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Shady Knight News

Fresh Quick Fixes

[p]Small Quickmap Improvements[/p]
  • [p]Dynamic music now works on levels with no enemies and reacts to shards being collected or your speed when there are only orbs[/p]
  • [p]Warp exit points now reposition properly on Setup[/p]
  • [p]Fixed spawning off-grid objects didn't work in some cases, like spawning a rope at the very middle of a log, or hooks on a side of the arch block, etc.[/p]
[p][/p][p]Fixes[/p]
  • [p]Fixed a thrown shield no longer auto-catches if you happen to fly faster[/p]
  • [p]Fixed slide landing on a slope at high speed would sometimes bounce you off the ground[/p]
  • [p]Fixed huge slope jump on collision while sliding downhill[/p]
  • [p]Fixed a disappearing weapon when performing a quick grapple-jump-boost from it while armed[/p]
  • [p]Fixed the old-new 'jump boosts stack' bug[/p]
[p][/p][p]cptnsigh[/p]

Quickmap Level Editor is Live!

[p]Hi everyone,[/p][p]I wish you a wonderful 2026 and finally ready to share the biggest update since the release.[/p][p][/p]
Quickmap Editor is Live!
[p]Build your own custom maps, brutal challenges, parkour trials or just jam with the game's mechanics. [/p][p]The editor features:[/p]
  • [p]All enemies including the final boss with options to buff their health, add a shield or make them blessed.[/p]
  • [p]All main parkour elements like jumpers, rings, hooks, swing ropes, zipchains and more.[/p]
  • [p]Traps from the basic spikes and barrel stacks to hanging cargos and sawblades for the total mayhem.[/p]
  • [p]Instant playability. You can jump into your your creation midst the process with a press of a key,[/p]
  • [p]Upload to Steam Workshop in a few clicks.[/p]
  • [p]And more![/p]
[p]Most of the elements have been reworked for the editor, so some things are only possible in Quickmap: like warp portals that teleport enemies, jumpers that work with physical objects (even with the brutal sawblades from Obsession).[/p][previewyoutube][/previewyoutube][p][/p][p][/p][h3]How to play[/h3]
  • [p]Just go to the Main Menu > Quickmap > Editor and try to place some knights to fight. The editor is available right after completing the tutorial section on any save profile.[/p]
  • [p]To play community maps, open the Workshop and subscribe to some maps. Once the download is complete, the maps will appear in the Main Menu > Quickmap > Downloads (sorted by most recent)[/p]
  • [p]Steam Deck. The Quickmap was designed for use with a mouse and keyboard but it is possible to build and publish your own Quickmap using Steam Deck alone. [/p]
[h3]So what is a Quickmap?[/h3][p]Here are just a few of the amazing community creations made during the beta testing![/p][previewyoutube][/previewyoutube][p]I wish I could include more of your maps, but I have to keep the trailer concise! I would like to thank everyone who published their Quickmaps to the Workshop during the beta test. From the most brutal challenges and bug discoveries to pushing-limits arenas and classic towers Gameplay Improvements [p][/p][p]This update goes beyond the editor, with many improvements to the gameplay. [/p][p]Here are the highlights:[/p][h2]
Weapons[/h2][h3]The Shield is dead, long live the Saw Shield![/h3][p]A complete overhaul of the shield. The move set is almost the same, but the design and mechanics have been completely reworked to make the shield more fun and trustworthy, similar to the main weapons.[/p][p][/p][p][/p][h3]New Object Interactions[/h3]
  • [p]Object Redirection towards enemies with any strike, like hitting a barrel with an arrow can be used to redirect it towards an enemy behind it.[/p]
  • [p]You can cancel object throw the same way you cancel strike.[/p]
  • [p]You can toss a grounded object by kicking it towards the ground.[/p]
[p]The object redirection might be the funniest thing I added since the release. ANY damage has a chance of pinpoint an enemy in the direction of the damage leading to moments of controlled chaos I truly adore. [/p][p][/p][p][/p][h3]Spear Improvements[/h3]
  • [p]Stinging an airborne enemy from above has a better knockback and also counts as Pogo Jumping (parkour style point).[/p]
  • [p]The parrying window of the base sweep is much smaller but the parry doesn't cancel the strike meaning you can parry and perform an unlockable sweep right away (if you ready to take the risk).[/p]
  • [p]Similar to the sword a second (right to left) swipe animation was added for the base attack.[/p]
[p][/p][h3]Niche Dagger X Weapon interactions[/h3]
  • [p]Kicked weapons are now stuck in surfaces. [/p]
  • [p]You can grapple a stuck weapon from mid-air, which works as an improvised grappling point. For example, you can kick a sword into a wall, then grapple onto it. [/p]
  • [p]Grappling a stuck weapon when grounded simply unsticks it.[/p]
[p]These are super niche little techniques, but... why not :)[/p][p][/p][h2]Movement[/h2][h3]Improved Slide Control[/h3]
  • [p]Breaching the target slide speed allows you to adjust your slide direction with your look direction[/p]
  • [p]Consecutive slide landings allow for a slightly longer slides [/p]
  • [p]Bumping into an enemy cancels the slide or triggers a slide kick [/p]
[p]There aren't many places in the main game where you can find long ramps, but with Quickmap, you can build all kinds of them using a Slope block.[/p][p][/p][p][/p][p][/p][h3]More Advanced Wall-kicking[/h3]
  • [p]The height of your wall kick depends on the angle of the sloped wall.[/p]
  • [p]It is now possible to perform a tangent wall kick on sloped walls.[/p]
  • [p]Inverted sloped walls can be used to counter wall-kicks on your custom maps.[/p]
[p]Similar to the changes to the slides, these allow for a wider variety of possible parkour scenarios on your custom Quickmaps.[/p][p][/p][h3]Other[/h3]
  • [p]The infinite wall dashing is now less infinite, as it is now necessary to perform unique moves in order to recharge the dash in mid-air. The move trivialized any tall structure with the dash-wallkick-throw-repeat technique if a weapon was present. Hopefully this change will be more fun in the long run.[/p]
  • [p]Fixed a number of bugs with bunny hopping (especially on slopes).[/p]
  • [p]Fixed a number of bugs with enemies to make their actions more consistent during replays of the same level.[/p]
  • [p]In this update I finally switched to a better Input System. [/p]
    • [p]If you experienced issues with the camera spinning or menus scrolling due to some plugged devices, these should now be gone for good![/p]
    • [p]This change means that PS controllers should now work straight away, without having to enable Steam Inputs.
    • Though Steam Inputs still required if you want to use gyro-to-mouse aiming.[/p]
[p]For anyone who would still like to play the legacy, pre-Quickmap version, it is available in beta under the code 'skbeforequickmap'.[/p][p][/p][p][/p][p]These are just the highlights. Lots of minor changes, bug fixes and small visual tweaks have been made in BETA over the last year, which should hopefully improve your shady experience.[/p][p]If you enjoy the game please consider leaving a review. This is always a great help![/p][p][/p][p]It's time to master the madness of your own making, Knight.[/p][p][/p][p]As always, thank you so much for playing![/p][p]cptnsigh[/p]

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