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Robber Knight News

One of the last

[h2]Welcome Knights and Princesses[/h2][p][/p][p]First let me thank all of you who have supported us thus far. Every copy bought and every piece of feedback given was a big brick in making the game better. I would also like to encourage you to join today because it is one of the last promos before the main premiere, and one of the last moments to get that feeling, "Ah, I am one of those who made it possible."[/p][p][/p][p][dynamiclink][/dynamiclink][/p][h2]Working
on a 1.0 is completely different[/h2][p][/p][p]You cannot be lazy anymore. There is no more place for[/p][p][/p][p]- oh, this icon says what it needs to say[/p][p]- but it does not fit[/p][p]- but it's nice, let's keep it[/p][p][/p][p]Everything is being made by hand, everything is created in one style.[/p][p][/p][p][/p][p][/p][p][/p][p][/p][p]It may seem like a small thing, but I just want to show you how deeply we care about our game. We are taking care of every detail, preparing it for 1.0.[/p][p][/p][p]There is, of course, much more exciting stuff coming than icons in one style. For example:[/p][p][/p][h3]Directional combat[/h3][p][/p][p][/p][p]Many of you said that you like the current combat, but at the same time there is a certain lack of control. So we thought that adding a layer of choosing attack directions to the current system would make it work really well.[/p][p][/p][p]We also added the same behavior to the AI so the combats feel more like a medieval duel.[/p][p][/p][p]It poses some challenges with fighting animals, but we will figure it out.[/p][p][/p][p][/p][h3]Better AI combat behavior[/h3][p][/p][p][/p][p]We are also working on making the AI behave more like human beings in combat, with some level of caution and preparation before attacking. Not like now, where they rush in like crazy bulls, which is very visible in the trailer we have right now ^^[/p][p][/p][h3]Building wherever you like[/h3][p][/p][p]Yes, your creativity will once again be able to unleash the greatest of castles, but it will not have to. The premade city is still there to rebuild, and we are working on some cool additional stuff to make it much cooler.[/p][p][/p][h3]Reliable co-op, plus you can wander with your character to your friend's castle (Game)[/h3][p][/p][p]We figured out that playing co-op in the classic way, like I play with my wife, is not the only way to play it.[/p][p]We saw that many of you like to play alone but would love to visit your friend's game with your character to help them out on a quest or a building task.[/p][p][/p][p]Many of you would also like not only to show screenshots, but to invite some of your gaming friends to see the castle with their own eyes.[/p][p][/p][p]Or you just want to win a battle together, help out on a quest.[/p][p]That is why we are changing the whole system so your character can wander between games, and you can invite people to your game.[/p][p][/p][p]Not only start and finish a game with the same set of friends.[/p][p][/p][p][/p][h3]Secrets[/h3][p]And I will keep a few secrets for the main event ;)[/p][p][/p][p][/p][h2]Dates[/h2][p][/p][p]I will not put a cage on quality this time. We are aiming for the exact result we have in our heads. It often means having to learn a lot of new things. So, as you love to say:[/p][p][/p][h3]"It is ready when it is ready"[/h3][p][/p][p]But the plan is to finish 1.0 in the first half of 2026.[/p][p][/p][p][/p][p][/p]

My King! Your Battlereport

[p]Hello Knights and Princesses,[/p][p][/p][p]We’ve been working hard on many aspects of the game, mainly focusing on improving the quality of every element. Of course, that takes a lot of time. With the last big update, we reached the limits of our abilities—so now every change comes with a longer learning process than we expected.[/p][p][/p][p]But that’s how it usually goes with indie studios, and we’re incredibly lucky to have been able to work on this full-time for over three years now.[/p][p][/p][h2]Castles Return to the Game[/h2][p][/p][p]This time, I’m not using anything from so-called asset markets.[/p][p]For those who don’t make games: that’s a place where you can buy ready-made assets like castles under royalty-free licenses. It often speeds up production without hurting the player’s experience. But I’ve already seen three, maybe even four games from bigger studios that look very similar to Robber Knight—and that means it’s time to change things.[/p][p][/p][p]So I’m making everything myself, exactly tailored to the needs of the game. Before, I only created my own textures, but that often caused problems.[/p][p][/p][p]Parts were either too big, too small, or something specific was missing. This time that shouldn’t be an issue, and if it is, I’ll be able to quickly create whatever’s needed—whether for your knightly homes or your castles.[/p][p][/p][p]Here are a few behind-the-scenes screenshots from the process.[/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][h2]Combat System[/h2][p][/p][p]We’re working on it in three directions:[/p]
  • [p]Giving players more control over their character[/p]
  • [p]Improving NPC reactions to combat, hits, etc.[/p]
  • [p]Army management[/p]
  • [p][/p]
[h3]1 – More Control[/h3][p][/p][p]At first, we tried to replicate the combat system from Kingdom Come: Deliverance 2, but that’s just too big a project for two people—at least for now.[/p][p]So we’ve moved more in the direction of combining Mount & Blade with Chivalry 2.[/p][p]Supporting both first- and third-person views is slowing us down, but it’s starting to take shape. In the end, we’ve decided on a directional combat system, since it works best for both leading armies and medieval duels.[/p][p][/p][h3]2 – Better Reactions[/h3][p][/p][p]This part is more tedious than difficult. We’re starting with fixing weapon ranges—you’ve often reported that AI hits you when it shouldn’t.[/p][p]We’re also improving blood effects, adding proper animations depending on attack direction, and giving NPCs various shouts depending on the situation they’re in.[/p][p][/p][h3]3 – Army Management[/h3][p][/p][p]This part is delaying us quite a bit. We haven’t made significant progress yet. Formations still behave too randomly and often break apart. But we’re not giving up.[/p][p][/p][p] [/p][h2]General Summary[/h2][p][/p][p]We’re making great progress with visuals, buildings, and decoration elements, but the programming side especially animations, is giving us some trouble.[/p][p]So if you have any requests for furniture, wall pieces, weapons, or buildings, let me know, I’ll be happy to make them and add them to the game.[/p][p]As for armor, I’m still relying on my own textures but purchased models. My war gear still looks like blacksmith level 1, but I’m learning. Here are a few helmets from my training process.[/p][p][/p][p] [/p][p][/p][p]Thank you for your time. We’ll keep going. As I’ve said many times before: however long it takes, it takes, but the project will definitely be finished, no matter what challenges still lie ahead.[/p][p][/p][p]Your scribe and developer,
Sartorian[/p]

Robber Knight - What we are working on right now

[p][/p][p]Welcome Knights and Princesses[/p][p][/p][p]Today, a short video so you can check out our progress in-game, so to speak. This is one of our test builds in which you can admire the new castle of Sir Hans and the life of his subjects.[/p][p]A little bit about our plan for the future (reminder: we are only 2 people working on it).[/p][p][/p][p][/p][p][/p][previewyoutube][/previewyoutube][p][/p][p][/p][h2]Current state and plans[/h2]
  • [p]The map is almost ready for the rest of the story and the endgame.[/p]
  • [p]I am thinking about cool ways for you to not be forced to take part in the story, as I know some of you just want to chop down trees or villagers—depends on your mood :P[/p]
  • [p]Sir Hans’s castle is the first place with full AI life, so there are still some fixes to be made to the system and other villages to set up the routines. We prepared it in a sort of procedural manner, but for optimization reasons, every villager on the map still requires my attention and proper placement. So it will take some time.[/p]
  • [p]Cutting down trees, mining, flower gathering is ready, so we can now move on to restoring crafting and adding crafting skill trees.[/p]
  • [p]Next, we will work on army upgrades—so better combat behaviors, better formation management, and adding horses.[/p]
  • [p]And as a final touch, a massive co-op fix and overhaul so you will be able to wander with your character around your friends’ castles.[/p]
[p]Between those big points, we are also preparing tons of small surprises for you: like new armors, light sources for your houses, upgrades of the village you receive from Sir Hans, etc.[/p][p][/p][h2]Future update[/h2][p][/p][p]As RPGs are a ton of work normally for 100-person teams, we decided to work on a 0.99 version right now. So the next update will include everything intended. It will be a 0.99 because we want to add your final requests or fix whatever we missed and ask you for permission to launch.[/p][p]We are very grateful that so many of you are regularly coming back and putting effort into developing our game with us—despite the fact that it is no big hit.[/p][p]Thanks! The next report in a month![/p][p][/p][p]Your scribe and developer, Sartorian[/p][p][/p]

Oh no, the game is dead :(

[h2]Welcome Knights and Princesses[/h2]

The title is, of course, a joke. We're working very hard every day to fulfill your needs. With only two people on the team, time is obviously an issue when creating a game like "RobberKnight".

I’ve noticed that many of you feel anxious when I don’t post updates, so I’ve decided to return to my original plan of providing at least one progress update each month—to keep you in the loop. Now, let’s talk a little about the next update.

The next update is called "The Freedom Update". Why?

[h2]Build everywhere – survive anywhere[/h2]

We're upgrading and changing all parts of the game, both in terms of logic and performance, so that you'll be able to build almost anywhere in the world—except, of course, within other human settlements.

For those of you who don’t want to build from scratch, don’t worry—the pre-made village that you can rebuild from the council table is still in the game. From now on, the updates will focus on adding new content, not remaking the game’s core systems.

Of course, once you're free to build creatively, you'll need more space, so:

[h3]1. New parts of the map[/h3]



[h3]2. Faster resource gathering\[/h3]

* Many of you mentioned how much fun you're having gathering resources manually, so now you'll once again be able to chop down trees and mine rocks.
* Resource-gathering points will now have three upgrade levels—each upgrade increases production speed.
* There will also be special missions targeting caravans carrying the resources you need.

[h3]3. Replacing placeholders with cool quest areas and buildings\[/h3]





[h3]4. Be a knight—rain or shine, day or night\[/h3]





So yes, a lot of new content is coming—and some old features are returning, properly polished this time. One of our top priorities is also fixing the co-op mode so that you can finally enjoy the game not just with two players, but with a full group of four knights.

As for dates... well, you know something always goes wrong when I start throwing those around. So we’ll stick to the philosophy: *when it’s properly done, we’ll let you know*. It’s the best way to avoid more frustration and ensure you fully enjoy the next update. Just sit back and relax—no more serious bug hunting.

That’s it for today. I’ll try to prepare something more in two weeks—no promises—but for sure, there will be another update in a month.

Have a great day,
Your scribe and developer,
Sartorian

Survey outcome - Thank you

Welcome, Knights and Princesses!

Thank you for participating in our last survey. We’re thrilled that 90% of you are happy with the changes! We also appreciate your kind words and encouragement.

However, 35% of you noted that you would like to see crafting, resource gathering, and free building return to the game. And 35% is a significant number, so we humbly bow our heads, apologize for taking the changes a bit too far, and will find a way to bring them back.

This time, though, they will be **optional**, not something required. The main takeaway from your feedback was:

[h2]We want more freedom [/h2]

And that’s exactly what we’ll keep in mind as we prepare the next update.

Have a great weekend!