
Knight Crawlers
Wobbly knights, player-controlled enemy spawns, and a skill card system that occasionally clicks. Fun in short bursts, rough around too many edges to recommend without caveats.
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About Knight Crawlers
My first instinct with Knight Crawlers was curiosity, because the player-controlled enemy spawning mechanic genuinely isn't something you see in this genre. Instead of rooms auto-filling with goblins and undead, you trigger portals yourself, pulling in as many or as few enemies as you want to handle. In theory that's a neat design choice that shifts the pacing conversation back to the player. In practice, the portals have cooldowns and you still need to hit a kill quota before the next door opens, so the 'control your chaos' pitch lands softer than the trailer implies. That said, getting greedy with spawns and immediately regretting it does produce some genuinely funny moments. The combat sits somewhere between a Vampire Survivors-style auto-projectile system and light melee action. You carry a weapon, but your main damage output when standing still is an auto-firing magic projectile that locks on to the nearest target. Melee options range from hammers and flails to more exotic close-range tools, but reviewers and players broadly agree that ranged builds outperform melee for most of the run. The ragdoll physics, which are the headline feature, mostly manifest as enemies flopping around when they die rather than as a true physics-interaction system. Enemies do not respond realistically to your swings mid-combat. They absorb hits, then ragdoll. The distinction matters if you were hoping for a Gang Beasts-style push-and-shove layer on top of dungeon crawling. That layer basically isn't here. Where the game picks up is in the skill card and gear loop. Leveling up presents three randomized cards covering stat boosts, passive abilities, or active skills. There is no inventory, so every item drop forces a decision: equip it or convert it into essence for Sanctuary upgrades. That friction is actually good design. It keeps loot decisions from becoming a spreadsheet exercise and forces you to commit to a build direction early. The Hardcore mode adds permadeath on top, making every card pick feel heavier. Normal mode lets you bank persistent upgrades between runs, which is the more forgiving path and honestly the correct starting point. Environmental traps, including the Dominion upgrade that eventually lets you turn those hazards against enemies, add a light tactical layer to room traversal that rewards a quick scan before you open the first portal. The rough parts are real though. Room variety runs thin fast, all using the same visual theme regardless of how deep into a run you are. Bugs at launch caused equipment to vanish mid-run and health upgrades to misfire. The developer has been active on Steam forums and patching since release, which counts for something, but the jank was real enough to derail otherwise-healthy runs. Visual presentation is also an odd split: the in-game character models are low-poly wobble machines, while the skill card artwork is detailed and genuinely striking. Those two aesthetics share a game without ever reconciling. Steam user sentiment settled around 68 percent positive across roughly 79 reviews, which maps pretty accurately to what you actually get here: a game with one interesting idea and not quite enough variety to stay compelling past the four or five hour mark. Worth a try for couch PvP sessions with a friend, much less compelling as a solo grind. Fred, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows 7+
- Memory
- 8 GB RAM
- DirectX
- Version 11
- Storage
- 1 GB available space
- Graphics
- NVIDIA® GeForce® GTX 1650
- Processor
- Intel i3
Recommended
- OS
- Windows 10
- Memory
- 8 GB RAM
- DirectX
- Version 11
- Storage
- 1 GB available space
- Graphics
- NVIDIA® GeForce® GTX 1050 Ti
- Processor
- Intel i5
Reviews & Ratings
No ratings available
Game Info
- Developer
- Good Morning Games
- Publisher
- iterco
- Release Date
- May 4, 2023