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Steam News30 March 20263mo ago

Gadget Rework (again) - Patch Notes (368)

My intention with this gadget update is to bring them in line with my concepts as follows: In-mission decisions should have depth to them, but be relatively simple mechanically. (mostly either/or type menus).

Full notes

Full Knights Within update

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What changed

1 fix6 additions3 changes0 removals
  • Gameplay
  • Balance
  • Fixes
addedExpect many new gadgets and update moving forward
addedGadgets now have 4 tiers of rarity, represented by the blueprints. Gadgets drop with a % chance for each rarity. Blueprints must be unlocked for higher rarity perks to be active when found
addedGadgets Blueprints (tiers) are now unlocked sequentially, first login in the new game version will adjust your unlocked blueprints accordingly. Total unlocked blueprints for each gadget should remain the same
addedNew interactable: Gadget upgrader. Use these to increase the tier of one of your currently equipped gadgets
changed(Phase Marker Gadget) Significantly updated
added(Lightning Rod Gadget) Reworked into a new gadget
(Unstable Overload) Perks 213(Unstable Overload) Perks 2 increased, buff

My intention with this gadget update is to bring them in line with my concepts as follows:

  • In-mission decisions should have depth to them, but be relatively simple mechanically. (mostly either/or type menus). My intention is for complex menus/skill tree type customization to remain in the keep, with missions focused on active combat.

  • Gadget should have pros and cons, they ideally shouldn’t be a big benefit to every build

  • They should alter existing game perks and systems to significantly impact the feel of a build

Expect many new gadgets and update moving forward

Gadgets Update

  • Gadgets now define which slot they are equipped into. During missions, picking up a gadget gives a simpler choice of replacing the existing one (within that slot) or leaving it.

  • Gadgets now have 4 tiers of rarity, represented by the blueprints. Gadgets drop with a % chance for each rarity. Blueprints must be unlocked for higher rarity perks to be active when found

  • Gadgets Blueprints (tiers) are now unlocked sequentially, first login in the new game version will adjust your unlocked blueprints accordingly. Total unlocked blueprints for each gadget should remain the same

  • New interactable: Gadget upgrader. Use these to increase the tier of one of your currently equipped gadgets

  • (Phase Marker Gadget) Significantly updated

  • (Lightning Rod Gadget) Reworked into a new gadget

  • (Windshield) new 3rd perk and buffed 1st perk

  • (Bubble Shield) Perks reshuffled and 3rd buffed to be on any hit (was health hit)

  • (Unstable Overload) Perks 2 and 3 swapped, perk 3 increased to 3 health (was 1)

  • (Evasion Blade) Perks 1 and 3 swapped

  • (Pulse Gauntlet) Perk 3 replaced

Fixes

  • Fixed an issue where Act 2 operation would be stuck on difficulty 1 ignoring Act 1 setting

  • Catapult’s explosion now correctly scales with Pulse Mutation

Source

Steam News / 30 March 2026

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