1. Knights Within
  2. News

Knights Within News

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!

Demo Patch Notes (185d)

small update
(please expect less frequent updates to the demo as I prioritize working on the base game for early access release)
  • Able to go back pages in tutorial by holding interact
  • Improved mission select menu scaling for non 16:9 aspect ratio resolutions
  • Fixed clients not seeing their bullet vfx when hitting nothing
  • Reduced base Dash cost to 8 (was 10) but mobility gear stat now affects this as well. Increased base dash distance slightly to compensate
  • 4 new beacons
  • 3 new mutations
  • Changed spawning mutations (elites/specials etc) to work off of base % chance instead of being additive % chance. This should make the increase more gradual when these mutations roll


Thank you for trying the demo!

Demo Patch Notes (183d)

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

New
  • 1 new mission interactable: Resupplies
  • 2 new beacons

Updates
  • Refactored perks and beacon code to allow chaining of more effects (paving the way for future modifiers) some Beacons will feel stronger
  • Reduced Beacon Medallion activation cost to 6 (was 8)
  • Updates to various Ability Mod Stats
  • Mission select menu updates
  • Improved rain particle collisions
  • Reduced gunners firerate to 3 rps (was 3.5)
  • Berserkers dashes have progressively less range, making avoiding the second and/or third dash possible purely with movement
  • Support drops now show how much ammo/health is being picked up
  • Barrier and Heal on kill Beacons improved to 8% chance per stack (was 5%)

Fixes
  • Fixed HUD buttons not changing automatically when on default auto setting
  • Fixed thorns beacon not always triggering

Thank you for trying the demo!