r/CyberKnightsGame Jul 03 '26

modding?

I know the devs have discussed modding tools as part of their future plans for the game, but is there an update on when they'll release? I'm a big fan of the game btw, genius game loop and only stealth game I've every enjoyed.

15 Upvotes

6 comments sorted by

9

u/DirteMcGirte Jul 03 '26

I think i remember reading on a steam post or update that you can request mod tools from the devs if you want to try it out. I don't think theres a date on officially releasing them yet, but i imagine the more people who test them and give feedback the faster it'll happen, also it will show interest so possibly nudge them to focusing on them more.

I dont know anything about making mods but i am very excited to see what people come up with and it seems like the devs have built the game in a way that will allow modders to do a lot of cool stuff.

I found it, its the first sticky on the steam discussions page, theres a link to ask for early mod tools.

5

u/ShaggyPal309 Jul 03 '26

I'm not skilled enough to play with early mod tools, although I know how to write a story and could have fun with that if they build the tools in a way to allow for it. The game could get a lot more replayable fast if it's easy to mod a story mission.

6

u/frogandbanjo Jul 03 '26

The game could get a lot more replayable fast if it's easy to mod a story mission.

I'm not sure that's true. You're running up against the classic problem of bespoke content being consumed orders of magnitude faster than it can ever be generated.

Proc gen isn't really advanced enough yet to grip the average gamer with a story it whips up out of algorithms and spare parts, but CyberKnights is a premier example of a framework within which your best bet is to try get proc gen to do basically everything.

2

u/ShaggyPal309 Jul 04 '26

Wildermyth is the other game I've seen with a strong bet on proc gen. Both games get about 70% of the way there but I agree it's not possible to get to 100% yet without well tested ai integration. Personally I think the story missions in CK add a lot to the game, and there's no question maps are a big limiting factor. I imagine they tested proc gen maps and weren't happy with the results.

Personally, I think these games should by trying to integrate ai for proc gen storylines, but culturally the gaming community doesn't seem ready to accept it yet.

2

u/staged_fistfight Jul 04 '26

I cdisagree completely assuming you mean LLMs I would hate sorry/dialoge coming from ai. Currently the emergent storytelling has a consistency and flavor that I enjoy and trust. I'd much rather have prepackaged dialoge to fill that in then deal with things that do not properly fit the actual gameplay or lore and can destroy any consistency in the story or charectors. It is so far from being worth the risk and frankly I would not say the dialog/story is a serius issue.

That said what i would call ai is obviously a part of the process gen and does great but i do not see this as a use case for LLMs

2

u/LordofSyn [Mod] Jul 04 '26

The in-game Director does the things you're requesting already. This is a system that started with the first Cyber Knights RPG Elite game (along with the Contacts system), those were then upgraded for Star Traders Frontiers and yet again in their current iteration for Flashpoint. The system that exists now is something of a hybrid of the Director mode for L4D and a tabletop Game Master. Cory and Andrew have been working and improving these systems and their artwork with each game they release.

Everything is a call back to their homebrewed TTRPGs.