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.

July 2025
Alright. Cyber Knights: Flashpoint is done and dusted. This is an incredibly systems dense and ambitious TRPG that, as mentioned copiously in other reviews, pays homage to such IPs as Shadowrun, XCOM, Cyberpunk 2077, and so on. But I would argue that this is very much its own unique take on Mercenary Sims set in a Cyberpunk style world with a splash of Payday 2. A thing this game does a great job of is creating a believable version of the future where people all live in a dystopian society where corporatism and gangs reign supreme and only 112 cities remain on Earth. Additionally, this game reminds me of the movie, The Warriors , only with better technology. And in other ways, it also feels like vintage 80's sci-fi. Obviously, the Trese Brothers have pulled from a lot of influences to craft this world in which we will be briefly living vicariously through our Cyber Knight and his crew. And they have done a great job in crafting a memorable world. https://steamcommunity.com/sharedfiles/filedetails/?id=3504602227 Ultimately, your goal as the only Cyber Knight in the New Boston Zone is initially to build up your crew and your base, stack that sweet cash by taking contracts from your contacts, meet and develop relationships with said contacts, get sweet sweet weapons and armor, and generally shoot, slice, and explode your way through whoever gets in your way. Or sneak past them. It will usually be a combination of the two. There is a story here, and each member of your crew recruited via story missions has their own story as well. As do your contacts. Some are more impactful than others, but all of them lead to you taking on mission after mission. All that said, while the stories presented are well thought out, it's not really the focus of the game outside of the early game story missions and the endgame story missions. Everything in between is really just about building up loyalty with your crew and contacts. And as mentioned, getting all that sweet cash and gear. Missions take the form of active missions and legwork. Legwork are solo missions (outside of one that can have up to three mercenary participants) that are handled automatically. A contact asks you to lend them one of your mercenaries to take care of something specific. Each mercenary has a percentage chance of being successful based on their skillset. I mostly used the same three or four mercenaries almost exclusively for Legwork as most of those missions fell perfectly into the skillsets of those three or four mercs, and they also weren't ones I usually sent on actual missions (as they were my lowest level mercs generally). Normal missions find you selecting up to four of your crew (five with a certain leverage that can be used). You will head into an area and engage in some turn-based gameplay. There are no grids in this one. Instead, all movement is gauged by actual in-game distance. When you are planning a move, it will show you the cost associated with it as well as the stages along your path where each point is used. You have AP of course, and these points are shared between movement and other actions, such as attacks. There is also a slate of free actions based on the class your merc has. https://steamcommunity.com/sharedfiles/filedetails/?id=3507364625 Speaking of classes, there are ten classes in the game. One is your Cyber Knight, One is your Face (the frontperson for your crew, who is also non-combatant), and eight others: Soldier, Sniper, Hacker, Vanguard, Cybersword, Gunslinger, Agent EX, and Scourge, The variety is pretty cool IMO, and their unique skill trees also feature a lot of useful abilities. There is some overlap, but not much, and they are all capable of working quite well together. Anyway, back to the missions. There is a decent variety of missions, from bodyguard (escort) missions to extraction and defections where you go in and get someone out. There are assault and siege missions (the most fun missions IMO, as they are strictly combat). There are hacking missions. Some require a team to sneak in and find a computer or two. Some are solo hacking missions where your hacker has already found the necessary computer and dives in. There are scav missions where you need to loot a place as much as possible. Missions where you need to find sets of files. Like I say, there is a decent variety. And there is also a fair amount of location variety. I believe this is mostly procedurally generated, using a handful of environs. Most missions also have secondary objectives such as killing "x" amount of people, not allowing the security rating to rise above a certain level, etc... Security level is basically the state of general awareness your opponents in any given area have. They communicate via an AI security system, and various security functions in each area, such as cameras and motion sensors also are wired into the system. As a result, the more you allow yourself to be detected by the various obstacles on a level and the more chaos you create, the higher the security level will be. And the higher that score is, the more security guards and additional security functions an area will bring in or activate. So, as a general rule, the less you can cause this score to increase, the better off you are. However, sometimes things are just inevitable, and I've had my security level crest 20 before, which is true insanity in game form, lol. Base building is as simple as cleaning up debris filled rooms (radioactive in this case) and repurposing them. You've seen this system before in XCOM and plenty of other games. In this game, you will also upgrade the rooms, which unlock a lot of different perks. Including faster healing, gear crafting, hacking perks, and so on. https://steamcommunity.com/sharedfiles/filedetails/?id=3504794430 There are a few negatives to mention. As nice as the mission and location variety is, it can't hold up to the 125-150 mission grind necessary to complete the endgame. This game would definitely benefit from at least a couple more types of missions and different locations. Hacking isn't really intuitive at all. You get the hang of it, but I'm not sure I fully understand it even now after completing the game. Also, quite a few of the achievements are currently broken. Some aren't even possible at the moment. Such as the level 7-10 blueprints which don't exist at the time of this writing. So, all of the above is representative of a lot of gameplay systems. There are even more I don't have room to dive into here: Power Level, Hype, Stress, Heat, Leverages, etc.. And I also didn't really even dive into the specifics of combat or the super cool selection of weapons, for example. Like I say, this is a systems dense game. I would definitely note that this game has one of the steeper learning curves early on. But once you really start to understand how all the systems interact with each other, it truly starts to shine. Plus, it has a very real coolness factor throughout. I would consider this game to be a must play for TRPG fans and cyberpunk fans in general. It's actually a ton of fun, offers a lot of replayability, and is a great value for that $29.99 asking price. Absolutely worth a look. If you found this review helpful and would be interested in supporting my Curator group, [url=https://store.steampowered.com/curator/32549618/]Robilar's Reviews , it would be appreciated. Cheers. Also follow [url=https://store.steampowered.com/curator/32732116-IndieGems/]IndieGems for more reviews like this one.
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June 2025
Yes, but with caveats. Now, I'm a long Trese Bros' supporter and wrote one of the big guides for their previous game Star Traders, but when I first bought into CKF (about 1.5 years ago)... I actually honestly hated it. See, Cyber-Knights is a very easy to misinterpret game. The game itself doesn't do itself any favours because it presents itself as a stealth title. But... this is wrong. This naturally creates comparisons to something like Invisible Inc. or some old Thief title. And it's NOT that. You MUST come into this game instead with the idea that your team is a bunch of elite Special Forces/SAS/Navy Seals: stealthy, but with the expectation that NEARLY EVERY given Mission will eventually devolve into gunning down everyone in sight, sometimes from the first turn. I came in to give it another shot in 1.0, with the mindset above, because I saw it talked about in some places. I made my Main Character CK to be an Assault Rifle spec, with the expectation of violence. And that, by itself, IMMENSELY improved my opinion of this game. Speed, violence, and stealth form a triad of things needed to play this game, and you need to give attention to all of them. Unbalanced in any, and you will fail. You MUST be fast, you're on a timer always, as security gets higher over time regardless of your actions in the game space. You MUST be stealthy at times, because the AI has infinite bodies to throw at your 4-man squad. You MUST be capable of violence because its far easier to dispatch key elements than it is to sneak around everything (and it's just as stealthy in many cases). At the moment it still does have some issues too: -------------------------------------- >> Though there is a variety of builds, many skills are practically dead weight. Drones basically don't exist in the game, so skills related to them are useless. If you're playing the way you should, pitched battles are rare, so skills that grant armour and temporary invulnerability, and reactions to being hit... all of these are useless. >> Vice-Versa, some skills are practically must takes: Your main character absolutely should always rush grabbing [Tactical Surge], for instance. Vanguards are secretly a sword class. Overwatch skills are incredible. More charges on certain stuff is basically mandatory. Face immediately retrained to get Dealmaker and then Field Co-ordination is way better. Build Hackers without maxing out Overclock, and you will suffer. And so on and so forth. >> As you might imagine, it's a "Guide-dang-it!" game. You MUST go into the game with knowledge of what is good and what is not, and use your free re-train on basically everyone to start, as the defaults are usually dubious (though this is always the case with Trese games, part of the reason I wrote my guide for their previous game!!). >> Shotguns are basically hot garbage due to the fact that every single one has the range of a sawn-off, rather than a proper military shotgun, there's not even an option to attach a choke, and they're giga-loud. They're such a liability, that the class that has shotgun skills should just ignore those skills. >> Weapon upgrades are all over the place in the midgame. It's nearly always better to have some Level 3 common weapon over some Level 4 Rare, because many upgrade streams just pump damage and noise, making them useless for keeping a low profile. I'd like to have those as an option but also an alternate upgrade track where they gain no damage, but just get quieter and more utility based. >> The story progression (after the initial events) is SLOW. I've had 59 hours in this individual playthrough, team of 10 is all around level 12-15, but I am still in the first "Era" of Von Braun. I am used to them using Era's in Star Traders, and those always felt like they flowed by MUCH quicker. Does it really take over 6 months for a mega-corp to establish themselves? >> Lopsided economy. Money is super tight the first month of play, but once you're pulling in $700K+ a mission, you also have basically nothing to buy and money is useless, especially if you build your Face right to begin with. That was quite an essay, but hopefully it's a fair insight into my thoughts. I do think there's fun to be had here, especially if you're a nu-X-COM player and you like Cyberpunk.
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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
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

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Last Updates
Steam data 21 July 2025 00:31
SteamSpy data 25 July 2025 15:38
Steam price 30 July 2025 04:48
Steam reviews 29 July 2025 13:50

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Cyber Knights: Flashpoint
9.0
1,042
55
Game modes
Features
Online players
249
Developer
Trese Brothers
Publisher
Trese Brothers
Release 02 Jun 2025
Platforms