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FlyKnight News

1.0.1 Patch notes

Fixed a crash that occurs when in a party of 3 players or more spells were casted from the players

Nerfed Knight armor set which had incorrect values

Fixed a bug where when searching servers using a controller the server slots would not come into focus

Removed latency indicator from server slot as it always said 9999ms

Fixed a bug that would allow items to be dragged into the fish slots and then allow them to be duped

Adjusted some music tracks that were the wrong file format

Fixed a bug where interacting with two roadblocks in Ruins would activate them which is not intended

Announcement Date for FlyKnight

FlyKnight will be coming out January 31st.
[previewyoutube][/previewyoutube]

Also, the name has changed from FlyKnight Prelude to just FlyKnight, but the scope of the game is still the same.

FlyKnight Prelude FaQ

[h3]When will the game come out?[/h3]
Sometime later this year, either in October or November.

[h3]Why Prelude?[/h3]
This is meant to be a short experience, full featured but around the 3 hour mark, much more than a demo but less than a full game, and as such it will be low on the pricetag as well.

I would like to make this type of game in the future, properly, with more features and a proper length and story, something around the 12th hour mark, but at the moment I have a responsibility to maintain with the backers and wishlisters of my other project, Sorceress.

FlyKnight Prelude is a detour I'm taking to unwind from Sorceress, quench the thirst for this type of game and gather some funds to help me on my other endeavors. Doesn't mean I'm not passionate about it, if I wanted to make money creating a cynically engineered product I'd go back to being a grunt on the games industry, which I'm trying to avoid as much as I can.

[h3]Retail price on release?[/h3]
Between 5€ and 7€, still thinking about it.

[h3]What content will be featuring in the released game?[/h3]
  • 3 levels + intro
  • 3 bosses
  • 3+ hours of total content

[h3]What features will the game have?[/h3]
  • Online coop multiplayer with friendly fire enabled (can be prevented by wearing a certain ring found early on)
  • Inventory/Gear with loot and treasure to find and equip
  • Fishing, which is non-obligatory but will give important buffs

[h3]What features are planned post-release?[/h3]
I'm not promising any of these but:
  • Difficulty modes
  • NG+
  • Randomizer

[h3]What features will the game NOT have?[/h3]
  • Roguelike mode
  • Leveling up
  • Weapon upgrades
  • PVP Invasions
  • gf


[h3]Steam Deck compatible?[/h3]
Yes! This game does not use real-time lighting nor textures so it runs wonderfully on the Steam Deck and likely in a lot of potato PCs that can run Windows 10.

[h3]Any other questions you may have, feel free to post them in The Forums[/h3]