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Cyber Knights: Flashpoint - All News

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Thursday - December 01, 2022
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Thursday - December 01, 2022

Cyber Knights: Flashpoint - November Update

by Hiddenx, 17:51

Henriquejr spotted the November update for Cyber Knights: Flashpoint:

November Progress Report

Moving to wrap up UX design, rolling lessons-learned from alpha into game, adding storylines and missions quickly now

Another month! The last quarter of the year always goes by in a flash. During November, we’ve had a special focus on wrapping up the UX design process, implementing lessons we’ve learned throughout the alpha process and adding new storyline content to the game.

There are always way too many dev milestones to list them all here, but let’s check in on a few!

UX Design Goes Safehouse
The UX design phase is beginning to truly wind down as our implementation phase is rapidly ramping up. We have a huge amount of UI work to do to make the game as beautiful and flowy as the designs but it is going to be very worth it. Most recently, the UX design time has been focused on the Safehouse and here are some of the latest drafted wireframes (not the visual design, just design of elements, spacing, organization, flow -- that is, this is not intended to be beautiful at this stage).

Pictures:

  • Cleaning out your safehouse for expanded operation
  • Shopping and comparing weapons
  • It's just Business with Origami Joe, an underworld contact
  • Planning your next heist
  • A plan comes together - paying bribes, calling in favors, running legwork and more

New Storylines
The game is growing daily and is a voracious beast for more content. Storylines, recruits, and new maps are coming online as fast as we can handle them. We’re very excited to be passing through some major milestones and assembling the most complicated story and heist content yet this month.
November saw the addition of a new “Deaddrop” storyline from your Gun Runner and if the month had another day or two left in it, November would also see the “Carnivore” storyline about a corrupt cop (the update is in final tweaks and testing now...). The “Undercutter” storyline can proc with a friendly Gun Runner who pitches you a hard to beat one-time deal to acquire a powerful E-Rifle weapon (more below).

These new storylines are also seeing your squad’s Face coming into their own as a powerful player in the strategy and story layer. The team's Face now appears prominently in your Roster, can access their Training and cannot multi-class. The Face is your team's negotiator, fixer and voice on the comms during missions. Their special skill tree is dedicated to the strategy layer and has no tactical abilities on it. In this new storyline, you'll have the option to use your Street-focused "Razor Bargain" ability to force the best deal even if it cuts a bit too deep. The new “Carnivore” storyline will introduce and see the first use of Milsec-focused “Hardliner” ability.

E-Rifles and IO-Chargers
One of the latest storylines added introduces the first chance to get your hands on an E-Rifle. This hi-tech class of weapons are mid-ranged armor melters with limited full auto capability (3 shots) and a penchant for Pure Damage and killing drones. However, E-Rifles have a limited number of reloads on a mission (all stages of the mission, not just one) so carrying one is a known trade-off and puts a lot of weight on your other weapon to work in more situations than not.

Tagging along with this new type of limited-ammo weapon, the new IO-Chargers went up for sale at your local Gun Runner which shakes up the item meta for Cyberswords and anyone planning to carry E-Rifles. The IO-Charger is a mobile battery unit capable of filling the current ammo bar of your weapon. For a blade with an IO-Batt, this completely recharges the blade and enables you to use another round of Talents which rely on these critical charges. For an E-Rifle or any other reload-limited weapon, the IO-Charger will refill the current ammo bar only. If you have 2/3 reloads for the E-Rifle, you can empty the first magazine and then reload it with IO-Charge to stay at 2/3 reloads.

For anyone carrying a blade (Cybersword or not!) or an E-Rifle, an IO-Charger is very likely to be a requirement in your limited item carry.

Alpha Lessons: Downed becomes Bleeding Out
We’ve learned so much over the 11 months of the alpha and are constantly reapplying that learning back to systems, features and content in the game. In November we had time to come back to an important system - what happens when one of your characters takes a deadly hit. Previously in the Alpha, this would knock you into a “Downed” state that required healing before you could take action again (you could heal yourself). We heard a lot from the alpha player about the reasons this wasn’t fun and were excited to roll out the new Bleeding Out rules this month. If you take a hit that would potentially kill you (reaching 0 HP), you get a surge of HP (up to 30% of your total) but also a nasty debuff, naturally called Bleeding Out. As soon as you receive any healing, Bleeding Out is purged.

Bleeding Out costs you 20 HP a Turn and will kill you if you are not healed - it is only a matter of Turns. The debuff also slaps you with a -2 AP and -2 MP penalty but most importantly allows you to take any action or use any Talent. You can run, shoot, Overwatch or throw a grenade. Our mercs go down fighting, thank you very much. Fun!

But consider healing yourself quickly or calling an ally for help -- if you take another wound that brings you to 0 HP while you are Bleeding Out, you roll your Death Save and are likely to die (see your chosen Difficulty here).

Creative Surveys Deadline
We have set a deadline for the completion of the creative reward surveys. We will be sending a private Kickstarter update next to be sure everyone sees this.

Throughout 2022, we have sent out Google Forms surveys to collect information for your Kickstarter rewards. Depending on your backer tier, you will have received naming surveys, recruitable character surveys, and/or Ally, Villain, and Heist surveys. If you have not received a survey, you believe you should have, please message us here, email andrew@tresebrothers.com or reach out to Liviana on Discord so we can make sure you get them.

We want to do everything we can to make sure that your characters and stories are integrated into the main story beats of CKF as much as possible. To ensure this can occur, we will be closing all of these surveys at the end of the year 2022. If you have not yet filled them out, please do so before the end of the year. If you have any questions about how to fill out the surveys, did not receive your surveys via email, or need clarification on what we are looking for, please email andrew@tresebrothers.com or contact Liviana on Discord.

This deadline does not include Encode Your Legend reward which has not yet been started and is slated for 2023.

Reward and Stretch Goal Progress
For completeness, we include the progress bar infographic in each and every update. If you have any questions about rewards or stretch goals, check out the graphic or reach out to us. We’re continuing to work on Digital Artbook Assembly.

Thursday - November 03, 2022

Cyber Knights: Flashpoint - October Update

by Hiddenx, 09:19

Henriquejr spotted the October update for Cyber Knights: Flashpoint:

October Progress Report

Major Milestone Gunfight, UX implementation begins, controller support improving, refining the stealth game and more

What a spooky month! We’ve been busy with 4 major Alpha updates to Steam and hit some major development and balancing milestones for the game. Throughout the month we’ve worked on a major rebalance to all of the game’s weaponry to help all the gunfighting options have enough character and exciting strategic differences, extending the game’s scaling and Power Level system so longer games are continually challenging, refined the stealth gameplay, added story and dialog to improve the context of the game start. Now at the end of the month, we’ve officially started the massive UX overhaul project.

There are always way too many dev milestones to list them all here, but let’s check in on a few!

UX Implementation Begins!
The UX project has been a real beast -- it officially started in July 2022 with study of reference games, before launching into an exploration phase that resulted in large-scale wireframing of every screen, hover and interaction in the game. Now the beautiful visual design is complete for 2/3 of the game and with the latest Alpha update, we’ve officially started rolling in the first changes including a custom cursor that highlights nicely over clickable map elements.

This will be a long road to the animated, beautiful vision outlined by the project but the stone has started rolling!

Major "Gunfight" Milestone
After months of studying player feedback and reviewing all the combat rules and systems, we were excited to roll out a Major Milestone “GUNFIGHT” in mid-October to the Cyber Knight’s weapons system.

The goal of the design update was to further develop marked functional differences in weapon types which enable teams to push those weapons into niche roles based on the mods you install. We had been chipping away at this update through September but it was time to finish the rest in one big sweep. In this major update, we made major changes to the rules for:

  • Accuracy, including adding Glancing Hits
  • Full Auto, including ability to surge damage on single targets
  • Well, pretty much all the weapon stats actually :D

With changes to the fundamental rules for Accuracy, Full Auto and major stat rebalances including ranges, shot volume, recoil rates, Armor Crit %, reload AP, it was an exciting moment for players to re-evaluate their load outs and see how the new system fit their play style. A lot more weapons are exciting and viable for a lot more reasons now and the field of smart tactical choices is much wider.

[...]

Wednesday - October 05, 2022

Cyber Knights: Flashpoint - September Update

by Hiddenx, 15:24

Henriquejr spotted the progress report for Cyber Knights: Flashpoint:

September Progress Report

UX redesign, difficulty systems and trait mutation rules paired Power Broker and Heist Edition rewards going out!

Another month and another major set of features and content milestones have been completed! During September, we released 3 major alpha updates packed full of features, improvements from community feedback and content. Two of the major systems that we wrapped up this month are close to our hearts: difficulty and Trait mutation. Both have drawn a lot of inspiration and lessons learned from our last game, Star Traders: Frontiers. In addition, the UX team has completed the visual design for the both the main mission screens as well as the Matrix Mk2.

As always, there are far too many dev milestones to list them all here, but let’s check in on a few!

UX Redesign
For a long time, Cyber Knights: Flashpoint has been living with a functional, if not beautiful, game UI. Working with our UX team, we’ve now completed the discovery, wireframe design and finally the visual design for the main tactical modes of the game -- the real-life heist missions as well as the Matrix Mk2 hacking you can engage in during a heist.

We still have the challenging task of bringing the full UI design into the game, but all the assets are ready, and we’re prepared to start this week while the UX team is moving on to a very exciting discovery and wireframing process for the Safehouse.

[...]

Tuesday - September 06, 2022

Cyber Knights: Flashpoint - August Update

by Hiddenx, 14:25

Henriquejr spotted the August update for Cyber Knights: Flashpoint:

August Progress Report

New enemy squads, armor now for sale, more levels to playtest and rolling out story Legwork system

The leaves are getting crispy here as August has already come to a close. This month was a big one! We migrated the alpha to Steam and posted two massive updates with piles of new content and features. The UX team is wrapping up the visual design for the main mission screens while 1-2 new levels are coming through the level design production pipeline every week. Everything is moving along at a very steady clip and the entire team is heads down on loading up the game with exciting content and new progression of play.

There are far too many dev milestones to list them here in a single update -- but let’s hit a few high points!

Progression, Enemy Variety, and Alpha Playtest Missions
Throughout the month of August, we’ve been hard at work building out content sets to help establish the game’s progression beyond the first few upgrades and levels. In August, this included doubling the maximum length of a single game from 50 to 100 days, raising the maximum character level to 14, adding multiple levels of armor to be purchased from Contacts and adding a new storyline to introduce the concept of Legwork.

Legwork is a story system that represents any type of challenge, assignment or task that isn’t part of a tactical heist. Derived from tabletop RPGs, legwork could be the type of work you do before a heist such as casing the joint, following a target, forging some IDs or afterwards, like finding a fence or sinking something you need hidden to the bottom of the New Boston harbor. Legwork always takes some time and your mercs qualify for different types of Legwork based on their backstories, traits and tags -- making who you know, where you’ve come from and what soft skills you have very important. For example, a merc with a history in the Fenian gang, who crewed an Atlantic cargo ship or who did a stint working at the dockyard might know where to sink that precious package under the harbor’s black water. Legwork is a key glue we’ll be using to hold the storylines together, to build relationships with Contacts and to bring the city to life.

The next step for progression was to add a big dose of variety to the enemy spawn system and allow for more exciting squads of enemies to spawn. These new squads are custom designed to present a coherent type of challenge on the battlefield and often feature a captain along with different types of enemies who work well together. Their specialized roles will be even more clear as all enemies are now using Talents beyond Overwatch, including buffs, debuffs, (occasionally) heals and laying down their own types of covering fire.

In order to get faster feedback on new levels being designed for the game, we’ve added the Mission Playtest program, which gives alpha players the option to play a (rapidly growing) number of missions disconnected from their larger story or heist context. These playtest missions are rough cuts with basic lighting and simplified objectives. But they give us an important opportunity for our level design team to gather valuable insight into how they are playing at large before they are finished and integrated into their storylines.

Story System Dynamics
August also saw the final major pieces of the story system connected and working. We’ve finished modeling exactly how the complex web of backstories, factions and relationships of all types will work to ensure they are tracked and useful to the story system. The game is constantly applying metadata tags to track everything about your choices and characters and now can also allow for multiple faction relationships (hates, loves, ex, betrayed, hunted by), as well as multiple personal relationships (sibling, parent, ex-lover, hates, friend).
The casting director component which is in charge of selecting characters to slot into each storyline can use these fine-grained details and match targets by their faction at multiple scopes (Matsumoto backstory or more generally, any Megacorp backstory) as well as character or contact pairs (a pair of siblings, a character and contact who hate each other or 2 characters with milsec backstories and on and on). These final features for the story system are going to allow us to weave the most emergent and interesting types of storylines that are dependent on your past, your relationships old and new and your choices as the game spirals.

Steam Playtest Success!
We migrated the entire alpha from Microsoft AppCenter to Steam Playtest during August and it has been a major success. The wins are trifold -- for our team, the build process (build, upload, process, distribute) is much faster and the player experience is much easier (incremental downloads in your Steam client, often automatically). Finally, the game is now fully ready for Steam and integrated with its SDK.

Creator & Backstory Surveys
Last month, the surveys for Creator and Backstory Edition tiers ($250 and $500) went out and we’ve received over half the results already. Cory and I personally review each of the incoming responses and then set to work on planning just how your unique character will fit into the game and larger story landscape. The input from the alpha players who pledged up to these two tiers has been stellar and we’re enjoying every new entry.
If you haven’t received a survey email but should have, please reach out to us here or email andrew@tresebrothers.com

Upcoming: Power-Broker & Heist Rewards
The next set of creative rewards due to open up for input in September are those for the Power-Broker and Heist tiers. There are in total 23 Power-Brokers with 7 of those being linked to major Heist as well. We’re gathering this creative input as early as possible so we can find ways to tie them tightly to the larger game storylines everywhere we can to ensure these special contact creations are highly integrated and important.

Reward and Stretch Goal Progress
For completeness, we include the progress bar infographic in each and every update. If you have any questions about rewards or stretch goals, check out the graphic or reach out to us. The latest change was sending out the surveys for the two recruitment reward tiers -- Creator and Backstory Editions -- and our next major move is gathering creative feedback for the Power-Broker and Heist creative rewards, so keep an eye on your inbox for these emails later this month.

Friday - July 22, 2022

Cyber Knights: Flashpoint - July: Alpha Update

by Hiddenx, 14:39

Henriquejr spotted the July update for Cyber Knights: Flashpoint:

July: Alpha Update

New reward surveys sent + mid-summer check in on the progress of the alpha!

This month’s update is a look at the Alpha -- how far we’ve come, where we are at, and what is in store next for the 1000+ alpha players helping us shape Cyber Knights: Flashpoint into a release-ready game.
Summer Checkpoint
The CK:F alpha started in early January of this year. Since then, we have gone through multiple major cycles of expansion -- new levels, new systems, new stories, hacking (!!), new classes -- followed by periods of rebalance and consolidation. The alpha backers have played thousands of games, submitted thousands of feedback and bug reports and pushed hundreds of thousands of events about levels, talents, and more into our analytics.

At this mid-summer moment in the alpha, we’ve been in another rebalance and consolidation phase. It’s been a good time for it; while the game is still getting a lot of play daily, we are seeing a clear summer vacation dip 😄 – hope you’re all enjoying them!

We’re currently preparing a major new content push of story, recruits and the Sniper class for our next expansion phase. With each passing month, the alpha’s scope is increasing to reach the game’s full scope; our pace of adding content will be rising.

[...]

Saturday - July 02, 2022

Cyber Knights: Flashpoint - June Progress Report

by Hiddenx, 20:53

Henriquejr spotted the newest progress report for Cyber Knights: Flashpoint:

June Progress Report

Security system rebuild, official UX design, content pipeline is packed, new animation options

June has roared by in a flurry of work and progress. The alpha’s received two big new updates, from which we are gathering piles of great feedback and play statistics. Our goal is to finish implementing the final feature sets in July, which will help get the entire team free to create content and polish for another big (months long!!) push – stretching for that 40+ hour goal for the game.

Launch Planning
We'll start with the most exciting news first: we’re closing in on a launch window! All of our backers' alpha participation has been hugely helpful in driving this forward – the gameplay feedback, rapid bug squashing, and clever ideas that have flooded into the Discord have been excellent. While we haven’t set a specific date yet, we can now say with confidence that Cyber Knights: Flashpoint will release to Steam Early Access in early 2023.

Security System Rebuild
A big improvement to the game this month was a rebuild of the game’s central security AI. The original security system was feeling too inflexible between levels and the security escalations being tested were limited to more enemy reinforcements arriving. With the rebuild, we’ve allowed every level to define its own security parameters – some levels can have lax security while others are touchy and quick to react; the worst can pop off escalations every turn.
In addition to customizing the pacing of security escalations level-by-level, we’ve also greatly expanded the tools security AIs have at their disposal to make your life... interesting. Reinforcements are still a key event, but the AI now has the ability to reset all disabled security devices, to increase its own security escalation rate, to enable the lethal setting on some security features or to buff all its troops. This has opened up a wide area for future expansion that will help differentiate megacorps and street gangs, giving each their own escalation profiles and powers.

[...]

Sunday - May 01, 2022

Cyber Knights: Flashpoint - April Progress and PAX East Report

by Hiddenx, 17:31

Henriquejr spotted the last progress report for Cyber Knights: Flashpoint:

April Progress + PAX East Report

We’re back from the PAX Rising indie showcase at PAX East, where we had a pleasure to meet a number of you in-person and show off an exciting heist demo. Thanks for stopping by, checking out the game you’ve funded or in some cases, stomping the demo with your alpha know-how :D

We’ve been ripping along, adding content, maps and wrapping up implementation of the game’s systems throughout April. Let’s get into this status update!

Check Out Latest Studio Chat
We just held another live Q&A Studio Chat on our Discord, sharing our experiences, funny stories and demo tales from PAX East, plus answering hard hitting questions like “coffee or tea” lol --

loading...

Thank you to everyone who joined us during the Studio Chat and we hope that everyone enjoys the recording. We will be doing more Studio Chats in the future, so keep an eye out for the announcements.

[...]

Wednesday - April 20, 2022

Cyber Knights: Flashpoint - New Demo at PAX East 2022

by Hiddenx, 17:28

The Trese Brothers will show a new Cyber Knights: Flashpoint demo at PAX East 2022:

New Cyber Knights demo and exclusives at PAX East 2022!

Featured in the PAX Rising Showcase, we'll be there all weekend.
We're thrilled to be headed back to PAX this year, selected by the PAX team for a featured spot in the PAX Rising Showcase.

Even if you're not going to PAX, this means more in store for you, including a new studio chat in Discord next week, and a giveaway of one of these awesome Cyber Knights posters:

Follow @TreseBrothers on twitter for some sights from the show, or the new Cyber Knights instagram for even more!

What we have in store for you...

Your Knight has been captured! You'll get to choose from three versions of the Vanguard in a tense rescue and extraction mission.

We're looking forward to seeing all the ways players make it through (or crash and burn) this heist -- if they get all squad members (you'll be up to 3 by the end) out alive, and which of them will be needing emergency cyber-surgery by the end. The alpha crew has already provided some great feedback, and we're hoping PAX will be the perfect place to get the game in front of a whole new set of strategy RPG fans.

We'll also have at least two more chances for you to win a Cyber Knights poster, plus a photo opportunity you've already been asking for without even knowing it.

Going to be there? Find us in the PAX Rising section, booth #13091

Thanks Henriquejr!

Friday - April 01, 2022

Cyber Knights: Flashpoint - March Progress

by Hiddenx, 15:00

Henriquejr spotted a progress update for Cyber Knights: Flashpoint:

March Progress + Featured in PAX East Rising Showcase

Featured in PAX Rising @ PAX East + Upcoming public studio chat on Discord + Matrix Mk2news

It has been a busy 3 months since we launched the alpha in January. With 5 Phases and 12 updates under our belt, hundreds of Knights have tested out these early versions of the game. We’re getting daily input, suggestions and bug reports and are working constantly to improve Flashpoint.
Now, on to this month’s progress update!


Public Studio Chat
We are excited to announce that we will be doing a public “Studio Chat” Tuesday, April 5th, 2022 at 9pm EDT. Studio Chats are our version of a Reddit AMA -- post your questions in advance and we'll answer them live that evening! Cory and I will be chatting in a voice channel on our Discord to answer your questions, hang out and talk about CKF, STF and all things Trese Brothers.

If you’re able join us, the voice channel will open shortly before 9:00 pm Eastern. The Studio Chat will run about 1 hour and will be recorded so we will post a link in a future Kickstarter update.

If you have a question you’d like answered during the chat, post it in the #studio_chat channel on our Discord beforehand (start it with “studio chat q:” please, and feel free to add react emojis to other questions you like).

Hope to see you there!

PAX Rising Showcase at PAX East
Speaking of “hope to see you there!” -- we’re going to PAX East 2022! We are thrilled to announce that we’re one of 12 indie games being featured in the PAX Rising Showcase at PAX East this April. We’re very excited to be back at PAX again. It’s been too long!

We'll be in the PAX Rising booth and you can come and play the demo any day of the show. Come hang out, we can't wait to see you there. You can learn more about the PAX Rising Showcase and all of the games that will be a part of it at https://www.paxeast22.com/Rising

Alpha Phase 5
Over 3 months, we’ve cranked through 5 major phases of the alpha -- initial gameplay, training your mercs, buying and modding weapons, death and recruiting and finally with Phase 5 we added a new class the Cybersword. We’ve received hundreds of in-game bug reports and thousands of pieces of feedback from the community of players.

If you haven’t joined in yet but backed at the Alpha Tier ($60 or higher), let us know! Reach out to us here, on Kickstarter or on our Discord (type max!addrole after joining if you included your Discord username in the Kickstarter survey, or DM @Liviana for help getting set up).

Matrix Mk2 Prototype
As we approach Alpha Phase 6, we have completed the first Matrix Mk2 prototype. This prototype hits a number of our key goals for Matrix Mk2:

  • Digital Battleground -- a completely new tactical challenge awaits your hacker in the matrix. Terminals across the RL map lead to small and large computer hosts, tasked with everything from controlling a door to storing trade secrets. Your hacker must load up their programs to scan, search, slice through quantum nodes, override security and battle potentially deadly IC to find the target -- priceless paydata, control over security systems, doors or even the AI’s Alarm system.
  • Extensive Hacker Build Options -- your hacker will be building out a deck, hand-picking programs, installing cyberware add-ons and training on a class tree that compliments and improves their use of entire families of programs. Mix programs and class training to build a hyper-aggro hacker who smashes enemy IC or an ultra stealth hacker who ghosts through quantum nodes unseen. Decks are linked in loadouts, allowing multiple decks per hacker and multiple hackers per team.
  • Multi-turn hacks -- Hackers may slice into a terminal and hack across the Matrix while their meat body sleeps. If the hack is hard enough it will take multiple turns so it is up to the team to keep the hacker safe by distracting or fending off security in a gunfight. Your Soldier may be screaming, “Jack out now -- We can’t hold them!” but does the slumped hacker even really hear him?

[...]

Friday - January 21, 2022

Cyber Knights: Flashpoint - Alpha Phase 2

by Redglyph, 21:13

Trese Brothers posted a recap of phase 1 and showed what to expect in phase 2.

Alpha Phase 2 Now Live!

Alpha Phase 0, Phase 1 (tactical mission) and Phase 2 (training progression) and more!

The Cyber Knights: Flashpoint alpha launched very successfully. Several hundred of you have started playing and providing feedback. This starts a massive new phase of the project -- the march to Steam Early Access release. We’re hearing so much daily about the fun & challenge, surprises, and ideas for improvement; it’s amazing. This is a huge step forward for the project and another moment to look back and thank all of our backers who helped make this possible.

[...]

Alpha Phase 1 Recap

From our in-game analytics:

  • Total Games Played: 1500
  • Total Missions Completed: 300
  • Loot Boxes Looted: 1,122
  • Turns Processed: 5,535
  • FPS Checks Performed: 186,000+
  • Total Alpha Events Recorded: 298,000+

Phase 1 focused on the core tactical gameplay experience — the mix of stealth and combat — and your team’s ability to pull off its first heist. Phase 1 was limited to:

  • A team of 3 mercs — armed to the teeth and ready to go
  • One multi-stage mission to attempt
  • A tiny slice of the game without any leveling, recruiting, healing, story, contacts, etc.
  • No built-in replayability (had to start a new character)

Now after running for 10 days, Phase 1 is over and it’s time for --

Alpha Phase 2 Launches!

With each phase, the scope of gameplay will increase and more systems will be available to the alpha players. Alpha phases help us put a spotlight on different areas of the game; phase 2 is all about training your team and trying out new angles of stealth and combat gameplay. With a new heist mission available, the option to repeat missions, and the ability to level up your squad -- Phase 2 is significantly bigger than Phase 1.

  • Skill trees for your three mercs are now available
  • Two multi-stage missions to attempt
  • Replay missions with the same squad to level up (up to level 6), try new ways with new abilities

[...]

Thursday - January 06, 2022

Cyber Knights: Flashpoint - Alpha launched

by Hiddenx, 12:07

The Alpha version Cyber Knights: Flashpoint of has been launched by the Trese Brothers:

Alpha Has Launched!

Alpha Phase 0 is a "tech demo" to get everyone registered and test hardware configs

Happy new year and we wanted to shoot a quick note to share our excitement -- Alpha Phase 0 launched last night on January 4th as planned.  We wanted to post a quick update in case anyone missed the email.

Check Your Email for the Invites!
If you are in the alpha team, you should have received both an invitation email from App Center and an email with instructions at the email address you used for Kickstarter. If you do not see them in your inbox, please check your spam folder. If you have questions or didn’t get the email, reach out to us here on Kickstarter or in our Discord (run the “max!addrole” command and then check out the #alpha channels.)

This initial phase is a tech demo build -- it is NOT the game. It contains and tests everything required (graphics, sound & music, game engine player, all the code libraries, bug reporting, analytics) to play the game on your computer. Starting with this allows us to find any critical bugs in our new game engine on your platforms immediately while we can still focus solely on fixing these issues. It will also allow us to give priority to supporting everyone through sign up and download before we are also supporting the game.

Please take a few minutes today to at least:
find your invite email and sign up through App Center.
join the Discord - it’s our hub for all alpha feedback!
use the max!addrole command in Discord to make sure you can get access to the #alpha channels.

We’ve already had over 200 of you run the tech build; more is helpful but if we could at least get everyone set up in the App Center and Discord it will help us get a playable version to you sooner and keep things running smoothly while everyone’s playtesting. :)

[...]

Thanks Henriquejr!

Thursday - December 30, 2021

Cyber Knights: Flashpoint - End-of-Year Update

by Redglyph, 19:51

Trese Brothers are sending their wishes and giving a last update for 2021.

End of Year Update

Next steps for the alpha, December updates and happy holidays!

Happy holidays and happy new year. We are here with a quick update outlining the next steps for our alpha community, sharing some of the progress updates from our crazy December and getting a good laugh at ourselves. [...]

Alpha Phases and Duration

As the alpha kicks off in less than a week, we want to make sure everyone’s on the same page about how this will work. We have planned a series of Alpha Phases, starting with a Phase 0 “tech demo” app that will help us identify bugs on different hardware combinations. Then you’ll move on to Phase 1, a limited version of the game that is completely focused on the core player experience (tactical missions). We will provide prompts and seek feedback on this core gameplay loop, then start the process of expanding the available content and systems in the game with new Alpha Phases. With each new Phase, we will provide new prompts and gameplay areas where we are specifically seeking feedback.

Alpha Next Steps

On January 4th, the alpha will start with invitations to download, install and launch a tech demo build for Cyber Knights: Flashpoint. The tech demo build is not the game itself but an app that contains and tests everything required (graphics, sound & music, game engine player, all the code libraries, bug reporting, analytics) to play the game on your computer.

[...]

Wednesday - November 03, 2021

Cyber Knights: Flashpoint - Late Pledge to Join the Alpha

by Redglyph, 12:04

Trese Brothers Games opened a "late pledge" option to participate to the private alpha of Cyber Knights.

Final Chance to Join the Alpha

If you missed the kickstarter, this is your chance to get in to the private alpha!

The private Cyber Knights: Flashpoint alpha is rapidly approaching, where we will welcome over 1,000 players into an early version of the game. These first players will plan heists, recruit and train merc squads, test their mettle against enemy security & AI, put the game and all of its systems through their paces. Their feedback will help us update the game like crazy and make it better every week.

Almost as soon as the Kickstarter ended, we started hearing from many players — "I don't know how I missed it, is there any way I can still join the alpha?"

So we're excited to offer one final chance to become a backer and join the Cyber Knights: Flashpoint alpha. We're opening up late pledges through Backerkit. It's a $60 pledge, and comes with all the same rewards and privileges as the pledge level did when the Kickstarter was live.

While this pledge level does include a full copy of the game on release, we'd encourage you not to use it as a pre-order. As much as we appreciate the support, we're really offering the alpha as a way to be involved in shaping the game.

But if you're already a member of the private alpha and know an equally passionate gamer who'd love the chance to help shape an upcoming squad tactics / cyberpunk heist RPG, feel free to share this final chance to join. ;)

[...]

(Link to the original KS for the lower-tier information)

Saturday - October 02, 2021

Cyber Knights: Flashpoint - September & Schedule Update

by Redglyph, 10:08

Trese Brothers have posted news on the alpha launch date, the development progress, and a few words on the rewards.

Highlighting cut-scene director, new class abilities, stealth system balance and latest alpha schedule update

[...]

Alpha Launch Date!

As a team, we have decided to launch the alpha on January 4th, 2022.

A slight adjustment -- our last major schedule update did say the alpha would be ready by the end of 2021. We were pretty sure then it would end up in late Q4, and the more items we cross off the to-do list, the more accurate that looks: late Q4. Based on what’s remaining and our current estimates, it looks like we will end up checking the final checkboxes just before the end of the year. But, with October and November still ahead we are uncomfortable having so little margin of error in that estimate.

And as many of you know, the start of the alpha is the start of a non-stop process for Trese Brothers. With a thousand players potentially firing up the game there are sure to be early issues we can’t discover on our own. Every issue you find we will want to fix ASAP. Trying to do that over a holiday season doesn’t seem realistic. With the Steam Holiday sales and winter travel, it becomes impossible. We’ve settled on a date just past the new years line and hope you’ll agree this is the best thing for the alpha’s success.

We are so eager to share this game with you and hear what you think! Hope you’re just as excited to start 2022 with Cyber Knights: Flashpoint.

[...]

Friday - September 03, 2021

Cyber Knights: Flashpoint - August Update

by Redglyph, 11:34

Trese Brothers posted an update of their progress on Cyber Knights: Flashpoint, with a focus on the look of the cybernetic accessories, the job types vs their talent bonuses and weapon variety. They also share an excerpt of their August Executive Producers #8, then conclude with a review the stretch goal progress and the rewards.

August Progress Update

A day late and a dollar short might get you shot below the streets of the New Boston Zone but we’re hoping it doesn't come to that :D We’ve wrapped up our August sprints and are rallying to charge into September. The game’s development is cranking along daily and we’re still on pace for our Q4 release deadline for the Kickstarter alpha crew.
For this month’s update, we’ll highlight 3 big areas we’ve improved and share a cut of the latest Executive Producers meeting video.

Progress Highlights

This month we’ve hit an exciting tipping point on the visual display for character cybernetic accessories and display. It took some final updates to our shaders, new blend shapes, a new texture mask and some cool new 3D models for certain pieces, but things are starting to look very augmented around here.

Throughout August, we’ve also been refining job trees and what kind of Talent bonuses they can provide. We’ve completed another design pass to clearly delineate what bonuses are granted by job trees, backstories, and attributes versus those which are granted by cyberware, gear and (on the field of battle) Talents. The following extra additions have also helped us carve out even more exciting and unique space for each of your merc’s Job types and further amped the appeal of cross-Jobbing.

  • We've added new Passive Talent types such as a hook when a character gets missed by an attack (Passive OnMissed), a hook when you get Downed in battle (down but not dead, Passive OnDowned) and a hook if your armor suffers a cracking hit (Passive OnArmorCrit) are all rounding out the Passive Talent category
  • We've enabled Passive Talents to do more than just give bonuses, they’re able to react and initiate a free reload, for example.
  • We've added more Talent rules and special clauses, such as a Sniper’s Take Position Talent which will stay active for 3 Turns unless the Sniper moves (and therefore, leaves the position) or a Cyber Knight's Quantum Assault which can only target and affect drones.

In a similar vein, we’ve been reviewing and tuning the game’s weapon variety, working hard to ensure every weapon class stands alone and offers unique strategic advantages and drawbacks when used -- optimal range bands, unique takes on Action Point economy, variation of firing modes like full auto and more. On top of that, we've rolled in some of the needed special rules -- Railguns now cut through enemy cover up to 10% while mercs carrying Pistols and SMG are allowed to fire these light weapons even if they lack the full AP cost of their entire attack. Powerful energy weapons -- like plasma rifles -- that bring a limited number of shots to the battle and can never be reloaded also add a major dose of spice to the weapon options.

[...]

Tuesday - June 15, 2021

Cyber Knights: Flashpoint - May Progress Report

by Silver, 05:15

The May progress report for Cyber Knights: Flashpoint talks about production milestones.

Knights,

We’re waving goodbye to May and welcoming June and so it is time for another monthly progress report. We’ve been in a ton of areas, including improvements in animation integration, level building and automation tooling to help our team develop content for the game faster.

May Progress

During May we made substantial progress testing our over-map story and dialog system which is used to inject story events and mission chatter directly into the game map. This required some new loading and asset management code, to ensure that both characters on the map and characters off the map (like your team’s Face and Contacts) were still able to appear correctly.

Another feature that saw significant improvement during May is the snap to cover movement mechanic. While Cyber Knights: Flashpoint is tileless, we’ve found in testing that a snap-to-cover mechanic is a necessary one to ensure player’s expectations are met in regards to taking cover and controlling sight lines. When combined with raycast based line of sight detection and feedback about targets, snap-to-cover gives us a best of both worlds hybrid with the benefits of tiles where players would use them, and with the freedom of tileless where players would want it.

Our animation team is completing an overhaul of the weapon’s targeting suite during May to allow characters to raise or lower their weapons up to 45 degrees when selecting high or low targets. Using reference frames and additive animation techniques, the engine can dynamically slide across the scale between straight out aiming to high or low or anywhere in between.

As our first set of playable levels comes together, we’re working hard to make sure they’re as beautiful as they are playable. We’ve just completed our first four ambient-only lighting setups which will act as the baseline lighting for different levels and thematic feelings established. Unity provides a rich set of tools for both lighting and color grading and we’re experimenting with different tools to apply LUT and color correction in both cut-scenes and gameplay.

Sea green, Day Blue, Dark Night and Radioactive Haze

May also included some heavy lifting on our shader implementation which is a critical pre-alpha task. Finalized physically based rendering (PBR) shaders that are both performant and beautiful and still support our feature requirements are necessary for all the Cyber Knights: Flashpoint platforms to live together. We’re experimenting with replacing our custom, hand-built shaders with more flexible ones created in Amplify Shader Editor which might give us more flexibility as we approach the wide variety of platforms and hardware in our target set.

Our team has grown substantially for Cyber Knights: Flashpoint, but the core machinery of the studio is still the two of us, Andrew and Cory. We don’t really plan to change that for Cyber Knights: Flashpoint, and so we continue to put a major focus on automation wherever possible. In May, one area that got some serious attention was the Level Builder’s light probe placement and alignment system. The levels and environments you’ve previously seen us demonstrate and show off to Executive Producers and Twitch streams have all used manually placed probes, which we’ve found takes a lot of time to create and maintain. Recognizing that we will need MANY levels for Cyber Knights: Flashpoint to live up to our ambition, we’ve created a new light probe automation layer that will save many hours and deliver a level of fidelity in probe placement that would be challenging to achieve consistently by hand. 

Each dot in the screenshot is a light probe -- I think we want to automate this one :D

[...]

Thanks Farflame!

Monday - November 16, 2020

Cyber Knights: Flashpoint - Early Access 2021

by Silver, 11:42

PC Gamer reports on Cyber Knights: Flashpoint saying that it plans to release into Early Access Summer 2021.

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Indie developers Trese Brothers are set to release their second game in 2021, a cyberpunk tactical RPG titled Cyber Knights: Flashpoint. Cyber Knights will interweave the story of an elite team of "hackers, mercs and thieves" with deep game systems and XCOM-esque tactical combat that includes stealth and hacking. The kicker is that the game has procedural elements, much like Trese Brothers' highly-regarded previous game Star Traders: Frontiers. These generated elements in the story and combat mean that Cyber Knights aims to be highly replayable, giving you a new cyberpunk story each time.

Asked to say what makes Cyber Knights stand out from other tactical RPGs, developer Andrew Trese told PC Gamer that it was an emphasis on "Deep systems and extreme replayability," noting that it had "Heist-style missions with a distinct planning phase and balanced mix of stealth, hacking and combat in encounters."

[...]

Tuesday - June 16, 2020

Cyber Knights: Flashpoint - June Update

by Silver, 02:57

The June update for Cyber Knights: Flashpoint announces the Snow Leopard and additional language support.

June Progress Update

Trese Brothers GamesCreator
June 15, 2020

Knights!

It has been a little longer than we expected since the last update -- a month and 3 days -- but we’ve got a massive slew of news today including new artwork, the snow leopard reveal, exciting language pack plans, details about the first upcoming Exec Producers meeting, reward deliveries and more. We've got at least one more Kickstarter update scheduled before the end of June, so we'll keep the pace a little more snappy.

With that much to cover, let’s get going!

Introducing the Snow Leopard!

Thanks to all of our backers, we unlocked cyber cats and the Assassin Job at the $225,000 stretch goal. Even better, we decided to unlock the additional cat breed from the $235,000 goal as well -- because, two cats are better than one! And then, in a run off between three possibilities, you voted for the Snow Leopard to be the additional cat breed.

And that leads us to today, where the concept art team -- led by some cat lovers! -- has delivered this amazing piece for the snow leopard design. What a beast! Clearly, this will not be an easy cat to find and recruit, but to have such a majestic animal at your Assassin’s side will never grow old.

Announcing Plans for Language Pack Support!

Since the close of the Kickstarter, we’ve been extremely busy building new engine components and adapting our workflows and content building systems for Cyber Knights. These are some major tasks that will set the foundation of Cyber Knights and include items like rewriting our UI toolkit and establishing a proper text management system within Unity.

Each of our future Kickstarter updates is likely to touch on the results of some of these major engineering tasks. Today, we’re excited to share our plans and progress for translating Cyber Knights: Flashpoint into many languages. Despite being only available in English, our previous game Star Traders: Frontiers has a large international fanbase and we’ve always hoped to be able to translate the game for those players. However, this is much easier when we have a fresh start and this Kickstarter and Cyber Knights has afforded us that opportunity.

[...]

 

Sunday - May 17, 2020

Cyber Knights: Flashpoint - Interview @Hardcore Droid

by Silver, 10:05

Hardcore Droid interviewed the devs of Cyber Knights: Flashpoint.

...

Flashpoint will feature a diverse set of character classes with unique traits. What philosophies do you take into balancing elements like leveling and character class?

Andrew Trese: At a high level in the game, we are balancing player agency—picking the exact bonuses from your level and class—with gameplay-driven impacts like gaining Traits in reaction to your actions or things that happen to you like getting shot or shredded. The interplay between these two create all sorts of new opportunities and enticing angles for players to explore. It’s one of the most exciting parts of our core RPG system which we call the Motivation Engine.

Your promotional materials suggest the game might come to consoles as well—have you spoken with any representatives at Sony, Nintendo or Microsoft?

Cory Trese: We have had some preliminary discussions, and we have a good working relationship with Microsoft, Nintendo and in the past, Sony. We’re working on a port of Star Traders: Frontiers to the Nintendo Switch and we discussed an Xbox port with Microsoft. Nothing is certain for Cyber Knights: Flashpoint, and that’s why we didn’t make any firm promises in the Kickstarter, but based on our experience with Star Traders: Frontiers we believe those ports are pretty likely.

Do you have any interest in developing multiplayer games in the future?

Cory Trese: We absolutely do have multiplayer dreams. We both have enough experience as software engineers to know that multiplayer isn’t free—and supporting multiplayer infrastructure to a level we’d be proud of won’t be easy or free. For us to release a multiplayer game, we’d need to be confident that it could live up to our standards of quality and support over the long-term. Secretly I want to make sci-fi ARGP MMOs but I’m not willing to bankrupt the company trying to make them.

Thanks Farflame!

Monday - March 09, 2020

Cyber Knights: Flashpoint - Preview @Hardcore Droid

by Silver, 20:27

Hardcore Droid previewed Cyber Knights: Flashpoint.

Time to Fight

Missions in Cyber Knights will be both handcrafted and procedurally generated. So you can replay a quick scavenger run multiple times and enjoy a fresh experience every time. Or you can reattempt a more complex operation using different tactics to try for a different outcome.

Prepping before heading into a mission can mean the difference between victory or failure. In order to nudge the odds of success in your favor, it will often be advisable to bribe a security agent, forge security passes, hit up a contact for a stolen passcode, or purchase a virus from a hacker to disrupt the security network of your next target.

Weaponry in the game is stronger than defensive armor. This means that taking hits even a few times during a firefight can lead to serious injuries to squad members or, even worse, elimination from the fight. So your goal is to not get hit. You will need to use traditional turn-based tactics such as combining long- and short-range weapon use and taking advantage of cover, high ground, and overwatch if you want to come out victorious. Utilizing the game’s stealth mechanics to take out lone enemies without alerting their comrades will also be key in gaining the upper hand during missions.

[...]

Thanks Farflame!

Thursday - February 06, 2020

Cyber Knights: Flashpoint - Stretch Goals

by Silver, 10:59

Cyber Knights Flashpoint has funded in 12 hours and has posted stretch goals.

Reddit AMA Schedule for 2/6/2020

Andrew and I will be hosting an AMA (Ask Me Anything) on Reddit tomorrow in the /r/pcgaming subreddit at 11AM EST. Watch our Twitter, Discord and Kickstarter page for links to the Reddit around that time. In attendance will be myself, Cory Trese (Design, Development, Dinosaurs) and my brother, Andrew Trese (Creative Director, Art Director, Pumas) answering any questions you might have. We’ll be around for at least the first four hours, and then we’ll jump over to Twitch …

Twitch Stream: History of Trese Brothers!

Trese Brothers has led Andrew and I on a pretty wild adventure between 2010 and 2020, and “How did you get here?” is a question we’ve heard from backers this week. We figured one of the best ways to share that journey is to sit down and tell the story, together. We’ll be co-hosting a Trese Brothers stream on Twitch, at 4PM EST. There will be stories, jokes, toasts and roasts as we recount the decade that made Trese Brothers what it is.

 

Monday - February 03, 2020

Cyber Knights: Flashpoint - Live on Kickstarter

by Hiddenx, 21:42

The Kickstarter campaign for Cyber Knights: Flashpoint started today:

Cyber Knights: Flashpoint Live on Kickstarter

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Cyber Knights: Flashpoint is a turn-based squad tactics RPG for PC (Windows, Mac, Linux) and mobile (Android, iOS).

Explore the dystopian cyberpunk future of 2231 as you command a company of shadow mercenaries working for the highest bidder. Cyber Knights wraps a world full of consequential story choices and significant character development around a rich core of classic and new mechanics.
The game combines tactical elements like stealth, hacking and tense combat with strategic features like base building, contact management and in-depth squad customization. Cyber Knights invites you to jack in and explore a unique cyberpunk world and the immersive, human stories of your merc team in the dark future of 2231.

 

Thursday - January 30, 2020

Cyber Knights: Flashpoint - Coming to Kickstarter February 3rd

by Silver, 20:44

Trese Brothers have announced that Cyber Knights: Flashpoint is coming to Kickstarter February 3rd.

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Cyber Knights: Flashpoint is a turn-based squad tactics gameset in the dystopian cyberpunk future of 2231.

  • Gridless tactical combat
  • Multi-layered character and load out customization
  • Hack, sneak and battle through complex heist-like missions
  • Cutting cyberpunk story of human drama
  • Build a team, risk it all
  • Coming to Kickstarter on February 3rd, 2020

In less than seven days, we will be launching our next Kickstarter, Cyber Knights: Flashpoint, for PC (Windows, Mac, Linux) and mobile (Android, iOS)! The campaign will go live and start accepting pledges at noon EST on Monday, February 3rd.

As a member of our core community, we want to ask for your commitment to pledge on day ONE so that we can have the strongest launch possible.

As a special incentive, If you back Cyber Knights within the first 48 hours of the campaign, you’ll receive a digital code to unlock the starting storyline expander, “Horizon Cypher”. This optional expanded storyline adds a major twist to your first weeks after your cybernetic surgery and transformation into a Cyber Knight. 

Thanks you!

Information about

Cyber Knights: Flashpoint

Developer: Trese Brothers Games

SP/MP: Single-player
Setting: Cyberpunk
Genre: RPG
Combat: Turn-based
Play-time: Unknown
Voice-acting: Unknown

Regions & platforms
Internet
· Homepage
· Platform: PC
· Expected: 2023-02-01
· Publisher: Trese Brothers Games