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

User reviews & Ratings

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

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.
92 hours played
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.
62 hours played
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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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.

No, Cyber Knights: Flashpoint does not support 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

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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 12 June 2026 12:08
SteamSpy data 13 June 2026 07:49
Steam price 13 June 2026 12:50
Steam reviews 12 June 2026 18:05

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
126
Developer
Trese Brothers
Publisher
Trese Brothers
Release 02 Jun 2025
Platforms