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Shady KnightNewsQuickmap Level Editor is Live!
Major update

Quickmap Level Editor is Live!

Shady Knight · published 28 Jan 2026, 17:00 UTC · build 21683264

All newsPlayers around this dateRead on Steam

Hi everyone,

I wish you a wonderful 2026 and finally ready to share the biggest update since the release.

Quickmap Editor is Live!

Build your own custom maps, brutal challenges, parkour trials or just jam with the game's mechanics.

The editor features:

  • All enemies including the final boss with options to buff their health, add a shield or make them blessed.

  • All main parkour elements like jumpers, rings, hooks, swing ropes, zipchains and more.

  • Traps from the basic spikes and barrel stacks to hanging cargos and sawblades for the total mayhem.

  • Instant playability. You can jump into your your creation midst the process with a press of a key,

  • Upload to Steam Workshop in a few clicks.

  • And more!

Most of the elements have been reworked for the editor, so some things are only possible in Quickmap: like warp portals that teleport enemies, jumpers that work with physical objects (even with the brutal sawblades from Obsession).

How to play

  • Just go to the Main Menu > Quickmap > Editor and try to place some knights to fight. The editor is available right after completing the tutorial section on any save profile.

  • To play community maps, open the Workshop and subscribe to some maps. Once the download is complete, the maps will appear in the Main Menu > Quickmap > Downloads (sorted by most recent)

  • Steam Deck. The Quickmap was designed for use with a mouse and keyboard but it is possible to build and publish your own Quickmap using Steam Deck alone.

So what is a Quickmap?

Here are just a few of the amazing community creations made during the beta testing!

I wish I could include more of your maps, but I have to keep the trailer concise! I would like to thank everyone who published their Quickmaps to the Workshop during the beta test. From the most brutal challenges and bug discoveries to pushing-limits arenas and classic towers <3

Gameplay Improvements

This update goes beyond the editor, with many improvements to the gameplay.

Here are the highlights:


Weapons

The Shield is dead, long live the Saw Shield!

A complete overhaul of the shield. The move set is almost the same, but the design and mechanics have been completely reworked to make the shield more fun and trustworthy, similar to the main weapons.

New Object Interactions

  • Object Redirection towards enemies with any strike, like hitting a barrel with an arrow can be used to redirect it towards an enemy behind it.

  • You can cancel object throw the same way you cancel strike.

  • You can toss a grounded object by kicking it towards the ground.

The object redirection might be the funniest thing I added since the release. ANY damage has a chance of pinpoint an enemy in the direction of the damage leading to moments of controlled chaos I truly adore.

Spear Improvements

  • Stinging an airborne enemy from above has a better knockback and also counts as Pogo Jumping (parkour style point).

  • The parrying window of the base sweep is much smaller but the parry doesn't cancel the strike meaning you can parry and perform an unlockable sweep right away (if you ready to take the risk).

  • Similar to the sword a second (right to left) swipe animation was added for the base attack.

Niche Dagger X Weapon interactions

  • Kicked weapons are now stuck in surfaces.

  • You can grapple a stuck weapon from mid-air, which works as an improvised grappling point. For example, you can kick a sword into a wall, then grapple onto it.

  • Grappling a stuck weapon when grounded simply unsticks it.

These are super niche little techniques, but... why not :)

Movement

Improved Slide Control

  • Breaching the target slide speed allows you to adjust your slide direction with your look direction

  • Consecutive slide landings allow for a slightly longer slides

  • Bumping into an enemy cancels the slide or triggers a slide kick

There aren't many places in the main game where you can find long ramps, but with Quickmap, you can build all kinds of them using a Slope block.

More Advanced Wall-kicking

  • The height of your wall kick depends on the angle of the sloped wall.

  • It is now possible to perform a tangent wall kick on sloped walls.

  • Inverted sloped walls can be used to counter wall-kicks on your custom maps.

Similar to the changes to the slides, these allow for a wider variety of possible parkour scenarios on your custom Quickmaps.

Other

  • The infinite wall dashing is now less infinite, as it is now necessary to perform unique moves in order to recharge the dash in mid-air. The move trivialized any tall structure with the dash-wallkick-throw-repeat technique if a weapon was present. Hopefully this change will be more fun in the long run.

  • Fixed a number of bugs with bunny hopping (especially on slopes).

  • Fixed a number of bugs with enemies to make their actions more consistent during replays of the same level.

  • In this update I finally switched to a better Input System.

    • If you experienced issues with the camera spinning or menus scrolling due to some plugged devices, these should now be gone for good!

    • This change means that PS controllers should now work straight away, without having to enable Steam Inputs. *Though Steam Inputs still required if you want to use gyro-to-mouse aiming.

For anyone who would still like to play the legacy, pre-Quickmap version, it is available in beta under the code 'skbeforequickmap'.

These are just the highlights. Lots of minor changes, bug fixes and small visual tweaks have been made in BETA over the last year, which should hopefully improve your shady experience.

If you enjoy the game please consider leaving a review. This is always a great help!

It's time to master the madness of your own making, Knight.

As always, thank you so much for playing!

cptnsigh

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