
Knights Within
A solo dev's horde-slasher with a surprisingly sharp loadout system - worth watching closely if co-op chaos with a medieval-sci-fi twist is your thing, but enter Early Access eyes open.
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About Knights Within
My first impression of Knights Within was that someone had asked a really interesting question: what if the knights fighting back against supernatural wraiths had access to guns, gear mods, and roguelite power curves? The answer, built by a single developer over three years, is rougher than it needs to be in places, but the core idea lands more often than it stumbles. The setup drops you into a post-apocalyptic alternate history where armored knights wield both swords and firearms against wraith hordes across procedurally generated maps. Two main biomes - overgrown ruins and a high-tech alien complex - set the stage, and the maps do enough to keep each run feeling distinct. Combat asks you to freely switch between your melee weapon and firearm mid-fight, and the interplay between the two is where the game earns its goodwill. Each melee weapon carries its own attack animation and feel, and the gun customization runs four tiers deep, rewarding players who actually dig into it. Gear mods and loadout paths let you build toward something like a class - there is no enforced archetype, just choices that compound over a run. The in-run modifier system escalates in both directions, buffing you and the enemies simultaneously, which keeps the pressure from plateauing. Three modes give the game some structural range. The multi-act primary campaign sends you through multi-round patrols with objective layers. A shorter mission mode suits a quick session. The Gauntlet mode is the endless difficulty climber, where stage progress saves and the scaling never stops - that one is aimed squarely at players who want to find the ceiling. Community feedback points to a game that feels solid in the hands once you understand it, with combat praised for its responsiveness and the gun feel singled out repeatedly as a strength. The honest friction comes from a few legitimate early-access roughness markers: onscreen chaos during large hordes can obscure what is happening to your health bar, some abilities carry cooldowns long enough to make you forget they exist, and the controls vocabulary - dash, combat roll, sprint-jump - is wider than it needs to be for newcomers. The developer is genuinely active in addressing this, and the Steam community threads show a solo dev who reads criticism carefully and patches with intent. The Early Access caveat matters here. Progress resets are possible during the early patch period, and the roadmap lives on Discord rather than in-game. If that kind of instability bothers you, this is a shelf-and-revisit situation. If you are comfortable with the unfinished-but-promising bracket - and especially if you have two or three friends who enjoy co-op horde games drawn from the same inspiration pool as Vermintide or Helldivers - there is real loop satisfaction here already, and a developer who appears to be building toward something with genuine ambition. Kai, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows
- Memory
- 8 GB RAM
- DirectX
- Version 12
- Storage
- 7 GB available space
- Graphics
- GTX 950 / RX 560 (still testing for lower)
- Processor
- TBD. Requires a 64-bit processor and operating system
- Additional Notes
- Steam Deck can play a mix of Low and Medium settings @ 40 fps
Recommended
- OS
- Windows
- Memory
- 16 GB RAM
- DirectX
- Version 12
- Storage
- 7 GB available space
- Graphics
- RTX 2060 / RX 5600xt
- Processor
- 6 core processor
- Additional Notes
- DLSS and NIS upscaling are available
Reviews & Ratings
No ratings available
Game Info
- Developer
- Indecision Labs
- Publisher
- Indecision Labs
- Release Date
- May 15, 2024