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Steam News13 July 20261mo ago

Patch Notes (381)

I’m a big fan of games with minimal or no tutorial, the ‘figure it out’ style of gameplay. Unfortunately I'm also making a game with many things going on at once.

Full notes

Full Knights Within update

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

What changed

0 fixes3 additions7 changes0 removals
  • Gameplay
  • Balance
  • Maps
  • Performance
changedI’m a big fan of games with minimal or no tutorial, the ‘figure it out’ style of gameplay. Unfortunately I'm also making a game with many things going on at once. Those 2 things do not go together well, so I've been doing what I can to make as minimalistic of a ‘tutorial’ as possible.
addedI’ve seen two main issues with new players’ first runs:
addedI think this new checklist style system is a much better solution to the above issues, and will drastically improve the new player experience. Feedback is greatly appreciated.
addedNew
changedThe mission gameplay tutorial has been re-made into a checklist style. (existing players can turn it off right away in the settings)
changedSlow/Debuff/Weak applied to enemies now stack strength (was duration). With the fast paced combat of this game, stacking duration mostly ended up making these statuses useless to stack repeatedly. This also increases the value of status strength stat improvements for these.

Knights Within changes

changedI’m a big fan of games with minimal or no tutorial, the ‘figure it out’ style of gameplay. Unfortunately I'm also making a game with many things going on at once. Those 2 things do not go together well, so I've been doing what I can to make as minimalistic of a ‘tutorial’ as possible.
addedI’ve seen two main issues with new players’ first runs:
addedI think this new checklist style system is a much better solution to the above issues, and will drastically improve the new player experience. Feedback is greatly appreciated.
addedNew
changedThe mission gameplay tutorial has been re-made into a checklist style. (existing players can turn it off right away in the settings)

I’m a big fan of games with minimal or no tutorial, the ‘figure it out’ style of gameplay. Unfortunately I'm also making a game with many things going on at once. Those 2 things do not go together well, so I've been doing what I can to make as minimalistic of a ‘tutorial’ as possible.

I’ve seen two main issues with new players’ first runs:

  1. Tutorial steps are missed for various reasons (timed reading, busy in combat, other menus overriding, etc.)

  2. People are annoyed with the frequent pausing of the game to have things explained

I think this new checklist style system is a much better solution to the above issues, and will drastically improve the new player experience. Feedback is greatly appreciated.

New

  • The mission gameplay tutorial has been re-made into a checklist style. (existing players can turn it off right away in the settings)

Updates

  • Slow/Debuff/Weak applied to enemies now stack strength (was duration). With the fast paced combat of this game, stacking duration mostly ended up making these statuses useless to stack repeatedly. This also increases the value of status strength stat improvements for these.

  • Weaken and Slow status applied to enemies is now multiplicative on top of all other effects. This was an oversight within the code on my part and was always intended to be this way. Effectively should make these effects much more noticeable at high difficulties/late stage runs.

  • ‘Debuff’ has been replaced with ‘Vulnerable’. I’m sure I probably missed a couple in menus so let me know if you find references to debuff anywhere still

  • Various CPU optimizations for enemy damage calculations

Demo

  • Updated to match

Source

Steam News / 13 July 2026

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