Knights Within
Playing now
0+0 vs. yesterday
0.0%of peak
All-time peak
413 Sep 2026
Playing now
0+0 vs. yesterday
All-time peak
413 Sep 2026
| Published | Kind | Announcement | Build |
|---|---|---|---|
| In-game event | Boss Maps & Optional Objectives - Patch Notes (385) This was another large code update that sets things up for the future. Multiple things I’m excited about in this update · Originally, I thought it would be really cool to integrate all the bosses into the procedural maps. Turns out doing that puts a ton of constraints on what I can make for boss arenas, as well as causes lots of problems with mission distances and pacing. Boss arenas should be… | — | |
| Game update | Patch Notes (384) Updates · The Hud tips system has been re-enabled · Tips aren’t shown until the training checklist has been completed · The tips covered by the training checklist system have been removed · Tips don’t pause the game, even when offline · I see this now as supplementary knowledge that can be easily skipped/missed and doesn’t hurt the basic necessities of knowledge that the checklist system now pr… | — | |
| Game update | Patch Notes (383) New · New interactable: Damage Type Relay Updates · Further mechanic differentiation · Daggers damage increased to 95% (was 80) · Shocks now chain to 2 additional targets by default. Damage reduced to 60% at base (was 80) · Embers (renamed to Scorch) now hit enemies in a short ranged cone by default. Damage reduced to 60% at base (was 80). New VFX · Pulses (AOE with stun) and Ice Shards (longer… | — | |
| In-game event | FIREarms - Patch Notes (382) New · New firearm: Dragon’s Breath. Weapon visuals are obviously placeholder · New firearm mod: Flamer Updates · Wishing Wells have been split into 2 types: · A medallion reward that costs shimmer · A relic reward that costs coins · Stage extract objectives should spawn more reliably close to players. · In Operations, stage extract objective will move locations to try and maintain reasonable di… | — | |
| Game update | Patch Notes (381) I’m a big fan of games with minimal or no tutorial, the ‘figure it out’ style of gameplay. Unfortunately I'm also making a game with many things going on at once. Those 2 things do not go together well, so I've been doing what I can to make as minimalistic of a ‘tutorial’ as possible. I’ve seen two main issues with new players’ first runs: · Tutorial steps are missed for various reasons (timed… | — | |
| Game update | Patch Notes (380) Updates · Physical dmg, elemental dmg, crit chance, perk range, status strength and overcharge strength beacons have been moved into the path stats system · Status effect resistance has been added to the path stats system · Crit chance, status effect strength&resistance have been added to the base path stats pool. The base pool of path stats is more bloated than is intended right now. There is… | — | |
| Game update | Patch Notes (379) Updates · (Daggerfall, Pressurized, Static Shock, Ventilation, Coalesce Beacons) Now have 20% chance (linear overflow) to send a Dagger/Pulse/Shock/Ember/Shard at a nearby enemy when gaining resource with a 1s internal CD. (was 5s cooldown with stacks reducing the cooldown, diminishing) · (Rend, Impulse, Chaining, Cooling, Flammable beacons) chance increased to 10% per stack (was 8) · (Blood Da… | — | |
| Game update | Patch Notes (378) Updates · Added backgrounds to world holograms to improve visibility at distance · Most interactables now have world icons · Interactable spawn selection code updated. I’m trying to spread them out more, increasing the chance of finding things while travelling towards objectives, instead of them just being centered around them. Doing this while maintaining consistency and not spawning things to… | — | |
| Game update | Patch Notes (377) New · New Longsword, Claymore and Zweihander models. Improvements and Estoc are on the way Updates · Mission interactables have been separated into more categories and the spawning code reworked. This should result in more consistent sources of various resources and more interactables spawned overall · Journey XP gained from shrines now overflows into the next level · Catapults now shoot a rand… | — | |
| In-game event | New Keep - Patch Notes (376) New · New Keep map Updates · Alternate destroy objective visual. And the system to allow for more has been improved · Damage type buff changes (Flurry/Pulse/Static/Scorch/Crystallize) · Max stacks have been uncapped. Effectively no more secondary function at max stacks now, just a straight damage buff. · Base decay improved to 1 every 5s · Decay rate increases the more stacks you have (~5% fast… | — | |
| In-game event | The Sentries - Patch Notes (375) Until now, enemies seemingly seem to spawn randomly/out of nowhere. In reality, one of the main ways enemies are spawned are when you reach certain locations within the map. This was supposed to feel like ‘combat rooms’ but really just ended up feeling random. This has been replaced with the Sentries, giving you visibility and some control over when and where certain groups of enemies spawn. Th… | — | |
| Game update | Patch Notes (374) New · Created a new system during first time main menu to load and compile a bunch of extra fx/shaders and therefore hopefully improve first run experience · 6 new beacons (1 existing replaced) Updates · Destroy objective has been reworked to require destruction of 3 cells instead of just shooting the beacon · Destroy objective health now increases with difficulty (diminishing) · Beacons that g… | — | |
| Game update | Patch Notes (373) New · 2 new gadgets Updates · Gadgets now unlock active tiers of gadgets held on mission survival (previously only unlock the next unknown tier). If the tier held is already unlocked the next one is still unlocked as per normal. · Damage type buff update (Flurry, Pressure, Static, Scorch, Crystallize) · Stacks cap reduced to 20 (was 50) · Now grant 1% Rending/Concussive/Voltaic/Molten/Glacial d… | — | |
| Game update | Patch Notes (372) New · 3 new map/stage mods Updates · All Wanderers have been reworked to cost various things in return for a medallion · Updated the look of in-world interactable hologram icons · Health Support now costs 1 Medallion minimum, cooldown shortened ~30% and heal amount increased to 50/100% based on whether it’s tech upgraded or not (was 50/75%). Heals costing Medallions was the plan from the beginn… | — | |
| Game update | Patch Notes (371) Mainly experimenting with some behind the scenes stuff trying to fix new issues some people are having getting past the splash screen Updates · Small ragdoll optimizations · Foothills and Cordillera map size has been updated to match new Woodlands. The edges of the maps will be boring until I can spend more time on them, but I needed this step to be done for some other things I’m working on. De… | — | |
| In-game event | Gadget Shop - Patch Notes (370) New · You can now purchase gadgets in the stage map transition shop · 1 new gadget · Map Selection System · During stage transitions, you now select between 2 options for the next map (vote in multiplayer) · Map mods are now applied at the start of every stage (was mission start only) · There can now be any number of map mods active at a time (was limit 1 of each type) · 6 new map/stage mods Up… | — | |
| Game update | Patch Notes (369) New · 4 new Buffs: Crystallize, Flurry, Pressure, Scorch · 5 new Beacons Updates · Instead of picking a category/subcategory and getting a random beacon from within, Category/Subcategory Relays now pre-select the category and give you a choice of 3 beacons from within them. This removes the final element that was putting not specifically selected beacons into your build. I debated having both t… | — | |
| In-game event | Gadget Rework (again) - Patch Notes (368) My intention with this gadget update is to bring them in line with my concepts as follows: · In-mission decisions should have depth to them, but be relatively simple mechanically. (mostly either/or type menus). My intention is for complex menus/skill tree type customization to remain in the keep, with missions focused on active combat. · Gadget should have pros and cons, they ideally shouldn’t… | — | |
| In-game event | Radar - Patch Notes (367) New · There is now a radar in the Tac Info · Most non-tech based interactables now show up on the radar/compass as ? marks · New settings for toggle on/off the compass and radar, radar size and radar zoom Updates · Updates to enemy pathing to try and have hordes better spread out and reduce instances of single file conga lines · Adjusted initial spawn, endless, map transition, extract and boss… | — | |
| In-game event | Map Transitions - Patch Notes (366) Completely reworked the way maps are loaded in to enable map transitions mid mission. I’m quite excited about this one since I think this really brings crusade in line with the ‘primary adventure’ mode it is intended to be. Also working on things like mid-map shops and map modifiers between the stages and other cool stuff that will come down the line. This update required a TON of code changes… | — | |
| Game update | Patch Notes (361) Updates · Critical chance over 100% is automatically converted into additional critical damage · Armor · (Templar High Voltage) now Charges targets (was debuff) · Warden · (Resilience) · Damage resistance applies to all damage (was just health) but reduced to 5% per stack (was 7.5) · Stacks are now lost on Melee damage taken (was any health hit) · The goal here is to make this passive more comm… | — | |
| In-game event | Glacial - Patch Notes (360) New · 15 new beacons (3 existing replaced) · New damage type: Glacial · 4 new mechanics: pulse, embers, ice shards, iceberg. Incorporated into new beacons · Expect FX updates for these in the future Updates · Piercer firearm has been renamed to Stiletto and now deals Glacial damage · Power Alloy now adds Rending damage · Shockwave has been renamed to Frostwave and now adds Glacial damage · 6 pl… | — | |
| In-game event | Patch Notes (359) New · 2 new Firearm gear mods (1 existing replaced). Yes, you can now make a build where you don’t even fire your weapon anymore (probably not advised) · 5 new Melee gear mods (4 existing replaced). The mods lost in this update aren’t gone for good, there are future plans that include them and this is an intermediate step · New mechanic: Melee Charge. Implemented in some of the new melee gear m… | — | |
| In-game event | Patch Notes (358) New · 1 new path · New mechanic: firearm hipfire inaccuracy now increases with movement speed. The amount is determined by the mobility stat. Base hipfire accuracy has been improved to compensate. Crosshair size updates live to reflect this. Compared to previous: high mobility weapons have better hipfire accuracy across the board, low mobility weapons have better accuracy while standing still,… | — | |
| Game update | Patch Notes (357) Lots of work on behind the scenes code, including spending some serious time refactoring a bunch of the shooting code. I now have the capability of adding piercing and multiple pellets to any weapon ;) fun perks ahead Updates · Mission progression unlocks are now shown on a second page · Arc thrower hipfire can now hit weakspots and trigger weakspot perks, but only does 1x damage · 1 pellet fro… | — | |
| In-game event | Gadget Updates - Patch Notes (356) New · All gadgets now have a baseline perk that functions even with no blueprints unlocked. Picking up an item that does absolutely nothing is not fun. I fix. · 1 new gadget Updates · Gadgets · Many gadget perks have been balanced, adjusted or replaced · All gadget damage effects now scale with perk damage and have damage types · Gadgets now have their own compass and 3d icons · Mission menus r… | — | |
| In-game event | Armor Customization - Patch Notes (355) New · Updated armor customization system · 1 new chest, Left arm, Right arm and legs · 3 new Legends · 2 new Achievements Updates · Cosmetic unlock Legend requirements have been shuffled around a bit · (Efficient Ability Mod) Now affects drain perks as well | — |
Announcements are the developer’s own posts to the game’s Steam news feed: updates and their patch notes, in-game events, releases and sales. The important ones are marked on the players chart.