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Knights Within News

Patch Notes (208)

Small fixes

  • Fixed main menu settings not showing properly (was just visual issue)
  • Fixed keep quest screen not updating progress post mission stats applied (visual issue)
  • Fixed one instance of being locked out of actions (for future reference, opening esc menu solves being locked out of actions)
  • Fixed clients being able to finish reloading while sprinting
  • Fixed another instance of shockwave hit sounds from clients playing on host

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!