Cyber Knight

Cyber Knight

Group SNE Tonkin House October 10, 1990
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About

Cyber Knight casts you as a stranded starship crew fending off mechanical invaders in the 24th century. After a botched hyperjump leaves your vessel crippled and your captain dead, six survivors pilot hulking Module robots to defend a human colony under siege by alien Berserkers. The game blends top-down planetary exploration with side-view turn-based battles. You manage resources carefully, deploying three Modules at a time across six-by-six grids while balancing pilot and robot health. Every encounter forces tactical positioning and weapon choice between melee strikes and ranged fire. The game’s standouts include its progression system built around scavenging NeoParts from foes, which unlock upgrades without traditional currency. Limited repair kits and consumable "options" add tension to every fight, demanding smart use of 10 healing items per run. Launched in 1990 on Super Famicom and TurboGrafx-16, it offers a lean but methodical mix of sci-fi strategy and RPG resource management. Its focus on modular customization and grid-based tactics remains distinct among early 90s genre hybrids.

Game Modes

Single player

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