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Knights in Tight Spaces News

Patch 1.0.8



Hello Knights.

For this build we have been busy forging a brand new "Tight Mode" - a parallel for the Story Mode which provides an modified gameplay set-up; reducing run times, affording more replayability, and generally providing a more streamlined experienced.

Also present in the much requested ability to sell weapons and equipment at Blacksmith's. Hopefully this will tidy up your inventories later in the game as well as providing a little bit of extra spending money.

We've also made a bunch of changes that bring some behaviours in the game more in-line with your experiences within Fights in Tight Spaces, some adjustments to enemy AI, and more clarity in the status system.

Full build notes are below, and - as always - please let us know in the comments, on the discussion boards or on the Games In Tight Spaces Discord what you think of it!

[h2]New Features[/h2]

  • Tight Mode - a brand new alternative Story mode designed for a shorter playthroughs. Play through a shortened version of each Quest and - once you are ready - skip ahead to a final multi-fight stronghold. Tight Mode shares a save slot with your regular Story progress, so be sure to finish your current run before starting a new run in this mode.
  • Sell Equipment - as requested by many players, you can now sell unused equipment and consumables at Blacksmith to earn back 15% of their original value


[h2]Major Changes[/h2]

  • The status system has been refined to work more in-line with player expectation.
  • Additional status icons on overhead panels to quickly identify characters with Weakened, Vulnerable, and Pinned
  • Statuses added by enemies during their Utility phase correctly continue through to the end of the turn rather than being removed prematurely
  • Status effects applied during the enemy action phase (either by enemies or by the player via counters, etc.) now continue through to the end of the next turn to ensure they have an impact in all phases of the game
  • Players now take damage from damage-over-time effects (i.e. poison and block) at the start of their own turn rather than the start of the enemy turn
  • Pinned is removed from enemies AFTER their movement phase
  • Improved text display for some status types
  • Aggravated behaviour changes: Enemies that have Aggravated applied now immediately turn to face as well as continuing to target their Aggro target. This makes Tank characters more viable in Party Play.
  • Randomly generated levels in Tight Mode, Daily Play, and Endless mode can use of a greater range of secondary objectives and rewards
  • Randomly generated levels also give a small gold reward on completion


[h2]Minor Changes[/h2]

  • New help screens for Aggravated and Strongholds
  • Map screen now shows when a particular fight location contains a Protect or Survival objective


[h2]AI Changes[/h2]

  • Enemies who teleport pick their movement target more sensibly
  • Enemies with Indirect attacks move more sensibly and consistently
  • Indirect attackers will maintain their target when they move


[h2]Balance Changes[/h2]

  • Increased damage for Taunting Strike
  • Fix for spawning isue where some levels were getting additional spawns on turn 1 and no spawns later in the fight (which made "prevent spawn" objectives much harder)
  • Skeleton Mages now advance only once per turn
  • Enemies will no longer actively move from tiles adjacent to voids if they already have a valid target (bringing the behaviour in line with FITS)
  • Made Demon bosses slightly less of a difficulty spike, but made destruction of their related pillars more important!
  • Conversely the Spymaster is now a little tougher to beat
  • Flip now maintains combo with movement
  • Fix for Firebomb to be usable by attuned characters only (as designed)
  • Reduce cost and duration for Strike Fear card

Patch 1.0.7



Howdy Knights! Here are this week's patch notes:

[h2]Warlock Improvements[/h2]

We've updated everyone's favourite dark wizard to make play a little less random (although it's still one of the most advanced starting archetypes).

  • All Curses now exhaust on Discard
  • Cursewalker no longer has a combo requirement, and card selections are taken from basic movement cards only
  • Reduced cost to play Apotheosis, Nightmare, and Bone Magic
  • Remove Combo requirement for playing Crush
  • Allowed Cursed Weapon to target others
  • On the other side, we've slightly reduced the Warlock's melee damage to stop them being a magic casting brawler.
  • Made "Channel" free to use.
  • Fix for Cursed Lightning and Cursed Strike adding a curse before Damage is done, potentially alternating damage amount


[h2]Consumable Changes[/h2]

Consumables haven't quite landed where we intended them to in the overall meta of the game. While they appear commonly, they aren't favourites amongst players, so we've increased (in some cases dramatically) the potency of these single-use items. The idea is that they can get you out of a scrape or turn the tide of a fight, they weren't previously doing that so we'll be interested to see whether we've made enough of a difference with these changes.

[h2]Demon Changes[/h2]

We've made some small changes to the Demons, as we're aware that they have been a bit of a difficulty spike for some players, and while we haven't finished with them yet, we have made some initial changes:

  • Demons shouldn't appear so early in Daily Play and Endless Mode
  • One one of each type of Demon can appear in Daily Play and Endless Mode


[h2]Other fixes[/h2]

  • Fix false Void tiles on Bridge level
  • Remove Ouroboros curse, and Bladeturn Tonic from the available curse and Consumables lists, while we investigate their slightly broken behaviours
  • Fix for when using Mnemonic multiple times
  • Fix for Combo threshold cards not showing additional Momentum cost when card momentum is modified by curses etc.
  • Made it possible to Counter the Skeleton Mage's Lightning Strike
  • Prevented Demons from appearing so early in Daily Play and Endless mode, and made it so only one type of each demon can spawn in a level

Patch 1.0.6



Greetings, Knights, and welcome to another round of game updates:

[h2]Gameplay Changes[/h2]

A number of changes have been made to the Hunter Archetype to make it a more valid early-game choice:

  • Quick shot has been replaced with Retreating Shot to offer more flexible movement options
  • Vault has been replaced with Swap to allow the Hunter to free themselves up under more circumstances
  • Quick shot and its Upgrade have been given more basic damage
  • Short bow adds two upgraded Quick Shots rather than four regular Quick Shots
  • Heavy Arrow can now be used on adjacent targets (i.e. 1+ range)


Also:
  • Poison/Bleeding no longer trigger interruptible enemies leading to a stun-lock situation


[h2]Fixes[/h2]

  • Fix for bonus push actions being added to abilities that down entities
  • Auto-attack are no longer prevented by counter attacks
  • Counter-attacks are no longer prevented by forced attacks (i.e Taunts)
  • Fix for super-niche issue where the Scythe's support attack is used on allies when the enemy is thrown within spinning attack's range
  • Fix for issues when everyone dies during a Magical Storm
  • Fix for issues when dying Demons apply curses


The road ahead...

Dear Knights,

Thank you all so much for playing Knights in Tight Spaces. Whether you're new the franchise or have stuck with us since Fights in Tight Spaces, we are hugely grateful that you've picked up the game amidst so many other amazing titles that are out there clamouring for your time.

We also appreciate hugely the amazing feedback that you've been providing - as you'll have seen from our updates - we take all your feedback very seriously and hope that we've been able to address some of the issues that you've been having, but also make some of the improvements that you've been asking for. New players of the game will already be benefiting from the feedback that you've given and the changes we have made, and we will continue to update it to ensure that it offers the best possible ...Tight Spaces experience you could want.

And because of that, we wanted to take this opportunity to let you know some of our plans over the next couple of months:

Knights in Tight Spaces - Update Roadmap


[h2]Ongoing[/h2]
  • Continue to address edge-case stability issues
  • Gameplay and text tweaks
  • Resolving quality of life issues


[h2]April[/h2]
  • Starter deck improvements for Hunter
  • Curse card balancing and Warlock ability improvements
  • Equipment balance pass
  • More clarity and consistency in player and enemy status effects
  • Enemy Balance pass (particularly the Demon encounter and enemies along The Eleven branch)


[h2]May[/h2]
  • Equipment system improvements
  • Removing/selling weapons and equipment
  • More variety in item and equipment rewards
  • Improved gameplay flow
  • Shorter runs
  • Improved quest skip system


[h2]Onwards[/h2]
  • UI Improvements, more Accessibility options


And - of course - we will continue to listen to our players here on Steam, and in our Discord community, and look to address other issues raised.

Thanks
Ground Shatter

Performance Patch



Hark, Knights! We come to you with another update.

This patch may be small, but it’s mighty, as this little update packs a performance fix punch!

This should remedy any FPS drops or similar issues, but as always, let us know in the forums if you have any further feedback or reports!

[h3]Fixes[/h3]

  • A Performance Fix that prevents slowdown on some hardware configurations.