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KILL KNIGHT News

KILL KNIGHT - 1.0.5 Hotfix

Hi Knights,

We're back with another patch (v1.0.5) bringing updates to the game which are outlined in the list below.

Please note that we have updated the build version number to be in-line with internal versioning, hence the skip from v1.0.1 to v1.0.5.

Stay tuned for more updates!

[h2]HOTFIX NOTES[/h2]

[h3]IMPROVEMENTS[/h3]

Settings
  • Added a new setting for disabling Quick Restart during Gameplay
  • Added a new setting to rebind Interact input

[h3]FIXES[/h3]

Enemies
  • Fixed an issue where enemies would still display Inflictum VFX after exiting the Inflictum state
  • Fixed an issue where enemies with Demonic Carapace would pop in when spawning
Equipment
  • Fixed KILLBLADE Active Trigger not causing the player to dash correctly when standing still
General UI
  • Fixed a UI softlock on the Layer complete screen that was occurring when player backs out while the Layer unlock sequence is playing
  • Fixed an issue where backing out of the Layer Select screen would default the player to see the Regret background
  • Fixed the Carnage Score heading in the End of Layer screen not appearing correctly
Achievements
  • Changed ‘Tokens’ to ‘Tokkens’ in the ‘Tokkens to Kill' Achievement
Miscellaneous
  • Fixed an issue where the Quick Restart input would not un-bind from the ‘Back’ button
  • Fixed an issue that caused players to unlock the final Augment before finishing SEVER mode

—————

KILL KNIGHT is available on Steam now - and is now fully optimised for Steam Deck compatibility.

Social Links:

Discord
X/Twitter: @KILLKNIGHTGame
TikTok: @KILLKNIGHTGame
YouTube: @PlaySideStudiosOfficial
Instagram: @PlaySideStudios
Facebook: @PlaySideStudios

Find out more about PlaySide Studios on their official website

KILL KNIGHT - 1.0.1 Hotfix

Hi Knights,

It's been great to see you diving deep into the Abyssal Keep!

In case you missed it, our Lead Game Designer Sean, shared a message here on behalf of our development team for everyone who has played KILL KNIGHT and joined our community to date.

We have a new patch available now (v1.0.1), bringing updates to the game which are outlined in the list below.

Stay tuned for a game update soon.

[h2]HOTFIX NOTES[/h2]

[h3]IMPROVEMENTS[/h3]

Player
  • Graphical improvements to Pulse Counter effect
Equipment
  • Logic to handle goal unlocks completing and failing while playing on SEVER
  • Equipment stat bars have had the amount of pips increased from 5 > 10 to improve readability
  • Trait descriptions relating to Equipment stats have been removed from Equipment descriptions
  • Trait Icon visuals have been improved
  • DEMIGUARD now has proper visuals for its Wrath Explosion
  • ARCHBLIGHT’s Wrath Burst cost has been increased from 73 > 95 Power Gems
  • ARCHBLIGHT’s Wrath Burst’s sphere projectile lifetime has been reduced from 12 > 9 seconds
  • Equipment goal objectives updated for TWILIGHT AMETHYST - Kill Stream required has been reduced from 999 > 555
  • Equipment goal objectives updated for HEAVENS QUARTZ - Carnage required has been reduced from 20,000 > 15,000
  • Equipment unlock Tokken costs have been slightly reduced across the board
General UI
  • Implemented fallback for input actions to handle displaying actual input in the case of no prompts (previously "MISSING_PROMPT {0}") - This should show the input as plain text now if nothing is available
  • Rebinding support for movement for keyboard and mouse (defaulted to WASD)
  • Improved spacing and padding of the new movement controls found in Settings
  • Fixed Privacy Policy text misalignment
Audio & Music Additions
  • Re-mixes to Abyssal Sphere battle music tracks
Miscellaneous
  • Leaderboard improvements to now scroll in pages and not 1 by 1 as it did before
  • Performance and memory allocation improvements
Accessibility
  • UI Flicker Reduction & High Readability Font Accessibility options added


[h2]Fixes[/h2]
Enemies
  • QUAKER II now has the correct health value and gives the correct amount of sword charge and score on death
  • HIVEN Power Gem absorbing has been improved
  • TURREKTS now correctly bounce off Blood Bombs
  • Blood decals now properly appear when enemies are killed by Traps
  • Ground visual effects on GHASTS & Boss have been fixed
  • Abyssal Sphere subtitles behavior has been fixed when observed during Hyper Drive
  • Fixed Abyssal Sphere dialogue on death
Player
  • Addressed situation where Player could Wrath Absorb during any sword attack
  • Timescale has been fixed when performing Hyper Drives
  • Player visual effects now correctly scale at the right simulation speed if there were timescale changes during any specific effects
Abyssal Layer
  • Game time now correctly pauses during the bridge sequence
Scoring
  • Requirements for achieving individual Abyssal Layer ranks has been addressed
Equipment
  • Scenario fixed where certain Heavy Weapons projectiles were missing enemies when shot at point-blank range
  • Fixed an issue where JUDGECANNON’s wrath projectiles were exploding immediately upon performing a Wrath Burst next to a wall or Gyro Blade
  • ARCHBLIGHT’s Wrath Burst explosion no longer fires off multiple times
General UI
  • Fixed issue where Goals UI was not syncing with actual data after a checkpoint reset
  • Fix for missing input definitions for mouse/keyboard bindings
  • Addressed left & right stick press input sprites that were getting mixed up on rebinds
  • “New Best” UI animation fixes
Audio & Music
  • REFLECTION music no longer cancels out randomly
  • Boss music track now loops correctly
  • Addressed Execution tutorial where some QUAKER I sounds were not playing
  • Drop-downs were not playing the select sound when clicking with the mouse
  • Teleport sound no longer doubles up when going from the bridge to the Boss
Achievements
  • “Kill X Demons” Achievements no longer increment multiple times per kill
  • Achievements for completing all Abyssal Layers at a higher difficulty now unlock for lower difficulties or mixed difficulties
  • Beating all Abyssal Layers on a higher difficulty unlocks the Achievement on all lower difficulties (e.g. Knight completion should unlock Acolyte and Regret completion).
  • Beating all Abyssal Layers on mixed difficulties unlocks lower difficulty Achievements (e.g. Levels 1-3 on Acolyte then, Levels 4-5 on Regret, should unlock Regret all Abyssal Layers completion).
Leaderboards
  • Leaderboard entries now correctly load on the overview section
  • Fixed an issue that broke end of level Leaderboards
  • Fixed rapidly changing Leaderboards not showing correct data
  • Addressed font issues on Leaderboards when swapping back and forth between accessible & normal fonts
Miscellaneous
  • Fixed a crash that occurred when closing the game upon just finishing a run
  • Updated localization strings in several areas: Network Error, DIVINATION, Movement Key Rebinds, Sword Attack & Sword Surge Rebinds
  • Traditional Chinese localization fixes
  • Language drop-down missing character box text
  • Setting screen keyboard controls navigation has been fixed
  • Fixed an issue where game would lock on start sometimes
  • Mortars no longer Z-Fight
  • Fixed a disconnect popup that was hidden during splash screen and was causing bad input behavior
  • Accessibility font is now only available for non-fallback font locales
  • Fixed issue where resolution would revert when in windowed mode
  • Other miscellaneous fixes


[h2]Known Major Issues[/h2]
  • We have made some improvements to try and address a black screen bug players were getting but if this still occurs, please let us know!
  • We have also made some Player movement input fixes. If you come across any issue with movement, please let us know as well!


—————

KILL KNIGHT is available on Steam now - and is now fully optimised for Steam Deck compatibility.

Social Links:

Discord
X/Twitter: @KILLKNIGHTGame
TikTok: @KILLKNIGHTGame
YouTube: @PlaySideStudiosOfficial
Instagram: @PlaySideStudios
Facebook: @PlaySideStudios

Find out more about PlaySide Studios on their official website

A message from our Lead Game Designer

Hello!

Sean here, Lead Game Designer on KILL KNIGHT.

Let me start by giving a huge thank you to all the real knights and gamers out there who have played our little game and been a part of our community - whether we reeled you in with a trailer, you were a Demo OG, or have joined in the last few days. Thank you so much for playing!

When we started making KILL KNIGHT we were driven by a singular vision: Make a game for gamers, and make it fun as hell. We also set out to make something timeless, something players can always come back to, let off some steam with, and constantly improve at. Over the course of development though, something happened. We didn't just "find the fun", we fell completely in love what we were making and pushed ourselves to do everything we could with it. I hope you see this reflected in every pixel of the game. The deep combat mechanics, the immersive and evocative environments, the alien-arcade-machine menu screens, and of course the powerful and rewarding soundscape. I certainly do.

Developing successful videogames has never been more challenging. Gamers have limitless options to choose from and massive backlogs to get to. We demand that our time is respected and our efforts are rewarded. We want games that push the envelope and show us something bold and new. Reading through your feedback and reviews has let us know our efforts weren't in vain.

You are loving KILL KNIGHT as much as we have and we can't wait to continue making more games for you.

On behalf of the team and I, THANK YOU for playing and sharing your valuable time with us, we really do appreciate it.

See you down in the Abyssal Keep...

[h3]If you have been enjoying our game, it would really mean so much to our dev team if you could please leave a review! [/h3]


From L to R: Ben QA, Sean Lead Game Designer, Kill Knight, Ryan GM for PC/Console, at Federation Square in our local city of Melbourne! 🇦🇺

—————

KILL KNIGHT is available on Steam now - and is now fully optimised for Steam Deck compatibility.

Social Links:

Discord
X/Twitter: @KILLKNIGHTGame
TikTok: @KILLKNIGHTGame
YouTube: @PlaySideStudiosOfficial
Instagram: @PlaySideStudios
Facebook: @PlaySideStudios

Find out more about PlaySide Studios on their official website

KILL KNIGHT IS OUT NOW

Knights,

Your time has come to descend the brutal depths of the Abyssal Keep.

KILL KNIGHT is out now, and your challenge begins.

[previewyoutube][/previewyoutube]
Thank you for joining us on this journey.

The Abyss awaits, Knight.
Embrace the carnage.

The KILL KNIGHT Team

—————

KILL KNIGHT is available on Steam now - and is now fully optimised for Steam Deck compatibility.

Social Links:

Discord
X/Twitter: @KILLKNIGHTGame
TikTok: @KILLKNIGHTGame
YouTube: @PlaySideStudiosOfficial
Instagram: @PlaySideStudios
Facebook: @PlaySideStudios

Find out more about PlaySide Studios on their official website

KILL KNIGHT Launch Day Stream with Devs and Crayator

To celebrate the launch of KILL KNIGHT, we are joined by Alex our Community Manager, Ricky our Producer, and special guest Crayator. Our resident QA legend, Ben, will also be jumping on to show us how it's done!

Thurs 3 Oct 11AM AEST // Wed 2 OCT 6PM PDT, click here for your local time zone.

[h3] Have a question you want to ask the team? [/h3]
Drop your questions in our Discord #submit-questions channel now!

See you in the otherworld…

The KILL KNIGHT Team

—————

KILL KNIGHT is available to Wishlist on Steam now!

Discord
X/Twitter: @KILLKNIGHTGame
TikTok: @KILLKNIGHTGame
YouTube: @PlaySideStudiosOfficial
Instagram: @PlaySideStudios
Facebook: @PlaySideStudios

Find out more about PlaySide Studios on their official website