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Cyber Knights: Flashpoint on Steam

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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, Linux, Steam Deck and Steam Machine.

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 19.13€ on Steam with a 34% 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

Steam Price & Best Deals

User reviews & Ratings

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

99 hours played
Aug. 2026
I love, hate, and have some "meh" feeling about some minor stuff. I love it WAY MUCH more than I hate it, going by the positive review, playtime, so this is an easy recommendation for fans of X-COM, Shadowrun, Jagged Alliance, and other similar turn-based tactics games in general. =========== WHAT I LOVE: =========== The moment to moment of the tactical stealth/combat is superbly fun, engaging and rewarding. This is the high peak of this game. I really like the gridless design that dictates movement, shooting and skill usage. Most classes are fun and balanced (for the most part). Another highlight here is being able to move stealthily (with enemies reacting accordingly, breaking LoS, noise making, relaying information, etc) delivers on something that X-COM lacks, which is the feeling of actually infiltrating a map and realistically avoiding or being detected in intuitive and fun ways. Doing those heists, even when the maps begin to repeat, even after the mission types and dialogue begins to repeat was fun and carried the whole 90+ hours of gameplay for me, which speaks volumes to what these indie devs accomplished, because overall I think they nailed this most important part of the game. =========== WHAT I HATE: =========== The HQ/homebase/hideout management gameplay is straight up poorly thought out, and throws at you a ton of s numbers and stats, which while at first may seem like a ton of depth, density and interactivity, but in the end are actually all meaningless. It boils down to 4 problems (all strongly related to each other): weak goal structure, bad (and over-stretched) pacing, ludo-narrative dissonance, inconsequential micro progression. 1) Weak Goal Structure: This game severely lacks an overall story/narrative objective or end-game goal. It sets up a decent enough premise, but it never went anywhere during my playthrough, which in this aspect just boiled down to "keep doing heists to hoard money like a dragon". After upgrading all of my HQ, printing weapons, installing cybernetics, there was literally nothing else to spend money on. And despite being team level 8 or 9, the game never present me with the pay-off of its premise to retire off-world or something like that. Take X-COM for instance, the HQ management in that game is engaging because the hook is that literal aliens are invading earth, and you have to research, make weapons, move up the tech ladder, and this is a good feedback gameplay structure. But this game simply copied the base management without also creating any strong rook beyond "get more money". It ends up feeling like a weak sandbox. 2) Bad and Slow Pacing: This feels like someone saw the "Long War" mod for X-Com and decided to make it the main course, instead of being an optional mode of play. In short, everything takes an absurd amount of time in the HQ management, because the devs wanted to take a more "realistic" approach to that side of things, by simulating days/weeks/months passing, again highly inspired by X-Com. But aside from the occasional "unique" Heists/Mission, there is no time pressure at all, there is no narrative hook or any enjoyable progression happening, unlike in X-Com where you're on a race against the invasion, you're discovering new alien types and new technology, with cool descriptions and cutscenes etc. The devs even tried to spice things up with "Eras": more or less a period of 6 months or so where a certain major event is happening in the city, which supposedly affects the missions available to you. But this also ends up falling flat for reasons discussed bellow. 3) Severe Case of Ludo-Narrative Dissonance (that is, a discrepancy between what the game/story tells or wants you to believe is happening, versus what you're actually experiencing as a player): A core element of the homebase are the Contacts and the factions of the game. Contacts are proc-gen people representatives of gangs, corporations, etc. There are relationship stats such as how much they trust you, how exposed they are, if they own favors to you or you to them. Now reading this in theory, you'd think that this system is super complex and engaging, well I had the same excitement at first, thinking there would be some great intrigue, backstabbing, interaction between contacts, etc, but it's all just... a facade, smokes and mirrors with no actual depth or mechanical interaction. It's just numbers, and meaningless ones at that. People with 0% trust will offer you heists, people with 40% will sic a head-hunter on you because you did a few jobs against his faction, and then a few days later ask you to run a job for them or rescue them. You do get the rare mini story arc, but even those are too short and end up with no major long-term consequence. 4) Inconsequential Micro Progression: This permeates the whole management part. Squad member gets hyped up, permanently gain 1% more of whatever stat. That is if you didn't roll (RNG) for a TEMPORARY inconsequential boost. With the aforementioned contacts it's the same thing: gain 1% trust, gain a handful of hype, that ultimately leads to a roll of more inconsequential increase. Upgrade a room in your HQ? Yep, smallest increase of usability again. From the weapons, to the items, to the side collectibles like blue-prints and data-files, it is all just the minorest smallest value increment, that makes virtually no difference if you have 1% more or less, and yet this is what passes for "reward" or "progression" in the game. It's all meaningless junk, to craft a minor slightly better weapon, to craft a minor slightly better health-kit or armor, data-files that are just glorified money, etc. All of those systems never build up to anything satisfying, not narratively, not mechanically. The crafting was too expensive and cumbersome, specially because I was getting good gear from the maps anyways. The favors have no narrative pull, they are mostly discounts on situational items. The "power plays" lead to no major shift in the game world, that contact just get a small increase in whatever. It's kinda mind-boggling really, how all of those systems combined ultimately have no pay off, they amount to nothing or at best, only ridiculously small increments to the sandbox of the heists. The origins, mystery and plot-line of the Cyber-Knight implant itself never got built upon or went anywhere in 90+ hours of game, after the initial surgery. The background of the character didn't matter at all too. =================== THINGS THAT ARE MID: =================== *Sound effects are decent, but music is bad and I mostly played on mute or with my own soundtrack. *The static HQ screen is boring and ugly to look at, compared to the dynamic panning, interesting rooms and visually pleasing with dynamic cameras of X-COM. *Shooting animations are serviceable but stiff, and action cameras are wonky. *Sim-Trainer should give passive XP for all, opposed to benches (Detox is fine with benches). *Hacking is OK for what it is, not bad not great, but the longer/harder ones do feel like a chore more than anything. *Maps are fixed pre-built, not randomly generated. Most maps are fine, but they do get repetitive after a while. All in all, the in-map gameplay of Cyber Knights: Flashpoint is superbly fun and enjoyable, and for that reason I give it a positive recommendation and I'm happy to have supported the devs, as I got a ton of fun time there. This moment to moment gameplay is better than X-COM and even many other tactical games, due in large part thanks to its implementation of stealth related mechanics. But the HQ/management side of things is frankly uninspired at best, mostly mediocre and simply a time wasting pile of dung. At a glance it promises a lot of fun potential in a cyber-punk world of intrigue, but in truth it is just a ton of numerical values and counters, that ultimately amount to just a charade that tries (and fails) to hide its mechanical/gameplay/narrative shallowness.
427 hours played
Aug. 2026
Why do I keep coming back to Cyberknights? Stay a while and listen. First, I think it does an absolutely stellar job of balancing stealth and combat. Figuring out how to bypass groups of enemies, or send them off to the other side of the map, trying to make sure you stay off the security net as much as possible, sorta like Invisible Inc. But unlike Invisible Inc.; most of the character classes outside of one dedicated stealth specialist (the vanguard) and the two matrix oriented classes are also absolute monsters in combat too. Kinda like XCOM. But unlike XCOM; where once a firefight starts, it'll keep going until you finish the mission you can, especially once you get good at managing your fights, slip right back into stealth and finish the mission with a bunch of guards calling in reports about the mess you made back on turn 2. The class system is really, really well thought out with a ton of flexibility and easy multiclassing so you can do all sorts of weird combinations. The individual classes are really well thought out too with a nice combination of ones that can get built out really effectively without knowing much about the games systems like Soldiers and more complicated ones like Scourges. Also, they just keep updating the damn thing and it pulls me back in. Either it's a new class or a storyline or something. I don't know if you have played any other games by the Trese Brothers, but Templar Battleforce had its last content update in 2024 and that game released in 2015. You will hit bugs, especially in the new content. The game is made by 3 people, stuff is gonna slip by. Most are minor, usually an AI thing or an out of place asset, but they are super responsive, and have a reporting process that has more often than not let them just straight up fix peoples save files if something goes really weird. Oh, and I'm still playing my original save file from a year ago sometimes when I want to fart around doing high level nonsense and in spite of 99 updates (they hit 99 updates a couple days ago) they have never broken a save of mine at least and I've never heard of them breaking anyone else's either. The way they do the story is really neat too. Rather than a big overarching campaign, they use something kinda like Rimworld's story director (they call it a Casting Director) to pull questlines based on things you do and people you know. This part is still a little bit of a diamond in the rough, simply because they are limited by their ability to actually write out the storylines and program the scenarios, but there are a lot of proc gen missions to do in the mean time and they have added at least a dozen mutli mission storylines over the past year and a half or whatever it has been. There is also a whole ant farm base management layer and a contact system where the people you know are your vendors, cyber-surgeons, mob bosses, gunrunners, matrix jocks, all the tropes, but they are also the guys who give you sell you those guns and give you the missions. Imagine playing Cyberpunk 2077 but you can go buy Swords from Wakkako and if you run missions for her and sell her good loot she will level up and get better swords to sell. Or do some Robin Hood stuff for Vic and he gets better cybereyes to sell. And they are on track to release their mod tools in a couple of months. One of the key things is that they are going to open up the casting director so players can introduce their own storylines based of the different character tags that mercs and contacts all have. Thank you for coming to my Ted Talk. Yeah... give Cyber Knights a try.
1056 hours played
July 2026
Excellent game, as demonstrated by the over 1000 hours I've spent playing it. There are plenty of reviews here describing the mechanics of the game, and how it plays, so rather than repeat that, I'll just mention how impressed I am with the developers themselves. Even now, after launch and out of Early Access, the updates keep coming. The developers are truly dedicated, responsive and a part of the community. I recently had an issue where Steam somehow corrupted several of my save files, and every other save file I tried to load became corrupted in turn. Despite it not being caused by the developers, they took it upon themselves to fix my files for me. Keep up the good work!
81 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.
44 hours played
July 2026
Okay, so I'm comically old by the internet standards. I played the original X-COM around the time it came out, when I was a pre-teen. And even before I spoke English at any reasonable level of proficiency. X-COM was way ahead of its time, and still is to some degree (Y NO destructible environments, Cyber Knights?) when it comes to this fusion of (base) management and tRPG. The reboot just didn't do it for me. At all. A lot of what made X-COM special was dumbed down and simplified. And even the combat was kinda just traded in for something very similar, but flashier with its killcams and whatnot. I never finished it, because I got too bored by it. I did finish X-COM back in the day, and back then it wasn't my habit to finish games like it is today. So that means that X-COM was something very special. Jagged Alliance 3 evolved the outdated turn-based combat, but alas dropped the ball when it comes to the management part. I dare say that the management was better in JA2 that was released at the end of the 90s. Cyber Knights is legitimately the first game that I can say is the proper next step for the genre. The base management, and management in general is delightful. There's all these little systems that work behind the scenes both for and against you. You can have friends and enemies, with friends, of course helping you out, but with enemies actively trying to stifle your efforts by sending assassins after you during heists. The combat is spectacular. I for a long time avoided the turn-based genre because it became stale, but with JA3, Baldur's Gate 3 and now this, I must say that we live in a golden age revival era of turn-based games. The turn-based of today is much more dynamic and cerebral than it used to be. You're not just limited by moving once and attacking once anymore. You have a myriad of options before you. The central idea to make the combat be driven by the heist gives a number of very interesting mission scenarios, from freeing a prisoner, to hacking a mainframe, to assassinations, to well, a heist itself. The escalation mechanic synergizes beautifully with this philosophy. But don't forget to tune it to your liking as it can get quite brutal, punishing mistakes much more harshly. The RPG part of Cyber Knights is not just a skill tree, despite there being a good number of classes and the ability to mix and match them to one's heart's content. The story is driven by decisions the player has to make during dialogues, both major and minor. For instance, I was asked to perform a very vile task for one of the corpos, which I refused because it goes against my ethics. This inadvertently soured the relationship between us, pushing the contact towards the enemy end of the spectrum. Anyway, Cyber Knights: Flashpoint is an exceptional game, driven by systems and their complexity. So if you're missing the feeling the original X-COM gave you, you really can't go wrong here. I give this game my utmost recommendation.

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Frequently Asked Questions

Cyber Knights: Flashpoint is currently priced at 19.13€ on Steam.

Yes, Cyber Knights: Flashpoint is currently available at a 34% discount. You can purchase it for 19.13€ 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.

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

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

No, Cyber Knights: Flashpoint does not support VR.

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 08 October 2026 22:57 UTC
SteamSpy data 18 October 2026 08:04 UTC
Steam price 26 October 2026 20:09 UTC
Steam reviews 22 October 2026 18:02 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
144
Developer
Trese Brothers
Publisher
Trese Brothers
Release 02 Jun 2025
Platforms
Remote Play