
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!
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Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 1.86/day in the week to Sep 10 → 7.57/day in the week after.
About

A modern tactical RPG with some of our favorite elements: gridless movement, environmental cover, specialized overwatch, initiative manipulation and more. Independent enemy unit AI opens up a world of creative combat tactics & stealth options; pick them off one by one, stage diversions, or use advanced tech to sneak right by them.
Combat is challenging and in-depth. Powerful abilities, tricked out weapons, and smart coordination can give you an edge, but once you go loud expect things to escalate. Move fast and avoid getting pinned down to accomplish your objectives and get out alive.


The ecosystem has collapsed. Only 112 cities remain, sheltering under massive domes or inside of mountains. Artificial consciousness has been created, killed, and outlawed at a global level. Megacorporations, nanotech and quantum computing have radically altered the world… and your character is one of the few equipped to handle it.


Choose your jobs to build your rep without taking on too much heat. Work your network of underworld contacts to trade favors, pay bribes, and gain advantages before taking on a heist. Plan your path through multi-stage missions, and commit your crew to legwork that could reveal new opportunities or threats.


Balance factions, favors, reputation and more. Rivals, fixers, arms dealers and corporate big shots... who you work for, who you fail or betray, all of it can open and close opportunities for you. Watch your heat, and try to make sure more people owe you than the other way around.


Extensive talent trees, more than 40 multiclass combinations, weapon modding, safehouse upgrades, evolving character traits and more combine to give players endless ways to build a crew that can take on any job. Rich visual customization (hair, outfits, faces, eyes, tattoos, facial hair, accessories, color options for everything, and more) & naming lets you personalize any of your characters.


Your squad members evolve as you play, shaped by your choices, their injuries, interactions, even their presence on some missions. Inspired by years of tabletop RPGs, our custom-built Casting Director story engine uses all this information to choose and place squad members and NPCs into world events and storylines it selects for you on each playthrough. Who will end up a betrayer, a friend in need, or the villain this time? Create new squads, discover new stories, and watch how your choices make it all fit together.


Trese Brothers Games makes deep, highly-replayable strategy games & RPGs. Cyber Knights: Flashpoint is our 9th and best yet, made possible by our dedicated fans and player support from our previous games. We're long-time fans of cyberpunk and are thrilled to bring together both a fresh take and so many of the genre's classic themes around some of our favorite gameplay.
You'll see a lot of updates from us -- we love to keep expanding our games with additional free content. So we also want to share our saved game policy up front so everyone understands our commitment to your games: no saved game will ever be invalidated by an update.
All new content and features will be added immediately to all saved games (with the reasonable exception of things like New Game options). You never have to restart if you don't want to. This is a studio commitment that we have made and kept for over 15 years across all of our games. We stand by it.
Grab it now and enjoy!
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Reviews
Themes across 256 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
你尊重中国市场,我也尊重你的游戏,虽然现阶段优化有点差了,养养再品
So i bought this game shortly after it came out of Early Access. at the time i was on a different operating system (Linux Mint Cinnamon) and had severe stuttering issues that to my understanding have since been fixed for other users. the developer very kindly helped troubleshoot my issue, and when it appeared like it wasn't something fixable, recommended using the steam refund feature, which i did. now i'd had other issues with different steam games that stopped when i switched to Bazzite, which i'm using now, and so i decided to buy this game again, and see if that solved the issue. It very much did and i have never been so pleased with a tactics game. The best way i can describe this game is by making two comparisons; first, it's got the vibe of the Harebrained Shadowrun games, but instead of magic and fantastic creatures, it's nanotech and quantum technobabble, in the best ways; seriously, none of it feels hamfisted, just characters talking about the reality of the really messed up setting they exist in. As far as gameplay goes, it feels like the insurgency gameplay that the prerelease marketing material for Firaxis' XCOM 2 was implying was going to exist, but here it's actually executed in the way the marketing made you imagine you'd be able to do in that- you can stealth through a level, never coming in contact with the enemies on the map, you can do stealthy takedowns and clean up the bodies with disposal talents and consumables, leaving the facility's security AI none the wiser to what happened, you can deliberately get one of your mercs caught on a camera or trip a single security device, leading the remaining guards and any reinforcements to a spot in the opposite corner of the map that you left 5 turns ago, while you clear out the rest of the loot and extract. and you can have high stakes firefights where you clear out an entire map's worth of enemies which keep coming as you hold an objective, and then make a run for the exit. there's plenty of content and more just *keeps getting added,* for free mind you. There's been 97 free content updates since release last year, and there's literally another being prepped for sending out as I write this. the content is solid, and the main serious complaint i'm seeing is mostly that the mobile compatibility is mostly limited to very high-end and large screen phones, as well as the more powerful tablets, and that for best implementation you're going to want to be streaming it from your desktop over your WiFi if you're on a mobile/tablet. if you want to *actually* have mobile gaming and play this, it runs *very* well on steam deck, natively, and is what this game requires for on-the-go gameplay that approaches what it's like on desktop. Now i mentioned Shadowrun and XCOM 2 earlier, and that this is very much in the vein of both. this has most of the customization features of both, aesthetic and gameplay, but outdoes them significantly. the main thing that shadowrun has over this is the freeform character build system, but that's just outside the scope of what Cyber Knights: Flashpoint is trying to offer. instead you have a customizable main Cyber Knight main character, and bespoke merc characters with preset classes and starting stats and traits (and in some cases cyberware!) which you can specialize in multiple directions by going deep into one of the things their class does very well, picking from what you find useful, multiclassing a single other class (though some are mutually exclusive due to where a required cyberware slots in), and picking if you go for that class for a dip or truly merging specialties. the combat and base management can also be as difficult or as forgiving as you want it, there's just *that much freedom* with the difficulty. sliders and options for pretty much every aspect you could want, and it means that the people who just want to chill after work with a fun game can get what they're looking for, while the real chrome-heads who want to prove they can handle the worst the megacorps can throw at them can also get all the challenge they want out of this game. For those of you who might be inclined to skip past tutorials and dialog, this is not the game to do that with however. It has many moving parts and until you have a solid grasp of them, skipping those things will be likely to leave you wondering what to do and what button to press and how to go about doing this, that, or the other thing. luckily there are many very quality guides for how to do various things, and an extremely helpful discord, as well as a wiki which is, admittedly, not the easiest to find stuff in right now, though it's better than it was, and is still actively being improved and updated as more content is added (we're likely going to get much better detail in the wiki once the mod tools get rolled out to the people beta testing that, as that'll allow more access to and understanding of, the various internal code aspects of the game which are currently very opaque). All in all, between the high amount of replayability which just keeps increasing as new content is added, the difficulty customization, the fashion options, (oh gosh the fashion options), the sheer number of ways you can build your team, the way one run can be massively different from the last just on what kind of loot ends up dropping, even if you picked the exact same team and skill sets, this is one of the best games on steam i have ever purchased. full 10/10, no notes
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Reviews, worldwide (the counter carries no country): 2/day in the week to Jul 30 → 3/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Polish, Portuguese - Brazil, Spanish - Latin America, Spanish - Spain, Simplified Chinese
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Hours played at review time, across 256 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This game has a shocking amount of systems and depth. Admittedly, it could use some polish, but if you like XCOM-style games (especially if you wanted the stealth aspect of XCOM 2 refined) you need to pick this up, at least on sale.
Okay, so... I don't normally leave reviews, but this one is a thumbs-up for sure. Cyber Knights: Flashpoint definitely scratches that XCOM itch, with the two sides of the game between managing things off-mission and the on-the-ground tactical gameplay. It took me a couple of hours to really get used to everything and figure out which choices were actually impactful versus what worked best for my own playstyle. One mechanic I especially like is how stealth works individually for each character. Just because one member of your team gets spotted doesn't mean everyone is suddenly detected. Each character can still operate in stealth independently, which opens up a lot more tactical options and lets you recover from mistakes instead of one bad move immediately blowing the entire mission. Overall, the game is really well done. The biggest compliment I can give it is that I keep finding myself wanting to come back and play more—whether it's to see where the story goes or just because the mechanics themselves are genuinely fun. Definitely worth giving a shot if you're into tactical games like XCOM.
How can 92% of reviews be positive if only 49% of people who bought the game beat the very first level?
Kind of like XCOM, but with five times as many fiddly variables. It is slower, less balanced, hard-forces stealth on you constantly, and just heaps complexity upon complexity for no real reason.
Strong gameplay with good replay value and many options in flexible difficulty to tune the game to your liking. It has had many updates post launch to add new character classes and storylines, giving reasons to play again. Core gameplay loop is doing heist missions with a blend of stealth and aggressive gameplay. Generally you will be going in quietly but fighting your way out. Between missions you can build a safe house (reminiscent of x-com or blades in the dark), upgrade your characters and interact with contacts. Most of the missions are procedurally generated, with storyline missions mixed in; some of the storylines are associated with specific characters, while others can be attached to one of several characters with the right tags.
**TL;DR:** If you love XCOM or any similar turn-based RPG with hideout management, buy it. Yes, it's a bit complex for new players, but once you figure it out, you'll have a blast playing it. There are a few debatable design choices that might turn some players away, based on what I've seen in the reviews: 1. **"Hey, I want to clear the entire level, grab every piece of loot, hack everything, etc."** → You **CAN'T** do that. The game forces you to choose between what you can loot/kill and extracting with it, or dying while trying because of the constant reinforcements. 2. **"Hey, I want to be Captain Price, kick down doors, and kill everything in sight."** → You **CAN'T** do that either. I mean, sure, you *can* clear everything with the right setup, consumables, team, etc., but again, that's not the way the game is meant to be played. It requires stealth, planning, and the right setup (except for Pure Combat missions). 3. **"Hey, I want to do EVERY mission that Contacts (quest givers/traders) give me. I want to get rich and turn my mercs into Adam Smasher."** → Technically, you **CAN** do this if you know what you're doing, but again, the game doesn't require it. If you're not a min-maxer or a hardcore player, choose wisely which Contacts you want to work with and level up. Not only can you end up overwhelmed by the sheer number of quests in the mid and late game, but remember that almost every Contact belongs to a faction, gang, or corporation, and in most cases, they're enemies of one another. Doing work for one Contact can negatively affect your relationship with another, even if not in a direct way.
The game is good but the real selling point is the dedication of the devs. The amount of time and effort they put into the game after the early access release to polish, fix, and even add new content is incredible and should be celebrated.
Super intricate and addictive
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