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Watch trailer on Steam ↗Knights Within
Indecision Labs · Published by Indecision Labs
Content notice: Violence
Very Positive — 95% positive (296 reviews) · 38 achievements
Last updated 27 Sept 2026
Knights Within is a hack&slash horde shooter with roguelite elements. Design custom loadouts, navigate procedurally generated levels and utilize random power-ups. Either solo or with friends, can you survive endless waves of enemies to ensure humanity's survival?
£11.24
£14.99Lowest price we've ever recorded
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Price history
Action, Indie, Early Access · 2024 · More £5 - £15 games
Embark on a thrilling hack&slash;horde adventure in Knights Within, where you design custom loadouts and navigate procedurally generated levels. Can you survive the relentless onslaught with friends or solo? Early access awaits!
About this game
Knights Within is being developed by Indecision Labs, a solo developer working on their first public project.


Humanity is fighting for survival against the wraiths that now reign dominant in the world. Thankfully, technology is on our side. Fight your way through hordes of enemies while completing objectives to further mankind's struggle to survive.

Embark on procedurally generated missions to push back the threat of the Wraiths. Progressing through a mission grants randomized modifiers for both you and your enemies. The longer you survive, the crazier the powers get, keeping each run fresh and unique.

Create your own class by equipping gear mods for your various weapons and armor to enhance your preferred playstyle. As one of the prestigious knights protecting humanity, you have access to the most technologically advanced equipment available.

Run missions by yourself, or bring up to 3 friends to fight alongside you against the never ending hordes of enemies in your way.

Play the default mission based mode, completing objectives while struggling to survive. Or try the Gauntlet mode, where your stage progress is saved and the difficulty scales endlessly.

Features
1-4 players (up to 8 supported unofficially)
Procedurally generated maps and objectives
Free-form combat: maintain control of your movement while always having access to your sword and firearm
Loadouts: Equip weapons, add mods to them and choose paths to create your own class
In-run progression: rogue-lite style upgrades for both you and your enemies
Meta-progression: Unlock and upgrade gear between missions
3 game-modes: Multi-Act primary mode, a smaller standard mission mode and an endless difficulty climber
System Requirements
Will my PC run this? →Minimum
- OS: Windows
- Processor: TBD. Requires a 64-bit processor and operating system
- Memory: 8 GB RAM
- Graphics: GTX 950 / RX 560 (still testing for lower)
- DirectX: Version 12
- Storage: 7 GB available space
- Additional Notes: Steam Deck can play a mix of Low and Medium settings @ 40 fps
Recommended
- OS: Windows
- Processor: 6 core processor
- Memory: 16 GB RAM
- Graphics: RTX 2060 / RX 5600xt
- DirectX: Version 12
- Storage: 7 GB available space
- Additional Notes: DLSS and NIS upscaling are available
Supported Languages
*languages with full audio support
Latest news
Patch NotesOfficial
Gadgets 3.0 - Patch Notes (388)
It’s clear that gadgets is one system I’m still not happy with and trying to improve. This update aims to improve these things: While cool in theory, I really didn’t like how unlocking blueprints, and then still having to upgrade/roll those blueprints in mission felt. This update solidifies the feel that unlocking a blueprint means you have the tech to use forever in the future (as long as you find said gadget).Gadgets having a downside or cost is something I think fits the system well, but having to rely on other game systems to power some of them felt weird. I like that these perk rolls allow more ways for gadgets to be powered themselves.While gadgets are meant to be the one system where perks aren’t always useful, I really like that because of the randomized bonuses, the chance that a gadget is completely useless is drastically reduced. I’m still playing around with the cost and how gadgets are acquired, so expect further changes to that aspect of the balancing as well. I expect everyone to be a bit OP right now lolNewGadgets reworkTier and rarity have been split into separate systemsSimilar to previous, the tier is defined by the blueprints you have unlocked for that gadgetOnce a blueprint has been unlocked, that perk is always active whenever that gadget is equipped A new procedural system of perks has been created for gadgets Rarity (what color the gadget dropped as) is now what defines how many extra perks the gadget has rolled on it Many existing gadget tier perks have been rebalancedGadgets are no longer found randomly in maps (currently only found in vaults and stage transition shop, more to come)New system coded to show actions inputs in tooltips for menu buttons. Expect these to be added throughout all game menus over time.New system coded to toggle between basic/detailed versions of menus. This is intended to be used for future sub-menus I have planned and in places where the ‘show detailed information’ setting toggled on would overclutter menus. Expec...Read full article on Community Announcements (IndecisionLabs)Patch NotesOfficial
Patch Notes (387)
FixesFixed one instance of clients in multiplayer causing a hang during boss arena loading(Trying to) fix one instance of not being able to join a friend’s lobbyRead full article on Community Announcements (IndecisionLabs)Patch NotesOfficial
Patch Notes (386)
UpdatesWhile an objective is active, other objectives’ 3D markers only show within TacInfoMenu visual updatesLandscape texture improvementsIncreased Archers, Gunners and Sorcerer’s accuracy reduction when firing through enemiesRead full article on Community Announcements (IndecisionLabs)Patch NotesOfficial
Boss Maps & Optional Objectives - Patch Notes (385)
This was another large code update that sets things up for the future. Multiple things I’m excited about in this updateOriginally, I thought it would be really cool to integrate all the bosses into the procedural maps. Turns out doing that puts a ton of constraints on what I can make for boss arenas, as well as causes lots of problems with mission distances and pacing. Boss arenas should be unique and grand in scale, and having them as separate levels gives me that freedom now. I think a fade to black/loading screen is a small price to pay for how much more can be done with the arenas now. Consider the arenas somewhat placeholder for now, expect large updates to the bosses in the future. Mini-bosses will still be located in the typical procural mission maps. Spawning optional ‘sets’ of additional objectives sounded cool but always felt weird to me. Having optional objectives spawned within the same set gives a similar end result, but provides more choices to the player. Another cool thing this allows me to do is the classic ‘pick one door’ type of progression, where I spawn multiple objectives and you pick which one to do… usually knowing the reward type to help decide. More on that coming. NewMain boss arenas are now their own level, that you travel to at the end of an actMission code has been updated to allow for optional objectives to spawn within a mission setUpdatesCrusade/OperationsNo longer has an optional number of objective ‘sets’Each stage spawns 6 objectives, 4 of which are needed to reveal the extract point, completing the last 2 is optionalAct 1 boss ‘lightning wall’ attack reworked Small updates to both boss arenas Placeholder backgrounds/environments added to boss arenasFixesFixed one instance of extract spawning within an already spawned objectiveObjective info in the tacinfo now correctly updates right away, instead of having to open or close to tacinfo for it to updateRead full article on Community Announcements (IndecisionLabs)Patch NotesOfficial
Patch Notes (384)
UpdatesThe Hud tips system has been re-enabledTips aren’t shown until the training checklist has been completedThe tips covered by the training checklist system have been removedTips don’t pause the game, even when offlineI see this now as supplementary knowledge that can be easily skipped/missed and doesn’t hurt the basic necessities of knowledge that the checklist system now provides.Unused path skills now show up in the incomplete loadout indicatorImproved the overall look of the game while on lowest shadow settingsImproved the look of some particle effects on lowest effects settingEnemy scaling changesPresence no longer passively increases when no objective is active Passive presence gain during objectives has been increased Instead of adding a Mutation on objective completion, enemy presence is increasedMany interactables now add small amounts of presence on useEnemy stat increase per presence has been reducedThe intent here is two-fold:Reduce/remove scaling with time. I don’t want ‘go as fast as you can’ to be the default optimized way to play.Shift most of the basic health and damage scaling into presence level, so that I can make mutations more specific and tailored, improving both consistency of difficulty and unique feeling mutations.I have no doubt this will need balancing moving forward, feedback greatly appreciated Mutations(Blitz) Now affects Presence gain instead of the enemy’s attributes from presence(Heavy) Now only affects Knights. Increased to 8% per stack (was 5)(Rending) Now only affects Mercenaries. Increased to 8% per stack (was 5)(Trappers) Now only affects Ranged enemies. Increased to 8% per stack (was 5)(Smoke) Now only affects Mercenaries.(Resilience) Now only affects Knights. Increased to 7.5% per stack (was 5)(Ward) Now only affects Mercenaries. Increased to 7.5% per stack (was 5)Fixes(Berserk Mutation) Now actually works correctly (not sure when it broke)Read full article on Community Announcements (IndecisionLabs)






