1 Year of Early Access!
[h3]It's been 1 year of early access for Knights Within! [/h3]
Can't believe the time has flown by this fast, I wanted to thank all of you for joining me on this adventure.
I thought it might be fun to look back at a few of the highlights that have been added to the game in the last year
Endless Mode
A staple in any horde based game or rogue-lite, I pretty much had zero excuse not to add it in
Patrol 6 Difficulty
The current baseline hardest difficulty in the game was added, I still don't think I've had a successful solo P6 myself :(
New Map Interactables
King Arthur's weapons
Various relays
The dreaded wishing well
and many other things to find and improve the exploration of the maps have been added
New Mechanics
Kill switches
Status Detonating and Parallel applications
Ability Draining
Map Events
Resolve!
Cleave
Stun Force (and weapon specific Stun stats)
Auto Evasion
Execution
New Mods
Beacons, Mutations, Gear perks always being updated and added to
Scouts
A simple system to bias your runs, either positively or negatively. Another staple of the genre
Steam Achievements
This needs no explanation
New Cosmetics
Titles and Helmets have expanded the customization options (with more to come!)
New Weapons
Melee single handed + shields
Standard firearm variants + a fricken lightning gun!
Armor Class Overhaul
Adding perk layers to the classes, deepening the customization and game play variety between them
Tac Info Scanning
Adding the markers on the compass and 3d interface when in TacInfo made a huge difference (at least for me) in the explorability of the maps
Fallen Mini-Boss updates
they got names (gasp) as well as new move sets and attacks
New Enemies
The Sorcerer and Enforcer joined the ranks of the enemy
Journey System
Massive addition of player customization with perks that are applied and then upgraded within mission, I'm excited to keep adding onto this
New Map
No one ever gets tired of having more maps, especially when they add significant visual and/or gameplay variety.
Gadgets (and their complete rework)
New abilities, that were then taken away, and then brought back completely changed! Don't worry, turrets and grenades are not gone for good
Naturally this list is simplistic and missing many things, but it does put into perspective how much Knights Within has changed, and makes me excited to see how much will change in the next year moving forward
Thank you again for being here and enjoying this game,
Adrian
Can't believe the time has flown by this fast, I wanted to thank all of you for joining me on this adventure.
I thought it might be fun to look back at a few of the highlights that have been added to the game in the last year
Endless Mode
A staple in any horde based game or rogue-lite, I pretty much had zero excuse not to add it in
Patrol 6 Difficulty
The current baseline hardest difficulty in the game was added, I still don't think I've had a successful solo P6 myself :(
New Map Interactables
King Arthur's weapons
Various relays
The dreaded wishing well
and many other things to find and improve the exploration of the maps have been added
New Mechanics
Kill switches
Status Detonating and Parallel applications
Ability Draining
Map Events
Resolve!
Cleave
Stun Force (and weapon specific Stun stats)
Auto Evasion
Execution
New Mods
Beacons, Mutations, Gear perks always being updated and added to
Scouts
A simple system to bias your runs, either positively or negatively. Another staple of the genre
Steam Achievements
This needs no explanation
New Cosmetics
Titles and Helmets have expanded the customization options (with more to come!)
New Weapons
Melee single handed + shields
Standard firearm variants + a fricken lightning gun!
Armor Class Overhaul
Adding perk layers to the classes, deepening the customization and game play variety between them
Tac Info Scanning
Adding the markers on the compass and 3d interface when in TacInfo made a huge difference (at least for me) in the explorability of the maps
Fallen Mini-Boss updates
they got names (gasp) as well as new move sets and attacks
New Enemies
The Sorcerer and Enforcer joined the ranks of the enemy
Journey System
Massive addition of player customization with perks that are applied and then upgraded within mission, I'm excited to keep adding onto this
New Map
No one ever gets tired of having more maps, especially when they add significant visual and/or gameplay variety.
Gadgets (and their complete rework)
New abilities, that were then taken away, and then brought back completely changed! Don't worry, turrets and grenades are not gone for good
Naturally this list is simplistic and missing many things, but it does put into perspective how much Knights Within has changed, and makes me excited to see how much will change in the next year moving forward
Thank you again for being here and enjoying this game,
Adrian