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Cyber Knights: FlashpointCyber Knights: Flashpoint
**Cyber Knights: Flashpoint Game Review** This is the best stealth tactics game ever made. I'm utterly addicted—it's my Game of the Year so far, even above other incredible games like Kingdom Come Deliverance 2. In Cyber Knights: Flashpoint (CKF), you control a team of mercenaries undertaking a variety of missions: heists, hacks, assassinations, extractions, and "legwork." You complete these missions on behalf of or against characters belonging to various organizations, including conglomerates, gun-runners, independent collectors, and criminal organizations—all of whom have complex relationships with each other (similar to the Trese Brothers' Star Traders game). At the strategic level, the goal is managing these relationships to secure missions and income while building an XCOM-style base to power up, maintain, and manage your crew, gain intel and advantages for upcoming missions, and progress through the main storyline. **Mission Structure and Stealth Mechanics** Most missions begin in stealth mode. Sometimes you have specific objectives (finding something at a hacking terminal, reaching a terminal or exit, ambushing a specific enemy), while other times you have looser objectives (steal as much as possible from lootboxes). Regardless of the primary objective, you'll usually want to maximize your loot collection. Your mercenaries have a conspicuousness level (hidden-hunted-spotted), and the main threat comes from guards who have their own awareness levels (unaware-suspicious-alerted). When a guard becomes alerted and you have a spotted mercenary, they know your location, can inform nearby guards, and will open fire. Combat effectiveness depends heavily on your weapons (upgraded through loot), combined with stats and combat-focused classes. However, stealth relies more on your mercenaries' special abilities, including the power to predict enemy moves and actions—similar to Invisible Inc, the former champion of turn-based stealth tactics games. Meanwhile, a "Security AI" manages your enemies, increasing security levels and adjusting patrols in response to your unstealthy mistakes and choices (such as making noise, being spotted by patrols, appearing on cameras, triggering laser wires, or having body timers expire or corpses discovered during patrols). Each time the security level escalates significantly, the AI takes major action—bringing reinforcements, increasing patrol alert levels, and more. **Strategic Trade-offs** The game truly shines in how it creates meaningful trade-offs within every mission. First, you face stealth-based decisions: you can spread out your mercenaries to potentially reach more lootboxes in time, but this reduces their collective ability to redirect patrols, disable cameras, and hide bodies—causing security levels to rise more quickly. Alternatively, you can cluster your team together for better cleanup, but this requires more turns to hit all primary and secondary objectives. Second, you must balance going loud with heavy weapons or going soft with soft weapons. You can maintain stealth using pistols and swords that make minimal noise, but sniper rifles and shotguns are loud enough to raise the awareness level of remaining guards, causing them to converge on the sound source. Typically you won't want to alert new guards unless they are far away or if you've already thinned enemy numbers, but often, it is the only way to get to the next turn because loud weapons do more damage. The balance between loud and soft approaches is crucial in stealth tactics games, and CKF executes this as well as only Invisible Inc has done before. **XCOM Comparisons** There are numerous comparisons to XCOM. I'd say CKF has the vision of XCOM 2 with the mechanical foundation of XCOM: Chimera Squad. By "vision of XCOM 2," I mean that XCOM 2's marketing and story portrayed your team as a stealth-based hit-and-run guerrilla operations group. XCOM 2 didn't quite execute this vision, because you couldn't return to stealth once detected, and reaching objectives in full stealth was nearly impossible since enemy pods were programmed to intercept you even when they shouldn't know your team was present. Cyber Knights allows for both the envisioned stealth AND hit-and-run gameplay within missions, executing the tradeoff between both approaches exceptionally well. CKF's mechanical foundation, however, uses an initiative-based turn order system like Chimera Squad. Your mercenaries and enemies draw random initiative based on their stats and act in that order each turn. The brilliant innovation here, compared to Chimera Squad and other initiative-based games like Battle Brothers, is your "Cyber Knight" character, who has unique abilities to manipulate turn order. This creates a cool and innovative gameplay element that increases both stealth options and feasibility. For example, I can make my teammate "Scourge" act faster to dispose of a body before an approaching patrol (who would otherwise act before Scourge) discovers it. One element missing compared to XCOM's mission design is the lack of doors. In XCOM, door-centric strategies were crucial: you could approach new enemy pods without triggering them by using buildings to block sightlines, then cluster near enemies on the other side of doors to flank and eliminate them efficiently in one coordinated strike. In CKF, sightlines tend to be much more open because the maps don’t have many doors! **Overall Assessment** I expect this to be a perfect 10/10 game within about a month. I highly recommend it. Stealth tactics games are few and far between, and are incredibly difficult to create because the tradeoffs the player encounters always have to be meaningful. CKF does this in spectacular fashion. As for negatives, there are minor gameplay bugs that I'm confident the development team will resolve within a month or so, and the main storyline could be tighter and have higher stakes. However, the core gameplay is incredible and every layer in the game is genuinely cool and innovative, choom. You won't regret buying, at least just to see and feel the tension that a well-executed stealth game can create. Congratulations to Trese Brothers on creating a truly innovative and exceptional game!
9 votes funny
**Cyber Knights: Flashpoint Game Review** This is the best stealth tactics game ever made. I'm utterly addicted—it's my Game of the Year so far, even above other incredible games like Kingdom Come Deliverance 2. In Cyber Knights: Flashpoint (CKF), you control a team of mercenaries undertaking a variety of missions: heists, hacks, assassinations, extractions, and "legwork." You complete these missions on behalf of or against characters belonging to various organizations, including conglomerates, gun-runners, independent collectors, and criminal organizations—all of whom have complex relationships with each other (similar to the Trese Brothers' Star Traders game). At the strategic level, the goal is managing these relationships to secure missions and income while building an XCOM-style base to power up, maintain, and manage your crew, gain intel and advantages for upcoming missions, and progress through the main storyline. **Mission Structure and Stealth Mechanics** Most missions begin in stealth mode. Sometimes you have specific objectives (finding something at a hacking terminal, reaching a terminal or exit, ambushing a specific enemy), while other times you have looser objectives (steal as much as possible from lootboxes). Regardless of the primary objective, you'll usually want to maximize your loot collection. Your mercenaries have a conspicuousness level (hidden-hunted-spotted), and the main threat comes from guards who have their own awareness levels (unaware-suspicious-alerted). When a guard becomes alerted and you have a spotted mercenary, they know your location, can inform nearby guards, and will open fire. Combat effectiveness depends heavily on your weapons (upgraded through loot), combined with stats and combat-focused classes. However, stealth relies more on your mercenaries' special abilities, including the power to predict enemy moves and actions—similar to Invisible Inc, the former champion of turn-based stealth tactics games. Meanwhile, a "Security AI" manages your enemies, increasing security levels and adjusting patrols in response to your unstealthy mistakes and choices (such as making noise, being spotted by patrols, appearing on cameras, triggering laser wires, or having body timers expire or corpses discovered during patrols). Each time the security level escalates significantly, the AI takes major action—bringing reinforcements, increasing patrol alert levels, and more. **Strategic Trade-offs** The game truly shines in how it creates meaningful trade-offs within every mission. First, you face stealth-based decisions: you can spread out your mercenaries to potentially reach more lootboxes in time, but this reduces their collective ability to redirect patrols, disable cameras, and hide bodies—causing security levels to rise more quickly. Alternatively, you can cluster your team together for better cleanup, but this requires more turns to hit all primary and secondary objectives. Second, you must balance going loud with heavy weapons or going soft with soft weapons. You can maintain stealth using pistols and swords that make minimal noise, but sniper rifles and shotguns are loud enough to raise the awareness level of remaining guards, causing them to converge on the sound source. Typically you won't want to alert new guards unless they are far away or if you've already thinned enemy numbers, but often, it is the only way to get to the next turn because loud weapons do more damage. The balance between loud and soft approaches is crucial in stealth tactics games, and CKF executes this as well as only Invisible Inc has done before. **XCOM Comparisons** There are numerous comparisons to XCOM. I'd say CKF has the vision of XCOM 2 with the mechanical foundation of XCOM: Chimera Squad. By "vision of XCOM 2," I mean that XCOM 2's marketing and story portrayed your team as a stealth-based hit-and-run guerrilla operations group. XCOM 2 didn't quite execute this vision, because you couldn't return to stealth once detected, and reaching objectives in full stealth was nearly impossible since enemy pods were programmed to intercept you even when they shouldn't know your team was present. Cyber Knights allows for both the envisioned stealth AND hit-and-run gameplay within missions, executing the tradeoff between both approaches exceptionally well. CKF's mechanical foundation, however, uses an initiative-based turn order system like Chimera Squad. Your mercenaries and enemies draw random initiative based on their stats and act in that order each turn. The brilliant innovation here, compared to Chimera Squad and other initiative-based games like Battle Brothers, is your "Cyber Knight" character, who has unique abilities to manipulate turn order. This creates a cool and innovative gameplay element that increases both stealth options and feasibility. For example, I can make my teammate "Scourge" act faster to dispose of a body before an approaching patrol (who would otherwise act before Scourge) discovers it. One element missing compared to XCOM's mission design is the lack of doors. In XCOM, door-centric strategies were crucial: you could approach new enemy pods without triggering them by using buildings to block sightlines, then cluster near enemies on the other side of doors to flank and eliminate them efficiently in one coordinated strike. In CKF, sightlines tend to be much more open because the maps don’t have many doors! **Overall Assessment** I expect this to be a perfect 10/10 game within about a month. I highly recommend it. Stealth tactics games are few and far between, and are incredibly difficult to create because the tradeoffs the player encounters always have to be meaningful. CKF does this in spectacular fashion. As for negatives, there are minor gameplay bugs that I'm confident the development team will resolve within a month or so, and the main storyline could be tighter and have higher stakes. However, the core gameplay is incredible and every layer in the game is genuinely cool and innovative, choom. You won't regret buying, at least just to see and feel the tension that a well-executed stealth game can create. Congratulations to Trese Brothers on creating a truly innovative and exceptional game!
9 votes funny
Hey, are you new to the game? Okay, click New Game and we'll throw so much information at you... you'll have no idea what you are selecting, what any of it means, but that's okay because we have a tutorial that will have tons of information that you once again won't really understand. Maybe you guys could create an option to slowly introduce someone to all the concepts and systems you have in place? When someone levels up, having 10,000 options for talents is just too overwhelming. In Response to the Dev comment: Perhaps I'm just old and not as quick as I used to be, or perhaps I just don't have the time to study a bunch of stuff to play a game. So here are my suggestions: When a person clicks New Game, the first thing they're presented with is having to choose their back story, specify attributes, talents, etc. All without ever having actually played the game. You then get your character and 4 (or is it 5?) other characters presented to you as your team without knowing ANYTHING about how the game plays. I have no idea what their classes are and what they do. Instead I think it would be a better tutorial/New Game to first give the person the option to do a tutorial that immediately starts them with a character (pre-made) that slowly introduces the concepts with the stats, talents, etc and also introduces more of the game mechanics. The way it's set up now feels sort of like making a new character in D&D without EVER having played D&D or reading the Player's Handbook. I have no idea what the stats are, nor what talents are, or the classes, and I'm expected to make all these decisions from the start. Just my opinion though.
9 votes funny
Don't be a gonk, choomba. Buy this preem game today!
9 votes funny
I got killed during the tutorial, but I had fun dying. Let's try again!...
9 votes funny
There will be four updates in the time it took me to write this, one of which will add an entirely new mechanic and another do a complete overhaul of said mechanic. I will cry to the devs: "Please, for the love of all that is good and decent: slow down!" and they will look down on me while working on the fifth update to the game in 12 minutes and say: "No."
7 votes funny
I hate to say this as I've been waiting for years for this game but I wish I could get a refund and wait to buy this down the road. I thought I was getting Battletech meets Shadowrun. Instead I got a turn based stealth game that doesn't respect my already limited time.
6 votes funny
cyberpunk xcom but instead of doing gay shit like 'defending the earth from an alien threat' i'm defending myself and my gang from being broke 🤑🤑🤑🤑🤑🤑🤑
5 votes funny
Might be a good game but it makes my graphics card run on full power at lowest graphic settings. For me that is not acceptable for a slow paced turn based game with mediocre looks. Refunded before taking the first turn :(
5 votes funny
Very addicting, constantly updating. The Trese brothers run the kind of operation you kind of thought didn't exist any more and if they said they were kickstarting a game where you watched grass grow, I would likely back it on their good name alone.
5 votes funny
About as fun as chess.
5 votes funny
This game has some really cool concepts. It seems to merge XCOM, Duex Ex, and some other games into one. But the balance is terrible. I'm just getting super frustrated. I've lost all of my characters in a mission because the odds are 100:1 with 42 billion cameras, sensors, etc. I might try the game on an easy setting. But currently the game is unplayable.
4 votes funny
I think the initial ratings must have been pumped up somehow, there is no way this joke of a game is rated highly across the board. I only made it through the tutorial and returned the game. The graphics are pretty good for 1995, unfortunately it's 2025. The controls are sluggish, the abilities derivative and the UI overloaded. The tutorial is a massive wall of text, the dialogue was written by a semiconscious simian and I don't want to know anything else about this.
4 votes funny
Very heavy stealth game posing as a turn based tactical game. On the first missions no one can get hurt, or die they will be wounded and miss the first mission ruining the game. You must complete the first missions perfectly, as there is no way to recruit new units. On a positive, developers seem to be responsive in the forums, and are working on a fix in the near future.
4 votes funny
Cyber knight has made me taller, increased my chest and thigh hair (density, volume, length and viscosity)and helped me to crush my cardiovascular goals, plus I am no longer a child of divorce. Since playing this game I have won 3 academy awards without ever bothering to be in a movie. This game has changed me from a pansy princess to a big boss daddy bear man with a smoldering gaze. I used to go to the gym, now the gym comes to me, and when it does it's all like, "sick bi's and tri's papichulo". Listen up, losers, If you think you suck, you do, but Cyber Knight will redeem you if you suckle at its frothy, sumptuous, golden teat. Plus, i got some sick a$$ tribal arm bands. Did you know that recently a girl told me, with her eyes, that I was "too much man," And besides that a small bird often sits on my shoulder. Cyber knight goes hard you poo$$ie$.
4 votes funny
no clue what I'm doing half the time other than clicking buttons. This game is way too complicated. Just let me focus on doing the gameplay. What's all this 10000000s of lines of dialogue I have to read just to point and click? Maybe I can change this review later after more time
3 votes funny
First of all, i refunded this game before the tutorial was over, The "intro" is a few pages of 44 point font on a plain background, delivering the backstory as if written by a 13yr old high school kid obsessed with Sci Fi but terrible at writing. It proceeds to a character creator, that asks you to make a bunch of decisions about your character's future that cant be undone, many of them being totally nebulous. For example, +80qpbs IO Speed... is 80 a lot of that? what is that? do i want it? is it good? is it related to killing? or helping? or cooking fillet mignon? There is no expanded tooltip to explain these traits and attributes. Superficially, this is dead-set, the ugliest looking game I have ever seen. This is from someone who doesnt care about graphics and will happily play pixel or low-rent graphics games like FTL, Battle Bros or Rimworld. But, if you are going to make 3D models and worlds, and model your game after XCOM2 but many, many years later, it cant look like it is 10yrs older and made for mobile devices. Truly hard to look at from both a UI perspective and an art-style one. I am told the gameplay opens up and becomes pretty engaging. But for me these are cardinal sins and I could not proceed. In the 30 short minutes I played, I think I said, "oh my God" a dozen times. I was in disbelief with how hard it is to read, look at, and work with.
3 votes funny
I did not enjoy the game an returned it. It is ridiculous to compare it with XCOM 2. Its graphics are not half as good as XCOM 2 and the latter was released nearly 10 years ago. The soldiers in Cyber Knights walk around like stick figures and the effects are more 80s style. If you don't mind the crappy animations, I would go for it, though. For me that was a total turn off.
3 votes funny
I picked up Cyber Knights: Flashpoint expecting an experience similar to the XCOM series. On the surface, it looked promising — turn-based tactics, squad management, and a cyberpunk setting. But once I started playing, the similarities ended there. Right away, I struggled with the controls and user interface. Even basic actions like ending a turn weren’t intuitive, and I found myself clicking around just trying to figure out what the game wanted me to do. It became clear that this game leans heavily into stealth mechanics, which might appeal to some, but I was hoping for more straightforward tactical combat like XCOM. What ultimately turned me off was how unnecessarily complex the interface felt. XCOM might be challenging in terms of strategy, but its interface is clean and easy to grasp — you focus on learning the game’s mechanics, not fighting the UI. Cyber Knights, on the other hand, felt clunky and confusing, and I just didn’t have the patience to push through that barrier. If you’re a fan of stealth-focused gameplay and don’t mind a steeper learning curve, you might find something to enjoy here. But for me, the lack of intuitive design and frustrating early experience led me to stop playing and request a refund.
3 votes funny
Yes, but with caveats. Now, I'm a long Trese Bros' supporter and wrote one of the big guides for their previous game Star Traders, but when I first bought into CKF (about 1.5 years ago)... I actually honestly hated it. See, Cyber-Knights is a very easy to misinterpret game. The game itself doesn't do itself any favours because it presents itself as a stealth title. But... this is wrong. This naturally creates comparisons to something like Invisible Inc. or some old Thief title. And it's NOT that. You MUST come into this game instead with the idea that your team is a bunch of elite Special Forces/SAS/Navy Seals: stealthy, but with the expectation that NEARLY EVERY given Mission will eventually devolve into gunning down everyone in sight, sometimes from the first turn. I came in to give it another shot in 1.0, with the mindset above, because I saw it talked about in some places. I made my Main Character CK to be an Assault Rifle spec, with the expectation of violence. And that, by itself, IMMENSELY improved my opinion of this game. Speed, violence, and stealth form a triad of things needed to play this game, and you need to give attention to all of them. Unbalanced in any, and you will fail. You MUST be fast, you're on a timer always, as security gets higher over time regardless of your actions in the game space. You MUST be stealthy at times, because the AI has infinite bodies to throw at your 4-man squad. You MUST be capable of violence because its far easier to dispatch key elements than it is to sneak around everything (and it's just as stealthy in many cases). At the moment it still does have some issues too: -------------------------------------- >> Though there is a variety of builds, many skills are practically dead weight. Drones basically don't exist in the game, so skills related to them are useless. If you're playing the way you should, pitched battles are rare, so skills that grant armour and temporary invulnerability, and reactions to being hit... all of these are useless. >> Vice-Versa, some skills are practically must takes: Your main character absolutely should always rush grabbing , for instance. Vanguards are secretly a sword class. Overwatch skills are incredible. More charges on certain stuff is basically mandatory. Face immediately retrained to get Dealmaker and then Field Co-ordination is way better. Build Hackers without maxing out Overclock, and you will suffer. And so on and so forth. >> As you might imagine, it's a "Guide-dang-it!" game. You MUST go into the game with knowledge of what is good and what is not, and use your free re-train on basically everyone to start, as the defaults are usually dubious (though this is always the case with Trese games, part of the reason I wrote my guide for their previous game!!). >> Shotguns are basically hot garbage due to the fact that every single one has the range of a sawn-off, rather than a proper military shotgun, there's not even an option to attach a choke, and they're giga-loud. They're such a liability, that the class that has shotgun skills should just ignore those skills. >> Weapon upgrades are all over the place in the midgame. It's nearly always better to have some Level 3 common weapon over some Level 4 Rare, because many upgrade streams just pump damage and noise, making them useless for keeping a low profile. I'd like to have those as an option but also an alternate upgrade track where they gain no damage, but just get quieter and more utility based. >> The story progression (after the initial events) is SLOW. I've had 59 hours in this individual playthrough, team of 10 is all around level 12-15, but I am still in the first "Era" of Von Braun. I am used to them using Era's in Star Traders, and those always felt like they flowed by MUCH quicker. Does it really take over 6 months for a mega-corp to establish themselves? >> Lopsided economy. Money is super tight the first month of play, but once you're pulling in $700K+ a mission, you also have basically nothing to buy and money is useless, especially if you build your Face right to begin with. That was quite an essay, but hopefully it's a fair insight into my thoughts. I do think there's fun to be had here, especially if you're a nu-X-COM player and you like Cyberpunk.
3 votes funny
| "Sec AI in my ear." | "Sec AI in my ear." | "Sec AI in my ear." | "Sec AI in my ear." | "Sec AI in my ear." | "Sec AI in my ear." | "Sec AI in my ear." | "Sec AI in my ear." | "Intruder!" | "Sec AI in my ear." | "Sec AI in my ear."
3 votes funny
There might be a good game buried here somewhere but it is terribly difficult to find, even after nearly 10 hours of playing. The tutorials are too verbose and they badly explain the heavily complicated mechanics, especially the hacking one ("a short 30 minute" lmao). I had to watch several hours of multiple YouTube videos to start to understand some of the features. XCOM has the elegance of complex mechanics slowly introduced to you as you progress into the game. Here, the whole complexity is thrown at you right at the beginning and it is frankly overwhelming. Finally, this is a stealth game, with all the frustration that comes with that. You can go "guns blazing" but it is a recipe for disaster until you have mastered all the mechanics. So, if stealth is not your thing, I would really avoid. If the devs can improve the learning experience at the beginning, then this game could become something special. Until then it is just "over-complicated, frustratingly stealthy xcom"
3 votes funny
X-Com with stealth elements. Had high expectations after seeing the reviews, but ultimately, didn't work out. Game isn't terrible, (I actually enjoy the hacking and lvl up system) but it has too many things I don't like: - Not enough tools to set up stealth as a viable mechanic. - Maps with tons of enemies, where entire minutes pass before you get to do anything. - Enemies setting up multiple overwatch zones on top of your party, while you only have 1 dude who is able to cancel it. Whatever you do, you get smacked. - Getting hit by overwatch eats your action points and cancels your initial action wtf - Getting hit guarantees a visit to the medbay, which disables a character for days on end. - Still haven't figured out how to craft items or mods. - The security level increases way too fast, gets annoying - Infinitely respawning enemies - Sniper weapon is pretty much useless - if stays behind, doesn't have any line of sight (and gets killed by reinforcements). If together with party, optimal range penalty => can't hit shit - Why do i need to reload my sword - The shotgun is a better sword >inb4 "skill issue"
3 votes funny
I don't think the game is bad more just not really ready to be called 1.0. If steam had a middling review option I'd use that. Just in the first mission of the story and I've already run into various issues that have made the experience more frustrating than fun and like it needed a bit more time in the oven. I tried to use a jamkit on a camera, it did absolutely nothing. Tried again thinking maybe I'd misclicked. Nope nothing at all camera still active. It worked fine in the tutorial but all of a sudden just not at all. My character who was standing behind partial cover somehow couldn't see a guard standing right in front of him. The guard wasn't in cover and wasn't that far away but nope apparently he was just too well hidden standing there completely in the open to possibly have a sight line on. The targeting camera is so annoyingly fiddly and sensitive on gamepad. Just trying to move the cursor onto an enemy to see their sight cone is an exercise in frustration moving back and forth trying to get it in just the right spot to actually see the info I'm trying to see. There seems to be no silent kill option. I don't know if I missed something but the mission told me that I could sneak up behind someone to take them out silently, and I did so taking my character with his katana and sneaking up behind a completely unaware enemy in which situation you would expect some kind of silent takedown option. But the only option was a normal attack which just left the character half injured and alerted to my presence. The bones beneath from what I can tell seem solid and I feel like there is a decent game at it's core with a lot of mechanics and tactics to be had, but right now it feels like it needed a bit more time in the oven before actually being released. I will give the devs credit based on their previous games, they are good devs with a track record of long term support on their games so I'm sure they'll be taking feedback and polishing things up but right now at a $24 asking price it's just not ready in my opinion. Edit: So apparently I misunderstood how the stealth kills worked. Based on the dialogue I was expecting the usual kind of if they are unaware and you can get behind them unseen you get an easy one hit kill on weak enemies but now I realize my misunderstanding on that front and it's more just an attack from stealth and if you take the enemy down before their turn then it is classified as a silent skill. So my mistake on that. And thanks for the polite reply from the devs. I am and have been a fan of your studio and I'll likely give it another chance down the road.
3 votes funny
Game feel is bad tried to customemise the main character and couldent. just feels like a wrose xcom without the difficulty but the lack of xcom difficulty may be a good thing.
3 votes funny
These guys update every week. And it's not dinky little updates like "fixed text alignment in mission 17." No, they're adding actual content and revising existing stuff pretty regularly. ...Someone should probably do a wellness check, now that I think about it. I'm not convinced they're getting enough sleep or sunlight.
3 votes funny

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  • The Sims™ 4
  • Apex Legends™
  • ELDEN RING NIGHTREIGN
  • Warhammer 40,000: Space Marine 2
  • Cyberpunk 2077: Phantom Liberty
  • The Elder Scrolls IV: Oblivion Remastered

Featured

  • Where it all Began - Season 1
  • Blue Archive
  • Mecha BREAK
  • System Shock 2: 25th Anniversary Remaster
  • Project Silverfish
  • Persona5: The Phantom X
  • Umamusume: Pretty Derby
  • V-LOVER!
  • Jerez's Arena Ⅲ
  • BitCraft Online
  • Supermarket Simulator
  • Len's Island
  • Kindergarten 3
  • Soulstone Survivors
  • Cast n Chill
  • DELTARUNE
  • 9 Kings
  • LISC - Season 1
  • Haste
  • Two Point Museum
  • Tiny Glade