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Steam News9 March 20251y ago

Update: Spring 2025

Oh yeah, look who's back! Alive and... breathing, at least. This update is focused on some little improvements of things that are already present in the game and, of course, on some bug fixes which were discovered in pa

In this update10

Full notes

Full Knightczech: The beginning update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

2 fixes3 additions5 changes1 removal
  • Balance
  • Gameplay
  • Fixes
  • UI and audio
  • Maps
changedOh yeah, look who's back! Alive and... breathing, at least. This update is focused on some little improvements of things that are already present in the game and, of course, on some bug fixes which were discovered in past months.
removedKeybinding restriction removalRemoved the restriction which limited the controls mapping onto the mouse and keyboard inputs. The input manager in settings should now be able to recognize pretty much every input which is supported by used game engine version.
fixedChapter transitions and automatic game savesFixed an error in configuration which was sometimes causing wrong transitions between chapters - mainly affecting Chapters 3 and 4. If player skips the chapter prolog via keyboard shortcut, it no longer causes unintended behavior. All chapters should load correctly, including player equipment.
addedSaved games menu UIAdded a more fitting text determining if the saved game has "Permanent death" setting enabled or not.
changedPermanent death screen controlsIn case you fail your permanent death story mode run and end up with the final death screen, you can exit the run with "Enter/ Return" key shortcut. Previously you had to use the specific "Skull" button on the user interface.
addedRotating skeleton arms (skeleton wheels)Added new visual indication highlighting the damage zones (on the hands) with muted red color, so it is easier to recognize which parts of the skeleton wheel deals damage and which do not.

Knightczech: The beginning changes

changedOh yeah, look who's back! Alive and... breathing, at least. This update is focused on some little improvements of things that are already present in the game and, of course, on some bug fixes which were discovered in past months.
removedRemoved the restriction which limited the controls mapping onto the mouse and keyboard inputs. The input manager in settings should now be able to recognize pretty much every input which is supported by used game engine version.
fixedFixed an error in configuration which was sometimes causing wrong transitions between chapters - mainly affecting Chapters 3 and 4. If player skips the chapter prolog via keyboard shortcut, it no longer causes unintended behavior. All chapters should load correctly, including player equipment.
addedAdded a more fitting text determining if the saved game has "Permanent death" setting enabled or not.
changedIn case you fail your permanent death story mode run and end up with the final death screen, you can exit the run with "Enter/ Return" key shortcut. Previously you had to use the specific "Skull" button on the user interface.

Oh yeah, look who's back! Alive and... breathing, at least. This update is focused on some little improvements of things that are already present in the game and, of course, on some bug fixes which were discovered in past months.

General

Keybinding restriction removal

  • Removed the restriction which limited the controls mapping onto the mouse and keyboard inputs. The input manager in settings should now be able to recognize pretty much every input which is supported by used game engine version.

  • So, theoretically speaking, the joysticks and other types of hand controllers could be now compatible, but I was not able to manually test this.

Chapter transitions and automatic game saves

  • Fixed an error in configuration which was sometimes causing wrong transitions between chapters - mainly affecting Chapters 3 and 4. If player skips the chapter prolog via keyboard shortcut, it no longer causes unintended behavior. All chapters should load correctly, including player equipment.

Saved games menu UI

  • Added a more fitting text determining if the saved game has "Permanent death" setting enabled or not.

Permanent death screen controls

  • In case you fail your permanent death story mode run and end up with the final death screen, you can exit the run with "Enter/ Return" key shortcut. Previously you had to use the specific "Skull" button on the user interface.

Ingame QoL and environment

Rotating skeleton arms (skeleton wheels)

  • Added new visual indication highlighting the damage zones (on the hands) with muted red color, so it is easier to recognize which parts of the skeleton wheel deals damage and which do not.

  • Added the ability to jump on the skeleton wheels. Previously, players were able to get on top of the skeleton wheel and use it to overcome some obstacles, but they were unable to use jump if they already depleted it (the skeleton wheel was not being handled as a "ground" for jump reset).

Permanent death indicator color changes

  • If you have permanent death setting turned on in Story mode, the "Skull" indicator on the top left corner of in-game UI will change colors as you run out of your lifes.

  • (the text counter with number of deaths remains as it is)

  • Current color settings:

    • 0 - 14 deaths = white skull

    • 15 - 19 deaths = yellow skull

    • 20 - 23 deaths = orange skull

    • 24 deaths (last life) = red skull

"Decreasing number of deaths" player ability in Story mode

  • Fixed a bug which caused the ability to not work. From now on, you should be able to (again) decrease a number of deaths in current story mode run and delay the permanent death in exchange for some soul shards via the player ability user interface.

Future content

As said in the beginning of these patch notes, there is no real "new" content included. However, when I was browsing the game assets, I found some unfinished area ideas which could be transformed into new Challenger map or multiple new levels as a new Classic mode location... or even as a new type of game mode which I previously thought of a long time ago.

I know this game is pretty much "dead in the water", the player count could be counted on one hand. But if there are some people who would like to jump through some new content, let me now either by liking or commeting on this post or by emailing some ideas which you would like

Source

Steam News / 9 March 2025

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