Small Quickmap Improvements Dynamic music now works on levels with no enemies and reacts to shards being collected or your speed when there are only orbs Warp exit points now reposition properly on Setup Fixed spawning off-grid objects didn't work in some cases, like spawning a r
Small Quickmap Improvements
Dynamic music now works on levels with no enemies and reacts to shards being collected or your speed when there are only orbs
Warp exit points now reposition properly on Setup
Fixed spawning off-grid objects didn't work in some cases, like spawning a rope at the very middle of a log, or hooks on a side of the arch block, etc.
Fixes
Fixed a thrown shield no longer auto-catches if you happen to fly faster
Fixed slide landing on a slope at high speed would sometimes bounce you off the ground
Fixed huge slope jump on collision while sliding downhill
Fixed a disappearing weapon when performing a quick grapple-jump-boost from it while armed
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 f
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,
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).
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.
Hi everyone! The First Shady Anniversary It's hard to believe, but it's been a year since the game was released. It took many years to make, and it makes me happy to know that I'm not the only one who likes this crazy mix of chaos, parkour and melee action. Thank you for all the
Hi everyone!
The First Shady Anniversary
It's hard to believe, but it's been a year since the game was released. It took many years to make, and it makes me happy to know that I'm not the only one who likes this crazy mix of chaos, parkour and melee action. Thank you for all the reviews, videos, speedruns, and for spreading the word about my shady game! It means a world to me!
I've been preparing a big update and it's time to share some news about it:
Quickmap Editor
Custom maps are almost here!
We will have our own Shady Level Editor - Quickmap, it is a simple in-game tool for custom maps that doesn't require special skills, you can jump in at any time to quickly build a tower, experiment with various platformables (zip-chains, ropes, grapple points, etc.), place enemies and instantly test your creation.
The update is coming soon, but if you want to play the early version and help me test it, feel free to join the BETA branch right now and leave your feedback.
Check out the glimpse of the first community maps from our Shady Discord!
Once you have access to the beta build you can always switch back to the current public build and back to beta at any time.
The best way to share your feedback, report bugs and stay up to date with the latest changes to the build is to join my Shady Knight Discord server.
Finally, to celebrate the anniversary month!
The Biggest Discount of the Year (October 23-30)
Steam has granted Shady Knight a Daily Deal — a special promotion offering a second chance to be featured on the main page on 23 October, alongside a week long discount.
This is the biggest discount of the year, so if you've been waiting for a good deal to join us and bring your friends along to our stylish knighthood, now is the perfect time!
For all the knights, thank you so much for playing!
Hi everyone, I'm happy to announce that the album version of the original Shady Knight soundtrack is finished and available now to everyone. This collection includes all of the hub themes as well as the original demo and release trailer tracks. The soundtrack available in .mp3 an
Hi everyone,
I'm happy to announce that the album version of the original Shady Knight soundtrack is finished and available now to everyone.
https://store.steampowered.com/app/3606550/Shady_Knight_Soundtrack/ This collection includes all of the hub themes as well as the original demo and release trailer tracks. The soundtrack available in .mp3 and high-quality .wav formats.
In Shady Knight, you only hear music when you are flawless.
Shady Knight's gameplay is uneven, it's a mix of high intensity moments with a lot of downtime in between. One moment you are rushing through multiple enemies, the next you are waiting for the perfect moment (charging apex shot, waiting for an incoming attack to parry, or aligning a barrel for a perfect kick).
Simply throwing a brutal action track was never an option. You're the one who dictates the pace of the game, and that's where the idea of dynamically changing tracks came from:
It always starts with silence. Every time you get a kill you might hear a glimpse of drums in the distance, but you have to do better than a kill.
Reaching A-rank allows you to hear the base layer of a track, you are almost in the zone, but something is still missing.
The powerful drums start to appear at S-rank, but they are loudest and clearest only at SSS.
Once in the zone, the current track stays with you for the next level, until you fall or take damage.
This way the main hub tracks in Shady reflect your style and confidence, only by playing flawlessly you join the stream and feel your true power.
And now, for those who were or will be flawless, this soundtrack is where you can hear the themes in all their glory on repeat.
Hi! Just a quick fix for the latest update. Ironically enough, my 'experimental fix' to prevent phasing through the ground at high speed, while doing it's job, could phase you through walls under certain conditions. I've improved my method to fix the issue. Sorry for the inconven
Ironically enough, my 'experimental fix' to prevent phasing through the ground at high speed, while doing it's job, could phase you through walls under certain conditions.
I've improved my method to fix the issue. Sorry for the inconvenience! Physics bugs are tricky to debug sometimes.
+ Improved descriptions
Resonance Style Point (Spear Style)
Dagger Pound Style Point (Dagger Style)
An improved hint for deleting savefiles in the new Profiles menu
Hi everyone! The first update / patch of 2025 is live. Here are the most important changes and improvements. Highlights New Style Maps (Kick, Spear, Dash, Dagger) As before, even if you've already discovered some of the moves, it's worth trying to repeat all the moves available o
Hi everyone!
The first update / patch of 2025 is live. Here are the most important changes and improvements.
Highlights
New Style Maps (Kick, Spear, Dash, Dagger)
As before, even if you've already discovered some of the moves, it's worth trying to repeat all the moves available on the Style Maps to understand the move and how to repeat it consistently. Style Maps are unlocked in pairs when you reach the four main hubs:
Ignorance (Jump & Sword)
Hubris (Slide & Bow)
NEW Obsession (Kick & Spear)
NEW Wrath (Dash & Dagger)
Save Profiles
You don't have to reset your save to start over, just choose one of two additional save slots in the new Profiles menu located on the Title Screen. Your best time and score will be submitted to leaderboards regardless of the current save file. Your settings remain the same across all save slots.
Renewed behavior of The Armless Knight
The original version was too focused on backstabbing + his inability to do much against an airborne player made him seem rather passive for a boss fight. Now, The Armless acts more like a proper enemy, with a number of new additions to his move set and fewer opportunities for cheese to make the fight feel fairer. Experienced Knights can still style the hell out of our old friend ;)
Player
Improved grapple auto-aiming in the air. Previously, the grapple would prioritize grapple points over enemies over objects (barrels, the orb). Now the object/enemy closest to your aiming direction wins.
Added a special sound clue when the dagger cooldown ends.
Added a Flawless icon during gameplay. Appears above the rank letter when all enemies are killed + no damage + no falls with a special sound. There's a little gray area with falling and burning enemies, they are still presumed dead when the orb is destroyed, but the icon will ONLY show when all are actually dead.
Pullable enemies can't block your dagger pull from behind. For example, you can backstab-pull a Blessed Lancer or Blessed Deadman if you're fast enough to catch them from behind.
Soul Dash (dashing to a weapon right through an enemy) now works on knocked out enemies. No one will ever use it intentionally, but it's now possible :)
Bow throw charge time reduced. Throwing a bow still takes a bit longer because it is the only weapon that stuns enemies on collision, but it should now feel less like a forced delay.
Fated Strikes are followed by a special sound and quick a dark vignette. The effects are subtle so as not to interrupt the existing flow, but to give a few more clues as to when such a special move was performed.
Options
Small rearrangement. I moved some of the newer gameplay settings to a new Advanced menu to make the gameplay options less overwhelming by separating the fine-tuning settings.
Added the Show Timer option to the new Advanced menu. Now you can turn on the speedrun timer once and for all. Especially less hassle with Steam decks/controllers.
Optimization of the in-game timer, as we can now enable it in the options to stay on screen indefinitely.
Fixes
Fixed eye-poking launch direction (Rising Vertigo). Now it’s not possible to send yourself flying backwards when stabbing the eye with a spear, the direction of the launch is based on your look direction and not relative to the center of the eye.
The Lancers' skyfall strike is fixed. They won't sit and wait in the void forever if you don't move.
King Ballista arena tweaks. Fixed navmesh for enemies and bigger collider for the exit portal to make the final move a bit less stressful.
Added an experimental fix falling through the floor physics bug (usually would happen upon landing between wooden platforms from a height).
Fixed a camera bug when performing a chain dropkick very close to an enemy. Slightly improved Heavies' model clipping when dropkicking by increasing the distance from enemies with larger proportions.
Shady Discord
If you want to help me with the future patches/update by playing them earlier feel free to join my Shady Knight Discord Server
Don't forget to #pick-your-role @BETA_builds to be pinged when there's a new build.
The BETA builds discussions are on #experimental-shady channel.
That's all for now, and as always, thank you so much for playing <3 I will see you in the next update!
Hi everyone, Just a small update for the new Practice elements : ) Welcome to Practice Arena! Practice Arena Music Theme option added to Arena Options. The default is the HUBRIS theme and now you can choose your favourite from Cravenness, Ignorance, Wrath and of course Obsession.
Music Theme option added to Arena Options. The default is the HUBRIS theme and now you can choose your favourite from Cravenness, Ignorance, Wrath and of course Obsession.
Added a few Weapon Sigils, one on the first floor and a couple in good places to practice your tangent wallkicking skills.
Slightly changed the 'basement' part of the map with a new way to reach the top floor.
The "Start With" option will only switch your weapon to the selected one when you change the option (instead of every time you pause the game) and on quick restart.
The Practice Arena and the first two Style Maps (Jump & Sword) are unlocked immediately upon reaching Ignorance. The last two Style Maps (Slide & Bow) are unlocked after entering the Hubris.
Fixed Bugs
Fixed rare Strike Cancel bug on weapon throw.
Fixed. The Leaders menu item wasn't hidden for Style Maps.
Removed development texture on Sword Style.
And a few minor UI bugs related to the new Practice menus.
Hi everyone, The final update for 2024 is here! Practice Arena This is a special level for you to set up a fight with a number of enemies and a weapon of your choice to test your skills in different combat scenarios. Usecases You can spawn a bunch of Headless Knights and practice
Hi everyone, The final update for 2024 is here!
Practice Arena
This is a special level for you to set up a fight with a number of enemies and a weapon of your choice to test your skills in different combat scenarios.
Usecases
You can spawn a bunch of Headless Knights and practice each weapon on them,
Make a 1v1 duel with a Blessed Lancer to learn his behavior,
Find all the ways to deal with shields and blessed enemies,
Practice your parrying skills with a God Mode ON,
or Air Parrying on our jumpy spider friends,
at last, simply set all to random and just jam on this improvised endless arena!
In the arena, you can find combat hints and try them out on enemies right away. Shady Knight is a game of many hidden contextual moves so there are always different missing bits that may be useful for different players.
Available Options:
Enemies
Type (an enemy type to spawn): Headless, Spider, Deadman, Archer, Lancer, Heavy or RANDOM
Count (max number of active infinite spawners): up to 5 enemies
Blessed: No, Yes, RANDOM (spawn a regular or a blessed version of the type)
Shielded: No Shield, Fire, Stun, RANDOM
Player
Start With (weapon): No Weapon, Sword, Bow, Spear and the last bonus weapon
God Mode: Off, On (you still can take damage but you can't die, you will see if the damage was lethal)
Learning new skills and contextual moves by experimenting with your controls under pressure has always been part of the Shady Knight experience. This also means that some moves that can make your path much more controlled can be overlooked until very late in even harder levels.
To open the door a bit to how even the simplest action like jumping can change your approach to combat, there are four new special practice maps that cover the main style points for two base actions and two weapons:
Jump Style explains Object/Head Boosting, Jump Slam, etc.
Slide Style features Slide Bash, Slide Slam, etc.
Sword Style to learn Ground Pound and one of my absolute favorite fated strikes, the Areal Slash
Bow Style players of the old demo may remember a move called Rapid Fire, its variation is still in the game ;)
Let me know if you like them and if these maps teach you something new!
Hi everyone, just a quick update to the backup feature with a few fixes. Debug Console Improved "backup" command. Here's an updated guide in case your save file is corrupted and you can't spawn properly on a level. A small change to the "reset" command. It will only reset your sa
Hi everyone, just a quick update to the backup feature with a few fixes.
Debug Console
Improved "backup" command. Here's an updated guide in case your save file is corrupted and you can't spawn properly on a level.
A small change to the "reset" command. It will only reset your save file, leaving your options, bindings and backup data intact.
To completely reset the game there's a new "resetall" command.
Bugs fixed
Fire jars would ignite enemies on your next run if broken a moment before quick restart.
Weapons stuck in fragile floors would float in the air when the floor was destroyed.
Air Kick during a high momentum fall would not give you a proper knockback.
Blue Fist Glyph (Charged Strike) would stay on screen when using Spear or Shield after performing some moves (e.g. after a Strike Cancel or Parry).
Demo Update
The demo build is now up to date with all the latest fixes and new moves : )
Let's start with the craziest addition that I can't get enough of. GRAVITY PARRY Some may already knew that it is possible to parry fall damage, as any physical strike How to... Consistent Sword Parry And while it was a fun option to save your flawless run after a high fall, the
Let's start with the craziest addition that I can't get enough of.
And while it was a fun option to save your flawless run after a high fall, the flow was broken as you had to climb ALL the way back, meaning the risky parry move wasn't really rewarding. Until today.
Gravity Parry lets you bounce right back into the fight to the height you fell from, if you're willing to take the risk!
It is also possible to trigger the ground parry from a smaller fall (Gravity Denial), if you have your parkour charged. Great way to add even more style to your fights!
DIRECTIONAL PULL & SLAM
Another dimension for your chained dagger action! You can pull and even slam your enemies sideways!
Aim left or right while chaining an enemy and enjoy his gracious directional fall (or slam, if your positioning is perfect ;)
The chain visuals have been updated to ensure your view is never blocked when looking left or right while chaining an enemy.
A special red blink has been added to indicate the threshold at which you can slam and dropkick.
Improvements
Gameplay
Improved grounded Weapon Dash consistency. You can't dash while grounded to a weapon that's airborne, so to avoid accidental fling offs, the grounded weapon dash was always meant to be your safe option to switch weapons as opposed to the risky but omnidirectional airborne dash.
Object boost is more stable (no more weak boosts when jumping off a barrel while falling).
Enemy (head/body) boost is slightly stronger when you have some horizontal momentum (to match the feel of the object boost and make it more comfortable).
Wallkicking and Boosting now restore your mid-air Weapon Dash. If Dash Recovery can do that, why can't these? ;)
Nerfed consecutive Head Boost (it's a parkour move after all!) + Lancers and Heavies have unique reactions to it.
You can find experimental Stun Jars on Strong Stance.
UI / Menus
SSS ranks highlighted with a color in the Hubs Selection Menu for a quicker progress check.
Also added a new special glow effect for the SSS rank on the results screen to make it stand out from other ranks.
Your entry in the leaderboards is highlighted with a color.
Added new option "Strike Cancel" to Gameplay Options, you can set it to On Tap, 0.2s (hold) or Off completely if you never use it other than accidentally.
Changed debug menu open method for Steam Deck / Controllers: hold both left and right triggers for a second.
Enemies
Blessed Spider's explosion can be blocked by enemies and breakables, so there's a small chance that a knocked deadman could become your bodyguard.
When you're in the air, enemies won't jump to reposition themselves if they're too close below you, preventing unfair damage in some tight spaces.
Nerfed consecutive Head Boost, it was too overpowered for a parkour move and too safe of an option on later enemies + Lancers and Heavies also have unique reactions to your next attempt at consecutive boosts.
The armless knight skips the 'wait' phase, which I don't think anyone would miss, since it was misinterpreted as a bug rather than a threatening state as I originally intended :)
New Style Points
Chain Sweeper (directional pull), pull an enemy sideways with the chained dagger.
Wall Slam (directional enemy slam).
Gravity Parry a fall damage parry (high fall).
Gravity Denial a parkour-charged gravity parry from a smaller fall.
and Underslide for a slide between Heavy's legs ;)
Spinning camera / uncontrolled menu selection issue.
If you are paying with mouse & keyboard and have another input device connected that is causing these issues, but would prefer to keep it connected, you can disable "Mixed Inputs" by holding F2 at any time. This will prevent the game from reading ANY inputs from other devices that may be causing the incorrect inputs.
Fixed Bugs
1/2 A thrown sword is less likely to get stuck in edges, and even if it does...
2/2 the dash is also improved to prevent clipping the floor/walls.
No more accidental tangent wallkicks on sloping walls when aiming down.
PARRYCORE Achievement fixed. If you don't have the achievement, but are sure you've parried all five enemy types, try deflecting/parrying another arrow and the achievement should be yours.
Fixed another bug where arenas would end before the last enemy was dead (some specific enemy deaths counted as double deaths).
Fixed a bow parry bug where your stored/fallback weapon wouldn't equip after a parry bow drop.
Fixed a rare bug when you move to a wrong position due to a climb while dashing or dash while climbing.
Fixed a rare Weapon Dash double boost bug.
Fixed a rare frame-perfect quick-restart-during-level-fading bug when the results screen wouldn't show your time.
Fixed a small debug/speedrun timer bug where it would stop counting deaths for a moment after destroying an orb.
That's it for now! I've been working on the practice areas and once again the amount of fixes based on your feedback has reached a critical point + I just couldn't wait to share the Gravity Parry! As always, feel free to share your thoughts and thank you so much for playing!
Let's celebrate Five Hundred Reviews Thank you all for your awesome support! And thank you for nominating Shady Knight for this year's Steam Awards! Such a perfect time for this artful community update from Katezillla, the 2D artist behind all the epic shady arts: Trading Cards a
Let's celebrate
Five Hundred Reviews
Thank you all for your awesome support! And thank you for nominating Shady Knight for this year's Steam Awards!
Such a perfect time for this artful community update from Katezillla, the 2D artist behind all the epic shady arts:
Trading Cards are live!
And if you want to decorate your shady profile, there are: backgrounds, animated avatars, and my personal favorite, the chained frame!
Now you can collect Steam Community Items while playing Shady Knight!
Collect cards, Craft badges, Get rewards. You can learn more about trading cards here: http://steamcommunity.com/tradingcards/
Let's slide jump right into the 2024 Steam Awards! There's no true triumph in Shady Knight without a path of countless falls, and there's a fun category specifically for that kind of games! When you reach the flawless state, it's a very special feeling. Quickly dealing with thing
Let's slide jump right into the 2024 Steam Awards!
There's no true triumph in Shady Knight without a path of countless falls, and there's a fun category specifically for that kind of games!
When you reach the flawless state, it's a very special feeling. Quickly dealing with things that seemed untouchable at first. Parrying even the craziest blows. Falling hundreds of times before pulling sick mid-air combos.
You can become a truly unstoppable force of style, and if you know the feeling, please consider nominating Shady Knight for the upcoming Steam Awards!
I've put too much of myself into making this mad mix of physicality, first-person trickery and melee mechanics work as ONE and I'm so happy to see players resonating with the gameplay I've always dreamt of making. Thank you all so much!
Style Points Improved conditions and description for Flying Death bonus style point. This style point was originally related to the old arrow kick mechanic, so it has been repurposed in the latest big patch. Feel free to check out this hint if this is the only one you're missing
Style Points
Improved conditions and description for Flying Death bonus style point. This style point was originally related to the old arrow kick mechanic, so it has been repurposed in the latest big patch. Feel free to check out this hint if this is the only one you're missing both you and your target should be in the air
Fixed Kicked Shield, when used against heavies, kicked shield weren't able to knock a heavy as other weapons.
Small Bugs
Fixed persistent Pause Menu bug when pressing Quick Restart and Back at the same time from the options menus
Fixed a small visual bug with the combo meter on high numbers. The maximum visible combo is now X300, One Hundred is probably the only place where you can get such a combo ;)
In-game Timer
Debug/Speedrun timer now works in the Nexus when entering from hub exit portals
The timer can be activated on Steam Deck / Controller from the Debug Menu (hold LT on the main screen)
Hi everyone! I've been working on the new practice mode and I still need more time to finish it. In the meantime, I've prepared a ton of neat weapon improvements, style point fixes, bug fixes and more. Weapon Improvements Strike Cancel If you've ever had that moment when you're c
Hi everyone! I've been working on the new practice mode and I still need more time to finish it.
In the meantime, I've prepared a ton of neat weapon improvements, style point fixes, bug fixes and more.
Weapon Improvements
Strike Cancel
If you've ever had that moment when you're charging up a strike and suddenly there's no one to hit, or you've changed your mind on the fly, you've had no choice but to release your strike. That was before...
Now you can cancel the current attack (while charging/holding it) by pressing an opposite key (throw/strike). Each weapon has a special spin animation to indicate the cancellation and add a new verb to your creative expression : )
Dagger
Slightly reduced cooldown after grappling an enemy (when grounded and mid-air),
Holding jump while finishing the chained dropkick allows you to get a vertical boost (instead of a knockback)! It's a small special variation to the move to make even crazier combos possible.
Bow Improvements
Now you can fire the basic bow shot MUCH faster, this quick shot does less damage (like with a quick sword slash), but allows you to juggle enemies and react quickly to jumping enemies, or you can wait a bit and charge it for full damage,
A jump instantly charges your first basic bow shot to the full damage,
Added new sound for the Rapid Three strike.
Fixed Spear
Your first move on a jump should always be Stingray (the piercing move). There was an inconsistency where you would charge Sweep instead. Fixed now.
Fixed. Spear clipping trough walls when thrown too close to a surface,
Fixed small visual bug when spear appears more thick.
Shield Improvements
Stamp is triggered not only by knocked enemies, but also by jumping enemies,
Stamp Slam is more consistent,
Air Parry now works with the shield(there was no knockback in the air).
Style Points
There are special achievements for unlocking ALL style points in each category (Actions, Parkour, Chaos, Bonus). These achievements are really hard, but having 0.0% completion in 3 out of 4 of them seemed very suspicious. If you are just one or two style points short in some categories, you should be able to unlock them now! Hints below:
Fixed Object Slam style point,
Fixed two missed chaos points: Flaming Domino, Friendly Fire,
Fixed Crashed. Now called Surface Bounce (it's a non-lethal crashing kick).
Other SP changes:
Fixed the description for Crashing Kick (it only triggers when lethal),
Kicked Arrow is now Kick Parry (a well-timed kick to send back an arrow or blessed heavy projectile),
Added New Air Parry style point. This move deserves its own <3
Flow improvements
You can slide immediately after an edge climb (just hold the key in advance, like with slide on land),
You can slide immediately after dashing to a grounded weapon,
Other Things
Improved Headless. They can now turn 180 and slash when you approach (you don't have to collide with them, they'll hear you). Now they are more comfy, to practice parry for example,
It takes a bit less time for Deadmen to turn around after their pierce strike.
You can't slam a barrel if there's no ground underneath it, you'll just pull it towards you instead (just like with enemies),
Debug/Speedrunning. Hold TAB to activate in-game timer with a kill counter.
Steam Deck / Controller
Jumping off Ropes & Chains is now triggered on button press (not on release) to avoid accidental jumping off.
The Ropes & Chains option is hidden from the options as it only works for keyboard & mouse controls.
Whew... that was a big one.
Let me know how the new Strike Cancel feels. At first I only made one animation (for the sword) as a test and was wondering if it was worth including in this patch, but when I turned it off I immediately missed this feature, sounds like a good sign!
New AIR PARRY improvement. Parrying spikes gives you the same vertical boost as parrying a jumping enemy. The chained dropkick softlock (when you stuck with swaying camera) when an enemy warps while you dropkick. Hopefully fixed for good! Improved stagger wave on slams. Slamming
New AIR PARRY improvement. Parrying spikes gives you the same vertical boost as parrying a jumping enemy.
The chained dropkick softlock (when you stuck with swaying camera) when an enemy warps while you dropkick. Hopefully fixed for good!
Improved stagger wave on slams. Slamming an enemy will stagger nearby enemies in an area around the slam's hit position.
A successful dropkick will also stagger nearby enemies (within a smaller range than a slam, but still) to avoid unfair damage if you dropkick an enemy surrounded by other baddies.
Some bugs are just so rare and crazy. Check out this one. Fixed. A quick restart during the process of slamming an enemy (the slamming process usually takes less than 0.2s) would prevent you from harming this particular instance on an enemy on your next run, but only when it's being knocked, i.e. it's still killable, but not when it's falling. Only in Shady :D
Fixed Style Point. Thrown Weapon sometimes counts as Kicked Weapon style point.
Fixed. Wrong number of filled orbs on the exit Nexus-portal on WRATH.
Knocked heavies can be killed with a falling crate.
Fixed. Enemy introduction arenas (first arenas on hubs) would sometimes end before the last enemy was killed.
Fixed. inconsistency of the new Damage On Focus = OFF option.
Hi everyone. Let's start with the fun things first. NEW Air Parry You can parry a jumping enemy in the air by holding a strike. I've been thinking about how to reduce the unfairness of some mid-air collisions with enemies. The main point is to help with unexpected enemy jumps, bu
Hi everyone. Let's start with the fun things first.
NEW Air Parry
You can parry a jumping enemy in the air by holding a strike. I've been thinking about how to reduce the unfairness of some mid-air collisions with enemies. The main point is to help with unexpected enemy jumps, but nothing stops you from using it as an actual move.
Touching an enemy during a sword air strike will force you to land (if possible) to avoid losing momentum. It's a subtle change, but if you've ever bounced or slipped off an enemy's collider while delivering a powerful overhead chop, you'll notice the difference ;)
Added an option to tweak the duration of Focus On Damage: 3s, 2s, 1s or OFF. The new option can be found in Pause Menu > Options > Gameplay
Burning enemies are counted as DEAD when the orb is destroyed. As with falling enemies, you don't need to wait for burning enemies to die if you want to be fast and flawless!
You can revisit the endings at any time by pressing 'Continue' on the Results Screen after completing the final levels (Broken Knight, One Hundred).
New Enemy Behavior Improvements
Heavies can't use their bash (step forward) strike while you are in the air (to prevent unfair bounces)
Lancers can't roll towards the player when too close (to prevent unfair damage)
Fixed inconsistency with grappling knocked down heavies
Enemies can only jump on and off platforms one at a time to prevent unfair jump spamming. Combined with the new Air Parry move, you now have far more chances to recover from an unexpected mid-air collision!
Bug Fixes
Fixed sleepy knights. Some enemies weren't able to stand up if there was a barrel or something nearby.
Fixed bug where a falling enemy would trigger Terminal Velocity multiple times.
Fixed a rare bug where Enemy Introduction Arenas (the first level in Hubs) would end before the last enemy was killed.
Fixed Broken Circle ending below 100
]Fixed ONE HUNDRED achievement if you beat the arena but didn't get the achievement. Try replaying the arena. you'll get your achievement if the arena was completed before.
Fixed FLOWRIDER Achievement. It was working, but required you to do one of the trials again before the achievement would be granted.
other smaller fixes.
Now I really want to get into making a new practice arena and improving the Style Point UI!
I'm not always able to react to all the comments under patch notes but be sure I read every single one. Once again thank you for all your support! <3
More improvements, QoL features and bug fixes. New SSShady Leaderboards You can SSS the Broken Knight. On your second playthrough, the armless battle will end with a results screen once the knight is dead. You may need to watch the ending again, this is just to avoid accidentally
More improvements, QoL features and bug fixes.
New SSShady Leaderboards
You can SSS the Broken Knight. On your second playthrough, the armless battle will end with a results screen once the knight is dead. You may need to watch the ending again, this is just to avoid accidentally skipping the end game achievement.
You can SSS One Hundred. The level is now a truly endless arena. Even after completing all the parkour trails, the fight won't stop until you're dead, and only those who manage to survive a hundred knights will see their names on the new rankings. states until you reach 100, and you won't lose them if you get hit or die. The Flawless Leaderboard counts the time it took you to reach 100.
QoL Changes
Controller Layout UI, available from Pause Menu > Options > Controller
New UI visibility option. You can hide Style Ranking UI but keep your States Icons by selecting the new 'Show UI' option called 'Only States' in the Gameplay Options.
The leaderboard can be viewed for each rankable level from the Pause Menu.
Cravenness levels show the Results Screen on your second play.
There's a similar request to add a style points UI to the pause menu. That UI uses stats that are only available after a level has been completed so I can't move it as is, but I'll try to find a solution for this in the next update.
New Player Experience
All the hubs in the Nexus open one at a time upon completion. While I still like the idea of an open-door approach when you can reach some areas with enough skill, in the case of Shady it was a bad design choice. The very possibility of skipping the first hub, Ignorance, leads to nothing but unfair difficulty and lack of basic knowledge. I hope this fix will help more people get into the game!
Fixed Bugs
Fixed. Crash floor breaks after a Quick Restart (most noticeable on Overwhelmed)
Fixed. Triggered ballista shoots after a Quick Restart
Fixed. Dancing Blades stopped falling after a few resets + a new hint on how to deal with them when they are loose.
Fixed. A softlock after performing Chained Dropkick on Lancers (if they were killed or rolled during the process)
Fixed. Clipping through the ground on The Orb when sliding under the wooden logs.
Fixed. Walled Weapon Runes gave you a weapon at startup if triggered a moment before a Quick Restart.
Shield slide throw now works with the grapple.
+ Some minor issues
Almost two weeks after release, but it feels like two months and my to-do list isn't getting any smaller haha. Thank you so much for playing! I'm so happy to see more and more amazing runs and awesome speedruns <3
Quick Fixes Blessed Aura v2. The first iteration was barely noticeable from above, making it hard to spot Blessed during cool mid-air combos. While on the ground, it's also easier to spot the Blessed, as the aura is stronger near the ground, which is much easier to see than the o
Quick Fixes
Blessed Aura v2. The first iteration was barely noticeable from above, making it hard to spot Blessed during cool mid-air combos. While on the ground, it's also easier to spot the Blessed, as the aura is stronger near the ground, which is much easier to see than the old outline against the bright sky.
Fixed Local & Friends leaderboards. You should be able to see your local position on the global leaderboards as well as your friends' scores.
Fixed 'Back to Hub' for parkour trials,
The Broken Knight is harder to cheese with Flying Kicks and Head Boosts,
New Hint for the tangent wall-kick on Blessed Heavies.
One Hundred has a death counter (shows each 5 kills),
Fixed invincibility bug after killing over 100 enemies on One Hundred.
Hi everyone, I haven't heard of any critical bugs since the last upd, so I took this chance to make this one full of neat improvements. Welcome to the first Quality-of-Life (QoL) update! Blessed Improvements Blessed have an aura effect that should help you identify and prioritize
Hi everyone,
I haven't heard of any critical bugs since the last upd, so I took this chance to make this one full of neat improvements. Welcome to the first Quality-of-Life (QoL) update!
Blessed Improvements
Blessed have an aura effect that should help you identify and prioritize them in the middle of a fight!
Blessed Lancers, Heavies have a different Death Mark for their Skyfall Strike,
Blessed Lancers, Heavies, and The Armless also have a visual marker at the exact landing position,
Blessed Spiders show the approximate range of their explosion upon death.
Flawless Run X Falling Enemies
Any enemies that are airborne and have no ground far below them will die instantly the moment you destroy the orb! There is no need to wait for them to fall and die. If they don't have a chance to recover, your flawlessness will be unquestionable.
Wall-kick Range Mark
Charging your kick in mid-air now activates a shadow indicator at the range of the wall kick. No more guessing if you have the right distance for a perfect wall kick. You see the blob - you kick a wall!
Damage X Focus
I noticed that Focus was almost never used, and there's a simple reason for that. When the game is hard and you're swarmed by enemies, you don't have time to think of another key. Getting hit only made things worse, slowing you down in a two-hit health system!
What if your reflexes went into overdrive for a split second when you took damage? Now, instead of the basic slow-mo when you get hit, Focus activates with a brief boost to your grounded speed, and enemies fly further away from your strikes, giving you the chance for stylish revenge, not inevitable doom.
Fixed Achievements: Swift Switcher & Slam Lord
Swift Switcher and Slam Lord are now achievable! Sorry for the wait, also check out the description of the second one, the rule has changed slightly to make it more fun.
Mouse Sensitivity Range
The lowest mouse sensitivity is 0.1 (before 0.5). If you need more precise value (two digits after dot) you can override your mouse sens. from the console:
In the main menu press '~'
type 'mousesens/1.55' to set mouse sensitivity to 1.55
* Reset the overridden value at any time by tweaking the mouse sens. from the gameplay options.
Other smaller but neat QoL features!
Quick Restart can be set to 'On Tap', or '0.2s', '0.4s' if you'd like to keep the restart key close at hand, but avoid accidentally restarting a level during intensive replay. The new option can be found at the bottom of the gameplay options.
Press Attack key after breaking the Orb to skip the delay before fading to the Results Screen.
Flawless and Skull icons will appear in the hubs at the boat portals.
The style system is harder to cheese by repeating bonus and parkour style points without engaging in a combat.
Level Improvements
Improved enemy positioning on The Crown.
Improved King Ballista. Fixed the issue with the enemies' pathfinding, more manageable and noticeable ballista blast! To those who SSS-ed the old version, I salute you, we are the knights forged in the fire of the unpatched King Ballista Blast!
New hint for Slide Bash on Strong Stance,
Rephrased hint for Tangent Wallkick on Blessed Heavies,
Hopefully I can slow down a bit for the updates as I really want to start playing with some new concepts. I think, the first content update will be 99% practice mode related. I am thinking of a special interactive arena where you can experiment and learn all your skills in a safe environment.
Keeps Spawning In The Void / Progress Loss If you have this problem 'Keeps spawning me in the void. Restarting doesn't fix it.' and you can't play the game, it is more likely that you savefile was corrupted during the saving process. Most cases have involved users of Steam's Big
Keeps Spawning In The Void / Progress Loss
If you have this problem 'Keeps spawning me in the void. Restarting doesn't fix it.' and you can't play the game, it is more likely that you savefile was corrupted during the saving process.
Most cases have involved users of Steam's Big Picture mode and Steam Deck for the same reason. Quitting the game from the Steam overlay could interrupt the save process. And you need to reset your savefile.
for PC
In the main menu, open a console by pressing '~'
type 'backup' first and hit enter * this is an experimental option, but it can't hurt to give it a try if you can't play because of the infinite spawn problem.
If nothing, type 'reset' and you'll be able to keep playing.
For Steam Deck / with a Controller
In the main menu, hold LT until you see a debug menu,
Same actions, try 'Backup *Experimental' first,
if nothing, 'Reset All Progress'.
Save Improvements
From the latest build the game saves more often after completing or quitting any level. Just in case I'll keep working on the backup function.
Consistency Improvements
Improved grappling consistency, especially with the Hanging Lanterns.
Firstly, a small tip - tapping the dagger will always be more consistent as there is no window for the connection to break, you will be launched as soon as the dagger hits the grapple point.
If you hold the dagger button you can lose your connection to the point if the angle is too steep, so I increased the angle and added a non-breakable delay to make quick hold + release as consistent as tapping.
The lanterns are less swingy and have a bigger collider to make sure there's nothing obscure your connection.
Increased distance for the advanced wall-kicking. The most difficult part of wall kicking is judging the distance. With a greater range, it should be easier to perform advanced wall kicks on sloping walls and tangent wall kicks. In the next update, I'll try to add a visualisation to make it clear when a wall is within reach.
Air momentum Loss with a target FPS above 60. If you struggled with levels such as Warp Jumping or some of the Parkour trials that require more horizontal momentum, you can try replaying these levels. The inconsistency has been fixed.
Lancers have bigger colliders when hit. Hitting them in the air required too much precision and didn't feel right compared to the others. It turnes out that their collider was the same size as the Deadman's.
Your rank can only be lowered after a hit or while using Focus.The moments when you have killed all the enemies with STYLE but lost your SSS run before touching the ORB. You should be able to enter the orb if you wish.
I haven't been able to prepare a FAQ/Roadmap yet. It took a while to investigate the savefile issue, which has been my top priority for the last three days, and other consistency moments. I hope these fixes help with both!