Cyber Knights, the latest title by the renowned indie team at Trese Brothers, is considered the epitome of their beloved brand of strategy games. While initially appearing as a turn-based strategy game with a cyberpunk theme and elements of stealth, a closer look reveals an incredibly sophisticated and intricate storytelling platform, comparable to their previous game, Star Traders: Frontiers. This indie game team has taken great strides in ensuring that each player's experience is unique, while still delivering a solid stealth strategy gameplay.
We had the opportunity to sit down with Andrew Trese and Cory Trese to delve into all aspects of Cyber Knights, including their approach to skill trees, stealth gameplay, and the innovative systems they created for the game's procedurally-generated narratives. They also shared valuable insights on how they consistently achieve success with Kickstarter campaigns and Early Access launches. Please note that the interview has been edited for conciseness and clarity.
Cory: Recognizing that Early Access is not the finish line but rather the start of the race, how have you consistently achieved success in this stage while many other games fail?
Our strength lies in our high level of engagement. We view Early Access as an active and dynamic period, rather than just launching the game and observing its progress. Instead, it involves a daily process of communicating with players and constantly striving to enhance any areas that may not be functioning optimally. While developing a game, it is possible to gain an understanding of its strengths, weaknesses, and areas needing improvement. However, this understanding may not always be completely accurate. Our focus is primarily on the aspects of the game that players are discussing with us, particularly those areas where they are trying to have fun but encountering difficulties. We delve deep into these areas to determine how we can enhance the enjoyment players derive from them. This approach has proven successful for us.
Q: Although each of your games is quite different, are there any elements you try to include in each game or common approaches you take when developing a Trese Brothers game?
Andrew: Our games are designed with a strong emphasis on replayability. They offer a high level of replay value, thanks to the combination of complex mechanics, such as adaptive systems, and our approach to storytelling. This approach allows players to have a great deal of freedom in shaping their own stories and filling in the gaps that we may not explicitly provide.
One of our notable successes lies in the "onion" concept of our game designs. As you peel back the layers, you uncover a wealth of interconnected information and experiences. Our systems are rarely isolated; they are designed to mesh with and rely on multiple other systems simultaneously. This creates a highly enjoyable experience for players.
As you become more acquainted with the game and gain a deeper understanding, there is a tangible sense of progress and skill mastery. It becomes apparent that certain actions and combinations yield desired results, evoking a feeling of accomplishment. This is what motivates us to continue playing our games, even investing thousands of hours into them.
Cory: An isolated mechanic or element in the game presents a problem as it doesn't lead the player anywhere and loses their interest. On the other hand, Star Traders effectively ensures a seamless transition from one mechanic to the next, keeping the players engaged.
Exploration opens up scientific records, leaving you intrigued. Then, as you establish contacts, they introduce you to new trading opportunities and influence missions. Your curiosity grows and you eagerly delve into these new experiences.
The interconnected mechanics in the game allow players to chart their own course and take control of their gameplay experience. This freedom of choice is a fundamental aspect of our game design philosophy. Whether it's trading in Star Traders or strategizing heist plans in Cyber Knights, players have the autonomy to decide how they want to approach missions. Will they be aggressive door kickers, stealthy infiltrators, or master manipulators? The options are endless. The decisions they make, such as paying bribes or assembling a small team, will directly impact their profit margins.
There are numerous approaches to completing the missions, which is a key aspect of our design. Furthermore, all of our games draw inspiration from pen-and-paper RPG experiences at their core. The objective is to capture the narrative journey that one can embark on with fellow players around a tabletop, even in a single-player setting. This is no small feat, but it is something we constantly contemplate.
Can you provide any intriguing instances of the "onion" concept applied to layered game mechanics in Cyber Knights?
Cory: The hacking system in Cyber Knights stands out as a particularly captivating example. By infiltrating corporate hosts, players can stumble upon files or records that elicit fascinating reactions from their contacts. For instance, if you pilfer a record from a matrix host, this could initiate a fresh form of interaction with a contact who becomes intrigued by the prototype records you acquired.
Andrew emphasizes the importance of mission planning and leverage systems in Cyber Knights. He draws a comparison to tabletop RPGs, where players never simply jump into action but rather engage in meticulous planning. This involves contacting relevant contacts, gathering information about the mission location, exploring options such as bribing guards or hacking systems, and acquiring fake identification if needed. The tabletop meme often involves players spending hours strategizing, much to the dismay of the DM. The leverage system in Cyber Knights is particularly intriguing as it relies on the player's network of connections. By utilizing these connections, players can gain unique advantages, such as alternative entry or exit routes, hiring night shift workers, or pre-hacking the matrix. These standing offers allow players to approach missions in innovative ways, but finding the right contacts may require some effort.
This can lead you on a quest to find the right individuals. If you happen to know the right person, you might think, "If we already have the matrix pre-hacked, all we need to do is send our hacker to that terminal and disable the security network." It's a completely different approach, one that I may not have considered before. It's an interesting decision point. You can spend some time at the planning table contemplating which options you are willing to invest in. You have resources that are not monetary, but nonetheless valuable. It's a pivotal moment in the game that opens up various other systems, and initially, the missions don't offer many leverage options. However, as you progress, more and more exciting options become available, which allow you to explore different possibilities within the game.
Cory: Additionally, these options allow you to play the game according to your preferred style. The security aspect serves as a great example. I could equip everyone on my team with echo jammers to disable security devices using the equipment they carry. Alternatively, I could assemble a team of experts in security, or I could simply pay the security technician to deactivate everything and bring a team that lacks knowledge in security but carries grenades. There are countless decisions to make, and the outcome also affects how the contact who hired you feels about the results. If the contact requested a stealthy operation to steal a prototype, but you decide to knock out the security network and enter through the front door, the contact may become upset, potentially altering the course of the story. Thus, your gameplay style can lead to various unexpected twists and turns.
Q: Turn-based tactics is a well-established genre these days. Were there any common genre conventions that you really wanted to shake up for Cyber Knights?
Andrew stated that the team's main objective was to deviate from grid-based games. The typical grid format found in turn-based tactics games, with neatly arranged crates and perfectly aligned desks, creates a sterile environment that hinders the portrayal of the messy cyberpunk atmosphere they wish to convey. The decision to move away from grids is driven by both visual aesthetic reasons and the belief that stealth systems can be more enjoyable. They are focused on implementing physics-based rendering of senses, such as ray casting and sightlines, to create a more realistic experience rather than relying on approximations through grids.
This approach extends to other elements, such as grenades. The enjoyment of throwing grenades differs greatly when not restricted to tiles and measuring enemy distances in meters from the blast point. Taking cover also becomes a strategic element that adds skill-based gameplay. Ultimately, removing the grid opens up various areas in the game in a more engaging manner.
Have you ever encountered the frustrating situation of trying to throw a grenade, only to have it miss the target because their position doesn't align with the blast template? And even if you move closer to them, the result can be unpredictable - their health might decrease while the health of another person might increase. It becomes a challenge to find that sweet spot, that perfect middle zone, or even to strategically bounce the grenade off nearby lamp posts so that it clears the cover and reaches its target.
Cory: This is where the real excitement lies. If the grenade lands in front of the cover, it acts as a shield for the enemy. But if I use the lamp post to bounce it, the grenade will land right at their feet, leaving them exposed and without any cover. The thrill comes from finding those precise throws. It's not about hitting the right tile, but rather about nailing those few inches on the wall in the game. This aspect is not commonly seen in turn-based games, where actual physics are factored in to calculate the trajectory and distance the grenade will travel.
Andrew: The way a dead body falls is significant in its final resting place and is likely to be noticed by another guard there. For instance, if you shoot and kill someone at the top of the stairs, and their body flops and rolls all the way to the bottom, a guard passing by the bottom of the stairs would be puzzled by the presence of a dead body that has seemingly rolled down. Therefore, the direction in which you shoot the target will determine the trajectory of their ragdoll. If you wish to avoid the body descending the stairs, it is advisable to flank the target more effectively to prevent them from alerting a guard at the bottom. This aspect has been particularly important to us as we decided to explore alternative approaches beyond traditional grids.
Q: How do Cyber Knights incorporate music into their gameplay to reflect the events happening in the game?
Cory: The music in our games is always a source of great excitement for us. When we started working on Cyber Knights, we made it a priority to create a music draft early on in the project. Our goal was to make the music play a more significant role in enhancing the player's experience. To achieve this, we focused on designing systems that could dynamically interact with the music. Throughout the development process, we found the escalation track to be the perfect system for achieving this. As players provoke the security system guarding the corporate assets they're attempting to steal, the reaction becomes increasingly intense, causing the security level to rise.
In the design, we recognized the potential benefit for the player if the music adjusted accordingly. Starting with ambient background techno cyberpunk music at the beginning sets the right tone, gradually intensifying as the game progresses. When you're approaching the exit and facing a final group of guards, the music becomes more aggressive and intense, driving you towards victory.
We've implemented a system where the music escalates based on the level of security. As the tension increases, the tempo quickens, additional instruments are introduced, and background percussion becomes more prominent. The beats per minute increase as you navigate through the level. The change is subtle, but noticeable if you make a mistake during a turn. This adds an element of fun and curiosity, as you try to figure out what triggered the change.
One aspect I particularly enjoyed about the music is that if you successfully completed a stealth challenge in a particular level, the music remains calm and serene as you make your way to the exit. It stays in the ambient introductory phase since the security system has not detected your presence. It adapts seamlessly to your gameplay style. Conversely, during levels where all-out shooting is involved, the soundtrack matches the intensity, blasting along with your actions.
Could you please describe how you approached stealth in the game? Is it crucial for accomplishing missions and strongly recommended, or is it possible for players to successfully complete every mission by being more aggressive?
Cory: With the right build and missions, it's possible to make the gameplay successful. This includes taking advantage of leverages, as Andrew mentioned. When going in with force, it may be necessary to bribe additional individuals to avoid setting off the alarm. This can also help slow down the reinforcements, making it easier to handle the situation without engaging SWAT immediately.
Andrew: The game is designed around three main aspects: hacking, fighting, and stealth. Ideally, we want players to experience each of these elements to some degree during their playthrough. However, we understand that players have the freedom to choose their playstyle to some extent. If a player decides to completely ignore the stealth aspect or prefers a more aggressive approach, certain levels and missions may pose greater difficulties. It will be evident that the game encourages stealth in these instances, and players may struggle if they don't adapt. On the other hand, there may be situations where players who excel in stealth encounter challenges when faced with direct combat missions or when escorting someone, if their team is not well-balanced for those scenarios.
The back-and-forth gameplay in this heist game is highly enjoyable due to its fluid stealth model. Even if you choose to go loud, you can still swiftly clean up the mess you create by using bribes and your ability to quell the situation. It's essential to be quick in this type of game. For those players who want to go loud, my tip would be to plan for speed.
It's crucial to understand that we strongly believe stealth is paramount for the game to function correctly. We have designed the enemies keeping stealth in mind. While players may not always rely on stealth, we encourage them to at least consider it as the game is designed in a way that each guard, soldier, or drone has their own awareness. The overarching security system only receives information from the guards at the end of each turn, so it is not omniscient. None of your opponents have complete knowledge. So, even if you choose to shoot people, as Andrew mentioned, you should also think about covering your tracks. Did anyone see that guy? We can't leave any witnesses, so he must be taken care of. Did someone else witness it? They must be eliminated too.
As long as you remain unseen, feel free to make as much noise as you want. However, bear in mind that the game's design incorporates guards equipped with radios, who are not hesitant to use them and regularly inform their colleagues about your whereabouts. If you become visible, you will encounter significant trouble. Therefore, while it is possible to create a commotion, your approach should not be defensive or territorial. Instead, imagine yourself as a loud and speedy missile, swiftly penetrating the corporate defenses, retrieving the required data, and making a quick exit.
Q: How do the different character backstories in Cyber Knights impact gameplay and the tactical choices players can make?
Andrew: Our story system in Cyber Knights is truly exceptional. As this is our ninth game, we have continuously strived to push the boundaries and bring players closer to their ultimate gaming dreams. Each character in the game, particularly those recruited or discovered in a new playthrough, comes with a rich and detailed backstory. They have personal relationships and encounters, as well as individual issues and compelling stories that will captivate players. For instance, completing one of Emille's missions may lead you into her intriguing world, where she has specific tasks she's passionate about and would like your assistance with. As a result, players become deeply involved in the characters and their narratives, enhancing the overall gameplay experience and offering tactical opportunities.
From a tabletop perspective, we have always recognized the importance of managing the individuals within a cyberpunk mercenary team in the distant future. These team members face numerous challenges and require assistance in various aspects such as financial matters and dealing with adversaries. In Cyber Knights, we have placed significant emphasis on the internal dynamics and the connections they have with others. This aspect heavily influences your ability to maintain the team's functionality and their overall satisfaction. As personal relationships develop among the team, it impacts their stress levels and their positive attributes, known as "edge."
Both of these factors have gameplay consequences. Excessive stress can lead to the development of negative traits and mutations. For example, our character Zasha, who already has a neurological condition, may experience increased stress if her friend Hammond is dissatisfied or if she sustains injuries during missions or is unable to participate in them. As her stress accumulates, her neurological condition and negative traits can advance to a more severe stage. In Zasha's case, her specific condition called "neuro-rot" can prove fatal. It is your responsibility to navigate her storyline and ensure her involvement in a manner that promotes her happiness and well-being.
There are numerous story elements within the game. We've crafted a highly immersive and intricate narrative "pond" for players to engage with, and these elements have significant impacts on gameplay. As you make choices for your characters, there are instances where they may walk away if you don't comply with their demands. Some characters may temporarily disappear, while others may become stressed upon hearing a refusal. Moreover, assisting certain characters may result in negative consequences. Consequently, you find yourself pulled in multiple directions, and at the core of Cyber Knights lies the safe house with its extensive timeline and multitude of tasks to manage. It's the perfect embodiment of a challenging game experience. "I have an overwhelming number of missions, and I've been attempting to schedule Aaron's bone graft surgery, but it will incapacitate him for 18 days. If I don't prioritize this, Emille threatens to leave again. How am I supposed to handle this chaotic situation?" This is precisely the dynamic we aim to achieve. Our inspiration for this stems from years and years of tabletop gaming experiences.
Cory: How much are you willing to risk to maintain control? That's the question. Will you bring them along on this mission in their current state? It's possible to successfully complete the mission, even though Aaron is on the brink of death and insists on going. He needs medical attention, but if you can convince them to join the mission and succeed, you'll resolve the debt, save Aaron by getting him to the hospital, rescue Emille's brother, and ensure nobody is left behind.
It's that defining moment at the tabletop where the team decides, "Let's get in the van," and the Game Master hesitates, asking, "Are you sure you're ready?" and they confidently respond, "We're in. Let's go." I believe it's about capturing that intense feeling for the player where they're overwhelmed by the circumstances but have to find something to hold onto and save the day by pulling everything together, even amidst injuries and personal quests to reunite with estranged siblings. Despite all the complications and setbacks, somehow you still manage to accomplish the mission, get rewarded, and return home safely.
Many players are often caught off guard when they initially choose these character backgrounds. They might think, "Oh, an ex-professional athlete. That sounds great. I'll choose her," or "Ex-military. That sounds great. What could possibly go wrong?" However, after a few weeks, their previous units show up and they find themselves putting their team back together after saving them. Having about 50% of the stories originate from recruited or chosen characters creates a unique and exciting experience. This kind of gameplay is not commonly seen in many other games, so it's something that will definitely surprise and delight players.
Andrew adds that even if players manage to gather all the necessary elements and successfully complete a mission, there's always a bittersweet feeling afterwards. Some individuals may not make it back home, and this adds a deep emotional resonance to all the stories. The sense of "We won, but at what cost?" is a constant theme that tugs at the heartstrings.
To not mention the casting director would be a oversight on our part. It is an integral component that we have incorporated into our system. While the backstories provide a starting point for the players, the casting director sits within the story system and possesses a collection of stories that can be fulfilled. It actively searches for individuals who meet the specified criteria.
In order to create a procedurally generated emergent story system, we have designed the backstories to consist of a list of 40 tags. These tags represent various attributes such as being an ex-UKF fighter, a professional fighter, a martial artist, and having media training. The system keeps track of the multitude of details derived from each backstory. Consequently, the casting director may later seek someone who grew up on the streets and had a professional fighting background.
Cory: It’s not looking for Zasha or a named character, it's looking for these little granular pieces of data.
Andrew is seeking a member from the group who can fit into a storyline involving an underground pit fighting ring. The selected character should have a cohesive connection to the theme and show eagerness to participate. Once chosen, the character will be recommended to the casting director to fill specific roles in the narrative. The storyline will introduce a unique twist where the character realizes they need to find a suitable contact within the ring. Upon identifying an individual who fits the description, both characters will come together with the intention of involving you in the underground pit fighting ring. It is crucial to develop intricate backstories for the characters in order to maximize the casting director's ability to identify suitable candidates. Additionally, any actions taken within the story will contribute to the character's overall profile. Cory adds that this particular combination of events has never occurred previously. If successful, the character will gain significant recognition for their involvement in the pit fighting ring and transition into a pit fighting promoter. There is a subsequent story waiting where the character, having gained influence, aspires to enter a corporate citizenship ring by raising enough funds. This unexpected playthrough led to her climbing to the top through the fighting ring, resulting in the desire to embark on a new venture with your character.
That could be an unprecedented combination, unlike any other player has ever experienced. It's an incredibly rare one in 1000 combination that truly belongs to you, thanks to the unique decisions you made to assign traits to various characters and tag them for discovery in the following storyline. The sheer distinctness of each playthrough, where stories unfold in different sequences with varying steps and diverse characters assuming different roles, renders it fresh and invigorating every time you engage in the gameplay.
Andrew is enthusiastic about the skill trees in the game, as they allow for various character build options. Each class tree has three main build types, but players can come up with many more viable builds. In Cyber Knights, these builds are clearly categorized into three distinct sections. For example, the Soldier class has a build focused on full-auto combat in the middle, while the left side offers mobility and team leadership, and the right side enhances accuracy and marksman abilities. Players can combine different elements from these sections to create unique and interesting Soldier builds.
Cory mentioned his increased use of tactical reloading with his fully-automatic Soldier. In order to avoid surprises, he strategically reloads, while also considering the talent called Pop Slot that reduces the cost of reloading. It is crucial to acquire this talent since constant reloading is necessary due to the full-automatic nature of the weapon.
However, with the option of multiclassing, the ability to transition from one skill tree to two, and allocate points across both trees, it becomes incredibly dynamic. We are excited to witness what players will do with this feature. For example, one can be a full-auto Soldier who can also hack into terminals. To reach the terminal, the character eliminates enemies along the way. This opens up endless possibilities for combinations. A Vanguard alone may not possess significant lethal capabilities, but when in stealth mode, they excel at killing discreetly, providing healing, and executing other stealth-related tasks. Once the enemies are aware of their presence, however, their effectiveness diminishes. At this point, the character can switch to a sword or a silenced machine pistol, depending on their preferences and allocate points into the Soldier skill tree. On the other hand, if remaining undetected is the goal, they can focus on being a hacker and act as a substitute when required.
Currently, there are six available jobs in the game and they can be combined, resulting in a large number of possible class combinations. Additionally, there are various talent training methods and tree options that can be purchased. We are also planning to add ten more jobs in the future.
Cory: I will be incorporating skills from another job to enhance my specialization. Sometimes, it is worth it. Even just one or two talents from a different tree can completely transform the experience of using the Soldier's full-auto ability. For example, if you have the talent for silence and combine it with the ability to start in complete silence, the impact is huge when he emerges from behind everyone with his full-auto. By combining jobs, you can modify your playstyle without requiring a significant investment in the other job.
Andrew admires Cory's skill as a "sniper hacker" in the game. Whenever they need assistance, Cory disconnects from his position at the terminal, uses a sniper rifle to eliminate an enemy from a distance of 45 meters, and reconnects seamlessly. This impressive tactic adds excitement to the game.
In terms of upcoming features, we are thrilled to introduce a new option called "share build" in the game. Currently, there is a button labeled "preview build," but we intend to change it to "share build." This feature will allow players to showcase their complex skill trees by displaying the entire tree and the specific order in which each node was acquired. These builds can be exported as a string and easily shared with others. Players can proudly share their customized hacker sniper builds with the world, enabling anyone to replicate them in their own games with the automatic skill tree training feature.
For anyone feeling intimidated or desiring a professional build, soon you'll have the option to share those things. This feature serves not only for sharing but also for repetition. If you have a specific build in mind and you're tired of clicking multiple times, you can simply refer to your text file with your six guys and Aaron's consistent strategy. This will be extremely helpful.
Cory: We may receive feedback from players requesting us to eliminate a few of those options and incorporate them directly into the game. In that case, we could select the most popular ones and integrate them into the game. However, for now, I believe this will serve as a fantastic way for players to communicate, boast, and showcase their teams. It will be particularly useful in guide writing, where you can proudly present your unstoppable steamroller team.
Q: The allure of cyberpunk lies in its portrayal of cybernetic enhancements. In Cyber Knights, how do you tackle elements such as cybersurgery and how do they impact both character development and gameplay?
Cory: Regarding tabletop games, we have always emphasized surgeries and medical aspects. It's never been as simple as, "Wow, you have cyber arms now! Let's continue with the mission." Instead, it has always involved playing as a different character for a while because your original character is injured and has lost an arm, which is quite terrible. Right from the start, our goal was to make it an exciting element of the game. We didn't want Cyberware to be seen as a straightforward upgrade that you purchase to improve your abilities. Sometimes, circumstances will force you to enhance your characters because, for example, Aaron has sustained severe gunshot wounds. At that point, your options are either to send him to the hospital for three months or to invest in a new skeleton for him. By choosing the latter, he becomes more of a cyborg, albeit with some differences. However, the recovery time in the hospital is significantly reduced. Of course, there are drawbacks as well. For instance, he won't be able to pass through metal detectors.
Our intention is for Cyberware to be something that works wonderfully when it's functional, but becomes problematic when it's damaged. We don't want it to be a hasty purchase as soon as it becomes available because it's the best upgrade. We want players to carefully consider the trade-offs involved in acquiring Cyberware.
How does it align with my character build? Is it worth the investment? It does come with some downsides, though. They'll be more vulnerable and healing expenses will increase. You'll have to deal with these drawbacks of the system. Instead of just having a tough soldier, you'll have someone who is faster and stronger but requires regular maintenance, like an oil change. Additionally, if they suffer severe injuries, their recovery time will be longer.
However, on the other hand, let's say they suffer lung damage and require cyber lungs. From that point on, they will never experience lung damage again. So, with all the hospital visits and injuries they've endured, they have become incredibly resilient, like a tank. This is one of the reasons why late-game cyberpunk characters are so captivating – they have a fascinating history.
"The reason he has cyber lungs isn't because I purchased an upgrade, but rather due to a significant event in our story. We were on a mission to save someone's cousin who had been shot. Unfortunately, I couldn't send him to the hospital because we had another important task at hand, so I had to buy him cyber lungs instead. Now, whenever he catches a cold, he has to go to the hospital, and it's quite burdensome. Emille is in love with him, but he doesn't comprehend her feelings because his mind is severely affected."
"As players, we have the opportunity to make exciting choices about cyberware early on in the game. I believe cyberware will play a significant role in the story. Sure, it's thrilling to have cyber arms and appear tough, but there will also be moments where selecting cyberware becomes a necessary option. In Bullfrog's Syndicate, one of my all-time favorite games, once you acquired cyberware, it was simply a matter of buying as much chrome as possible. The more cyber, the better. Cyber Knights, on the other hand, adds depth to the genre by treating cyberware as a technology that can be excessive at times. Maybe, just maybe, it's not always essential to go down that path."
And there's a whole bunch of story hooks for people with too much cyberware. It adds tags.
Q: Your dedication to supporting your games is widely recognized, with Star Traders having received over 325 updates. What is your overall vision for the future of Cyber Knights? Do you have any specific major features or directions in mind for future updates?
Andrew: One thing you can definitely say about us is that we are consistently passionate about our approach, which involves frequent updates. We have a deep love for these games. We have been working on Cyber Knights for over four years as a small team, and it has truly been a labor of love. We have plans to continue this for a few more years. Our intention is to invest a significant amount of time-playing it and ensuring that it is absolutely phenomenal, while also enjoying every moment of the creative process alongside the community. We have a "Here's to the first 100 updates, let's keep going" mentality fueling us.
In terms of exciting additions that we are enthusiastic about introducing in the near future, we made the decision to prioritize quality by setting limitations on certain aspects prior to Early Access. Our focus is to ensure that we do not overwhelm our team or exhaust their resources. One significant feature we are looking forward to is the ability to personalize the safe house by implementing safehouse modules. Currently, the top floor is functional, while the bottom floor serves as a hazardous waste area. It is strongly advised not to use the elevator, as it adds undesirable labels and complications.
With the new update, users will have the opportunity to clean and organize the rooms within the safe house, as well as install additional amenities such as electricity, cryo chambers, and various other facilities. This will allow for a bustling and fully-equipped safe house, equipped with crafting stations, simulation training areas, and a dedicated field operations room. The aim is to provide players with the ultimate sense of customization and ownership when it comes to their safe house, truly making it feel like home.
The Kickstarter also brought significant expansion to the pet classes in Cyber Knights. In addition to the existing hunters, mercenaries, and their pack of war dogs, we are introducing a new cat class called the Assassin. Furthermore, the drone pilot class will also be added. These three groups together offer a substantial expansion to the class tree, opening up numerous possibilities. Alongside these expansions, we are also focused on updating, adding, improving, and expanding the story.
Another exciting aspect of the game is the crafting system. This is a feature that is becoming increasingly common in turn-based games. Our approach combines elements of determinism with puzzle-solving. Players will have to figure out combinations of recipes and sub-recipes to create unique items. All of the materials for crafting will be stolen from corporations, making the crafting system even more thrilling. This system will also tie together various mechanics, such as weapon customization, contacts, looting, safe house upgrading, and file collecting, into a cohesive and interconnected package.
Cory: Before we conclude, would you like to share any final thoughts?
Now that we're in the Early Access phase, the game will undergo frequent updates and make rapid improvements within the next nine months. If you prefer to play a more polished version once we have completed the Early Access period, you can add us to your wishlist. As you mentioned, we have a history of following through on this. We will eventually release the game out of Early Access, and if you're interested in trying it out at that time, we will continue to work on it.
[END]
Cyber Knights is in Early Access on PC.
Editor's P/S
Cyber Knights has been on my radar for a while now, and I'm really excited to see more of it. The stealth gameplay looks really fun, and I'm a big fan of procedurally generated stories. I think this game has the potential to be something really special.
I'm also really impressed by the developers' commitment to Early Access. They're clearly passionate about their game, and they're willing to put in the work to make it the best it can be. I'm confident that Cyber Knights will be a great game when it's finally released.