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KickStarter Cyber Knights: Flashpoint - the latest tactical RPG from Trese Brothers - now available on Early Access

cyborgboy95

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https://store.steampowered.com/news/app/1021210/view/3081018648518254719

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The private Cyber Knights: Flashpoint alpha is rapidly approaching, where we will welcome over 1,000 players into an early version of the game. These first players will plan heists, recruit and train merc squads, test their mettle against enemy security & AI, put the game and all of its systems through their paces. Their feedback will help us update the game like crazy and make it better every week.

Almost as soon as the Kickstarter ended, we started hearing from many players — "I don't know how I missed it, is there any way I can still join the alpha?"

So we're excited to offer one final chance to become a backer and join the Cyber Knights: Flashpoint alpha. We're opening up late pledges through Backerkit. It's a $60 pledge, and comes with all the same rewards and privileges as the pledge level did when the Kickstarter was live.

While this pledge level does include a full copy of the game on release, we'd encourage you not to use it as a pre-order. As much as we appreciate the support, we're really offering the alpha as a way to be involved in shaping the game.

But if you're already a member of the private alpha and know an equally passionate gamer who'd love the chance to help shape an upcoming squad tactics / cyberpunk heist RPG, feel free to share this final chance to join. ;)

FAQs:
What's the alpha experience like? Is this worth it?
This will be the sixth game we've offered a private alpha for. Backers get sent an early build of the game on all platforms they'd like to try it on (PC/Mac/Linux/Android/iOS), with more features & content unlocked through several phases of the alpha as we ask for your feedback on different components, iterate, and balance. You can play throughout and be one of our core collaborators, or give some feedback early and come back months later to see everything that's new.

It's a really fun community experience, and shapes the game for years to come. Many game mechanics for Star Traders: Frontiers got revamped, cut, and added based on players' feedback during its alpha. If you're the type of player that loves discussing the meta of a game, or wants to be one of the experts in the community by the time we hit Early Access and the player base is growing exponentially, this is for you.

Can I pledge more for some of the higher rewards (e.g. getting my face in the game), or less, just to support?
Sorry, we're only opening up late pledges for the alpha level and a couple of small add-ons. Most rewards (especially those that offer benefits far above & beyond what other players get), need to remain a limited-time opportunity during a game's Kickstarter.

Make sure you're on our mailing list[tresebrothers.us3.list-manage.com] (extremely low-volume, 2-3 emails per year) and following our socials to ensure you don't miss out on future projects. We really appreciate your desire to support though! Our Patreon[www.patreon.com] is also available and comes with many special benefits of its own.

Will these late pledges count toward stretch goals from the Kickstarter?
No; while we will be drawing in some small extra funding from this event, we don't expect there to be so many new alpha players that we need to be thinking about stretch goals. It'd be a huge win if we reached the milestone for the extra stretch goal we already threw in.

I read to the end, where do I do the thing?
Right here: pledge to join the Cyber Knight's private alpha[cyber-knights.backerkit.com] —and thank you!
 

Abu Antar

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Enjoy the Revolution! Another revolution around the sun that is. Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://www.kickstarter.com/projects/tresebrothers/cyber-knights/posts/3374866

November Progress Update

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Knights!

We’re down to the final month preparing for the upcoming alpha. The Nightbot on our official Discord server is counting down the hours, minutes and seconds --

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It has been a busy 2 years of sharing progress updates, showing the concept art morph to 3D and then into animation, and giving sneak peaks of the game’s many systems as they have shaped up. We’re finally on the precipice of an entirely new chapter of this Kickstarter project and now the updates will turn more and more to focus on the Alpha Phase.

As in our previous updates, we will highlight 3 big areas within the game that we’ve been working on at the end, but this update is more focused on the procedural prep for the impending Alpha Phase.

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Rail out!
Alpha-Only Kickstarter Updates
For alpha backers, we want to give you a heads up that there will be some additional communication this month in prep for the upcoming Alpha launch. There will be 2 Kickstarter "Alpha-only" updates published for Alpha and higher tier backers only in the month of December. The first should be out later this week and will include an invitation to complete a quick survey about the platforms you plan to play on.

We will also be doing a test run with our Alpha backer email list, so everyone in the Alpha group will get a direct email announcing this survey as well.

Please Join the Discord
If you’re in on the Alpha Phase, please be sure to join our Discord. Once you’ve joined up, run the command “max!addrole” to ask the MercerBot to add your special Kickstarter role. The hub for the Alpha Phase will be our Discord, so getting everyone on board and ready before the launch date will help everything run smoothly and will let us focus on the game and not Discord roles on January 4th :D

If you’re not on Discord yet, we’ve got a very friendly server -- come hang out and make it your first.

Even if you aren’t in the alpha phase, there are special #backer channels for you, so come see what MercerBot can grant you.

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Last 3 Days to Join Alpha!
When the private alpha launches in January, we will welcome more than 1,000 backers who pledged at the alpha access level or higher into an early version of the game. These players will be the first to plan heists, build their merc squad and test their skill against the enemy forces & AI. We rely on the private alpha to put the game through its paces, help us improve the systems and allow us to build out the rest of the game hand in hand with you. This feedback is critical to ensuring we create the best possible version of Cyber Knights: Flashpoint.

If you’d like to join that very special process, there are 3 days left to complete your late pledge to get exclusive alpha access with the option to add the alternate-start add-on reward “Horizon Cypher” through Backerkit.

November Progress
November has been another big month of progress -- every day hammering on the game and improving and preparing for the big day. With more than a month to go, we’ve been putting our current list of infrastructure, distribution and player feedback channel tasks first so that those don’t end up squeezed off the end in early 2022. So -- with that said, here are 3 highlights for November --

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This month, we’ve made another big round of improvements to our build automation framework. We’ve selected our distribution channels and are wrapping up major upgrades to the build architecture to automate the build processes and push those builds up to the distribution site for the alpha. This is hard work but will save us oodles of hours with each Alpha update so it is critical.

We’ve also been working on the crash and bug reporting pipeline which will be key for our small team to keep up with the larger player-base for this Alpha. We’re excited to share that the game will automatically send crash reports to our servers which is going to be a big help when and where we run into crashes. And, to boot the game will also feature a hotkey / button you can push to report a bug, which will immediately snap a screenshot and open a form you can fill out to add a summary and reproduction steps to the bug report.

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During November we also finished a rebuild of the game’s Overwatch and Other Persistent Map effects system, which internally are called Tokens. While this system will be primarily used for Overwatch when the Alpha releases, it has amazing potential for future cool Talents, cyberware and gear effects. A token represents anything that persists on the map and causes an effect within a given template (such as a sphere or an arc of fire). In the case of Overwatch, the token allows a combatant to take reaction shots at anyone who enters the Overwatch template. In the case of a smoke grenade, the grenade leaves behind a token which blocks sightlines which prevents long ranged gun attacks (but not swordplay, ziiiing!). The possibilities with Tokens extremely wide open, so once we saw how cool that could be, we felt the need to invest in a bit of a rebuild to make sure the door was wide for further classes (Agent EX, Toxkit, Drone Pilot, Assassin all come to mind ...) and gear.

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Reward and Stretch Goal Progress
For completeness, we have included the progress bar infographic in this update even though nothing in it has changed. If you have any questions about rewards or stretch goals, check out the graphic or reach out to us.

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Thanks as always for your on-going support! If you are an alpha backer, keep an eye out for a second Kickstarter update this week plus a direct email.

Cheers,

The Trese Brothers Team

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cyborgboy95

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https://store.steampowered.com/news/app/1021210/view/3119304318808979635

End of Year Update
Next steps for the alpha, December updates and happy holidays!
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Happy holidays and happy new year. We are here with a quick update outlining the next steps for our alpha community, sharing some of the progress updates from our crazy December and getting a good laugh at ourselves.
Laughing at Our August-Selves
Sometime back in August, there must have been a discussion that went something like this:
Cory: “We’re going to need every minute we can get in 2021 for this alpha to fly.”

Andrew: “Right up to the end of the year? That’s going to be rough with the holidays.”

Cory: “OK -- we can’t do that to ourselves. Let’s make a more reasonable plan.”

Andrew: “I’ve got it.
Three days
after the holidays!”
Cory: “That’s it!”


Hahaha, that was a great meeting. We’re glad we made that choice. Things are good. We’re fine.
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Alpha Phases and Duration
As the alpha kicks off in less than a week, we want to make sure everyone’s on the same page about how this will work. We have planned a series of Alpha Phases, starting with a Phase 0 “tech demo” app that will help us identify bugs on different hardware combinations. Then you’ll move on to Phase 1, a limited version of the game that is completely focused on the core player experience (tactical missions). We will provide prompts and seek feedback on this core gameplay loop, then start the process of expanding the available content and systems in the game with new Alpha Phases. With each new Phase, we will provide new prompts and gameplay areas where we are specifically seeking feedback.

From our previous alpha experiences, this entire process will take 6-12 months, 10+ Alpha Phases and possibly 100+ updates. This is a marathon process that includes you in the game’s development, not a quick sprint or stress test. Your feedback shapes the game as it grows from the central kernel of tactical missions to the full game experience by the end of the alpha.

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Alpha Next Steps
On January 4th, the alpha will start with invitations to download, install and launch a tech demo build for Cyber Knights: Flashpoint. The tech demo build is not the game itself but an app that contains and tests everything required (graphics, sound & music, game engine player, all the code libraries, bug reporting, analytics) to play the game on your computer.

Starting the alpha with this tech demo build will accomplish a few things:
  • Find any critical bugs in launching our new game engine on your platforms and allow us to focus solely on fixing these issues.
  • Get all alpha players setup with accounts on the distribution system, so you can receive each new version as we go.
  • Help all alpha players (who haven’t yet) get logged into our Discord and get their alpha roles.

While we’ve tested with the platforms the majority of you have reported you’ll be playing on (thank you for your quick survey responses!), the many combinations of operating systems, processors, graphics cards, and more from the 1,000+ of you means there will inevitably be some combinations producing bugs we haven’t yet encountered.

It’s not the most fun part of the process, but we need to start the alpha by identifying and fixing these while we can easily isolate them -- before they’re mixed in with any gameplay issues that might come up.

We expect this “Alpha Phase 0” to go quickly though. We’ll be all hands-on deck to follow-up on your reports -- the more devices you can help us test on, the better. Then once this first round of critical bugs has been fixed, hopefully
by that weekend
, we’ll give you access to the first playable levels, and Alpha Phase 1 will begin!

The alpha will initially only be available on desktop. In our December survey, we saw there were a handful of you (2.3%) who were not planning to play on desktop. We want to make sure you know your time will come! Our development and alpha process focuses on foundations first, using the platforms the vast majority of backers will be playing on, but in a later phase of the alpha we will release an early build of the eventual Android & iOS ports, and ask all who are able to help us test them.
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Please Join the Discord
Especially if you’re in the Alpha, please be sure to join our Discord. Once you’ve joined up, type the command “max!addrole” in #bot_talk to get MercerBot to add your special Kickstarter role, granting you access to private channels on the server. The hub for the Alpha will be our Discord, so getting everyone on board and ready before the launch date will help everything run smoothly and get all Discord roles setup before January 4th :D

If you haven’t used Discord before, it’s easy, we almost never (0 in the last year) send @everyone notifications, and we’ve got a friendly server full of gamers like you -- come hang out and make this Discord community your first.

December Progress
Every moment not spent wrapping presents this month has been spent wrapping up things for the alpha. Cory has been working on the tech demo, distribution, bug reporting, and analytics systems. Early in the month Andrew finalized game content for alpha phase 1, and our internal team’s been testing and iterating on it ever since. We’re making sure issues you encounter are ones we have not been able to find (/reproduce) on our own and adding a layer of polish and improvements not always present to the “I know exactly what that blank, un-animated icon I’ve been using for three months does, what do you mean it needs a label?” developers.

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Yepppppp, that's bug. The "Iron Grip" Talent kills everything. Expected Damage is from 100-300.


Our internal tests identified three major classes of bugs that locked up or created hangs in the game; we’ve fixed those and significantly improved the pace and smoothness of play. Mid-December we encountered a font corruption bug that by itself ate a few days of our schedule -- these are the kind of unpredictable delays we dread when setting deadlines, but we are back on track now.

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We spent a few days fighting the AI "F0nt Sm4sh3r" but deployed our Cyber Knights and eventually won.


Last but not least, we’re continuing to build toward more than just the next few weeks. Work continues on stories & missions for the later phases of the alpha, additional classes and their abilities, etc.

Looking back at all the monthly updates we’ve sent out this year, it’s been a tremendous climb to get this rollercoaster ready to go. We’re holding our breath as it approaches this first summit, and as always, so grateful you’ve come along for the ride.

Have a happy New Year, knights. We’ll see you at the drop.

Reward and Stretch Goal Progress
For completeness, we have included the progress bar infographic in this update even though nothing in it has changed. If you have any questions about rewards or stretch goals, check out the graphic or reach out to us.

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We are extremely excited to be taking the next steps on this project in just a few days!
 
Glory to Ukraine
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Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming!
Oh cool. For some reason I thought this was going to be more in the style of Star Traders: Frontiers. Looks good.

The systems outside of missions will be more like STF, ie there will be contacts providing various services and such. Talents and skills work similar both to STF and TBF.

Anyway, I backed this at a fairly high tier back in the day and am playing the first Alpha test right now. I can already assure everyone that this game is really going to shit all over the HBS Shadowrun series even more than Templar Battleforce shat all over every Space Hulk release. Alpha is private so I wont post any screenshots, but basically:

- the game has a functioning stealth system that plays similarly to Invisible Inc., there are various unlockable talents for your characters that allow for typical Commandos style stuff (luring the guards to some point/direction, disabling security devices etc)
- there is a Blades in the Dark style "alarm counter," which increases everytime something suspicious happens and eventually leads to increased alarm level (ie guards start actively searching for you, reinforcements start coming in etc)
- stealth involves both line of sight (you can hide behind objects) and hearing
- unless objectives require stealth, you can of course go loud whenever you wish
- combat is fast and decisive (even your characters go down after 3-4 hits), which means you need to play smart and set up ambushes whenever possible

Will keep giving updates, I am especially looking forward to see how the social interactions are going to be handled. In any case, Trese Brothers are about to deliver major incline once more.
 
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Glory to Ukraine
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Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming!
At this point the music doesn’t change, not sure if this feature is planed though I will suggest it to the devs in my feedback.
 

Taka-Haradin puolipeikko

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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://store.steampowered.com/news/app/1021210/view/3113677356646774461
Alpha Phase 2 Now Live!
Alpha Phase 0, Phase 1 (tactical mission) and Phase 2 (training progression) and more!

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The Cyber Knights: Flashpoint alpha launched very successfully. Several hundred of you have started playing and providing feedback. This starts a massive new phase of the project -- the march to Steam Early Access release. We’re hearing so much daily about the fun & challenge, surprises, and ideas for improvement; it’s amazing. This is a huge step forward for the project and another moment to look back and thank all of our backers who helped make this possible.

Alpha Backer? Check your email!
If you backed at the Alpha Tier ($60 or higher), you should have received both an invitation email from App Center and an instructions email from andrew@tresebrothers.com. If you do not see them in your inbox, please check your spam folder. If you have questions or didn’t get the email, reach out to us here on Kickstarter or in our Discord (type max!addrole and then check out the #alpha channels).

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Alpha Phase 1 Recap
From our in-game analytics:
  • Total Games Played: 1500
  • Total Missions Completed: 300
  • Loot Boxes Looted: 1,122
  • Turns Processed: 5,535
  • FPS Checks Performed: 186,000+
  • Total Alpha Events Recorded: 298,000+

Phase 1 focused on the core tactical gameplay experience — the mix of stealth and combat — and your team’s ability to pull off its first heist. Phase 1 was limited to:
  • A team of 3 mercs — armed to the teeth and ready to go
  • One multi-stage mission to attempt
  • A tiny slice of the game without any leveling, recruiting, healing, story, contacts, etc.
  • No built-in replayability (had to start a new character)

Now after running for 10 days, Phase 1 is over and it’s time for --

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Alpha Phase 2 Launches!
With each phase, the scope of gameplay will increase and more systems will be available to the alpha players. Alpha phases help us put a spotlight on different areas of the game; phase 2 is all about training your team and trying out new angles of stealth and combat gameplay. With a new heist mission available, the option to repeat missions, and the ability to level up your squad -- Phase 2 is significantly bigger than Phase 1.
  • Skill trees for your three mercs are now available
  • Two multi-stage missions to attempt
  • Replay missions with the same squad to level up (up to level 6), try new ways with new abilities


Alpha Phases and Duration
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With each new Phase, we’re providing new prompts in Discord for gameplay areas where we are specifically seeking feedback. Thank all of you for the thought and care you’ve been putting into your feedback! Everyone has been doing great staying on topic and focusing on the core goal of each phase.

From our previous alpha experiences, this entire process will take 6-12 months, will include many Alpha Phases and possibly 100+ updates. This is a marathon process that includes you in the game’s development, not a quick sprint or stress test. Your feedback shapes the game as it grows from the central kernel of tactical missions to the full game experience by the end of the alpha.

If you haven’t yet: join us and help shape the game!
If you can’t find the invite emails but know you backed at the Alpha Tier ($60 or higher), let us know! Reach out to us here on Kickstarter or in our Discord (type max!addrole after joining if you included your Discord username in the Kickstarter survey, or DM @Liviana for help getting set up).

We look forward to hearing your thoughts on the game!

Reward and Stretch Goal Progress
For completeness, we have included the progress bar infographic in this update. We are excited to see a big white checkmark next to the Alpha! If you have any questions about rewards or stretch goals, check out the graphic or reach out to us.
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MORE ABOUT THIS GAME
 

cyborgboy95

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It's more than just the weapon, the ability, the squad member who wields them. It's your choices, your plays, your planning for the perfect moment.

More than the heist itself, that's the payoff that counts.

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Glory to Ukraine
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Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming!
Alright guys, decided to take a break from arguing with vatniks in the Ukraine thread to post some up to date impressions from the ongoing alpha. Again, no screenshots due to the NDA, though I will try to be as informative as possible.


First off, what I want to make clear right at the start is that Cyber Knights is possibly the first game (at least I am not aware of anything comparable) that truly brings the sub-genre of “Heist RPG” to the computer screen. It really takes the pillars of the PnP games such as Shadow Run or Blades in the Dark and makes them work in the cRPG environment. The HBS Shadow Run games look like a visual novel in comparison to what Trese Bros are doing here.


The current version already has the basics of the strategic layer that the game will feature. This entails:


  • Safehouse management (you can upgrade facilities to unlock various options for character development/items and such)
  • Timeline management (especially love this since this is how I used to run my own PnP games, basically you advance time on the strategic layer like in UFO/X-COM to make stuff happen – building upgrades, refreshing recruits etc – but stuff is also happening in the world, ie missions have limited windows of opportunity in which they have to be done)
  • Contacts (work much like in ST:F, provide access to services, goods and missions depending on your relations with them, there are tons of types ranging from gun runners to spies
  • Roster management (you can hire your mercs, train them, arm them, customize their gear and loadouts, heal them etc)


The missions:


  • Missions you undertake range from complex multi-phase heists (ie. you make your way through 2-3 maps with separate objectives) to simple affairs of the “get in there, shoot some people, grab an item and run” type
  • There are completely stand alone missions, some contacts are going to provide short mini-campaigns and then there are also main storyline missions (similar structure to ST:F)
  • Most missions tend to start in stealth mode (ie you are undetected at the start and can sneak around, using stealth skills etc), though there are also strait up combat missions


Combat:

  • Somewhat similar to Templar Battleforce, ie. classes have their individual skill trees containing mix of combat and other skills (buffs/debuffs, specific attack types etc), ranged weapons have their specific traits (range, fire modes, effects on target) and can be heavily moded with anything from forehand grips to mags, to scopes
  • You can take cover behind objects, use objects to completely break line of sight etc
  • In general the combat got a lot better in comparison to the initial Alpha stages, it feels pretty fluid, remains brutal (your characters go down after 3-4 hits, characters incapacitated in combat suffer long term injuries and need to heal in the safehouse often for long periods) and is fun
  • AI is decent, moves to cover, flanks etc – good stuff


Stealth:

  • Vital for bigger missions though generally preferable to keep your people safe
  • Stealth focused classes have standard Commandos-style skills such as luring enemies to specific spots and such, you can also disable security devices etc
  • Guards respond to sound (running near them) and to visual clues, staying out of their LoS is vital, AI is generally getting better in this area as well (especially in terms of propagation of alert status) though some more work is still required to get the balance right


Missions reward you with sum of credits from the client, though you can also loot crates and containers, specific loot can be sold to specific contacts.


In general, good stuff all around, huge incline ahead.
 
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agris

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Parsimonious cook can you talk about itemization at all? What about the character system outside of combat? GURPS-like non combat skills or mostly the combat skills you described vis-à-vis Templar Battleforce?
 

baud

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For the combat, is it 2 actions/turn or something with action points (like templar battleforce)?

And during missions, is it like Shadowrun where the you go outside of turn-based movement at times?
 
Glory to Ukraine
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Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming!
Parsimonious cook can you talk about itemization at all? What about the character system outside of combat? GURPS-like non combat skills or mostly the combat skills you described vis-à-vis Templar Battleforce?


As far as itemization goes its probably too early to draw any big conclusions since the alpha contains relatively small selection of stuff, but here goes:


  • Alpha currently has 7 types of ranged weapons (for example assault rifle), each represented by multiple models and two types of melee weapons
  • Each weapon has 9 stats (for example Accuracy) and three modification slots – modifications (grips and such, there are circa 20 of them in the Alpha so far with tons more coming) obviously serve to change the stats
  • Each weapon also has “power” level, I guess this will work in somewhat gamey way, ie an SR 17 shotgun with power 1 does 300 damage, while the power two will do 350 or something like that (I guess it might represent the quality, kinda like “master crafted” trait in Dark Heresy)
  • There is also armor, however it is not implemented to the point where it would be worth discussing – however I guess the above will generally apply to armor too
  • As for items, so far it looks like the power levels are not going to apply for them (though perhaps its coming in the future), so far it’s the usual mix of grenades (HE and Frag are in so far), medkits (multiple types differentiated by number of uses and HP restored), armor repair kits (since some weapons degrade armor), with more stuff coming
  • There are also going to be implants, though they are not yet implemented, once more I guess that the above will generally apply to them
Your ability to buy items and services depends on the contacts. Contacts themselves can be upgraded (for example in the alpha you get a short storyline in which a local street doctor asks you it invest in her “clinic,” if you do she will have better items and services for sale and become your partner, which provides discounts and other stuff that isn’t implemented yet). Getting new contacts is not yet implemented, we will see how is that going to work.

As far as character system outside of combat – so far most of the skill trees are not yet implemented and I haven’t seen skill use outside of combat (so far there are only multiple choice dialogues). However I think it is safe to assume that the non-combat skill use will look like in ST:F (ie skill/attribute checks during dialogues). Anyway here is what I can say:

  • Each character has various traits depending on their backstory, these include “tags” which I guess will work in the same way that Etiquettes worked in Shadowrun (ie. you can have a tag “Faction: Blue Ox, Tier: Street Gang” – I guess that if you deal with Blue Ox gangers at some point, you will be able to utilize this somehow)
  • Each character also has a Backstory trait (for example “Street”), which will likely work in the same way as tags
  • There is also a class called “Face” (again obvious inspiration from PnP Shadowrun), this might be a single story related character that narrates the mission briefings and sometimes talks to you on radio at key points in the mission, so far has no skill tree, it is not clear if she will get one, but if so, those would likely be purely non-combat

In general there are no purely non-combat/stealth skills in the game at this point, which is all I can say with complete certainty. Skill trees work just like in Templar Battleforce, you can dual class your characters which gives access to the second tree as well.

For the combat, is it 2 actions/turn or something with action points (like templar battleforce)?

And during missions, is it like Shadowrun where the you go outside of turn-based movement at times?

Its old school action points. The game is always in the turn based mode during the missions though it isnt as much of a problem as I feared. The maps arent that huge and you are either sneaking around or in combat (so you have to be focussed on what you are doing all the time). If you need to traverse a long distance (for example while running away with loot) the characters can cover fairly long distance when in running mode.
 
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baud

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For the combat, is it 2 actions/turn or something with action points (like templar battleforce)?

And during missions, is it like Shadowrun where the you go outside of turn-based movement at times?

Its old school action points. The game is always in the turn based mode during the missions though it isnt as much of a problem as I feared. The maps arent that huge and you are either sneaking around or in combat (so you have to be focussed on what you are doing all the time). If you need to traverse a long distance (for example while running away with loot) the characters can cover fairly long distance when in running mode.
thanks
 

ERYFKRAD

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As far as character system outside of combat – so far most of the skill trees are not yet implemented and I haven’t seen skill use outside of combat (so far there are only multiple choice dialogues). However I think it is safe to assume that the non-combat skill use will look like in ST:F (ie skill/attribute checks during dialogues). Anyway here is what I can say:
What's the game world like outside of combat? A traversable space or just a series of menus?
 
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As far as character system outside of combat – so far most of the skill trees are not yet implemented and I haven’t seen skill use outside of combat (so far there are only multiple choice dialogues). However I think it is safe to assume that the non-combat skill use will look like in ST:F (ie skill/attribute checks during dialogues). Anyway here is what I can say:
What's the game world like outside of combat? A traversable space or just a series of menus?

Currently there is only a series of menus - I can imagine that there could be some sort of map travel (because the current alpha contains references to various places that one might visit to find new contacts and such), but that would most likely be an icon moving on the map between points of interest (kinda like flying between planets in ST:F), it is very unlikely you will get to walk around in non-combat areas like in Shadowrun. We will see though... few more updates to the alpha will likely shed some light on this.
 

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First off, what I want to make clear right at the start is that Cyber Knights is possibly the first game (at least I am not aware of anything comparable) that truly brings the sub-genre of “Heist RPG” to the computer screen.

that was probably Invisible Inc

The current version already has the basics of the strategic layer that the game will feature. This entails:
  • Safehouse management (you can upgrade facilities to unlock various options for character development/items and such)
  • Timeline management (especially love this since this is how I used to run my own PnP games, basically you advance time on the strategic layer like in UFO/X-COM to make stuff happen – building upgrades, refreshing recruits etc – but stuff is also happening in the world, ie missions have limited windows of opportunity in which they have to be done)
  • Contacts (work much like in ST:F, provide access to services, goods and missions depending on your relations with them, there are tons of types ranging from gun runners to spies
  • Roster management (you can hire your mercs, train them, arm them, customize their gear and loadouts, heal them etc)

is there any emergence in the strat layer like STF has? contacts with influence, traits, faction events etc. that probably made STF replayable as much as the different captain classes did.
 

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We will see though... few more updates to the alpha will likely shed some light on this.

Is there a multiple mission structure yet?

My biggest fear of this is that player will be repeatedly repeating the same 3 - 4 activities for dozens of hours. I can't really get to the Star Traders Frontiers for that reason because after a while I am doing the same repetitive stuff (going to some planet, trade a bit, take some mission, go to target planet, offload good and do mission, repeat) all over again. After the initial novelty of the flavor text and world it get repetitive fast.

Compared this to the older game like Templar Battleforce or that fantasy RPG where at least the battle and scenario map is fresh enough
 
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that was probably Invisible Inc

I guess it could fit the bill, though it didnt focus on other aspects that are IMO important for the "heist" genre, such as building your network of contacts and criminal organisation

is there any emergence in the strat layer like STF has? contacts with influence, traits, faction events etc. that probably made STF replayable as much as the different captain classes did.

Its not currently implemented, but its safe to assume that things are going to work basically just like in ST:F in this regard, so the game world will live its own life to considerable degree (ie factions will enter into conflicts that you might or might not participate in, contacts might raise and fall in influence due to events beyond your control etc), the starting backgrounds will also be highly variable (and customisable), so replay value definitely shouldnt be a problem. An early example of event that might happen is already in the alpha - the doctor who asks you for investment I already mentioned (you get a few dialogues - you can refuse if you want to, if you agree you get an objective to gather enough money in a deadline).

Is there a multiple mission structure yet?

My biggest fear of this is that player will be repeatedly repeating the same 3 - 4 activities for dozens of hours. I can't really get to the Star Traders Frontiers for that reason because after a while I am doing the same repetitive stuff (going to some planet, trade a bit, take some mission, go to target planet, offload good and do mission, repeat) all over again. After the initial novelty of the flavor text and world it get repetitive fast.

Compared this to the older game like Templar Battleforce or that fantasy RPG where at least the battle and scenario map is fresh enough

Multiple missions as in campaigns? Yes a small campaign is already in the alpha right now (there are supposed to be many small-scale campaigns along with the main storyline), there are also missions consisting of multiple phases (ie. in phase 1 you make your way across a garage to an elevator, phase 2 has you stealing research data from a laboratory etc). There are also multiple mission types - these are heists (the multi-phase missions) along with several smaller scale variants (focussed on combat or stealth or a combination of them), cyberspace is not yet implemented, but there are going to be cyberspace only missions as well (of course hacking will be possible in most normal missions too).

What you describe is IMO an inherent problem with sandbox style games - there is only so much content you can put in without having some repetition sooner rather than later. Most of random missions are proceduraly generated, so I am sure that maps will eventually start feeling rather samey once you put in few dozens of hours. However Cyber Knights are going to have more hand crafted content than ST:F (due to nature of the game) especially in the main storyline.
 

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Multiple missions as in campaigns? Yes a small campaign is already in the alpha right now (there are supposed to be many small-scale campaigns along with the main storyline), there are also missions consisting of multiple phases (ie. in phase 1 you make your way across a garage to an elevator, phase 2 has you stealing research data from a laboratory etc). There are also multiple mission types - these are heists (the multi-phase missions) along with several smaller scale variants (focussed on combat or stealth or a combination of them), cyberspace is not yet implemented, but there are going to be cyberspace only missions as well (of course hacking will be possible in most normal missions too).

What you describe is IMO an inherent problem with sandbox style games - there is only so much content you can put in without having some repetition sooner rather than later. Most of random missions are proceduraly generated, so I am sure that maps will eventually start feeling rather samey once you put in few dozens of hours. However Cyber Knights are going to have more hand crafted content than ST:F (due to nature of the game) especially in the main storyline.

I guess having multiple mission type with multiple phase would make for a good variety. And that the game is tactical with grid based combat.

While it's true that my complaint is nature of sandbox game, it is not as painful in some other games like say, Battle Brothers or Warband even due to a lot of thing happening and the high mortality/failure rate. The combat also helps. StF feels incredibly one note outside of the flavor text.

Good to hear there will be multiple campaign and hand crafted content tho.
 

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https://www.n-ix.com/game-vr-studio...ership-with-n-ix-interview-with-andrew-trese/

Cyber Knights: Flashpoint is a tactical RPG in a neon-soaked cyberpunk setting that was recently launched for alpha test and is planned to be released in 2022. The game has a turn-based combat system and offers a dynamic story, sophisticated and challenging missions, and an endless variety of builds. Trese Brothers Games, the game’s developer and publisher, partnered up with N-iX Game & VR Studio to turn their vision into an appealing design with the help of our art production services.

We conducted an interview with Andrew Trese, one of the founders of Trese Brothers, where we talked about how they started creating games, their upcoming RPG in a cyberpunk setting, cooperation with N-iX Game & VR Studio, successful Kickstarter campaign, and even cat memes.

Highlights
  • We never shy away from the complexity in games. In fact, we probably lean into complex systems really hard, which allows us to create games that have a lot of depth and replayability.
  • I think N-iX was maybe the ninth studio that we were talking to. We were talking to a lot of studios at the same time. And N-iX was awesome from the get-go, cause you guys asked us a lot of questions, which made us feel comfortable that you were going to pay attention to what we wanted”
  • We reached out to a couple of different studios that you guys had worked with to make sure that everyone else was happy with your work. We got all positive responses, so that was very confidence-building.
  • We wanted it to be a partnership, not just that you guys are working for us.
  • A Kickstarter is such a visual hook. People land on your page, see the gifts, watch the first 10-20 seconds of the video, and you have to make them interested. If those assets don’t catch their attention, they’re never going to read the text, they’re never going to scroll down, and they’re sure as hell never going to click the pledge button.
Says Andrew Trese.

Who is Who
  • Andrew Trese, the mastermind behind Cyber Knights and other Trese Brothers’ games;
  • Daniel Poludyonny, Head of Game & VR Studio;
  • Arthur Tereshchuk, Writer at N-iX Game & VR Studio.
The Beginning of Trese Brothers and Game Development Vision
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Arthur: How have you guys decided “we should probably make games,” and what is your story of success?

Andrew: We started in 2010 when my brother Cory and I were still working in enterprise software. We lived on different coasts of the country: he was in California, I was in Boston. Together we started creating a very hobby game project called Star Traders RPG. It was a Firefly or Dune-like space game where you fly around, pay your crew, and do missions across the galaxy. We posted it only on Google Play and were quite surprised when a lot of people got to play it. We were just making something for the two of us to share and didn’t intend to turn it into a game that we would be paid for. But there were so many people that started playing and emailing us with questions, suggestions, and complaints about solar distances and how big the universe was, and all sorts of things. We eventually put it on sale and interest just snowballed. So we realized we can make money making games and decided to keep doing that. And we’ve been making games ever since.

Arthur: What is your vision of video games, what makes Trese Brothers’ games stand out?

Andrew: We never shy away from the complexity in games. In fact, we probably lean into complex systems really hard, which allows us to create games that have a lot of depth and replayability. We give players a lot of options and let them come up with their own story and their own way. For example, in Star Traders Frontiers, our last game, we layered out nine professions (space smuggler, bounty hunter, intergalactic spy, explorer, etc.) and set this all have to play completely differently. You have to mix and match all the elements. Players have total freedom of how to play the game. So people will play a hundred-hour run of the game playing one way and then they can play a hundred hours another way. Based on the choices they have made, players often tell different emotional stories about the same game.

And I would say that another big thing that if people were to identify stuff about Trese Brothers games is that we hang out and talk to the community. We source a ton of good ideas from them, for sure. We always read and take the suggestions very seriously cause we have a history of finding that it makes our games better. We have players suggest straight-up items with stats, and if there is the right item we will put it in the game. It’s really helpful.

Upcoming Game Cyber Knights: Flashpoint
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Arthur: Considering your upcoming game, Cyber Knights: Flashpoint, it is the second game of the Cyber Knights franchise that takes place 14 years later from the Cyber Knights RPG. Why have you decided to make a sequel?

Andrew: As a company, we have made five games, and two of them were in the same world. We realized that our community loves those worlds, and we wanted to not really make sequels, but build the game worlds and tell stories by moving the time along. So from there, we started going back, basically making not sequels but games that progress the storyline. Star Traders Frontiers is set 200 years after the original Star Traders. It has a lot of similarities in its concepts. It’s the same world, and players who love the first game can see the play out of the choices they may have made in this galaxy. Experience the changes and keep playing.

So once we hit the fifth game, we decided not to make any more totally new, but rather go back to the beginning and refresh the titles. We did Star Traders, Templar Battle Force, which is a refresh of Templar Assault, and now we’re back to Cyber Knights. We had made this decision in the time of Cyberpunk 2077’s first trailer and then actually got serious about making the game. So we had already sailed on this pretty much before they made everything popular, but it’s good timing for us.

Arthur: Probably the most catchy difference between the first and the second parts of Cyber Knights is the 3rd dimension. How do the development process and art production differ when you develop 2D games and 3D games?

Andrew: Yeah, obviously super different. This is our first 3D title, so we waited many years before we tried to upgrade. We always wanted to make sure that we had enough success as a studio. That is if we upgraded to 3D, we would be able to do it with a partner who could deliver awesome 3D.
How was the process different? I mean, it’s a good question. With 2D you have a very limited ability to express certain things that happen in the game. With 2D art, if you want to have some sort of cut scene or cool thing to happen, you may need to develop art specifically for that. Whereas in 2D plus 3D you create a whole bunch of assets that can be reused in lots of different ways to create many different scenarios, setups, angles, and looks on things. You can change the lighting and it feels very different.

What I’m excited about, especially from a story and a world-building perspective, is that with all this 3D art that N-iX artists have created, we’re much more flexible. It can help us make a house that the characters live in and set up scenes where the characters walk around and talk to each other. And with some extra assets pulled in, we can show the city in different ways. And that stuff is very difficult. 2D art is often really specific – once made, it has a single purpose. You can’t rotate it, flip it upside down, blow it up, or anything like that. If you want to blow something up in 2D, you probably need to make sprites that show it blowing up specifically.

That’s why I am excited about 3D. It costs a lot more to get it, but once you have it, you have a lot more potential with what you can do.

Daniel: Besides, I think that when you go completely 2D, you need to render all those shadows and stuff, and there’s much less customizability to what you can do. When you make a 3D-asset-based game, you can then reuse those assets quite a lot, shuffle them and create new content based on the existing one.

Andrew: Exactly. With 2D you plan exactly how it’s going to work and then, as Dan said, it has limited use. 3D seems pretty like we can do tons and tons of stuff with this. We have a guy, our youngest brother actually, who’s doing texturing for us now. So he’s taking stuff that N-iX has made and then going in and retexturing things. Taking walls, floors, crates, swords, and all sorts of things and just put new material on it and you get a new looking thing. He’s super excited to do face tattoos for characters because we now can do face tattoos for characters. We have a character-building system in Star Traders Frontiers, but it’s very delicate and restricted. You could never add face tattoos in 2D. It’d be impossible, but the guys at N-iX just modified our shaders and put face tattoos on all the characters. So I think you can get a lot more mileage out of 3D.

Cooperation with N-iX Game & VR Studio
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Daniel: You wanted to partner with a team capable of delivering the entire pipeline: starting with concept art and then modeling, texturing, rigging animation, and visual effects. I believe you decided to go with some outsourcing companies and external teams. How was that process looking back then and how did you end up choosing N-iX?

Andrew: We knew some of what our budget restrictions would be and we went looking for studios. We talked to 14 different studios, and N-iX was one of them. We had an idea of what we wanted, but it was our first 3D game, so we also knew we had a lot to learn from every studio.

We sent a request for a quote to every one of the studios we had. With most of them, we ended up on the phone. Our goal was to show the team what we thought we wanted and then get some ideas from them. See what their concept art, 3D team, and animation team could do. Be it a good reference sheet, a chat on the phone, sample assets, maybe even custom assets made to impress us and get us on the deal.

And we quickly learned a lot. I think N-iX was maybe the ninth studio that we were talking to. We were talking to a lot of studios at the same time. And N-iX was awesome from the get-go, cause you guys asked us a lot of questions, which made us feel comfortable that you were going to pay attention to what we wanted. So that was a very good starting point.

What we found pretty quickly was that there were a number of studios that just wanted your list and then were like “Oh, we’ll do it for you. Don’t worry, we’ll take care of this,” which felt very scary to us because it’s such a big project and it’s going to be the backbone of the game.

We were going to make a lot of cool game systems and stories and things. But game art is a sort of the poster, the marketing, it’s everything. Basically in some regard, it’s critical to the game to be successful. So we wanted someone who felt like a partner, who we could really trust, who was going to talk to us about stuff. N-iX was responsive, really asking a lot of questions. Then we reached out to a couple of different studios that you guys had worked with to make sure that everyone else was happy with your work. We got all positive responses, so that was very confidence-building.

Our goal is always to find a partner that we can stick with. 14 studios. It took us about six months to find you guys. It’s expensive to find a partner and we really wanted someone who could do everything. We were very happy that N-iX could do the whole stack of art, that you had Unity developers (and maybe in the future we’ll work with you on coding), that you had people that did shaders and animation. You really are a full-service studio.

In the past, we’ve worked with 2D teams and then hired an outside animator. It’s very difficult to get people to align really cleanly. After having selected you guys, one of the things that makes me the happiest is that your teams internally work really closely together. There was never any major point of confusion. Everybody is working together to make sure that it’s all gonna work.

Daniel: Yep, that’s pretty much an answer. From my end, I would like to add that for the team and for everybody who’s been working on Cyber Knights: Flashpoint, before the Kickstarter campaign and after it, it was a huge pleasure. The inclusion that you make for the team into your processes is great, and we’re feeling so blessed to work with you guys and contribute to this specific project. And the parties were super great.

Andrew: I think that the two other things that we were looking for in a partner, Dan, is that we really wanted somebody who could not only make sure that we ended up with amazing stuff but would also buy in creatively to the project and be excited about it.

I’m an artist, I know that when you’re excited about something you work, you do produce better quality stuff. So the teams that said “Oh yeah, we’ll do that. Just give us your list. We’ll take care of it,” scared us a little bit, because we didn’t know who’s gonna do it. We wanted to talk to the same people every day and know that we have great artists working on it.

One of the other things that have been really fun is when we gave the concept to our team, and we said “Hey, why don’t you guys do some outfits? Why don’t you think up within this world, what fits you,” to engage you guys creatively as well. So I think that’s been really fun and that’s one of the reasons we threw the parties. We wanted it to be a partnership, not just that you guys are working for us.

And I think it’s shown in the team that has gone above and beyond so many times to find solutions to really hard or complicated problems. That makes us super happy. And that’s what we were looking for. We got the feeling that when we sat down with you guys in those early meetings, the number one thing that stuck out to us was a willingness to communicate good things and problems. You guys told us about stuff that was going to be easy, like “Oh yeah, okay, we can do that. Here’s the hour count,” and that’s pretty straightforward. But then you also warned us about stuff like “do you have any idea how that’s going to work? That could be difficult. That might cost more money.” And we got a real feeling early on that all the teams were thinking about it, and that we were getting a real look from the team about how we can deliver.

So I would say for us, the number one thing that did stick out about N-iX was that you communicated well about the project, and that indicated that you’re going to be engaged the whole way through. It was probably our biggest decider. That’s helpful.

Kickstarter Campaign


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Arthur: How have you approached the Kickstarter preparation process and how N-iX studio was involved in the campaign? And since it was your third Kickstarter project, maybe you can share some interesting or helpful insights about launching a successful campaign?

Andrew: It’s a whole subject we could do an hour on. I think one of the big things about Kickstarters is that it requires a huge amount of prep. To be successful, you’d need a bunch of time. Without a doubt, a lesson learned from our previous two Kickstarters was that we didn’t prepare enough and we didn’t have enough of the game assets to be able to show what really the game was going to look like.

We had to start a campaign in February because Cyberpunk 2077 was going to launch in April, supposedly. So we really felt like we had to launch. We wanted to make a Kickstarter before they launched the game. That didn’t happen, but we still were stuck to the date. That put us on a little tighter schedule with you guys than we wanted.

N-iX was super helpful and produced a bunch of videos and did high-priority assets that we needed. And you guys made a bunch of 3D renders for us and things. So basically I would say that everything visually we showed in the Kickstarter that was awesome looking was pretty much thanks to you guys.

A Kickstarter is such a visual hook. People land on your page, see the gifts, watch the first 10-20 seconds of the video, and you have to make them interested. If those assets don’t catch their attention, they’re never going to read the text, they’re never going to scroll down, and they’re sure as hell never going to click the pledge button. So we were really happy that you guys helped us produce, that was really valuable.

And then again, literally, everything we showed, except for wireframe diagrams, flow charts, and stuff, which is not art, it’s Google docs, was pretty much done by you guys. On Kickstarter, especially with games, people want to see what it’s going to look like, and that was hugely helpful.

Also, there is one thing about Kickstarter. We had a great plan, we had all these stretch goals planned and a funding goal, we had updates prepared in advance. We were ready to go, that plan is not going to change. And then as soon as it gets going, the plan starts to change. You’ve worked really hard, you’ve shown your community what you’re going to do, you’ve previewed it to a bunch of people, and you thought you knew what the crowd wants. But then, once it’s live, you start to get all sorts of different feedback.

For example, we had not planned to add cats as a feature in the game, we’ve always had dogs, but the number of people asking about cats was insane. We had no idea. To pet the dog was a big deal, we knew that everybody was gonna want to pet the dog, but there are also cat people. They are easily 50% of the Internet, and I guess we should’ve known that. So, we had absolutely no plan to do anything with cats, and then halfway through the Kickstarter, we were like – “we gotta add cats!” We have to have them. People are just losing their minds. So we went back to N-iX and the team helped us put together concept art for cats in a hurry so that we could do cats later that week. We announced that if we get to a new funding goal, we would do cats.

It was exciting to put some beautiful cat art on Twitter. Our social guy made a ton of memes out of it, he was quite busy with it. So, to be in the middle of Kickstarter and be able to say “We really need something from you guys right now, can you help us do this?” was so valuable.

Daniel: I remember that time really well – the voting for the cats. I think I also voted for the snow leopard. What were the other two options?

Andrew: A Siberian tiger and lynx I guess. The snow leopard won out pretty, pretty big.

Daniel: For us, it was so intense watching the Kickstarter campaign every day. Every morning started with refreshing the page and looking at what’s going on in there. And we even had a little bet during that party. There were around 12 people and everybody would guess a number that you guys are gonna make out of this Kickstarter campaign. It ended somewhere like about 300k at the top, and the least optimistic forecast was around 50k. So, it turned out to be above the average of what people were expecting of it.

Andrew: Yeah. I think it shows exactly what you can get with good assets behind. Because there are just so many people that visit the page and you just need some visuals that grab them. And that was really what N-iX made possible for us. We have learned so much from you guys. I think the team has learned some pretty awesome things in trying to find answers to all the hard questions that we’ve done, all those creative solutions.

And now, everybody here is super excited about the chance to sit back down on a new project with a new budget and come back for game two. We got to finish Cyber Knights, it’ll be a while, but when it happens, we’re coming back to you guys. It’s been awesome. We’re very happy.

Support for Ukraine
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N-iX Game & VR Studio team also wants to thank Trese Brothers Games for being among the first of our partners who immediately expressed support for Ukraine and N-iX when Russia declared war on 24th of February, 2022:

The entire Trese Brothers team is heartsick and worried to see the invasion and wanton destruction of their country – missile strikes hitting hospitals, apartment buildings, even kindergarten schools. We are scared for our friends, their families and their children.

My brother Cory and I have worked closely with amazing partners in Ukraine to dream, design and create the art of Cyber Knights: Flashpoint over the past 3 years. Over that time, our partnership has grown to friendship

Our studio and country are lucky to have such amazing people on our side. For now, we are looking forward to playing Cyber Knights: Flashpoint and working on new exciting projects after our victory!
 

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