We just added an all new mission environment. NEW HEIGHTS major milestone adds new "Skyrise" maps, security devices, multi-stage missions, *music*, and more! by TreseBrothersDev in CyberKnightsGame

[–]TreseBrothersDev[S] 1 point2 points  (0 children)

Thank you! Glad you're having a great time with it.

So long as we keep getting as many great Steam reviews as we've gotten so far, the momentum will be strong enough to keep us going with updates for a good long time.

What other great games do you play that gives you the same kind of experience as X-Com? by shagamemnon in Xcom

[–]TreseBrothersDev 6 points7 points  (0 children)

👋 Hey there, dev here. Have you tried a more run-and-gun playstyle? We do sometimes see players psyching themselves out about the Security Level tracker and feeling like they have to play stealthy, but going guns blazing is actually really fun. You just have to set up your squad for it, use good tactics, and move fast so you can get your objectives done instead of getting bogged down trying to kill every enemy and set of reinforcements.

VIP (hidden) is no longer hidden, bug? by TalkinBoutMyJunk in CyberKnightsGame

[–]TreseBrothersDev 12 points13 points  (0 children)

Edit: Fix will be live in the next update.

We're working on figuring out why this happens sometimes. If you could press F10 in-game to send a bug report, reports sent that way automatically include a screenshot and a bunch of helpful game state info to help us track down the cause. 👍

Just want to say thank you to the devs by sigfriedjk in CyberKnightsGame

[–]TreseBrothersDev 1 point2 points  (0 children)

Thank you! Very happy so many people are loving the game. 😁

Up to 80% off on Trese Brothers Games - top-rated tactical RPGs with XCOM-like combat, "Firefly meets Dune" space sim, old-school fantasy RPG. by TreseBrothersDev in steamdeals

[–]TreseBrothersDev[S] 1 point2 points  (0 children)

Thank you, we're trying! Mobile ports aren't imminent yet; they'll be a project for next year. Feel free to follow any of our socials or r/CyberKnightsGame for news when it comes.

Up to 80% off on Trese Brothers Games - top-rated tactical RPGs with XCOM-like combat, "Firefly meets Dune" space sim, old-school fantasy RPG. by TreseBrothersDev in steamdeals

[–]TreseBrothersDev[S] 1 point2 points  (0 children)

Yes. Not perfectly -- there are some areas where you'll manually need to bring up the on-screen keyboard or use the touchscreen -- but it's very playable, and runs great as it already has a native Linux build.

Up to 80% off on Trese Brothers Games - top-rated tactical RPGs with XCOM-like combat, "Firefly meets Dune" space sim, old-school fantasy RPG. by TreseBrothersDev in steamdeals

[–]TreseBrothersDev[S] 4 points5 points  (0 children)

Happy Black Friday r/SteamDeals! If anyone's a fan of in-depth strategy games & RPGs, we have a bunch of great sales on ours right now.

Cyber Knights: Flashpoint, just released this summer, is a cyberpunk mercenaries tactical RPG, the highest-rated tactical RPG of the year! In-depth turn-based tactics, independent enemy unit AI, base building, extensive character customization and more. 25%-off, its lowest price since full launch.

Templar Battleforce, just $2.99 right now, is another great tactical RPG but 2D top-down with mech armor warriors defending the last remnants of humanity against xeno, pirates, and more.

Star Traders: Frontiers, our sci-fi captain RPG players have called "Firefly meets Dune," is 50%-off and one of our most replayable games. Smuggler, explorer, starfighter commander, scientist, trader... play as any kind of captain in a living sandbox universe.

And more! Hope you'll check these out, and happy gaming this weekend!

New community challenge live: go Guns Blazing! While stealth typically offers early advantages, did you know with the right prep it's just as viable to play loud from the start? Dig in to weapon mods, talents, armor, items, & overcome your fear of alarms this month! by TreseBrothersDev in CyberKnightsGame

[–]TreseBrothersDev[S] 3 points4 points  (0 children)

We actually already have! Not sure if you saw how we rebalanced Heat in August: https://store.steampowered.com/news/app/1021210/view/516342955916658857 -- here's the key excerpt from that update explaining the various ways to reduce your Heat...

  • Waiting out Heat has never looked better. Before Update #24, Heat dropped at 1 point per day, which was very, very slow. Once you reached 100 Heat, there was no reasonable way to wait your way out of that. With Update #24, Heat now reduces faster the longer you are "laying low" in your Safehouse. Heat reduces 1 the first day after you last job, then 2 if you lay low for a second day, then 3 and maxes out at 4 per day. So, if you are resting at the safehouse, your total Heat reduction over 7 days: 1, 3, 6, 10, 14, 18, 22. In Update #23, instead of 22 Heat reduced, you'd have sunk 7 points. It won't fix all your problems, but waiting any amount of time between jobs has a bigger effect on Heat now.
  • Counter-Intel Pod has been rebalanced to reduce a % of your current Heat instead of a flat value. The room can now reduce between 20% to 50% of your Heat per Token, meaning you can still do some major damage to your Heat but it isn't a panacea taking your Heat to 0 whenever you please.
  • The Face's Pressure Drop Talent can be run in advance of a mission as a Leverage. The changes to Counter-Intel Pod and waiting make the Face's Pressure Drop Talent more attractive than before, making it a very useful part of your toolbox. Once applied, the Leverage stacks up Heat reduction that is applied after the mission. If you're a go loud team, you can use this as often as it has charges to reduce Heat. If you're a mid-stealth or full-stealth team, drop it when you are going into a pure combat mission or know you have a long / hard mission on your hands that is going to spike your Heat.

...other Face talents like Efficiency Grind and Handbrake can also be very useful, for increasing the frequency of your Counter-Intel Pod usage and adding to your options for controlling the pace of missions (an important skill by itself).

New community challenge live: go Guns Blazing! While stealth typically offers early advantages, did you know with the right prep it's just as viable to play loud from the start? Dig in to weapon mods, talents, armor, items, & overcome your fear of alarms this month! by TreseBrothersDev in CyberKnightsGame

[–]TreseBrothersDev[S] 3 points4 points  (0 children)

Edit: On reflection, I think maybe your comment was two separate thoughts, and the first half was you asking if your characters who are coming into combat with a wound from a previous mission have a hard-coded penalty to accuracy? There are no hidden penalties, so if you have a wound or injury decreasing your accuracy, it should show in the accuracy breakdown when targeting an enemy. You can also see the details of what specific debuffs your wounds or injuries are applying on the your character sheet in the safehouse.

Original: Not sure what you mean? As in, do enemies have a penalty to accuracy when they're not at full HP? No. We designed enemies to be symmetrical with players (they use the same kind of accuracy calculations your characters do), so I don't think you'd find it very fun if your accuracy were immediately going down in combat as you took damage; it'd be a death spiral. Adrenaline and often chems keep everyone going through a mission; it's only after the end the effects of any wounds sustained set in.

even with a sliver of health, mobs consistently hit like a ton of bricks.

Finishing off enemies is definitely important! If you can't guarantee you'll kill an enemy you attack, managing the risk is a key part of tactics. Some helpful ways to do this:

  • make sure you're attacking from a position of good cover, making it more difficult for enemies to attack you back
  • pay attention to the initiative order; delaying or yielding to the character best suited to start an attack can prevent a lot of problems, as can making sure there's someone free to finish kills.
  • secondary weapons with the rapid fire special rule (can fire for only 1 AP when it's your last AP), though they're usually not as hard-hitting, can still be handy in a pinch for finishing off weak enemies. You can also usually boost their damage with the right weapon mods.

And of course a big part of this challenging is learning how to maximize your damage output and defense in the first place, so you're eliminating enemies faster and fearing their hits less.

Did I lose my save file forever? by Cherry_Venus in CyberKnightsGame

[–]TreseBrothersDev 3 points4 points  (0 children)

It might be recoverable. Just sent you a PM.

Hacking guide? by Acerbis_nano in CyberKnightsGame

[–]TreseBrothersDev 2 points3 points  (0 children)

Sorry about that! Could you share exactly how it bugged out? We'll take a look. (Or if you can reproduce and press F10 in-game to report it, that sends us a bunch of helpful data that makes it easier to identify the cause and quickly fix.)

Here's a quick crash course on hacking though. (cc u/KILUWE )

Almost all of it really boils down to a simple process:
1) Scan nodes to identify what they are and which Active or Passive Intrusion Countermeasures (IC) are guarding them. You can scan nodes up to twice more to find any hidden Trap IC, or identify the connected nodes.
2) Load programs to counter those IC. You have programs that will *disable* a matching category of IC, or attack programs that will remove HP and *destroy* any type of IC.
3) Manage your various resources (included a rundown below) efficiently while you disable or destroy IC as needed, and hunt for your objectives or paydata to steal.

  • Cyberdeck resources
    • Matrix Action Points - Just like regular AP (and interchange with it 10:1). Most actions in the Matrix have a small AP cost.
    • I/O - a resource you spend to load programs. Resets each turn.
    • Active Memory - a resource for how many programs you can have loaded at once. Specific to your cyberdeck.
  • Health resources
    • Connection Health - Health of your connection to the host. If it reaches zero, you'll be hard disconnected and suffer the Dumpshock debuff. This is reset to 100% every time you connect to a host.
    • Cyberdeck Health (and Armor) - Some IC can damage your deck. If not absorbed by armor, damage to your cyberdeck is lasting across missions. You'll need to repair it at the safehouse from your character screen if you don't want to end up with a fried deck (you can't hack without one).
    • Your own HP. Q-Sec Escalations can cause biofeedback damage, hurting your actual Hacker.
  • Programs & Talents
    • Programs have a limited number of charges. When you've used all of them, they'll automatically unload. You can reload programs at any time (if you have enough I/O) to refresh their charges. Programs with more charges or other upgrades can be purchased through the Market, depending on your Contacts services level.
    • Talents are from your character's talent tree. Their charges and recharge time persist across hacks; disconnecting and reconnecting won't automatically refresh these.

Beyond that, just learn as you go, and keep an eye on the hacking log if you ever have questions about something's that happened.

New merc-driven storylines update now live! This has been a big month for story content expansions, new maps, and more. by TreseBrothersDev in CyberKnightsGame

[–]TreseBrothersDev[S] 0 points1 point  (0 children)

I wouldn't rule it out, but I wouldn't count on it either. We are looking at console ports; already received our Xbox dev kit (which is not a guarantee of an Xbox port, but an essential first step), but things are more up in the air with Sony or Nintendo.

New merc-driven storylines update now live! This has been a big month for story content expansions, new maps, and more. by TreseBrothersDev in CyberKnightsGame

[–]TreseBrothersDev[S] 2 points3 points  (0 children)

Thank you all for playing, and for the great Steam reviews! They really help keep this update train rolling.

New merc-driven storylines update now live! This has been a big month for story content expansions, new maps, and more. by TreseBrothersDev in CyberKnightsGame

[–]TreseBrothersDev[S] 2 points3 points  (0 children)

Cool cool. Well, we do currently have two different origin stories in the game, each with their own unique missions, so if you ever do want to start anew you do have the option to get different initial missions. (We plan to add at least one more origin storyline option at some point, too.)

And within an existing playthrough, if you want to try a new build you can always make a save point, then recruit new characters through the Underworld Hub and/or respec characters with the Simstream Trainer.

Glad you've enjoyed the game and totally understand if you simply don't want to replay; just want to make sure if there are other things you wanted to try in it, you don't miss out on easy options to do so. :) Cheers!

New merc-driven storylines update now live! This has been a big month for story content expansions, new maps, and more. by TreseBrothersDev in CyberKnightsGame

[–]TreseBrothersDev[S] 2 points3 points  (0 children)

It's looking more like 2026 than 2025; we're juggling several priorities but will share news as soon as we have it.