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Shady Knight News

Steam Page Update & Upcoming Demo

Hi

It's been a while since the last update, so first of all, thanks to everyone who keeps following the game. Shady Knight is still mostly a solo project, and there was a long break in development last year.

But now I'm excited to finally be able to come back and show some progress, starting with an update on the Steam page and a new public demo coming soon with updated visuals, new abilities, and many other improvements. Stay tuned!

Alexey 'cptnsigh'

Shady Knight SGF Demo Patch 0202.2

[h3]Bugs[/h3]
  • Screen Resolution Option (missing resolutions in the list) bug fix
  • Mouse scrolling (plugged controller) bug fix

[h3]Options[/h3]
  • Improved UI readability
  • Post-processing option split to Motion Blur and Glow Effect
  • Mouse max sensitivity option increased from 2.5 to 7.5

[h3]Gameplay[/h3]
  • Improved weapon dash Glow Indicator
  • Dash pivot for swords moved closer to center
  • Slam Dunk style point added (throw an object in jump)
  • Scattered Arrow knocking down enemies
  • Archers will fall into the ocean on the second attempt to kick them or after getting some damage while falling

Shady Knight SGF Demo Patch 0202.1

[h3]Gameplay[/h3]
  • Weapon Dash radius slightly increased
  • Improved object picking
  • Object throw charging time slightly increased
  • Chains' trigger zone slightly increased
  • Slide min-speed threshold reduced
  • You can switch from charging Slash to Throw by RMB (alt attack)

[h3]Bugs[/h3]
  • "Interstellar" Weapon Dash bug fix
  • Ground Climb bug fix

[h3]Other[/h3]
  • Tower 1-2 swing chain hint added
  • Hints on available settings added
  • Updated Demo End scene

New Demo for SGF 2021 February Edition

Hi there!

I'm glad to announce that Shady Knight will be a part of the Steam Game Festival 2021 February Edition! The new demo will be available within the festival week starts on February 3.

It's been almost half a year since the last demo, all this time I keep working and improving things. The new demo features lots of new mechanics, style rank system, bow as a new weapon, new enemies - archers, improved controller, new tutorial, and levels.

I'm gonna post more details about the game during the festival. For now, check out this quick montage captured from the upcoming demo:

[previewyoutube][/previewyoutube]

Cheers!
Alexey 'cptnsigh'

One more week to play the demo! And a little Q&A

Hey there!

[h2]The demo is going to be available for one more week after the festival![/h2]
First of all, thanks to all who have already played the game and for all the comments, suggestions, and feedback! I'm so grateful for this chance to show my game and get some extra motivations after two years of hard work from the original prototype!

I really want to keep this demo for a bit longer to give a chance for more people to try it and get some more feedback to make the game better! So if you missed the festival, I got you covered : )

[h3]Why not leave the demo until the full release?[/h3]
Shady Knight is still in development and the current demo doesn't fully represent the future project. If the demo stays up to the full release the game will be judged based on the available version and for things that have been already improved or drastically changed in a full game. It's impossible for me to update the demo along with the core development, so I hope you can understand why it's not an easy decision.

[h3]Why the demo is so easy?[/h3]
Yeah, my goal for this particular demo was to show the base mechanics and introduce you to the game's flow with all the kicking, slashing and jumping. Later in the game, you will encounter enemies that can't be easily kicked or can dodge your attacks and even block some of your strikes. Simple LMB spamming won't be an effective strategy for a long, so you'd be glad to have some poor spiders and deadmen for practice.

[h3]What about a procedural generation or RPG elements?[/h3]
Sorry, my game is about completely freestyle open-combat where all the abilities are available from the very beginning and you're mastering them running trough handcrafted towers filled with challenges and new situations.

[h3]More creatures to fight and ways to deal with them[/h3]
Swordsmen, archers, big heavy knights will force you to think about what to do and where to go, those guys are the real pushers. If some mechanics seems to be overpowered it's just because I want to balance them not by limitations but instead with the enemies that can bring a decent resistance.

Though your arsenal of moves will be much diverse with the bow. You'll be able to set your arrows on fire with torches and brazers, use special jumper arrows for more advanced platforming and more as well as there's going to be much more contextual moves like deflecting projectiles with your sword and environmental traps to push the chaos and brutality of the fights higher!

Wishlist the game and check out my twitter for some sneak peeks from my dev process and more clips from the game.

Cheers!
Alexey 'cptnsigh'