A Word From the Developer

Knight Crawlers

Spawn your own enemies in this wobbly physics based rogue-lite action RPG and mow down hundreds of foes to your heart’s content. Fend off the Hordes of the Corrupted Realms by choosing powerful skill cards, enchanting equipment, and extracting living essence to upgrade your crawler.

Hello hello, I wanted to thank everyone that has played Knight Crawlers and for the continued support, feedback, and suggestions I have been receiving. Having said that, I wanted to address some of the challenges Knight Crawlers is facing and my plans moving forward. Working on a game alone means needing to do a dozen jobs at the same time which makes it difficult to manage. The feedback has helped with this immensely as it helps focus my efforts in the right places. Given that this is the first game I have developed and that I taught myself to program specifically for this project, I knew I was bound to make mistakes and overlook some design choices that might not be optimal. In hindsight, I should have released the game as Early Access, but with the playtests I ran and alpha and beta rounds I thought I was confident in the state Knight Crawlers was in. By no means is Knight Crawlers a broken, unplayable mess, but there is a lot of room for improvements both in terms of content and quality of life. I want everyone to know that my wife and I are diligently reading all feedback and suggestions and keeping track of every bug found and feature requested and working through the list slowly but surely. The most glaring thing about Knight Crawlers is the choice for not having mouse support, and the main reason why I opted to open a demo is because I knew it would be a very divisive topic. I wanted players to be able to jump in and try the game for themselves before committing to a purchase that they might not enjoy. With that in mind, I will at some point implement mouse support, but as I would need to completely rework the entire UI system this will take time. At the moment, I am implementing key bindings which in hindsight I know should have been available at launch, and I hope for the time being this helps with making the game feel better on keyboard. I am happy people are enjoying the game, even happier that they are passionate enough to give feedback on areas where the game could improve, and I am genuinely appreciative of all the constructive criticism I have received in regards to the things I need to fix in Knight Crawlers. Thank you for your patience and understanding, and I hope the changes I have planned for Knight Crawlers will improve the experience for everyone. Cheers, Ivan and Tanya