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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 on Windows, MacOS and Linux in 8 languages: English, French, Italian, German, Polish, Portuguese - Brazil, Spanish - Latin America and Spanish - Spain.

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 28.99€ on Steam.


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

Steam Price & Best Deals

User reviews & Ratings

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

80 hours played
July 2026
The best developer support on Steam, bar none. (Plus, the tactical RPG I've always wanted!) If you enjoy X-COM or Shadowrun (or Tactical Turn-Based RPGs in general), buying Cyber Knights: Flashpoint is an absolute no-brainer. It delivers everything you want from those games, but without an impending doom timer breathing down your neck. I easily sank 50 hours into it in my first three days alone and felt like I had barely scratched the surface. The 70-Hour Save File Miracle recovery: After 70 hours of playtime, I accidentally deleted my auto-save, which completely wiped all of my progress and save games in one single click. I was devastated, bitter, and couldn't find a local database file anywhere... Enter the developers, the Trese Brothers. After reaching out, Andrew Trese went completely out of his way to manually locate my most recent save file on their side and emailed it to me in less than 24 hours. My 70-hour file is fully recovered, and I am right back where I left off. I have never had a game developer go to that kind of personal trouble for me. The fact that they are this supportive, while also actively pumping out massive content updates, makes them next-level creators. If you are on the fence about this title, buy it. Buy it for the deep tactical gameplay, and buy it to support absolutely amazing human beings. I'm going to buy their entire backlog now just to show the love.
72 hours played
April 2026
I thought it was just a gimmick when they said that they solemnly swear that: "No saved game will ever be invalidated by an update". Sent a hesitant text to one of the developers after Steam had overwritten my safe-file and within 5 minutes it felt like I was reliving a scene from Saving Privat Ryan, being drilled into recovering the save-file even though I had already given up, multiple times. But it wasn't enough! No one is left behind! And digging through the trenches, drenched in mud, there... on the horizon... we could finally see it. He gave me the file like it was nothing and turned around. "Remember", he said: "no saved game will ever be lost".
47 hours played
April 2026
When I initially wishlisted this game in 2024, then bought it in 2025... I thought the screenshots in the store page looked awesome but there wasn't much papow and pizazz that made it stand out. It was really the store description and the reviews that got me to buy the game. Eventually.. I finally played it (March 2026) and I was really surprised by how good this game is. I tried to love the Shadowrun Trilogy but the combat felt too boring and I didn't care for the story. But Cyber Knights grabbed my attention. It's a very elaborate game that focuses on turn order manipulation and action point economy. There's ONLY ONE other game I've played that actually did this and I thought it was really unique and cool (it's an NSFW game though lol) The story is all about you and what you forge. NPC relationships are systematic and non-linear. In all honesty this is the first turn-based tactics action stealth sandbox cyberpunk RPG I've played. And this is a very left-brained game. If you don't like turn-based tactics, balancing numbers, looking at percentage chances and theorycrafting character builds; I don't think you would enjoy the game. Enemies don't have omniscience. They have a line-of-sight where they have to see you before attacking you. They also don't just run to where you are. They have to investigate first. Think of MGSV: Phantom Pain but turn-based. This essentially creates an entirely new dimension of gameplay in addition to pure fighting: stealth. Missions have their own objectives that challenge you to engage in stealth, kill a lot in combat, or limit the amount of people you kill. Accomplishing objectives not only give you money, but also gives you upgrades, new items, extra NPC favors and NPC influence. Attracting too much attention could also escalate the mission too much and they start sending in the big guns. The approach you choose to do in a mission affects how hard it is, your progression and also affects NPC progression. It's really amazing because all of the game's subsystems harmonize with each other like an orchestra to make you think twice about going in and killing the entire map (which usually happens in stealth games and in any combat game). You start caring more about the objectives and getting paid. Which make sense because that's what you as a cyberpunk mercenary should really only care about. My only criticism is the UI and UX aren't very intuitive. They have a slight learning curve and if you don't learn them properly it can get in the way of missions. Some maps also don't seem to be very optimized. I'm getting 24 FPS when I zoom out on big populated maps even on the lowest settings. And my PC can run Cyberpunk 2077, Witcher 3, Helldivers 2... which all have better visuals than Cyber Knights. Overall, the combat and stealth is unique and extremely fun, it incentivizes you to think like a mercenary, and the overarching NPC/faction sandbox really enhances the out-of-mission side of the game.
359 hours played
Dec. 2025
Pros: Plays like a more granular XCOM mixed some cyberpunk/Shadowrun, offering more degrees of control in just about everything from unit placement, progression, and battlefield tactics. The portion of the game that feels like you are building a team of skilled operators is engaging. Each character you recruit has the chance to become a compelling interesting addition to the squad. Has an engaging, if too brief, storyline with promise of expanded (free) content to come. Has variable difficulty that allows players to fully challenge themselves or fulfill the power fantasy itch. The various weapons and classes have fun and interesting drawbacks and advantages that allow you to really feel like you've come up with a viable customized loadout organically. The developers respond extremely quickly to bugs and issues and seem very committed to Updates and expanded content. There have been numerous enemies/types added as well as playable classes coming from multiple free updates. Cons: The hacking subsystem seems a little bit undercooked as sometimes it feels like you are running through multiple layers of saran wrap in place to barely slow you down and eat up action points. It's a valid defensive technique to stop the player, but it rarely ever feels like you're a hacker slicing your way to the data you need, rather more akin to a sewer sweeper wading against a current of countless nodes and programs who's sole purpose is to mire you in the muck. This may be because I just am not engaging with the system fully though, as I almost always find it faster and easier to brute force my way past the problem. Why invest time in a decoy program when I'd rather just save the I/O bandwidth for more scanning and disabling? Why use the nuke program when the Null Op talent is just the go to solution whos only drawback is a CD timer? Get me to the end node let me explode, scan, and spike so I can get back to playing the fun bits. Some of the stories are unfinished or lack resolution or follow up. It's full of excellent plot hooks that could be intriguing: missing family, found friendships, the building of trust/family/companionship, political betrayal and subterfuge, but apart from one very well done ending campaign/storyline, they haven't been fully realized yet and just kind of hang there limply suggesting at more depth than there actually is. Of course my hope is this changes as they continue to update. Final thoughts: It may seem like my criticisms are far more lengthy than my praise, but that is simply because I genuinely enjoy the game and see it's potential to be something amazing. I highly recommend you support the game and developer because I feel like with the progress I've seen so far this has the potential to be one of the true greats of the genre and more importantly the actual commitment to attempt to fulfill that potential.
119 hours played
Oct. 2025
TLDR: Flawed but good game Two major problems with this game prevent me from giving it a wholehearted recommendation. 1) The game bills itself as providing a lot of character customization, but the reality is that a very large portion of talents in the game at the moment are totally useless, either because they only affect specific enemies who rarely show up, or because they are buggy, hard to use or set up for, or generally just aren't very worthwhile. There's simply not much room for creativity because so many talents are either "Duh, that's going to always be handy" or completely worthless. This will likely change in the future as the developer continues to patch and work on the game, but it's simply a reality at the time of writing, and prospective buyers deserve to know that the talent balance of the game sucks. 2) Ironman mode is simply an exercise in frustration due to how many bugs exist in the game. There are too many little events that can simply throw your entire game off due to issues completely beyond your control. For example, one Talent in the game allows you to predict enemy movement during their next turn; sometimes the UI for this talent straight up lies to you about what the enemy will be doing in their next turn. You may think they were going to stand in place facing a particular direction, and will be shocked when their turn comes up and they instead swivel in place completely unprompted, see your merry band of cyborg criminals sneaking around behind him, and proceed to alert all his brethren who go ahead and shoot and kill one or more characters because you had the gall to trust the talent to tell you correct information. Another example is that sometimes the UI lies about line of sight; you may have thought you could walk into some particular piece of cover and gun down an Alerted enemy, but you may well be shocked to find that despite the blue line indicating you would have line of sight, now that you've moved your character into place, you simply no longer do, and there is no "undo" button to redo your movement, so now you have to squander more precious action points lining up a shot, which may completely foil your attack and give that enemy a chance to gun down an ally. There are dozens and dozens of little niche situations like this that can basically completely screw you over. This really sucks because the difficulty of the game is in this awkward place where it's genuinely too easy if you have the opportunity to rely on saves to undo mistakes, but trying to make it harder with Ironman is simply an exercise in hair-pulling frustration as little 'gotcha's sneak up on you and destroy a run. Despite these flaws, I do give a hesitant recommendation provided you enjoy turn based strategy games with squad management ala X-Com, or have any love for cyber-punk style games. The devs have been consistently updating, so maybe these issues will be addressed in the future; I would strongly recommend waiting for a good sale in the future while you wait for them to do so if you are unsure.

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Frequently Asked Questions

Cyber Knights: Flashpoint is currently priced at 28.99€ on Steam.

No, Cyber Knights: Flashpoint is currently not on sale. You can purchase it for 28.99€ on Steam.

Yes, 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.

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

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

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

Cyber Knights: Flashpoint is a single-player game.

Yes, there is a DLC available for Cyber Knights: Flashpoint. Explore additional content available for Cyber Knights: Flashpoint on Steam.

No, Cyber Knights: Flashpoint does not support mods via Steam Workshop.

Yes, Cyber Knights: Flashpoint supports Remote Play on Tablet and Remote Play on TV. Discover more about Steam Remote Play.

Yes, 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 16 July 2026 22:38 UTC
SteamSpy data 24 July 2026 01:01 UTC
Steam price 28 July 2026 18:47 UTC
Steam reviews 26 July 2026 05:57 UTC

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
Rating
9.0
1,042
55
Game modes
Features
Online players
130
Developer
Trese Brothers
Publisher
Trese Brothers
Release 02 Jun 2025
Platforms
Remote Play