Spawning Issue / Progress Reset / Consistency Improvements

Shady Knight

Shady Knight is a first-person skill-driven melee action game centered around swift swordplay, acrobatic archery, and fluid platforming that seamlessly blends combat and parkour skills into a stylish dance of death full of creative chaos.

[h2]Keeps Spawning In The Void / Progress Loss [/h2]If you have this problem [b]'Keeps spawning me in the void. Restarting doesn't fix it.'[/b] and you can't play the game, it is more likely that you savefile was corrupted during the saving process. Most cases have involved users of Steam's Big Picture mode and Steam Deck for the same reason. Quitting the game from the Steam overlay could interrupt the save process. And you need to reset your savefile. [h3]for PC[/h3] [olist] [*] In the main menu, open a console by pressing '~' [*]type 'backup' first and hit enter * this is an experimental option, but it can't hurt to give it a try if you can't play because of the infinite spawn problem. [*] If nothing, type 'reset' and you'll be able to keep playing. [/olist] [h3]For Steam Deck / with a Controller[/h3] [olist] [*] In the main menu, hold [b]LT[/b] until you see a debug menu, [*] Same actions, try 'Backup *Experimental' first, [*] if nothing, 'Reset All Progress'. [/olist] [h2]Save Improvements [/h2]From the latest build the game saves more often after completing or quitting any level. Just in case I'll keep working on the backup function. [h2]Consistency Improvements[/h2] [list] [*] [b]Improved grappling consistency, especially with the Hanging Lanterns.[/b] Firstly, a small tip - tapping the dagger will always be more consistent as there is no window for the connection to break, you will be launched as soon as the dagger hits the grapple point. If you hold the dagger button you can lose your connection to the point if the angle is too steep, so I increased the angle and added a non-breakable delay to make quick hold + release as consistent as tapping. [*] The lanterns are less swingy and have a bigger collider to make sure there's nothing obscure your connection. [*] [b]Increased distance for the advanced wall-kicking.[/b] The most difficult part of wall kicking is judging the distance. With a greater range, it should be easier to perform advanced wall kicks on sloping walls and tangent wall kicks. In the next update, I'll try to add a visualisation to make it clear when a wall is within reach. [*] [b]Air momentum Loss with a target FPS above 60.[/b] If you struggled with levels such as Warp Jumping or some of the Parkour trials that require more horizontal momentum, you can try replaying these levels. The inconsistency has been fixed. [*] [b]Lancers have bigger colliders when hit.[/b] Hitting them in the air required too much precision and didn't feel right compared to the others. It turnes out that their collider was the same size as the Deadman's. [*] Your rank can only be lowered after a hit or while using Focus.The moments when you have killed all the enemies with STYLE but lost your SSS run before touching the ORB. You should be able to enter the orb if you wish. [/list] I haven't been able to prepare a FAQ/Roadmap yet. It took a while to investigate the savefile issue, which has been my top priority for the last three days, and other consistency moments. I hope these fixes help with both! Yours, cptnsigh