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 |
|---|---|---|---|
| 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… | — | |
| 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… | — | |
| 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… | — | |
| 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… | — | |
| 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… | — | |
| 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… | — |
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.