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Knightime · public · first seen

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Major update · published by the developer

Patch now: Knightime gets a visual upgrade, better combat feel and bug fixe

On Steam

Hey knights! First of all, thank you to everyone who has played Knightime, made videos or left feedback during launch week. It means a lot to a solo dev.

You told me (and I felt it too) that the game could look more polished and that combat could feel better, so I've been working on an update that is coming soon:

VISUALS

- Brand-new lighting and shadows in all four biomes, for more depth and atmosphere

- Better player visibility: a subtle outline and glow so your knight never gets lost in the horde, even in the snow

- Trees and branches now fade out when they block your view

- Cleaner, more readable HUD: bigger text, clearer panels and better contrast on every biome

- Tweaked colors in the Crypt and the Desert so enemies stand out from the background

- New HUD element: the gold you collect during a run is now shown on screen

COMBAT AND GAMEPLAY

- Improved hit detection: your attacks now register more reliably

- Enemies flash white when hit, so every hit is easier to read

- Enemies now react to hits with knockback, so combat feels more rewarding

- Enemies no longer get stuck on trees, rocks and other props

FIXES

- Fixed: the trees in the Crypt could be walked through

- Fixed: the health heart pickup showed up as a plain sphere

Release: today (10/16/2026)

I'm already working on new game modes and mechanics for Knightime. More details soon, so stay tuned!

I'm reading every review and comment. If something feels off or you have ideas, please tell me here or in the Steam discussions. If you're enjoying the game, a review really helps a small game like this get seen.

See you at the Hexagonal Table,

angadev7

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