
The Joylancer: Legendary Motor Knight
Stuck in Early Access since 2014 with zero developer updates for over a decade, Joylancer's genuinely clever combat-movement fusion is buried under an abandoned promise.
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About The Joylancer: Legendary Motor Knight
I want to like The Joylancer: Legendary Motor Knight more than the evidence allows me to. The core idea is legitimately interesting: a side-scrolling action platformer where movement and combat are fused at a fundamental level, so that charging your Burst Arm lance, dodging, and platforming all feed into one continuous flow state rather than sitting in separate buckets. Joy Lantz wields the Joylance, a motorized drill-lance that doubles as her primary way of interacting with the world, and the two-button input scheme (jump and lance) is deliberately minimal, borrowing the discipline of old portable hardware. On paper, that's the kind of focused design constraint that produces great games. The actual mechanical depth hiding under that simplicity is real. Burst Arms need to be charged to deal meaningful damage, so button-mashing gets punished immediately. A score combo system closer to an extreme sports game than a fighting game rewards stringing hits together without taking damage, and one clean hit from an enemy wipes your accumulated multiplier. D-Tanks act as extra health bars that apply only for the current stage and cannot be refilled once depleted, and enemies carry their own D-Tanks too. There's a Motor-Dash invulnerability hop tucked into the jump input for situational dodges, and the Rev-Up animation has its own invincibility window at higher charge levels. The Hero's Gauntlet mode pits you through 15 waves of escalating difficulty challenges with alternate score multipliers, and a 50-floor Dark Palace mode provides a roguelite-adjacent survival run. Local co-op for up to four players threads through nearly every mode, including Motor Combat's Time, Divine, and Crystal variants. The accessibility options are quietly generous too: screen shake, hitstop slowdown, HUD positioning, color palette control, and particle density can all be tuned independently. Here is the part I cannot soften. The last developer update on Steam was posted over eleven years ago. The game launched into Early Access in November 2014 and never left. Player reviews consistently describe a cycle of developer silence followed by vague promises that went unfulfilled, and Steam itself displays a warning that the information on the page may no longer be current. The community reception is mostly negative across over a hundred and sixty Steam reviews. The music draws repeated criticism as genuinely difficult to tolerate, though the option to adjust or change soundtracks is present. The UI is reported as confusing and inconsistently labeled, and the tutorial does a poor job of conveying the depth the mechanics actually contain. Average recorded playtime on SteamSpy sits around 26 minutes, which says something. For a player who approaches this as a permanently unfinished curiosity, there is a brief window of something interesting here, specifically in the combat timing, the score mechanics, and the low-color pixel art that wears its portable-console inspiration honestly. But buying an Early Access game that has been functionally abandoned for over a decade means paying for a fragment that will almost certainly never be completed. The ambition was real. The follow-through was not. Kai, Scout Team
Tags
Steam Deck & Linux
Runs on Linux but with crashes or issues. Based on 5 ProtonDB community reports.
System Requirements
Minimum
- OS
- Microsoft Windows XP or above
- Memory
- 1.5 GB RAM
- DirectX
- Version 9.0c
- Storage
- 250 MB available space
- Graphics
- DirectX 8-compatible graphics card with at least 32MB of video memory
- Processor
- 1.4GHz processor
- Additional Notes
- Microsoft XBOX 360 Controller or DirectInput-compatible controller
Recommended
- OS
- Microsoft Windows XP or above
- Memory
- 3 GB RAM
- DirectX
- Version 9.0c
- Storage
- 250 MB available space
- Graphics
- DirectX 8-compatible graphics card with at least 32MB of video memory
- Processor
- 2GHz processor or faster
- Additional Notes
- Microsoft XBOX 360 Controller or DirectInput-compatible controller
Community Discussion
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Reviews & Ratings
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Game Info
- Developer
- alpha six productions
- Publisher
- Digerati
- Release Date
- Nov 7, 2014