Cyber Knights: Flashpoint
game
•Updated Sep 2026SteamIndie GamesRPG Games

Cyber Knights: Flashpoint

byTrese Brothers

Trese Brothers built one of the deepest tactical RPGs on Steam, where every heist is a puzzle with a dozen possible answers and your crew builds its own story. The price is a steep learning curve and a lot of menus, and many players will quit before the game starts paying off.

Get it$29.99

Where it ranks in Action

Scores 8.6 — in line with the Action average of 8.6 across the 763 Action games we've reviewed.

Scores

Score breakdown

How we weighted the criteria

Design
8/10
Innovation
9/10
Value
9/10
Utility
8.5/10

Our strongest category here is Innovation (9.0/10); the weakest is Design (8.0/10).

Price
$29.99
one-time or subscription
Released
Jun 2, 2025
Platform
Steam
Developer
Trese Brothers
Support
discord.gg

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Quick summary

Cyber Knights: Flashpoint (Steam) — scored 8.6: Trese Brothers built one of the deepest tactical RPGs on Steam, where every heist is a puzzle with a dozen possible answers and your crew builds its o...

Pros

  • Heists support stealth, hacking and diversions, not just combat
  • Independent enemy AI makes plans and distractions really work
  • 40+ multiclass combinations and deep cyberware and weapon modding

Cons

  • Steep learning curve with little guidance for new players
  • Menu-heavy strategic layer creates constant busywork
  • Some rough edges remain from the long Early Access period

Verdict

Is Cyber Knights: Flashpoint worth it?

Cyber Knights: Flashpoint asks a lot. It expects you to learn its systems, put up with its menus and accept that your first builds will probably be wrong. In return, you get a tactics game where the plan matters more than the fight, where enemies react like individuals, and where the Casting Director turns an operative's injuries and history into a story you'll remember.

It isn't polished, and it isn't welcoming. It is deep, clever and very good at what it sets out to do. For its audience, it's one of the best tactical RPGs available. For everyone else, the learning curve is steep, and the game doesn't help you over it.

Pros

  • Heists support stealth, hacking and diversions, not just combat
  • Independent enemy AI makes plans and distractions really work
  • 40+ multiclass combinations and deep cyberware and weapon modding
  • The Casting Director creates personal, replayable crew stories
  • Available on Windows, macOS, Linux and Steam Deck

Cons

  • Steep learning curve with little guidance for new players
  • Menu-heavy strategic layer creates constant busywork
  • Some rough edges remain from the long Early Access period
  • Gridless movement sometimes costs you clarity on important moves
  • Visual presentation serves the systems more than it impresses

Pricing: $29.99

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Gallery

Screenshots

4 screenshots · tap to enlarge

What stands out

Key features

  1. Multi-Stage Heists: Missions play out as infiltration, stealth or distraction, hacking, and extraction, with an alarm that keeps rising and brings reinforcements if you take too long.
  2. Gridless Tactical Combat: Free movement, environmental cover and specialized overwatch replace the usual square grid, and every enemy acts on its own AI.
  3. 40+ Multiclass Combinations: Large talent trees plus cyberware and weapon mods allow a very wide range of operative builds.
  4. The Casting Director: A story engine that places your squad members into branching storylines based on your choices, their injuries and their mission history.
  5. Underworld Management: Between missions you manage faction relationships, your reputation and your contacts, which gives each job a strategic side.
  6. Cosmetic Customization: Hairstyles, outfits and accessories, so your crew looks the way you imagine them.

Full review

Cyber Knights: Flashpoint in depth

Bottom Line: Trese Brothers built one of the deepest tactical RPGs on Steam, where every heist is a puzzle with a dozen possible answers and your crew builds its own story. The price is a steep learning curve and a lot of menus, and many players will quit before the game starts paying off.

The Gameplay Loop

The core idea is simple: a fight is what happens when your plan fails. A mission doesn't begin with a firefight. It begins with a building, a goal and a set of problems. Guards patrol. Systems can be hacked. Exits can be blocked. The alarm is the clock that matters, because once it goes off, reinforcements start arriving and a clean job turns into an escape.

That structure changes how you play. In most squad tactics games, success means killing efficiently. In Flashpoint, success often means never being seen at all. You can sabotage tech to disable a threat, take out a guard quietly, or set up a distraction so a patrol walks away from the door you need. These are not decorations on a combat game. They are real alternatives, and the missions are designed so they matter.

Because each enemy acts on its own AI, those alternatives work. Guards aren't moving in a script. They react on their own, so a distraction works on one guard and not on the whole room. It is harder to predict, which is the point. It also means the game can surprise you, sometimes unfairly, which is the cost of any system that isn't fully scripted.

Gridless Movement and Overwatch

Dropping the grid is a bigger design decision than it looks. Grids are readable: you count squares, you know the answer. Free movement gives you finer positioning, such as edging around a corner or placing an operative exactly behind a piece of cover, but you lose some clarity. Flashpoint mostly handles the trade well. Environmental cover feels physical and not abstract, and specialized overwatch turns positioning into a question of angles instead of squares.

The downside is the same one every gridless tactics game has: sometimes you aren't sure a move will do what you expect until you've made it. It isn't a deal-breaker, but on a mission where one mistake sets off the alarm, it matters.

Character Building

This is where the Trese Brothers pedigree shows. The talent trees are huge, and more than 40 multiclass combinations mean your operatives are rarely generic. Add cyberware and weapon mods and you have a build system that rewards the kind of player who opens a spreadsheet at midnight.

It is also where the onboarding problem is worst. The game gives you many choices long before you understand their impact. New players will make bad builds, learn why several missions later, and have to live with it. Some people love that kind of long-term consequence. Others will find it punishing, and the game does not do much to guide you.

The Casting Director

The most interesting system here is not a combat system. The Casting Director looks at who is on your crew, what they've been through and what you've decided, and places them into branching storylines. An operative who took a bad injury on a job three missions ago might be the one a particular storyline centers on.

That is the reason to replay. Many games say they offer "emergent narrative," which usually means random events with names attached. This is better: the story comes out of your mission history, so your crew's story really belongs to you. It won't compete with a hand-written RPG on prose, but it creates attachment, and in a game where operatives get hurt, attachment is what makes the stakes feel real.

Between Missions

The strategic layer handles factions, reputation and contacts. It gives heists context: a job isn't just a map, it's a choice about who you work for and who you're making enemies of. It is also heavy on menus. Moving between the tactical and strategic layers means a lot of clicking through screens, and there is a steady administrative feel to it that the game never fully fixes. Player reviews point to the menus and the density of systems as the main complaints, and that's fair.

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Top in Action

How Cyber Knights: Flashpoint ranks among our 763 published Action reviews.

RankNameOur scorePlatformsPrice
#1CelesteScores 1.2 higher than Cyber Knights: Flashpoint9.8Steam, Nintendo Switch$19.99
#1Deus ExScores 1.2 higher than Cyber Knights: Flashpoint9.8Steam$6.99
#1God of War (2018)Scores 1.2 higher than Cyber Knights: Flashpoint9.8Steam$49.99
#390Cyber Knights: FlashpointThis review8.6Steam$29.99

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FAQ

Common questions

Is Cyber Knights: Flashpoint worth it?

Cyber Knights: Flashpoint asks a lot. Our experts scored Cyber Knights: Flashpoint 8.6 out of 10 — recommended.

Why does Cyber Knights: Flashpoint score 8.6 out of 10?

With a score of 8.6 out of 10, Cyber Knights: Flashpoint lands in our recommended band. Innovation is its strongest category at 9.0 out of 10. Design is the weakest at 8.0.

What do our experts like most about Cyber Knights: Flashpoint?

Heists support stealth, hacking and diversions, not just combat. Independent enemy AI makes plans and distractions really work.

What do our experts say is Cyber Knights: Flashpoint's biggest weakness?

Steep learning curve with little guidance for new players. Menu-heavy strategic layer creates constant busywork.

About this review

How we scored Cyber Knights: Flashpoint

Cyber Knights: Flashpoint was scored on Design, Innovation, Value and Utility — each from 1 to 10, with the same rubric as every other game in its category — for an overall 8.6. Research and drafting follow Rankeno's fixed editorial rules; the rubric, the checks before publishing and the decision to publish are ours. Published Sep 29, 2026.

Editorial disclaimer The reviews and scores on this site are based on our editorial team's independent analysis and personal opinions. While we strive for objectivity, gaming experiences can be subjective. We are not compensated by developers for these scores.

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8.6Cyber Knights: FlashpointSteam