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Steam News2 August 202616d ago

Patch Notes (383)

New New interactable: Damage Type Relay Updates Further mechanic differentiation Daggers damage increased to 95% (was 80) Shocks now chain to 2 additional targets by default.

Full notes

Full Knights Within update

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What changed

1 fix5 additions1 change0 removals
  • Gameplay
  • Balance
  • Fixes
addedNew
addedNew interactable: Damage Type Relay
addedFurther mechanic differentiation Daggers damage increased to 95% (was 80) Shocks now chain to 2 additional targets by default. Damage reduced to 60% at base (was 80) Embers (renamed to Scorch) now hit enemies in a short ranged cone by default. Damage reduced to 60% at base (was 80). New VFX Pulses (AOE with stun) and Ice Shards (longer range pierce) just had minor stat changes.
addedGadgets (Rimeguard) baseline no longer releases ice shards (Rimeguard) Tier 3 now releases 3 ice shards on any hit taken (Windshield) instead of having ‘life’ with number of hits taken and a regen cooldown, having the shield active costs 60% Shields Regenerate Rate (Windshield) Tier 2 replaced with +25% AOE dmg reduction while active (Remote Detonator) Tier 3 replaced: 10% chance on hitting the marked target to trigger the effects without consuming the tag I think I've settled into a design philosophy for gadgets. I’m not sure the system itself (unlocking/tiers/leveling) will remain unchanged, but their role in the item and RNG of the game is fairly set in my mind now. In summary: gadgets should modify existing perks, or give new abilities at the cost of other systems, allowing for similar gear/beacons to have very different outcomes. Lots of new gadgets with this design are already in work.
addedMission training now correctly starts at the last unfinished page when starting a new stage/mission if it wasn’t completed
fixedFixed a few more hologram materials that were bugging out and opaque
mechanic differentiation Daggers damage8095%mechanic differentiation Daggers damage increased, buffDamage8060%Damage decreased, nerf

Knights Within changes

addedNew
addedNew interactable: Damage Type Relay
addedFurther mechanic differentiation Daggers damage increased to 95% (was 80) Shocks now chain to 2 additional targets by default. Damage reduced to 60% at base (was 80) Embers (renamed to Scorch) now hit enemies in a short ranged cone by default. Damage reduced to 60% at base (was 80). New VFX Pulses (AOE with stun) and Ice Shards (longer range pierce) just had minor stat changes.
addedGadgets (Rimeguard) baseline no longer releases ice shards (Rimeguard) Tier 3 now releases 3 ice shards on any hit taken (Windshield) instead of having ‘life’ with number of hits taken and a regen cooldown, having the shield active costs 60% Shields Regenerate Rate (Windshield) Tier 2 replaced with +25% AOE dmg reduction while active (Remote Detonator) Tier 3 replaced: 10% chance on hitting the marked target to trigger the effects without consuming the tag I think I've settled into a design philosophy for gadgets. I’m not sure the system itself (unlocking/tiers/leveling) will remain unchanged, but their role in the item and RNG of the game is fairly set in my mind now. In summary: gadgets should modify existing perks, or give new abilities at the cost of other systems, allowing for similar gear/beacons to have very different outcomes. Lots of new gadgets with this design are already in work.
addedMission training now correctly starts at the last unfinished page when starting a new stage/mission if it wasn’t completed

New

  • New interactable: Damage Type Relay

Updates

  • Further mechanic differentiation

    • Daggers damage increased to 95% (was 80)

    • Shocks now chain to 2 additional targets by default. Damage reduced to 60% at base (was 80)

    • Embers (renamed to Scorch) now hit enemies in a short ranged cone by default. Damage reduced to 60% at base (was 80). New VFX

    • Pulses (AOE with stun) and Ice Shards (longer range pierce) just had minor stat changes.

  • Scorch buff has been renamed to Heat

  • Gadgets

    • (Rimeguard) baseline no longer releases ice shards

    • (Rimeguard) Tier 3 now releases 3 ice shards on any hit taken

    • (Windshield) instead of having ‘life’ with number of hits taken and a regen cooldown, having the shield active costs 60% Shields Regenerate Rate

    • (Windshield) Tier 2 replaced with +25% AOE dmg reduction while active

    • (Remote Detonator) Tier 3 replaced: 10% chance on hitting the marked target to trigger the effects without consuming the tag

    • I think I've settled into a design philosophy for gadgets. I’m not sure the system itself (unlocking/tiers/leveling) will remain unchanged, but their role in the item and RNG of the game is fairly set in my mind now. In summary: gadgets should modify existing perks, or give new abilities at the cost of other systems, allowing for similar gear/beacons to have very different outcomes. Lots of new gadgets with this design are already in work.

Fixes

  • Mission training now correctly starts at the last unfinished page when starting a new stage/mission if it wasn’t completed

  • Fixed a few more hologram materials that were bugging out and opaque

Demo

  • Updated to match

Source

Steam News / 2 August 2026

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