depending on the facility and faction you are facing, you'll face different kinds of Security AIs. The aging Sigma 5 security package relies more on physical manpower for instance, while Sigma 7 is snappier and more reliant on technical responses and drones. A trust heister will come to know and anticipate the responses that these different Security AI are likely to bring in order to compensate or counter their strikes.
Access to pre-mission advantages.One of the major ways a heist team can keep the enemy agents, security devices and their Security AI overlord in check is to earn some Heist Advantages in advance of going on the job. Heist Advantages are acquired during the Mission Planning phase by leveraging your network, acquiring rare items, paying bribes, calling in favors or preemptive hacking against the target.
Heist Advantages run the gamut of power including slowing down the Security AI's Tally increase, delaying Sec Level Escalations or buffing your squad at a clutch moment. They also can change the job itself – allowing you to skip a starting stage altogether, or gain access to an additional stage such as a high-loot area that is otherwise locked. Or, you might bribe someone to slip you a Red Key, avoiding having to find or steal one in the mission itself to reach your objective.
Plan the heist, heist the plan. Profit?
Squad roster screens are now unlocked. While the demo only offers pre-made characters for ease of play, and character customization is still locked as we complete work for the release, you're now able to see all the details of your crew's stats, traits, equipment, and more.
This also lets you review your potential recruits before giving them the offer to join your merc crew.
Tons of fine-tuning, fixes, and improvements from players' feedback!All of the feedback we got from Steam Next Fest was super helpful in prioritizing improvements to the security tally's responsiveness, specific VFX & SFX, UI, and more. We read every bit of feedback submitted through the game's F10 system – keep it coming; you can probably spot a change made based on something you shared with us in the full changelog below.
AND… we are closing in on a release window.
Exciting news for long-time followers of the game. We have assembled the final burn-down list of tasks to complete for our EA launch! The timeline is just a few weeks longer than our last estimate, putting us near the start of Q4 instead of the end of Q3.
While estimates are always subject to change, this shift is a minor one and confirms we're on track for a strong EA launch. Launches are always a big moment in our player community, so
join our Discord to be part of the fun from the very beginning and stay in the loop on special opportunities as the game's release approaches.
Cumulative Changelog; last update - v0.6.125
- Security AI's thoughts and actions are visible between turns
- Roster is now unlocked to view characters (customization still locked)
- Check out recruits in the roster before hiring on to team
- Heist Advantages now available
- New UI for Victory/Defeat use the mission map from mission planning
- Improved SFX around moving
- Fixed bug where Sec Tally did not immediately respond to camera spotting
- Improved Rooftop level objective area
- Fixed issues that could cause hunting AI to skip turns at times
- Rebuilt mission victory and defeat screens
- Medkits and other healing effects show their effect in the target's HP bar
- Improved sensitivity of mouse rotation (right click, rotate)
- Damage from grenades is immediately visible as the mouse is moved to target them
- Improved colors in HP bars to make the damage done always visible every single frame
- Improved performance of mission map hovers - will never lag behind or skip off target when panning or rotating
- Cleaned up very small "skip" at the end of most character's movements
- Active Buffs and Debuffs have correct icons and duration shown in character and enemy hovers
- Improved visual clarity of potential damage in target's Health Bar, no frames where the value can't be seen
- Improved Cameras and Radar Array to be more accurate in their detection
- Improved logic as to which enemy agents can be called off their current duty by security events
- Combat logs for Cameras and Radar Arrays include the character name that was spotted specifically
- Fixed bug where enemy could take 3+ Overwatch shots in some situations
- Fixed bug with Vanguard's Overdrive Talent, guard who spots her might not stop moving immediately
- Fixed bug where engaging movement Talents like Cybersword "Lightfoot" did not update warnings about heard in movement path
- Fixed control issue where Talents like Cybersword "Lightfoot" would not allow you to toggle Sprint/Sneak
- Fixed bug causing aggro enemies to move to the far side of players when repositioning for attack
- Fixed bug causing aggro enemies capable of attacking a player to freeze and not move for the turn
- Fixed bug causing enemy agents to freeze in some security situations
- Fixed bug causing enemy agents to teleport in some security situations
- Fixed bug when reloading save, an enemy agent might start acting while cut-scene is running
- Fixed bug causing target circle to be hidden with Charged Attack / Conduit Edge melee attacks
- Fixed bug causing inconsitent "out of range" results when clicking an enemy vs. clicking Talent
- Fixed bug causing Hunker buff to automatically activate if player starts Overwatch or if player dies from enemy Overwatch
- Fixed bug where characters and enemies might start to float slightly off the ground after moving a few times
- Fixed bug allowing you to run through the doorframe of small doors
- Fixed bug allowing you to stand in the railing of elevators
- Fixed incorrect keybinding shown on ESC menu, fixed Enter is really "Delay or End Action"
https://store.steampowered.com/app/1021210/Cyber_Knights_Flashpoint/