Hey everyone, We've had people comment recently that their controller(s) haven't been working with Battle Knights for whatever reason(s). This has been a difficult thing for us to solve because we haven't had issues on our end so you can imagine our frustration trying to see what could be going wrong. We have enabled a generic platformer controller template through steam in an effort to see if that will solve the issues that people have had but we won't know how effective it is without feedback. If you're someone who has a controller that wasn't working, please give the game a try and let us know in the forums if this change helped or not and which controller(s) you use(d). Thanks very much guys and we apologize for the inconvenience and we hope that this small tweak fixes things.
[ 2020-08-03 06:03:39 CET ] [ Original post ]
Hey everyone, We recently released a small game, Neon Slashers, about two weeks ago. It's a quick versus style game that you can play online with your friends for $1 (or the equivalent in your region). We've also bundled Battle Knights and Neon Slashers together for $2.99 which basically means you get Neon Slashers for free as Battle Knights normally sells for $2.99. Anyway, we hope you enjoy the game and thanks to everyone who's purchased either or both games so far as we're always very appreciative of the support.
[ 2019-07-22 13:26:28 CET ] [ Original post ]
Hello everyone, There has been an issue for the past few months where some users would have the game in a very small window (instead of their native screen resolution). This was pointed out by in our forums and we were able to fix it a day or two ago. The issue was missed for so long because it did not appear on our test machine after we upgraded the version of Unity we were using for the game (the upgrade was to match the Xbox version). There seems to be a regression in the version we used which caused this issue. Since the test machine didn't have any issues, we pushed the update thinking everything was fine. We apologize for letting this issue persist for so long as fixing it ended up being simple but it took a bit of time to figure out a good way to do so (and we were simply unaware of it for so long). Please let us know if anyone else still experiences any issues with the screen scaling.
[ 2018-12-19 01:10:53 CET ] [ Original post ]
Hey everyone, About a week ago, we updated Battle Knights to match the Xbox One version. Below are the most important parts of the update. - Changed character movement (should feel more responsive) - Performance improvements(only noticeable on much lower end hardware) - Controller improvement (mostly just how controllers are managed by the game) - Only certain enemies knock back (bosses, minotaur, and goblins). Knock back occurs regardless of if a player is blocking or not (damage still doesn't get dealt). There were other things done but they were mostly small things in relation to what's written above. Hopefully you guys enjoy the update.
[ 2018-07-10 23:04:25 CET ] [ Original post ]
Today we're excited to announce that Battle Knights has received a large update. As such, this moves the version number to 1.1.0 and we're calling it the the plus edition. The main thing that was added in this update is the new upgrade shop that is available in story mode. In return for gold coins, players can now upgrade Wonder, the player character, to increase his fighting power. The upgrade shop can be found in the realm select screen. The following things can be upgraded. - Damage ( 1 upgrade level) - Health ( 3 upgrade levels) - Shield Duration ( 2 upgrade levels) - Lives ( 3 upgrade levels) The intent of the upgrades is to allow players that become stuck in the game to have a way to make Wonder more powerful so that they may continue progressing through story mode. These upgrades are in no way a requirement to get through the content within story mode but they will greatly assist in helping those that may be having trouble with the game. The upgrades can be purchased with gold coins. These coins can be collected in a few different ways. - Completing a realm (A coin awaits a player at the end of each realm) - Clearing an Enemy Encounter (These have a 50% chance of having a coin at the end of the level) - Defeating a Minotaur (A Minotaur will always drop 1 coin) - Defeating an enemy (They have a chance to drop 1 coin) Up to a maximum of 9 coins can be carried at any given time so be sure to spend them whenever possible as any picked up while at the limit will be ignored. The final thing that the upgrade shop offers is tips about the game. These tips range from how to defeat enemies and other story mode related things. The second addition to story mode is the new Enemy Encounter. Whenever moving around the realm select screen, there is a chance that Wonder will be taken to an Enemy Encounter. These are very short levels that are intended to add a new element to story mode while also providing a way to collect gold coins to purchase upgrades with. As stated before, an Enemy Encounter has a 50% chance of having coin at the end of level. The third addition is that enemies can now drop items when defeated. These items have a random chance of spawning whenever an enemy, in story mode, is defeated. Here's a list of them. - Sword projectile (Basic attack gains a projectile. This is a timed upgrade) - Skeleton (Invincibility, spikes will still kill Wonder. This is a timed upgrade) - Red Heart (Heals 1 point of damage) - Gold Heart (Heals 2 points of damage) - Gold Coin (Awards 1 gold coin for upgrades) With the new additions out of the way, it's time to outline the other changes that have been done to the game. This includes a variety of bug fixes and level rebalancing. - The default amount of lives can no longer be modified within the options menu. Lives now have a starting value of 6 but can be increased in the upgrade shop. This change also removes unlimited lives from the game. - Minotaur health was reduced to 6, down from 8, this was done as they were taking too long to defeat (aka grindy). - A Minotaur will now always drop a gold coin when defeated. - Dungeon run Werewolf boss health has been reduced to 25, down from 30. - Dungeon run Orc boss health has been reduced to 15, down from 20. - Dungeon run Orc boss now has attack and damage colliders being disabled properly after having taken damage. Before colliders were not being disabled. - Blue realm has been further rebalanced. - Yellow realm has been rebalanced. - Red realm has been rebalanced. - Skeleton powerup no longer flashes. - Fixed an issue where Hexad could sometimes leave the stage which would result in being unable to defeat him. - Fixed an issue in realm select where the player level selector sprite would move to the last location instead of already being in correct place on load (Essential, there was a small delay after loading and then the sprite would jump to the current map location). With all of the changes laid out, there is one final note that we'd like to make. As this was a rather large update, there may be bugs and issues that are a result from it. If you encounter any issues, please post in the bugs and issues thread with a description of the issue that you encountered and we'll do our best to get it fixed as soon as possible. We hope that you all enjoy the update and the changes that have been to the game.
[ 2016-12-23 04:42:17 CET ] [ Original post ]
Today we're excited to announce that Battle Knights has received a large update. As such, this moves the version number to 1.1.0 and we're calling it the the plus edition. The main thing that was added in this update is the new upgrade shop that is available in story mode. In return for gold coins, players can now upgrade Wonder, the player character, to increase his fighting power. The upgrade shop can be found in the realm select screen. The following things can be upgraded. - Damage ( 1 upgrade level) - Health ( 3 upgrade levels) - Shield Duration ( 2 upgrade levels) - Lives ( 3 upgrade levels) The intent of the upgrades is to allow players that become stuck in the game to have a way to make Wonder more powerful so that they may continue progressing through story mode. These upgrades are in no way a requirement to get through the content within story mode but they will greatly assist in helping those that may be having trouble with the game. The upgrades can be purchased with gold coins. These coins can be collected in a few different ways. - Completing a realm (A coin awaits a player at the end of each realm) - Clearing an Enemy Encounter (These have a 50% chance of having a coin at the end of the level) - Defeating a Minotaur (A Minotaur will always drop 1 coin) - Defeating an enemy (They have a chance to drop 1 coin) Up to a maximum of 9 coins can be carried at any given time so be sure to spend them whenever possible as any picked up while at the limit will be ignored. The final thing that the upgrade shop offers is tips about the game. These tips range from how to defeat enemies and other story mode related things. The second addition to story mode is the new Enemy Encounter. Whenever moving around the realm select screen, there is a chance that Wonder will be taken to an Enemy Encounter. These are very short levels that are intended to add a new element to story mode while also providing a way to collect gold coins to purchase upgrades with. As stated before, an Enemy Encounter has a 50% chance of having coin at the end of level. The third addition is that enemies can now drop items when defeated. These items have a random chance of spawning whenever an enemy, in story mode, is defeated. Here's a list of them. - Sword projectile (Basic attack gains a projectile. This is a timed upgrade) - Skeleton (Invincibility, spikes will still kill Wonder. This is a timed upgrade) - Red Heart (Heals 1 point of damage) - Gold Heart (Heals 2 points of damage) - Gold Coin (Awards 1 gold coin for upgrades) With the new additions out of the way, it's time to outline the other changes that have been done to the game. This includes a variety of bug fixes and level rebalancing. - The default amount of lives can no longer be modified within the options menu. Lives now have a starting value of 6 but can be increased in the upgrade shop. This change also removes unlimited lives from the game. - Minotaur health was reduced to 6, down from 8, this was done as they were taking too long to defeat (aka grindy). - A Minotaur will now always drop a gold coin when defeated. - Dungeon run Werewolf boss health has been reduced to 25, down from 30. - Dungeon run Orc boss health has been reduced to 15, down from 20. - Dungeon run Orc boss now has attack and damage colliders being disabled properly after having taken damage. Before colliders were not being disabled. - Blue realm has been further rebalanced. - Yellow realm has been rebalanced. - Red realm has been rebalanced. - Skeleton powerup no longer flashes. - Fixed an issue where Hexad could sometimes leave the stage which would result in being unable to defeat him. - Fixed an issue in realm select where the player level selector sprite would move to the last location instead of already being in correct place on load (Essential, there was a small delay after loading and then the sprite would jump to the current map location). With all of the changes laid out, there is one final note that we'd like to make. As this was a rather large update, there may be bugs and issues that are a result from it. If you encounter any issues, please post in the bugs and issues thread with a description of the issue that you encountered and we'll do our best to get it fixed as soon as possible. We hope that you all enjoy the update and the changes that have been to the game.
[ 2016-12-23 04:35:50 CET ] [ Original post ]
Hey everyone, we've just made some changes to Battle Knights. Read about them below. - Fixed an issue in which lives weren't resetting when replaying Rainbow Realm - Changed Blue Realm level balance - Made a change with controllers that should resolve some issues that users have experienced - Fixed a small memory leak (this was only noticeable in systems with lower specs) - Improved performance (this will only be noticeable in systems with lower specs)
[ 2016-11-02 00:30:54 CET ] [ Original post ]
Hey everyone, we've just made some changes to Battle Knights. Read about them below. - Fixed an issue in which lives weren't resetting when replaying Rainbow Realm - Changed Blue Realm level balance - Made a change with controllers that should resolve some issues that users have experienced - Fixed a small memory leak (this was only noticeable in systems with lower specs) - Improved performance (this will only be noticeable in systems with lower specs)
[ 2016-11-02 00:30:21 CET ] [ Original post ]
We've just updated Battle Knights to include infinite lives. This was decided because Battle Knights has a steep difficulty curve which requires practice to master. However, enabling infinite lives comes at the cost of being unable to earn achievements (other than in challenge levels) as we want to reward skilled players for investing their time into the game. As there is the choice to replay any level in the game, players may decide to go back and replay them with a finite amount lives in order to earn achievements. Battle Knights Version - 1.0.5 (09/12/2016) - Infinite lives have been added in the options menu. However, playing with infinite lives will prevent the ability to earn achievements. Challenge levels are the exception to this as they have always had infinite lives by default. - Fixed an issue with spawning clouds on Green Challenge. - Fixed an issue when setting lives and going into the options menu in which the UI was misrepresenting the amount of lives that had been previously set.
[ 2016-09-13 04:23:42 CET ] [ Original post ]
We've just updated Battle Knights to include infinite lives. This was decided because Battle Knights has a steep difficulty curve which requires practice to master. However, enabling infinite lives comes at the cost of being unable to earn achievements (other than in challenge levels) as we want to reward skilled players for investing their time into the game. As there is the choice to replay any level in the game, players may decide to go back and replay them with a finite amount lives in order to earn achievements. Battle Knights Version - 1.0.5 (09/12/2016) - Infinite lives have been added in the options menu. However, playing with infinite lives will prevent the ability to earn achievements. Challenge levels are the exception to this as they have always had infinite lives by default. - Fixed an issue with spawning clouds on Green Challenge. - Fixed an issue when setting lives and going into the options menu in which the UI was misrepresenting the amount of lives that had been previously set.
[ 2016-09-13 03:29:51 CET ] [ Original post ]
We've just released another patch for Battle Knights. This one addresses a major issue which discovered in the Dungeon Run game mode. - Fixed an issue which caused the game to crash when fighting the Werewolf boss in Dungeon Run - Dungeon Run Minotaur now properly goes into it's death animation when defeated We apologize to anyone who may have been affected by this.
[ 2016-09-07 02:35:11 CET ] [ Original post ]
We've just released another patch for Battle Knights. This one addresses a major issue which was discovered in the Dungeon Run game mode. - Fixed an issue which caused the game to crash when fighting the Werewolf boss in Dungeon Run - Dungeon Run Minotaur now properly goes into it's death animation when defeated We apologize to anyone who may have been affected by this.
[ 2016-09-07 02:35:11 CET ] [ Original post ]
Today we've released another patch. This patch addresses the following: - Changed cosmetics in Red Realm - Changed cosmetics in Rainbow Realm - Completing Black Challenge now properly unlocks the achievement - Boss Rush Valor background music now properly speeds up when his hp falls below 50% - Boss Rush Honor background music now properly speeds up when his hp falls below 50% We hope that you've all been enjoying the game so far.
[ 2016-09-05 05:35:30 CET ] [ Original post ]
Today we've released another patch. This patch addresses the following: - Changed cosmetics in Red Realm - Changed cosmetics in Rainbow Realm - Completing Black Challenge now properly unlocks the achievement - Boss Rush Valor background music now properly speeds up when his hp falls below 50% - Boss Rush Honor background music now properly speeds up when his hp falls below 50% We hope that you've all been enjoying the game so far.
[ 2016-09-05 05:35:30 CET ] [ Original post ]
We've just updated Battle Knights to version 1.0.2 but "what of version 1.0.1?", you may be asking. Well, we just forgot to announce it so here are the patch notes for both versions. Battle Knights Version - 1.0.2 (09/02/2016) - White Challenge is aptly named (from White Realm) - Death trap collision bound (left side) has been added - Changed cosmetics in Yellow Realm - Minotaur is now invulnerable for 1 second after taking damage. Health has been reduced to 8, from 10, compensate - Defeating White Boss now properly unlocks the achievement for defeating him Battle Knights Version - 1.0.1 (08/31/2016) - Fixed cosmetic bug in Sand Grinder - Fixed level bug in Dead Deeps (Blue Challenge) - Camera Filter preference is now taken into consideration on Dead Deeps (Blue Challenge) - Story Mode Unlocked achievement now functions as intended - Wonder's name is now the proper color in ending cinematic We hope that you've all been enjoying the game so far.
[ 2016-09-02 22:59:51 CET ] [ Original post ]
We've just updated Battle Knights to version 1.0.2 but "what of version 1.0.1?", you may be asking. Well, we just forgot to announce it so here are the patch notes for both versions. Battle Knights Version - 1.0.2 (09/02/2016) - White Challenge is aptly named (from White Realm) - Death trap collision bound (left side) has been added - Changed cosmetics in Yellow Realm - Minotaur is now invulnerable for 1 second after taking damage. Health has been reduced to 8, from 10, compensate - Defeating White Boss now properly unlocks the achievement for defeating him Battle Knights Version - 1.0.1 (08/31/2016) - Fixed cosmetic bug in Sand Grinder - Fixed level bug in Dead Deeps (Blue Challenge) - Camera Filter preference is now taken into consideration on Dead Deeps (Blue Challenge) - Story Mode Unlocked achievement now functions as intended - Wonder's name is now the proper color in ending cinematic We hope that you've all been enjoying the game so far.
[ 2016-09-02 22:59:51 CET ] [ Original post ]
Hey everyone, we just wanted to let you know that Battle Knights is now available for sale. We hope that those who end up playing the game enjoy it. If anyone runs into any sort of issues, please post about it in our community forums with as much detail as possible so we can get it sorted and fixed asap.
[ 2016-08-31 17:27:27 CET ] [ Original post ]
Hey everyone, we just wanted to let you know that Battle Knights is now available for sale. We hope that those who end up playing the game enjoy it. If anyone runs into any sort of issues, please post about it in our community forums with as much detail as possible so we can get it sorted and fixed asap.
[ 2016-08-31 17:27:27 CET ] [ Original post ]
🎮 Full Controller Support
- Battle Knights Depot [434.03 M]
Story Mode:
Battle Knights contains a story mode that consists of six realms that the player must clear in order to beat the game. The realms area playable in any order the player wishes, with a boss being unlocked after the completion of each realm.
Story mode can also be played cooperatively. All realms feature a challenge level that will unlock a bonus mode once all are beaten.
Six Realms to clear
Coop (Up to 2 players)
Challenge levels
Bosses
Unlockable content
Versus Mode:
Battle Knights also contains a versus component containing 14 stages that can be played with up to six players locally. Versus Mode can be played in any team combination (2v2, 3v3, 2v2v2, 1v3, etc) or free for all. Knights of the same color are automatically placed on the same team. This means that to play a free for all match, all players must select differing knight colors.
Unlike Story Mode, Versus Mode has items that drop and, upon pickup, give the player a temporary ability. The frequency at which the items drop can be changed or removed completely if the players are wanting a more skill-based match.
2-6 player competitive mode
Teams in any combination (3v3, 2v2, 1v2, 1v3, etc) or free for all
Same colored knights are automatically grouped into the same team
Last man/team standing wins
Item spawns (frequency can be changed or disabled entirely)
Bonus Modes:
Some available at the start
Others must be unlocked through story mode
Includes 1-6 player coop modes
- OS: Ubuntu 12.04+. SteamOS+
- Processor: Intel Core i3 @ 2.00 GHz or equivalentMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Intel HD Graphics 4600
- Storage: 400 MB available space
- OS: Ubuntu 12.04+. SteamOS+.
- Processor: Intel Core i5 @ 2.00 GHz or equivalentMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: GTX 460. HD 6850 or better
- Storage: 400 MB available space
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