Well, all has been said, but I will try with other words:
Think of Cheetah as the inside of a black box, like a room without windows and with black walls, yourself completely clad in black with a black mask. You have one flash light. Now if you put a reflective object in that room, like a silver ball, the only thing that will be visible would be the reflection of the light source. Everything else is reflected, too, but as it is black you only see black.
If you look closeley at a real life, high reflective metallic object (or a mirror), you will see the environment reflected. And this is what all the other answers in this thread mean: You need an environment. This can be something rather neutral like the environment in the product render studio or a hdri (actually jpegs work, too, only they don't give a very realistic light).
As soon as you set the hdri object in cheetah, a default one is already there (which does work now). Please do this, disable background in the setting and hit render. Et voilà, your object is seen.
If the default hdri isn't loaded or to get a better suited one, you'll find lots of high quality hdris in the net that can even be used for commercial purposes. One such site is
https://hdrihaven.com. Once you understand the concept, you'll be able to find a suitable hdri for your scene. Probably, with a 100 % reflective material you'll want to change the material(s) of your mesh a bit, like a blur, maybe some diffuse or whatever (instead of a blurred reflection one can of course use a blurred hdri which would result in faster render times). Maybe you'd want to add a 'bloom effect' in post (in an app like photoshop).
Misoversaturated already highlighted Cheetah's (resp. Falcon's) shortcomings in this sector (no pun intended), at least most of them. The 'legacy' lights without light sources are indeed a bit hard to swallow, as are the backgrounds that don't contribute to the lighting. I myself don't care much for the emissive light here which isn't always strong enough to effectively light a scene (and it's a bit slow. But an easy way to implement softboxes and stuff). Environments like the mentioned product render studio are a bit dull by design. Actually this is intended. Look at any watch advertisement in any paper for example or visit the website of any of this firms with expensive watches. The reflections are always unrealistically blurred to make the product better visible (doesn't look too good in my opinion but I understand the reason behind it).
In the end, with Cheetah you really do need almost always a hdri to get a realistically lighted, photoreal scene (the other solution would be a very complex scene with enough objects that can be reflected and be it just images mapped to single polys). Even with materials that are not that reflective (in reality everything reflects light, of course), hdris give a more natural, realistic light than anything else.
This is somewhat of a downer, indeed, as photography – and therefore rendering – is all about light. In other apps you really have a pletora of possible lights to choose from that usually do work as expected in render (but even in the most expensive app, you still need an environment to get reflected on mirror objects). Already a neutral gradient works wonders for an image. So it is usually very easy to set a proper highlight on an object in another app. One of the big advantages of 3d vs Photography, at least in product rendering, that one has full control of the environment and what's reflected (one of the others is simple that the advertised product doesn't have any blemishes in 3d). With (almost) hdri-only we lose quiet a lot of this control in the Falcon renderer.
(Martin, the developper knows all this better than me. I'm sure he will address the lights sooner or later. Up to then we will have to use a lot of hdris. But please, be aware, even then in your exact situation, hdris will probably remain the best solution).