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FlyKnight News

The Future of FlyKnight

First of all I want to thank everyone who gave this lil indie game a chance, the response has been beyond overwhelming and words cannot describe how excited and scared I am about everything that's happening, from the bottom of my heart: Thank you.

A lot of you are asking about future plans, DLC, playable modes, extra content and whatnot, the game is short and you want more, I get it, well, I'm sad to announce that... we'll make a sequel! Someday, we're not going to start on it right now we have other plans that need taking care of and another little game in the making, plus I need to patch FlyKnight big time, it came out half cooked and it deserves better.

But that doesn't mean that FlyKnight is done, we have said this several times but I'll repeat it: ng+ and a randomiser mode are coming.
NG+ won't just be another run of the game with stronger enemies. Level design will be different with changed enemy placement, new enemy types and a few other surprises, and, if you're really hardcore you'll be able to jump into it without completing the base game so you'll start it in your undies.
And the Randomiser mode will have settings for enemies, items and certain difficulty levels, I know it's not the full fledged roguelike kind of game that a lot of you are clamoring for, but it's going to be cool I bet.
You can also expect other good stuff like localisation to many languages, more settings and accessibility options and perhaps even ports to other consoles and stores, after fixing all those bugs.

For the sequel, which is hypothetical right now, you can expect a longer and much more complex game. Fans of Kings Field 4 can probably already visualize it: with several ways to level up and upgrade your Fly, interconnected metroidvania-like level design, many new characters (friendly and not) and a much bigger glimpse into the lore of this world. All of this, of course, will take much more than an afternoon to beat, and you'll be able to bring your pals along, that's a given.

These news are probably not what many of you would like to hear but I hope it makes most of you excited for what's coming, again, thank you for playing and becoming part of it, get excited!

Small patch 1.0.2b

Removed a ghost cylinder in a remote location

Traveling between levels has been changed a bit, it should prevent Clients getting booted to the main menu when the Host travels to a new location

Fixed a bug where private online sessions would become un-private

Can now rebind up, down, left, right keyboard keys

Added individual axis settings for X and Y axis

Removed camera smoothing setting, it wasn't doing anyhing, lmao

Hotfix 1.0.2a

Fixed a bug where if the host interacted with a stash before a client did, it would save empty stash information to clients.

Patch 1.0.2

Fixed a bug regarding the container stash deleting/not saving items if it was interacted by several players at the same time, the current temporary fix involves limiting the amount of players that interact with Stash, Fish Barrels and Chests to 1 person at a time

Fixed geometry in swamp that would make players stucc

Fixed wasp high strategy strafing maneuver

Fixed a bug where deleting a save would still contain data regarding defeated bosses in that save slot position

Fixed a bug where clients would not earn the achievement for defeating the second boss

Added Vulkan rendering, if you were experiencing crashes when picking up items, try adding -vulkan in the Launch Options inside the properties panel that you can access by Right Clicking the game title on Steam

Hotfix 1.0.1a

Fixed some weapons disappearing when casting spells