Tactical Strategy RPG Cyber Knights: Flashpoint unleashes the Warmachine and 100+ new cybernetics in Update #15

Written by Marcello TBL

News
Warmachine New Update

With our review just around the corner, which we plan to publish next week, Trese Brothers’ tactical RPG Cyber Knights: Flashpoint has received its first major post-launch content drop, Update #15 (v2.1.1), headlined by the brand-new Warmachine class and more than 100 fresh cybernetic implants.

Warmachine New Class

The patch went live on July 4 and arrives in the middle of Steam’s Summer Sale, where the game is 20 percent off until July 10.

Cyber Knights: Flashpoint is a single-player, turn-based squad-tactics RPG that mixes grid-less XCOM-style combat with a heist-planning layer, deep character progression, and an evolving narrative web of contacts and rival factions. Key features include:

  • Gridless movement & specialised overwatch for creative flanking and stealth approaches.
  • Heist planning & multi-stage missions where leg-work influences pay-data, danger and payouts.
  • Robust progression featuring 40+ launch-day multiclass combinations, weapon-modding, safe-house upgrades, and trait evolution keeps crews distinct across play-throughs.
  • Fully launched for PC, Mac, Linux and Steam Deck, with console and mobile ports in the pipeline.

Warmachine is an offense-oriented, implant-dependent specialist that requires installation of a Delta Wire spinal mod before unlocking a 15-talent tree tailored to three cybernetic weapon families: Cyber Claws for rapid melee takedowns, Optical Lasers for low-AP utility shots and debuffs, and Pulse Generators for point-blank area effects.

Skill Tree

Each branch culminates in a unique Master talent that super-charges the chosen implant type, giving Warmachines an edge over ordinary mercs who install the same hardware.

With the new tree in play, Cyber Knights now boasts over 40 multiclass combinations; Warmachine can hybridize with any existing profession except Gunslinger (both require the torso slot).

Players can recruit a ready-made Warmachine from the Underworld Hub, start a campaign with Molly via Advanced Start, or respec existing operatives, after a trip to the cyber-surgeon for that Delta Wire.

Beyond claw, laser and pulse mods, Update #15 expands almost every cyber-limb catalogue: high-tier HeadMem, Neural Toners, Matrix-Link, upgraded Wired Nerves, and talent-bearing Dermal Sheathe variants now pepper loot tables and clinic inventories.

Cyber Knights

Six new V-Chip file sets roam the New Boston Zone, unlocking specialist vendors such as Dr. Optical and Mina Von Sha when collected, while the debut K-177 Spec Wetware “Power Play” provides a cybernetics-centric story arc for late-game crews.

Trese Brothers also folded in a slate of usability tweaks: instant Quit-to-Desktop buttons in safehouse and missions, on-deploy Hacker deck swapping, new tag & filter options for compromised or Power-Play contacts, faster UI animations, and clearer colour-palette icons in the character creator. Persistent bugs, such as VIP Hunters failing to pursue their targets, have been stamped out.

With Warmachine’s high-tempo kill-chains and the sheer volume of new implants, veteran players are already theory-crafting how the update will reshape squad builds and PvE tactics. Trese Brothers says it is monitoring balance, with a tweak to the Laser-tree’s Ash Protocol talent flagged for “the coming days.”

Cyber Knights: Flashpoint fully launched on June 2 2025 after 20 months in Early Access and continues a rapid update cadence— now at 15 numbered patches since October 2023.

The game normally retails for $29.99 / €28.99 but is 20 % off on Steam until July 10 as part of the Summer Sale.

ABOUT THE AUTHOR

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Marcello TBL

Italian Dad in love with Turn-Based RPGs and Indie Games. In 2018 he started Turn Based Lovers and now he can't live without it. A huge fan of RPGs in general, raised on the glorious video games of the '90s that shaped who he is today. Always hopeful that XCOM 3 will arrive one day.