SteamCritique
Quiz
🌐 EN
Cyber Knights: FlashpointCyber Knights: Flashpoint
Hey, are you new to the game? Okay, click New Game and we'll throw so much information at you... you'll have no idea what you are selecting, what any of it means, but that's okay because we have a tutorial that will have tons of information that you once again won't really understand. Maybe you guys could create an option to slowly introduce someone to all the concepts and systems you have in place? When someone levels up, having 10,000 options for talents is just too overwhelming. In Response to the Dev comment: Perhaps I'm just old and not as quick as I used to be, or perhaps I just don't have the time to study a bunch of stuff to play a game. So here are my suggestions: When a person clicks New Game, the first thing they're presented with is having to choose their back story, specify attributes, talents, etc. All without ever having actually played the game. You then get your character and 4 (or is it 5?) other characters presented to you as your team without knowing ANYTHING about how the game plays. I have no idea what their classes are and what they do. Instead I think it would be a better tutorial/New Game to first give the person the option to do a tutorial that immediately starts them with a character (pre-made) that slowly introduces the concepts with the stats, talents, etc and also introduces more of the game mechanics. The way it's set up now feels sort of like making a new character in D&D without EVER having played D&D or reading the Player's Handbook. I have no idea what the stats are, nor what talents are, or the classes, and I'm expected to make all these decisions from the start. Just my opinion though.
9 votes funny
Hey, are you new to the game? Okay, click New Game and we'll throw so much information at you... you'll have no idea what you are selecting, what any of it means, but that's okay because we have a tutorial that will have tons of information that you once again won't really understand. Maybe you guys could create an option to slowly introduce someone to all the concepts and systems you have in place? When someone levels up, having 10,000 options for talents is just too overwhelming. In Response to the Dev comment: Perhaps I'm just old and not as quick as I used to be, or perhaps I just don't have the time to study a bunch of stuff to play a game. So here are my suggestions: When a person clicks New Game, the first thing they're presented with is having to choose their back story, specify attributes, talents, etc. All without ever having actually played the game. You then get your character and 4 (or is it 5?) other characters presented to you as your team without knowing ANYTHING about how the game plays. I have no idea what their classes are and what they do. Instead I think it would be a better tutorial/New Game to first give the person the option to do a tutorial that immediately starts them with a character (pre-made) that slowly introduces the concepts with the stats, talents, etc and also introduces more of the game mechanics. The way it's set up now feels sort of like making a new character in D&D without EVER having played D&D or reading the Player's Handbook. I have no idea what the stats are, nor what talents are, or the classes, and I'm expected to make all these decisions from the start. Just my opinion though.
9 votes funny
Don't be a gonk, choomba. Buy this preem game today!
9 votes funny
I got killed during the tutorial, but I had fun dying. Let's try again!...
9 votes funny
There will be four updates in the time it took me to write this, one of which will add an entirely new mechanic and another do a complete overhaul of said mechanic. I will cry to the devs: "Please, for the love of all that is good and decent: slow down!" and they will look down on me while working on the fifth update to the game in 12 minutes and say: "No."
7 votes funny
I hate to say this as I've been waiting for years for this game but I wish I could get a refund and wait to buy this down the road. I thought I was getting Battletech meets Shadowrun. Instead I got a turn based stealth game that doesn't respect my already limited time.
6 votes funny
cyberpunk xcom but instead of doing gay shit like 'defending the earth from an alien threat' i'm defending myself and my gang from being broke 🤑🤑🤑🤑🤑🤑🤑
5 votes funny
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 :(
5 votes funny
Very addicting, constantly updating. The Trese brothers run the kind of operation you kind of thought didn't exist any more and if they said they were kickstarting a game where you watched grass grow, I would likely back it on their good name alone.
5 votes funny
About as fun as chess.
5 votes funny
Very heavy stealth game posing as a turn based tactical game. On the first missions no one can get hurt, or die they will be wounded and miss the first mission ruining the game. You must complete the first missions perfectly, as there is no way to recruit new units. On a positive, developers seem to be responsive in the forums, and are working on a fix in the near future.
4 votes funny
Cyber knight has made me taller, increased my chest and thigh hair (density, volume, length and viscosity)and helped me to crush my cardiovascular goals, plus I am no longer a child of divorce. Since playing this game I have won 3 academy awards without ever bothering to be in a movie. This game has changed me from a pansy princess to a big boss daddy bear man with a smoldering gaze. I used to go to the gym, now the gym comes to me, and when it does it's all like, "sick bi's and tri's papichulo". Listen up, losers, If you think you suck, you do, but Cyber Knight will redeem you if you suckle at its frothy, sumptuous, golden teat. Plus, i got some sick a$$ tribal arm bands. Did you know that recently a girl told me, with her eyes, that I was "too much man," And besides that a small bird often sits on my shoulder. Cyber knight goes hard you poo$$ie$.
4 votes funny
X-Com with stealth elements. Had high expectations after seeing the reviews, but ultimately, didn't work out. Game isn't terrible, (I actually enjoy the hacking and lvl up system) but it has too many things I don't like: - Not enough tools to set up stealth as a viable mechanic. - Maps with tons of enemies, where entire minutes pass before you get to do anything. - Enemies setting up multiple overwatch zones on top of your party, while you only have 1 dude who is able to cancel it. Whatever you do, you get smacked. - Getting hit by overwatch eats your action points and cancels your initial action wtf - Getting hit guarantees a visit to the medbay, which disables a character for days on end. - Still haven't figured out how to craft items or mods. - The security level increases way too fast, gets annoying - Infinitely respawning enemies - Sniper weapon is pretty much useless - if stays behind, doesn't have any line of sight (and gets killed by reinforcements). If together with party, optimal range penalty => can't hit shit - Why do i need to reload my sword - The shotgun is a better sword >inb4 "skill issue"
3 votes funny
**Cyber Knights: Flashpoint Game Review** This is the best stealth tactics game ever made. I'm utterly addicted—it's my Game of the Year so far, even above other incredible games like Kingdom Come Deliverance 2. In Cyber Knights: Flashpoint (CKF), you control a team of mercenaries undertaking a variety of missions: heists, hacks, assassinations, extractions, and "legwork." You complete these missions on behalf of or against characters belonging to various organizations, including conglomerates, gun-runners, independent collectors, and criminal organizations—all of whom have complex relationships with each other (similar to the Trese Brothers' Star Traders game). At the strategic level, the goal is managing these relationships to secure missions and income while building an XCOM-style base to power up, maintain, and manage your crew, gain intel and advantages for upcoming missions, and progress through the main storyline. **Mission Structure and Stealth Mechanics** Most missions begin in stealth mode. Sometimes you have specific objectives (finding something at a hacking terminal, reaching a terminal or exit, ambushing a specific enemy), while other times you have looser objectives (steal as much as possible from lootboxes). Regardless of the primary objective, you'll usually want to maximize your loot collection. Your mercenaries have a conspicuousness level (hidden-hunted-spotted), and the main threat comes from guards who have their own awareness levels (unaware-suspicious-alerted). When a guard becomes alerted and you have a spotted mercenary, they know your location, can inform nearby guards, and will open fire. Combat effectiveness depends heavily on your weapons (upgraded through loot), combined with stats and combat-focused classes. However, stealth relies more on your mercenaries' special abilities, including the power to predict enemy moves and actions—similar to Invisible Inc, the former champion of turn-based stealth tactics games. Meanwhile, a "Security AI" manages your enemies, increasing security levels and adjusting patrols in response to your unstealthy mistakes and choices (such as making noise, being spotted by patrols, appearing on cameras, triggering laser wires, or having body timers expire or corpses discovered during patrols). Each time the security level escalates significantly, the AI takes major action—bringing reinforcements, increasing patrol alert levels, and more. **Strategic Trade-offs** The game truly shines in how it creates meaningful trade-offs within every mission. First, you face stealth-based decisions: you can spread out your mercenaries to potentially reach more lootboxes in time, but this reduces their collective ability to redirect patrols, disable cameras, and hide bodies—causing security levels to rise more quickly. Alternatively, you can cluster your team together for better cleanup, but this requires more turns to hit all primary and secondary objectives. Second, you must balance going loud with heavy weapons or going soft with soft weapons. You can maintain stealth using pistols and swords that make minimal noise, but sniper rifles and shotguns are loud enough to raise the awareness level of remaining guards, causing them to converge on the sound source. Typically you won't want to alert new guards unless they are far away or if you've already thinned enemy numbers, but often, it is the only way to get to the next turn because loud weapons do more damage. The balance between loud and soft approaches is crucial in stealth tactics games, and CKF executes this as well as only Invisible Inc has done before. **XCOM Comparisons** There are numerous comparisons to XCOM. I'd say CKF has the vision of XCOM 2 with the mechanical foundation of XCOM: Chimera Squad. By "vision of XCOM 2," I mean that XCOM 2's marketing and story portrayed your team as a stealth-based hit-and-run guerrilla operations group. XCOM 2 didn't quite execute this vision, because you couldn't return to stealth once detected, and reaching objectives in full stealth was nearly impossible since enemy pods were programmed to intercept you even when they shouldn't know your team was present. Cyber Knights allows for both the envisioned stealth AND hit-and-run gameplay within missions, executing the tradeoff between both approaches exceptionally well. CKF's mechanical foundation, however, uses an initiative-based turn order system like Chimera Squad. Your mercenaries and enemies draw random initiative based on their stats and act in that order each turn. The brilliant innovation here, compared to Chimera Squad and other initiative-based games like Battle Brothers, is your "Cyber Knight" character, who has unique abilities to manipulate turn order. This creates a cool and innovative gameplay element that increases both stealth options and feasibility. For example, I can make my teammate "Scourge" act faster to dispose of a body before an approaching patrol (who would otherwise act before Scourge) discovers it. One element missing compared to XCOM's mission design is the lack of doors. In XCOM, door-centric strategies were crucial: you could approach new enemy pods without triggering them by using buildings to block sightlines, then cluster near enemies on the other side of doors to flank and eliminate them efficiently in one coordinated strike. In CKF, sightlines tend to be much more open because the maps don’t have many doors! **Overall Assessment** I expect this to be a perfect 10/10 game within about a month. I highly recommend it. Stealth tactics games are few and far between, and are incredibly difficult to create because the tradeoffs the player encounters always have to be meaningful. CKF does this in spectacular fashion. As for negatives, there are minor gameplay bugs that I'm confident the development team will resolve within a month or so, and the main storyline could be tighter and have higher stakes. However, the core gameplay is incredible and every layer in the game is genuinely cool and innovative, choom. You won't regret buying, at least just to see and feel the tension that a well-executed stealth game can create. Congratulations to Trese Brothers on creating a truly innovative and exceptional game!
3 votes funny
Game feel is bad tried to customemise the main character and couldent. just feels like a wrose xcom without the difficulty but the lack of xcom difficulty may be a good thing.
3 votes funny
These guys update every week. And it's not dinky little updates like "fixed text alignment in mission 17." No, they're adding actual content and revising existing stuff pretty regularly. ...Someone should probably do a wellness check, now that I think about it. I'm not convinced they're getting enough sleep or sunlight.
3 votes funny
My character got overwatch by the enemy while jumping on a vault line and couldn't finish the tutorial because he was unable to move at all. He was stuck in the collision. EDIT: reloading helped but it was permanent I would be skeptical about the performance of the game. Mangaged to complete it.
3 votes funny
I'm a long time player of TRPG's. Loved X-Com Enemy Unknown & X-Com 2 in more recent times. It seems that this market is being vastly overlooked. Most current games are from Asia or Russia. Which, I generally dislike these games. The TRPG's that are originally done in English seem to be unfinished; or vastly out-balanced. That being said, I find this game to be out of balance. Even the tutorial on easy level I can't seem to finish without getting a team member killed. The first mission happens before you have your troops back up to par and requires stealth to be used for the whole thing. Otherwise the enemy is alerted and they apparently have unlimited reinforcements.
3 votes funny
Devs post a minimum of 7,203 updates a week.
3 votes funny
It's a turn based-stealth game much more than a turn based combat game. There are combat classes but, they are mostly just a liability. It doesn't make sense to have them around if you can have a full team of stealth-centric classes. If you do engage in combat, the game makes sure to let you know that it is due a failure on your part. You know the tactics games where every battle is a puzzle with a certain set of the right series of moves to beat the scenario? It's like that but with RNG initiative order. I have no interest in trying a level over and over til I memorize the map and get lucky on initiative rolls. Save scummer game. Wait/pray for mod support.
3 votes funny
Another game from the Trese-Brothers. Another game with insane potential. I'm around 3-4h hours in, and I can't stop. Basically, it's X-Com. A Squad based tactics rpg. Important things (which make the game sooo good): - Initiative based system. It's not "you then the enemy", it's mixed. This can have a heavy impact on how to play a heist, and it can make or break your day. Initiative is an important layer of such games, and I really appreciate it is used here. - Good stealth system. It's not the "after one shot/turn your stealth is bust". It's a pretty intricate system, using sound and visual distances, making use of sneaking/sprinting, silencers, melee attacks... Only thing I miss are "OHK Stealth takedowns" when an opponent is totally unaware. - The system is made in a way so that even if you bust a single turn, you can salvage your stealth approach. When a Guard did notice you, and you kill him before he had a turn, nothing happens. Of course, sooner or later the missing guard will result in a patrol, and if they find the body, they go searching! But it's not "Enemy detectet, full lockdown!" -Characters have Skill trees and abilities, depending on their class. The trees are rather frugal, but that's fine in my opinion. They deliver options and choices, you can match them to your playstyle. Oh, and multiclassing... Assault-Hacker incoming! All in all, it's a really appreciable mix of Commandos and X-Com. With a whole slew of customization. Outside of combat, you have a timeline with events which will progress. Injured Soldiers healing, Contacts calling, Missions happening. In that time, you can Shop, which for this state of Early access has an already mind breaking number of weapons, armors and items with different stats. And there is a base you can build up. Regarding the contacts: Trese Brothers basically copied their full-blown contact system from Star Traders: Frontiers and cranked it up two notches. Not only can you make trusty allies and deadly vendettas. You can actually get contacts to owe you favors, which you can trade in for different things like purchases, intel or help mid-mission. TL;DR: Get it! Great game!
3 votes funny
I've been a fan and supporter of the Trese Bros for years so take this as a disclaimer that my opinion is somewhat biased. With that out of the way, this latest game from them is awesome. Fans of cyberpunk and sci-fi games will find all sorts of neat things to enjoy as you play through a story filled with action, secrets, greed, and hope both lost and found. As a Cyber Knight, a person with an advanced computer grafted into your brain and spine, you must chose you allies wisely and build a team of Soldiers, Hackers, Faces, Cyberswords, Vanguards and more to take on various missions. As you make your way through the dark alleys and streets of New Boston in 2231, earn money to buy new weapons, armor, and cyber implants. Bribe and buy favors from those looking to make a quick buck. Security isn't a problem when the guards are paid to look the other way. Sell data you managed to hack from the corporate networks. Upgrade your base with new tech to make your crew the best money can buy so you get that offer of a big score to be made. But you must be careful, some people want jobs done on time, and missing a deadline could leave you lined up with the dead. Do you have what it takes to make it or will you end up as scrape in a junk heap and the bio-vats. Welcome to the world of Cyber Knights: Flashpoint. Tell'em ntsheep sent you.
3 votes funny
Surprisingly not fun. Too much stealth, too much hacking. I want to fight – flank, take cover, outmaneuver, snipe, melee, grenade, overwatch, heal, get better weapons and armor and offensive/defensive skills. This is instead an exercise in patience. Also, not a fan of the art style. Showgunners, Miasma Chronicles, and most recently Chains of Freedom all are much easier on the eyes – rich, detailed environments and characters – without a triple-A budget.
2 votes funny
I really want to like this game but I can't. Controls are unresponsive, music is dull, sound effects lack punch, UI is a mess, game has lots of tutorials but they kinda suck at explaining things. I could go on. I thought shadowrun + xcom was a match made in heaven, but it turns out it's a bad combination. I'd much rather the game had ditched all xcom inspired mechanics and just done a not-shadowrun game. Instead all the time limits just kill my enjoyment of it, and I don't care for any characters because ultimately I know they can all permadie and therefore have no real relevance to the story. With zero investment in the plot due to this, and game mechanics just not being fun, there's little in the game for me to enjoy. EDIT: Oh, matrix gameplay was surprisingly fun. Props for that. EDIT 2: In response to the dev: "What time limits specifically are killing your enjoyment of the game?" Got two units hurt during the second mission, meaning I have only half a team available for mission 3 since they take longer to heal than the next story mission time limit. Movement is unresponsive, two times on mission 2 alone I tried to move to cover, only to be told I wasn't in cover when trying to hunker down. Same thing happened once with melee attacking. I feel there should be a way to limit how many AP you want to spend moving, instead of having to slowly and carefully drag that pointer to try and have enough left to act afterward. Controls are unresponsive too. Twice I moved where I didn't want to, and once I even threw a grenade at my feet straight away, when I was trying to bring up the throw arc aiming thingy. At least I can reset the whole turn... fun. Music is also dull overall. Not bad per se, but these missions are long, and I was bored of it after an hour of hearing the same muffled techno on repeat for an hour. Same with the sound effects, they lack impact. And for the record, I'm playing on normal. I don't think removing character deaths should be needed, but there's a reason xcom made all the plot characters be at base, and "you" a commander instead of a playable unit. It's to accommodate character deaths with an ongoing plot. The way CK handles it just feels messy. A problem that was already solved and shouldn't be there. I feel if you really wanted the xcom gameplay, maybe "you" should be the face, dealing with fixers, hiring shadowru- mercenaries, selecting what jobs to take and making deals. It'd just make more sense than what we got. Also, inventory handling is a mess. Feels like you're trying to go with the tiered loot like Troubleshooter did, but they did it better. (And I didn't even care for it in Troubleshooter anyway)
2 votes funny
The game looks awful and plays awful with unresponsive controls. The AI froze thinking about its turn on the first level so I had to crash out of it. Totally not worth the price.
2 votes funny
I don't think the game is bad more just not really ready to be called 1.0. If steam had a middling review option I'd use that. Just in the first mission of the story and I've already run into various issues that have made the experience more frustrating than fun and like it needed a bit more time in the oven. I tried to use a jamkit on a camera, it did absolutely nothing. Tried again thinking maybe I'd misclicked. Nope nothing at all camera still active. It worked fine in the tutorial but all of a sudden just not at all. My character who was standing behind partial cover somehow couldn't see a guard standing right in front of him. The guard wasn't in cover and wasn't that far away but nope apparently he was just too well hidden standing there completely in the open to possibly have a sight line on. The targeting camera is so annoyingly fiddly and sensitive on gamepad. Just trying to move the cursor onto an enemy to see their sight cone is an exercise in frustration moving back and forth trying to get it in just the right spot to actually see the info I'm trying to see. There seems to be no silent kill option. I don't know if I missed something but the mission told me that I could sneak up behind someone to take them out silently, and I did so taking my character with his katana and sneaking up behind a completely unaware enemy in which situation you would expect some kind of silent takedown option. But the only option was a normal attack which just left the character half injured and alerted to my presence. The bones beneath from what I can tell seem solid and I feel like there is a decent game at it's core with a lot of mechanics and tactics to be had, but right now it feels like it needed a bit more time in the oven before actually being released. I will give the devs credit based on their previous games, they are good devs with a track record of long term support on their games so I'm sure they'll be taking feedback and polishing things up but right now at a $24 asking price it's just not ready in my opinion. Edit: So apparently I misunderstood how the stealth kills worked. Based on the dialogue I was expecting the usual kind of if they are unaware and you can get behind them unseen you get an easy one hit kill on weak enemies but now I realize my misunderstanding on that front and it's more just an attack from stealth and if you take the enemy down before their turn then it is classified as a silent skill. So my mistake on that. And thanks for the polite reply from the devs. I am and have been a fan of your studio and I'll likely give it another chance down the road.
2 votes funny

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