
Hyper Knights
Pocket-sized medieval conquest that nails the first two hours and starts dragging its feet around hour three. Worth a look if your controller has seen better days anyway.
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About Hyper Knights
I came into Hyper Knights expecting a throwaway indie hack-and-slash and walked away with sore thumbs and a grudging respect for what one developer managed to squeeze into a sub-five-dollar package. The core loop is tighter than it has any right to be: you command a hero alongside an upgradeable horde of soldiers, moving across a territory map to raid villages, ambush convoys, and siege castles. Think Mount and Blade compressed into something you can finish in a single sitting, without the 80-hour commitment or the Byzantine menus. The combat hook is genuinely clever. Enemy-specific button sequences float above opponents' heads, so archers need a different input string than melee fighters, and armored knights require increasingly punishing combinations under time pressure. Miss the sequence and you take damage rather than dealing it, which keeps you honest even when your army has numerical superiority. On top of that, a combo bar accumulates as you attack, unlocking special moves like a ground-shaking area attack, an arrow-deflecting barrier, the Flurry for single-target burst damage against enemy knights, and the Super Slash that clears the screen in the most satisfying way available at this price point. Controller support is effectively mandatory here. Keyboard input is patchy enough that the community flagged it almost immediately after launch, and the button-sequence system is clearly designed around a gamepad. If you are on mouse and keyboard only, temper expectations significantly. The strategy layer is lightweight but functional. You recruit allied knights, assign them to objectives on the overmap, upgrade captured outposts and castles to replenish troops, and manage gold to keep your conquest moving. The mid-game phase, where you are juggling territory defense while pushing into new regions, is the best stretch of the whole experience. It is just complicated enough to feel like decisions matter without requiring a spreadsheet. A New Game Plus mode lets you carry leveled stats and unlocked combos into a fresh run, which adds some replay incentive even if the single map limits variety. Here is where the wheels start coming loose. The late game turns into an endurance test rather than a skill test. Enemy reinforcement waves keep arriving faster than you can clear them, the AI is passive enough that the real challenge becomes attrition rather than tactics, and the single map means every territory conquest follows the same script: raid village, destroy camp, take castle. The audio situation is rough too, with one looping track doing all the heavy lifting across the entire runtime. Character models are deliberately minimal, which performs well in large battles but can get visually noisy on a big TV at distance. For the tier it occupies, Hyper Knights earns its Very Positive reception on Steam honestly. A run clocks around two to four hours depending on playstyle, the polish is real, and the combo system has just enough depth to stay interesting through the campaign. It is a good couch gaming pick, especially with a wireless pad already in your hand. Just do not expect it to hold you past the credits. Fred, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows XP
- Memory
- 1 GB RAM
- Storage
- 1 GB available space
- Graphics
- Radeon 4850 or equivalent
- Processor
- 1.7Ghz Core 2 Duo
Reviews & Ratings
No ratings available
Game Info
- Developer
- Endless Loop Studios
- Publisher
- Endless Loop Studios
- Release Date
- May 19, 2017