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
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




Layer 3: Viscera drags the Kill Knight into the grotesque heart of the Abyss, where the environment becomes disturbingly organic, a landscape carved from the flesh of dead things. Bloody reds and dark purples dominate the visual space, as brain-like textures pulse and twitch beneath the player’s feet. The background is a nightmarish sea of deep reds and blacks, littered with corrupted spines and bones that jut out like the remains of long-dead, colossal creatures. The walls seem to breathe, their surfaces wet and raw, as if the Kill Knight has plunged into the very viscera of the Abyss itself. It’s a repulsive, visceral experience where the player isn’t just moving through a world - they are crawling through the guts of a dying, yet living, realm.
Layer 4: Echelon presents a stark, haunting vision of regality within the Abyss. The environment is drenched in monochromatic whites, greys, and blacks, evoking a sense of cold, austere beauty. Glass shards and spires rise from the fog, forming jagged, angular shapes that pierce the landscape like ancient monuments left behind by a forgotten demonic civilization. The silver-tinted staircases twist and fracture into the void, creating a world that is both shattered and eerily pristine. This layer exudes a sense of eerie calm, where the destruction and chaos of previous layers give way to an unsettling quiet - almost as if the Abyss itself is holding its breath before the final descent.
Layer 5: Reflection is the culmination of the Kill Knight’s descent into the Abyss, a space where reality itself bends under the weight of demonic power and angelic corruption. The colors shift to brass, bronze, and dull greens, evoking a tarnished grandeur, as if the space is dripping with the sweat of millennia-old battles between celestial and infernal forces. Warped faces twist and dissolve in the green void that stretches infinitely in the background, casting grotesque visages of those lost to the Abyss. The environment pulses and throbs, a mental landscape where the boundaries between the physical and psychological collapse, leaving a world where anything - no matter how impossible or insane - can manifest. This layer feels like a demonic mirror, reflecting the deepest fears, memories, and questions the Kill Knight has carried with him.






