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Shady Knight News

Quickmap & Workshop News

[p]Hi everyone![/p][p][/p][h2]The First Shady Anniversary[/h2][p]It's hard to believe, but it's been a year since the game was released. It took many years to make, and it makes me happy to know that I'm not the only one who likes this crazy mix of chaos, parkour and melee action. Thank you for all the reviews, videos, speedruns, and for spreading the word about my shady game! It means a world to me![/p][p][/p][p]I've been preparing a big update and it's time to share some news about it:[/p][p][/p][h2]Quickmap Editor[/h2][h3]Custom maps are almost here![/h3][p]We will have our own Shady Level Editor - Quickmap, it is a simple in-game tool for custom maps that doesn't require special skills, you can jump in at any time to quickly build a tower, experiment with various platformables (zip-chains, ropes, grapple points, etc.), place enemies and instantly test your creation.[/p][p]The update is coming soon, but if you want to play the early version and help me test it, feel free to join the BETA branch right now and leave your feedback.[/p][p]Check out the glimpse of the first community maps from our Shady Discord![/p][p][/p][p][/p][h3]How to Join BETA[/h3]
  • [p]Open Steam > Library > (Right Click on) Shady Knight > Properties > Betas[/p]
  • [p]Enter a special code shadyknightBETA[/p]
  • [p]Pick the patch-testing branch. That's all![/p][p]Once you have access to the beta build you can always switch back to the current public build and back to beta at any time.[/p]
[p]The best way to share your feedback, report bugs and stay up to date with the latest changes to the build is to join my Shady Knight Discord server.
[/p][carousel][/carousel][p]Finally, to celebrate the anniversary month![/p][h3]The Biggest Discount of the Year (October 23-30)[/h3][p]Steam has granted Shady Knight a Daily Deal — a special promotion offering a second chance to be featured on the main page on 23 October, alongside a week long discount.[/p][p]This is the biggest discount of the year, so if you've been waiting for a good deal to join us and bring your friends along to our stylish knighthood, now is the perfect time![/p][p][/p][p]For all the knights, thank you so much for playing![/p][p][/p][p]I will see you soon,[/p][p]cptnsigh[/p]

Shady Knight Soundtrack is LIVE! (and FREE)

Hi everyone,

I'm happy to announce that the album version of the original Shady Knight soundtrack is finished and available now to everyone.

https://store.steampowered.com/app/3606550/Shady_Knight_Soundtrack/
This collection includes all of the hub themes as well as the original demo and release trailer tracks.
The soundtrack available in .mp3 and high-quality .wav formats.


[h2]In Shady Knight, you only hear music when you are flawless.
[/h2]
Shady Knight's gameplay is uneven, it's a mix of high intensity moments with a lot of downtime in between. One moment you are rushing through multiple enemies, the next you are waiting for the perfect moment (charging apex shot, waiting for an incoming attack to parry, or aligning a barrel for a perfect kick).

Simply throwing a brutal action track was never an option. You're the one who dictates the pace of the game, and that's where the idea of dynamically changing tracks came from:
  • It always starts with silence. Every time you get a kill you might hear a glimpse of drums in the distance, but you have to do better than a kill.
  • Reaching A-rank allows you to hear the base layer of a track, you are almost in the zone, but something is still missing.
  • The powerful drums start to appear at S-rank, but they are loudest and clearest only at SSS.
  • Once in the zone, the current track stays with you for the next level, until you fall or take damage.
This way the main hub tracks in Shady reflect your style and confidence, only by playing flawlessly you join the stream and feel your true power.

And now, for those who were or will be flawless, this soundtrack is where you can hear the themes in all their glory on repeat.
[h3]No falls, no mistakes, just flow.[/h3]

Composed by Britt Brady.

Quick Fix (Wall Phasing)

Hi! Just a quick fix for the latest update.

Ironically enough, my 'experimental fix' to prevent phasing through the ground at high speed, while doing it's job, could phase you through walls under certain conditions.

I've improved my method to fix the issue. Sorry for the inconvenience!
Physics bugs are tricky to debug sometimes.

+ Improved descriptions

  • Resonance Style Point (Spear Style)
  • Dagger Pound Style Point (Dagger Style)
  • An improved hint for deleting savefiles in the new Profiles menu

Best,
cptnsigh

Style Maps, Save Profiles, The Armless, gameplay improvements and fixes

Hi everyone!

The first update / patch of 2025 is live.
Here are the most important changes and improvements.

[h2]Highlights[/h2]
  • [h3]New Style Maps (Kick, Spear, Dash, Dagger)[/h3]
    As before, even if you've already discovered some of the moves, it's worth trying to repeat all the moves available on the Style Maps to understand the move and how to repeat it consistently. Style Maps are unlocked in pairs when you reach the four main hubs:
    • Ignorance (Jump & Sword)
    • Hubris (Slide & Bow)
    • NEW Obsession (Kick & Spear)
    • NEW Wrath (Dash & Dagger)
  • [h3]Save Profiles[/h3] You don't have to reset your save to start over, just choose one of two additional save slots in the new Profiles menu located on the Title Screen. Your best time and score will be submitted to leaderboards regardless of the current save file. Your settings remain the same across all save slots.

  • [h3]Renewed behavior of The Armless Knight[/h3]
    The original version was too focused on backstabbing + his inability to do much against an airborne player made him seem rather passive for a boss fight. Now, The Armless acts more like a proper enemy, with a number of new additions to his move set and fewer opportunities for cheese to make the fight feel fairer. Experienced Knights can still style the hell out of our old friend ;)


[h2]Player[/h2]
  • Improved grapple auto-aiming in the air. Previously, the grapple would prioritize grapple points over enemies over objects (barrels, the orb). Now the object/enemy closest to your aiming direction wins.
  • Added a special sound clue when the dagger cooldown ends.
  • Added a Flawless icon during gameplay. Appears above the rank letter when all enemies are killed + no damage + no falls with a special sound. There's a little gray area with falling and burning enemies, they are still presumed dead when the orb is destroyed, but the icon will ONLY show when all are actually dead.
  • Pullable enemies can't block your dagger pull from behind. For example, you can backstab-pull a Blessed Lancer or Blessed Deadman if you're fast enough to catch them from behind.

  • Soul Dash (dashing to a weapon right through an enemy) now works on knocked out enemies. No one will ever use it intentionally, but it's now possible :)
  • Bow throw charge time reduced. Throwing a bow still takes a bit longer because it is the only weapon that stuns enemies on collision, but it should now feel less like a forced delay.
  • Fated Strikes are followed by a special sound and quick a dark vignette. The effects are subtle so as not to interrupt the existing flow, but to give a few more clues as to when such a special move was performed.

[h2]Options[/h2]
  • Small rearrangement. I moved some of the newer gameplay settings to a new Advanced menu to make the gameplay options less overwhelming by separating the fine-tuning settings.
  • Added the Show Timer option to the new Advanced menu. Now you can turn on the speedrun timer once and for all. Especially less hassle with Steam decks/controllers.
  • Optimization of the in-game timer, as we can now enable it in the options to stay on screen indefinitely.

[h2]Fixes[/h2]
  • Fixed eye-poking launch direction (Rising Vertigo). Now it’s not possible to send yourself flying backwards when stabbing the eye with a spear, the direction of the launch is based on your look direction and not relative to the center of the eye.
  • The Lancers' skyfall strike is fixed. They won't sit and wait in the void forever if you don't move.
  • King Ballista arena tweaks. Fixed navmesh for enemies and bigger collider for the exit portal to make the final move a bit less stressful.
  • Added an experimental fix falling through the floor physics bug (usually would happen upon landing between wooden platforms from a height).
  • Fixed a camera bug when performing a chain dropkick very close to an enemy. Slightly improved Heavies' model clipping when dropkicking by increasing the distance from enemies with larger proportions.


[h3]Shady Discord[/h3]
If you want to help me with the future patches/update by playing them earlier feel free to join my Shady Knight Discord Server
  • Don't forget to #pick-your-role @BETA_builds to be pinged when there's a new build.
  • The BETA builds discussions are on #experimental-shady channel.


That's all for now, and as always, thank you so much for playing I will see you in the next update!

Yours,
cptnsigh

Quick Fixes (Practice Arena)

Hi everyone,
Just a small update for the new Practice elements : )
Welcome to Practice Arena!

[h3]Practice Arena
[/h3]
  • Music Theme option added to Arena Options. The default is the HUBRIS theme and now you can choose your favourite from Cravenness, Ignorance, Wrath and of course Obsession.
  • Added a few Weapon Sigils, one on the first floor and a couple in good places to practice your tangent wallkicking skills.
  • Slightly changed the 'basement' part of the map with a new way to reach the top floor.
  • The "Start With" option will only switch your weapon to the selected one when you change the option (instead of every time you pause the game) and on quick restart.
  • The Practice Arena and the first two Style Maps (Jump & Sword) are unlocked immediately upon reaching Ignorance. The last two Style Maps (Slide & Bow) are unlocked after entering the Hubris.


[h3]Fixed Bugs[/h3]
  • Fixed rare Strike Cancel bug on weapon throw.
  • Fixed. The Leaders menu item wasn't hidden for Style Maps.
  • Removed development texture on Sword Style.
  • And a few minor UI bugs related to the new Practice menus.


Happy Holidays!
cptnsigh