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Knitewings News

Playtest Patch Update Available

A new playtest patch is now live, bringing several fixes and improvements to visuals, gameplay stability, and collisions.

Thanks to everyone who has been testing the game and sharing feedback — it’s helping a lot.

Fabio

Playtest Update Available

Hi everyone!
A new update is now available, introducing multiple improvements to gameplay, camera behavior, tutorial flow, UI, and several technical optimizations.

This update is the direct result of playtest feedback and a focused polish pass. Here’s what’s new:

[h2]🎥 Camera & Controls[/h2]
  • Added camera FOV adjustment option
  • Reworked Camera modes:
    • introduced an intelligent preset system that automatically adjusts FOV and camera distance
    • full manual customization is still available for advanced users
  • Improved camera behavior near screen edges, increasing the sense of freedom of movement during action-heavy moments

[h2]⚔️ Gameplay & Visual Feedback[/h2]
  • Added an off-screen indicator for minibosses
  • Improved the temporary power-up selection algorithm, preventing certain power-ups from being excluded during a run
  • Added a new contextual tip before the Meteor section
  • Further reduced in-game stuttering, thanks to an improved resource preload system

[h2]📘 Tutorial & Onboarding[/h2]
  • Improved tutorial, now:
    • more immediate
    • clearer
    • better contextualized to gameplay
  • The tutorial now starts automatically on the very first run
  • Added an option to skip the tutorial for experienced players

[h2]🧭 Menu & User Interface[/h2]
  • Updated menu system:
    • new background screen (non-AI)
    • new layout for menu entries
    • new level selection screen (Stage Map)
  • Difficulty selection implemented (Easy / Medium / Hard)
    • available at the start of every new run

[h2]🎵 Audio & Progression[/h2]
  • New original soundtrack (non-AI):
    • played upon mission completion
    • and after defeating a miniboss
  • Added the ability to sell (refund) upgrades in the shop

[h2]🔧 Final Notes[/h2]
This update significantly improves:
  • overall fluidity
  • camera control and readability
  • new player onboarding
  • general game feel and polish

As always, thank you for your continued support and feedback — it’s essential for improving the game.

Enjoy the update and see you in-game! 💪

New OST track released – A New Dawn

Hi everyone!

I’ve just released a new original track from the Knitewings™ soundtrack: “A New Dawn”.

It’s a fast and energetic piece that plays after victory — not a battle theme, but the feeling of having won and flying on.

🎧 You can listen to it here:
https://www.youtube.com/watch?v=6YnqZI4xJZ0

Thanks for the continued support and wishlists — they really make a difference 🙏

Fabio

New Features, Cutscenes & Steam Deck Support

Hi everyone,
this is one of the most substantial updates so far, bringing a mix of new gameplay features, quality-of-life improvements, visual clarity enhancements, cutscenes, and major performance optimizations.

Below is a complete overview of what’s new.

[h2]⚔️ Gameplay & Combat Improvements[/h2]

[h3]🌙 Melee Indicator (Crescent Gauge)[/h3]

A new crescent-shaped indicator has been added to clearly communicate melee availability and timing.
This improves readability during intense combat situations and makes melee usage more precise and satisfying.

[h3]☄️ Improved Meteor Section Readability[/h3]

The meteor sequence has been refined with a clear visual reference that shows the damage radius.
This makes the danger zone immediately understandable, reducing frustration while preserving challenge.

[h2]🧠 User Interface & Quality of Life[/h2]

[h3]✅ Confirm Button in Upgrade Panel[/h3]

The upgrade screen now includes a Confirm button, alongside Skip.
This gives players full control over their choices and avoids accidental selections.

[h3]🎧 Dodge Recharge Audio Feedback[/h3]
Two new sound cues have been introduced:
  • one during dodge recharge
  • one when the dodge is fully recharged

This allows players to rely less on UI elements and more on audio feedback during fast-paced gameplay.

[h3]💡 Tips System[/h3]

A new Tips system has been added to help players better understand mechanics and controls.
Tips can be enabled or disabled at any time from the options menu.

[h2]🎬 Narrative & Presentation[/h2]

[h3]🎥 New Cutscenes[/h3]

Cutscenes have been introduced:
  • at the start of the level
  • before the final boss encounter

These additions strengthen the narrative flow and improve the overall presentation without interrupting gameplay.

[h2]🕹️ Platform Support[/h2]
[h3]✅ Steam Deck Support[/h3]

The game is now fully playable on Steam Deck, with optimizations and fixes to ensure a smooth experience on the device.

[h2]⚙️ Performance & Technical Improvements[/h2]
[h3]🚀 Level of Detail (LOD) for Heavy Models[/h3]
Heavy environment models now use proper LOD setups, reducing GPU and CPU load, especially in large scenes.

[h3]💥 Optimized Destructible Objects[/h3]
Destructible objects have been reworked using a new DestructibleKinematic system:
  • fragments are loaded only when the object is hit
  • once destroyed, the result is merged back into a single mesh

This significantly reuces memory usage and draw calls.

[h3]🧩 GameMachine Optimizations[/h3]
Several internal systems have been optimized to reduce unnecessary updates and improve execution efficiency.

[h2]🔧 Additional Improvements[/h2]
Alongside the changes above, this update also includes many small refinements and fixes that improve overall polish and consistency.

Thank you all for playing and for your continued support 🙏
As always, feedback is welcome!

— Fabio

Knitewings™ now runs on Steam Deck!

Hello everyone!
Today I can finally share something I’ve been waiting for for a very long time:

Knitewings™ now runs perfectly on Steam Deck.
And that means only one thing: S2Engine™ is officially compatible with Steam Deck. 🎉

For me, this is a huge milestone — both as the developer of the game and of the engine behind it.

[h2]🎥 Full Video[/h2]
In the video below, I showcase:

• real gameplay running on Steam Deck
• 60 FPS
• an overview of the “Earth” level
• new mechanics coming in the next Playtest Update
• two complete boss fights
• and a full run… finished with only 5 HP left! 😅

https://www.youtube.com/watch?v=KI8UkUy60zY
(Some parts were recorded with my phone, but most of the footage comes from Steam Remote Play.
The quality is still very good and accurately shows real performance.)

[h2]🔥 What’s new in the video[/h2]

• Intro cutscenes
At the start of the level and before the final boss, to add a bit of lore.

• Contextual tips
They can be enabled or disabled from the menu and help new players during key moments.

• New melee mechanic
With a visual indicator that shows the exact moment to strike.

• Improved dodge
Temporary invulnerability, new sounds, and a clearer recharge bar.

• Divine Strike and Divine Parry
Special rewards earned with perfect timing.

• Visual warnings for meteors
Now the meteor damage area is clearly visible.

• Fully customizable camera
For players who prefer smoother or less acrobatic camera movement.

[h2]⚙️ Steam Deck Performance[/h2]

Even I was surprised:
Knitewings™ targets 60 FPS during gameplay.

These were my settings on Steam Deck:
• FXAA enabled (TAA disabled because the image looks sharper without it)
• 4x anisotropic filtering
• painterly filter
• full lighting
• music and sound effects

And despite all that…
no noticeable frame drops.

[h2]🚀 Next Playtest Update[/h2]

Everything you saw in the video will be included in the upcoming Playtest update, along with various balance improvements and fixes I’m finishing these days.

The update will be released very soon!

[h2]🙏 Thank you so much[/h2]

Thank you all for your support, feedback, constructive criticism, private messages, and above all — your patience.

Knitewings™ is growing thanks to you.
See you soon with the new update! ❤️

— Fabio, solo developer of Knitewings™