
Today we're kicking off a two-week sale & celebration around the game's 1-year full-launch anniversary (June 2nd)! πππ Thanks to the great reviews you all have given us on Steam, we've been able to pour a whopping 80+ free updates into the game so far, with more to come as the Cyber Knights playerbase continues to grow.
Join the Celebrations
If you'd like to mark the moment with us, there are lots of great ways to do it.
Join 9,000+ players in the Trese Brothers Discord to share your characters' stories, talk tactics & character builds, build interest for mods you want to see when modding support is added, and more.
Come chat with the devs during our official celebration stream, 2pm EST on twitch.tv/TreseBrothers -- ask us anything, hear about what's in store for the future, learn more about the lore behind Cyber Knights, and enjoy the party with us.
Spread the word! Check your Steam friends for ones who have played similar games, shoot them a message asking if they've heard of Cyber Knights. We're 34%-off until June 10th and one of the highest-rated tactical RPGs on Steam; it's a great time to pick up the game.
New Zasha storyline extension

When we launched Cyber Knights, we left a smattering of lore tidbits and story hooks outside the scope of the main playable content teased and available to be expanded on if they captured enough interest. Mercenaries in your squad aren't just a pair of arms to shoot a gun with, but characters with backgrounds and traits that help distinguish them and the stories you create with them each playthrough. Sometimes they even bring stories of their own.
We're very excited to expand on one of the stories that's garnered the most interest from players, a merc who agreed to undergo a cutting-edge chemical neuro treatment on a team in the UKF (Ultimate Kill Fight) combat sports league. She put her life on the line for a promise of fame and fortune, but was left with broken promises and a deadly Neuro Rot disease.
Now, through 5 new hand-crafted missions, you can help Zasha do more work with the doper and combat drug dealer who has been keeping her alive so far. Will you risk yourself and other squad members to seek out the nearly unobtainable proprietary chemicals needed to finish her neuro conditioning, before she deteriorates beyond the point of no return? Perhaps even more important to her in the end, will you take the chance for revenge on those who abandoned her entire UKF team to this horrible fate?
New Proc-Gen Legwork

Separate from the Zasha storyline, we've released two additional proc-gen Legwork storylines. These Legworks can attach to many different Contacts and can reappear, offering another way other than missions to help Contacts gain Influence (and you gain Favors with them).
We're always excited to use these to expand the world-building of the New Boston Zone, sending your mercs to dockside cargo yards and to the top of the dome (with serious risks if the merc you choose isn't up to the task).
New Combat / Synth Pit Drugs
With this update, there is a new service level for Combat Drugs which makes Last Witness and Polzak-72 readily available through fully upgraded dealers. In addition, through Zasha's storyline, an entirely new Synth Pit Drugs service can be obtained which offers exciting variations of illegal melee-focused combat chems.
Favor Discount for Purchasing

Your Contact's Favors can already be used to steer their choices during their Limit Breaks, as well as getting access to valuable Leverage. With this update, we've added a new option to call in your Favors. Whenever purchasing something from a Contact who owes you a Favor, you can trade that Favor for a 25% discount on the purchase.
Obviously, the value of this trade is highly dependent on what you are buying. You'll want to be sure to save up extra Favors for these purchases with Contacts like those selling Cyberdecks, Programs, Armor and more.
Maps Pipeline Begins Again!
We're excited to be restarting the map pipeline as part of the 1-year anniversary. While Cyber Knights already includes a wide selection of maps with hundreds of mission objective combinations, we're returning to the forge for a big drive of adding maps again. During the drive, we're hoping to add another 30% to the game's maps library for both story and proc-gen content.
Stay tuned for the first of these new maps and more to be coming out during this 2 week sale & anniversary celebration.
Thanks all! Hope to see you in Discord any time and on our Twitch for the celebration stream on June 2nd.
Our Save Game Policy and Updates
[p align="start"]Since you'll always be seeing a lot of updates around here, we want to reiterate our saved game policy so everyone understands our commitment to your games. No saved game will ever be invalidated by an update. All new content and features will be added immediately to all saved games (with the reasonable exception of New Game options). You never have to restart if you don't want to. This is a studio commitment that we have made and kept for many years and games. We stand by it. So do not stress about the deluge of updates that is coming your way - heist on my good heisters.v2.7.1 - #88: 1-Year Celebrations and Storyline Drop
- Extended Zasha's Neuro Rot storyline to completion (death, revenge, 2 legworks and 5 missions, new ending Traits)
- Added new proc-gen Legwork offered by Contacts in drugs, medical, smuggling hi-tech - tagging cargo shipments
- Added new proc-gen Legwork offered by Contacts in milsec, corporate or syndicate factions - scaling comms tower outside dome
- Added new Synthetic Combat Drugs services via storyline (3 levels)
- Rebalanced Zasha's Neuro Rot Trait - more HP reduction, more Wound Res reduction, less Move Speed penalty, as it increases to 4 gains -Pure Armor and -Stress Res
- Unlocked new service level for Street Combat Drugs (level 4)
- Now spend a Favor to gain 25% Discount on any purchase from a Contact
- Fixed issue where you could not ESC to pause until at least one player took a turn
- Fixed issue with Simsteam timeline events sticking around even after removing mercs
- Fixed 2 cases where movement could lock up when moving near certain bridges or elevation
-Fixed bug where keys to pan camera were Y ... ASD instead of WASD