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Steam News26 April 20262mo ago

Patch Notes (373)

New 2 new gadgets Updates Gadgets now unlock active tiers of gadgets held on mission survival (previously only unlock the next unknown tier).

Full notes

Full Knights Within update

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What changed

0 fixes6 additions6 changes0 removals
  • Gameplay
  • Balance
  • Performance
addedNew
added2 new gadgets
changedGadgets now unlock active tiers of gadgets held on mission survival (previously only unlock the next unknown tier). If the tier held is already unlocked the next one is still unlocked as per normal.
changedDamage type buff update (Flurry, Pressure, Static, Scorch, Crystallize) Stacks cap reduced to 20 (was 50) Now grant 1% Rending/Concussive/Voltaic/Molten/Glacial damage per stack Now only send the relevant projectile (Dagger/Pulse/Shock/Ember/IceShard) if you gain a stack while already at max stacks The intent here is to simplify the default buffs so that I can use them as a pseudo ‘energy/ammo’ for each damage type. Expect these buffs to show up in many more places in the future.
changedAny gadgets that previously disabled the base damage type buff functionality now just add extra functionality to it: (Lightning Rod) consumes stacks to send shocks on weapon hits dealt or taken (Rimeguard) adds damage resistance and consumes stacks to send ice shard on hits taken This means you are now picking between base damage type damage or the extra perks from the gadget. Builds that prioritize then generation of the buffs can sustain both
changed(Pulse Gauntlet Gadget) Reworked to use Pressure stacks instead of it’s own ‘ammo’

New

  • 2 new gadgets

Updates

  • Gadgets now unlock active tiers of gadgets held on mission survival (previously only unlock the next unknown tier). If the tier held is already unlocked the next one is still unlocked as per normal.

  • Damage type buff update (Flurry, Pressure, Static, Scorch, Crystallize)

    • Stacks cap reduced to 20 (was 50)

    • Now grant 1% Rending/Concussive/Voltaic/Molten/Glacial damage per stack

    • Now only send the relevant projectile (Dagger/Pulse/Shock/Ember/IceShard) if you gain a stack while already at max stacks

    • The intent here is to simplify the default buffs so that I can use them as a pseudo ‘energy/ammo’ for each damage type. Expect these buffs to show up in many more places in the future.

  • Any gadgets that previously disabled the base damage type buff functionality now just add extra functionality to it:

    • (Lightning Rod) consumes stacks to send shocks on weapon hits dealt or taken

    • (Rimeguard) adds damage resistance and consumes stacks to send ice shard on hits taken

    • This means you are now picking between base damage type damage or the extra perks from the gadget. Builds that prioritize then generation of the buffs can sustain both

  • (Pulse Gauntlet Gadget) Reworked to use Pressure stacks instead of it’s own ‘ammo’

  • Path of the Brutal

    • Skill 5 replaced with skill 4, now hits all enemies around you and the radius now increases with perk range properly.

    • New skill 4

  • Path of the Impulsive

    • Skill 3 and 4 switched

    • Skill 4 replaced

  • Path of the Marksman

    • Passive stack gain improved to every 0.75s (was 1s)

    • Skill 3 replaced

    • Skill 4 replaced

  • Path of the Reaper

    • Skill 1 replaced with skill 4

    • New skill 4

  • Path of the Skirmisher

    • Skill1 replaced with skill 4

    • New skill 4

  • Enemy optimizations. CPU bound rigs should see improvement during large hordes.

Fixes

  • Added extra prerequisites to try and help the splash screen freezing issue?

Source

Steam News / 26 April 2026

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