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Knights Within News

Patch Notes (207)

Small first update to address some of the bugs that have been found since Early Access launch

a HUGE thank you to everyone who has given my game a chance! This has been an awesome first few days playing with some of you and seeing game play and people enjoying knights within

Updates
  • Tip popups no longer prevent you from aiming/doing other actions (when online and not paused)
  • You can now open the Escape menu while Spectating
  • Increased Overcharge generation by ~20%
  • Cavalier dash Overcharge now also knockdown enemies
  • Increase the explosion radius of Artillery Beacon to 400 (was 250)
  • Increased the duration of enemy tagging to 30 seconds (was 20)
  • Adjusted Mission currency drop rates

Fixes
  • Fixed Vault rewards not being able to be claimed
  • Fixed Warped Shops opening menus only on the host
  • Fixed longsword energize shockwaves hit markers happening only on host
  • Fixed confirmation popup text showing no name for armor mod purchases
  • Fixed Destroy objective pod still blocking shots even after it explodes and is gone
  • Fixed an issue where tip triggers could be reset unintentionally
  • Fixed piercing rounds not doing friendly fire damage
  • Fixed (maybe?) Squadmates’ spear looking excited on their hip
  • Fixed Parry combo gear perk not triggering consistently

Knights Within is Out Now in Early Access

Knights Within is now available in Early Access!

I wanted to say a huge thank you to all of those that have helped me over the last 4+ years making this game possible, It's been a wild ride and I can't believe it has made it this far.

You can expect more information like a roadmap soon. Until then, feel free to join the Discord to connect with the community

Looking forward to what's next!

Indecision Labs Youtube

[previewyoutube][/previewyoutube]

Early Access Release Date - Knights Within

I'm excited to announce that Knights Within will be releasing into Early Access on May 15!

As a solo dev, I think Early Access is the right way to release my first project.

What you can expect right away from the early access build next week:
  • Solo or up to 4 player co-op
  • Quick play and server browser matchmaking (using steam matchmaking)
  • 2 game modes, the standard mission mode and an endless difficulty climber version
  • 2 map biomes, each with their own procedural generation of areas
  • Over 65 gear loadout customizations to equip, including 6 sub-classes
  • Character color customizations
  • Over 90 in-mission upgrades, most for you, some for your enemies
  • Multiple out-of-mission keep upgrades to improve your runs
  • Multiple enemy types and procedural bosses
  • Leveling and prestige system
  • In-Game achievements
  • Custom soundtrack by Chris Morrone

and this is just the start, you can expect more information like a roadmap soon. Until then, feel free to join the Discord early connect with the community

Looking forward to the next chapter :)

Indecision Labs Youtube


Demo Patch Notes (198d)

small update
(please expect less frequent updates to the demo as I prioritize working on the base game for early access release)

New
  • 2 new wanderers
  • New song, multiple other songs updated

Updates
  • Changed enemy arrow trail fx to better differentiate between arrows & fireballs
  • Reduce Smoke bomb mutation size ~20%
  • Updated enemy ground trap fx to have a more clearly defined border
  • Boss’ gunner attack now actually shoots bullets instead of arrows. Also added a little delay to start the attack to give some warning
  • Explosive Firearm rounds AOE now correctly counts as ranged damage instead of AOE (enables the triggering of rifle specific perks on the aoe)
  • Gear descriptions now show Perk trigger chance (if relevant)
  • Piercing ammo does 90% dmg on first hit and 10% less every hit after (was 85% every hit)
  • Piercing ammo now goes through Enemy shields
  • Bosses should no longer be the same subtype in a row

Fixes
  • Implemented a safety to hopefully catch weird instances of being stuck without being able to perform actions
  • Fixed chain damage vfx not properly
  • Fixed Dome and Trap abilities not destroying Enemy Seekers


Thank you for trying the demo!

Demo Patch Notes (190d)

small update
(please expect less frequent updates to the demo as I prioritize working on the base game for early access release)
  • New objective type: Destroy
  • Fuel cells should less frequently spawn in unreachable areas
  • New pickup: Medallions. Enemies have a very small chance to drop medallions
  • Medallion costs for certain interactables now scale in multiplayer
  • Multishot beacon now fires 4 rounds, each dealing 50% dmg in a specific horizontal arc (was 3 rounds, 60% dmg completely random direction within cone)
  • Updated various perk sfx
  • Slow trap mutation radius reduced to 125 (was 200)
  • Current beacons and mutations are now shown in beacon selection menus
  • You can scroll in the beacon/mutation lists in Tac Info while holding the button down
  • Reduced sprint stamina cost further to 4/s (was 5)
  • Boss’ health now scales with # of mutations
  • Increased the potency of some weaker boss attacks

Thank you for trying the demo!