Cyber Knights: Flashpoint on Steam - User reviews, Price & Information

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Cyberpunk mercenaries RPG! Turn-based squad tactics with unique heist-planning strategy. Build your crew wisely; their stories will become interwoven with your own. Pull off heists with powerful cyberware, faction connections, multiclassing, weapon modding, stealth, hacking, and more!

Cyber Knights: Flashpoint is a turn-based combat, tactical and character customization game developed and published by Trese Brothers.
Released on June 02nd 2025 is available in English on Windows, MacOS and Linux.

It has received 1,097 reviews of which 1,042 were positive and 55 were negative resulting in a rating of 9.0 out of 10. 😎

The game is currently priced at 23.19€ on Steam with a 20% discount.


The Steam community has classified Cyber Knights: Flashpoint into these genres:

Media & Screenshots

Get an in-depth look at Cyber Knights: Flashpoint through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS: Windows 10, Windows 11
  • Processor: 1.2 GHz
  • Memory: 2 GB RAM
  • Graphics: GeForce GTX 660, 2 GB / Radeon HD 7870, 2 GB
  • DirectX: Version 11
  • Storage: 12 GB available space
  • Additional Notes: Please make sure your video drivers are up-to-date!
MacOS
  • Requires an Apple processor
  • OS: macOS 12 or newer
  • Processor: Apple M1
  • Memory: 2 GB RAM
  • Graphics: Apple M1
  • Storage: 12 GB available space
Linux
  • OS: Ubuntu 14+
  • Processor: 1.2 GHz (32 or 64-bit)
  • Memory: 2 GB RAM
  • Graphics: GeForce GTX 660, 2 GB / Radeon HD 7870, 2 GB
  • Storage: 12 GB available space

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

June 2025
**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!
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May 2025
I tend to wait until full release to jump deeper into my games. With this dev team and game though I really wanted to post a review of what I think so far. First off, you will not come across a better Developer in all of Steam that keeps the community informed with info as well as constantly updating and tweaking the game to perfection. (The updates are constant). Gameplay wise, I have only sunk a bit over 6 hrs, but I’m one of those wait to full release before sinking my time into a game. What I have experienced is an excellent turned based game with great controls and many different options of how to achieve your goals each mission. Great variety of characters to explore and build how you wish. Plenty of customization options for gear and looks. This has only gotten better over time. I still have way more to discover and am really excited to see what I find. There are so many choices and options that it really is up to you to experience the game as you wish. Could not recommend this game more! 👍
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May 2025
This game slaps. Not even mentioning the top tier mission gameplay (which is fantastic by itself), what I find fascinating is the home base gameplay. There's so many things to do between missions! Blackmail someone to gain leverage on new missions, manage a network of underworld contacts and relationships, send your mercs out on missions for profit or for clout, , base building, hell there's even a class that doesn't go on missions at all and deals with the mid mission stuff! Lots of work is obviously being poured into this game, can't wait to see where it goes from here!
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May 2025
Has the heart of Xcom and the skin of Cyberpunk. If you've ever played Xcom and wanted more plot, or played Cyberpunk and wanted it to be more tactical, this game will scratch both those itches for you.
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Oct. 2024
A game I always wanted and didn't know exist. As an avid Turn Based Tactics fan who loved games like XCOM, while also the aesthetics of Cyberpunk, this truly scratches several itches at once. While I will start by saying any words I give will pale in comparison to how utterly involving and enjoyable this game is, I will say simply: It combines the tactics and 'drop in' style of missions of XCOM, while seamlessly combining RPG elements from CRPGs together, without feeling as 'bloated' as XCOM games suddenly become like a chore. The game gives you missions with no precise way to solve them and not, like some games, without a 'preferred' method. Some games state you can 'sneak' or 'fight' through missions, yet always hold a preference to one or the other. This game, unless the mission SPECIFICALLY says 'Combat Required', allows you the player to decide how to solve the mission. There are missions that I have gone in guns blazing and left a trail of bodies in the wake, and others where I have either killed none or very few and felt they were EQUALLY valid. In addition, while a little much at first, hacking is great and has a much more cyberpunk fitting hacking system then, say, actual Cyberpunk 2077. Most importantly, I **LOVE** making characters. While rudimentary, there is enough character customization through clothing, colors, and beyond to make you really get to make and design your recruits from start to end, while an expansive enough talent system to make unique builds. While it is good now, I can only imagine that new weapons and abilities will make this even better out of EA. I cannot put this game down. It's actually fantastic. I heard of these devs through Star Traders, and this game delivered upon my desire in knowing what the audience wants. This barely even feels like an EA game. I am someone who rarely, if ever, gets into Early Access games. If there was ever a game worthy of your support, it's Cyber Knights: Flashpoint.
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Frequently Asked Questions

Cyber Knights: Flashpoint is currently priced at 23.19€ on Steam.

Cyber Knights: Flashpoint is currently available at a 20% discount. You can purchase it for 23.19€ on Steam.

Cyber Knights: Flashpoint received 1,042 positive votes out of a total of 1,097 achieving a rating of 8.95.
😎

Cyber Knights: Flashpoint was developed and published by Trese Brothers.

Cyber Knights: Flashpoint is playable and fully supported on Windows.

Cyber Knights: Flashpoint is playable and fully supported on MacOS.

Cyber Knights: Flashpoint is playable and fully supported on Linux.

Cyber Knights: Flashpoint is a single-player game.

There is a DLC available for Cyber Knights: Flashpoint. Explore additional content available for Cyber Knights: Flashpoint on Steam.

Cyber Knights: Flashpoint does not support mods via Steam Workshop.

Cyber Knights: Flashpoint does not support Steam Remote Play.

Cyber Knights: Flashpoint is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Cyber Knights: Flashpoint.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 14 June 2025 14:16
SteamSpy data 13 June 2025 20:06
Steam price 14 June 2025 12:48
Steam reviews 13 June 2025 22:03

If you'd like to dive deeper into the details about Cyber Knights: Flashpoint, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Cyber Knights: Flashpoint
  • SteamCharts - Analysis of Cyber Knights: Flashpoint concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Cyber Knights: Flashpoint compatibility
Cyber Knights: Flashpoint
9.0
1,042
55
Game modes
Features
Online players
633
Developer
Trese Brothers
Publisher
Trese Brothers
Release 02 Jun 2025
Platforms