
FIGHT KNIGHT is a first-person dungeon-brawler! Grid-based dungeon crawling meets action-packed real time enemy encounters. Fight your way through puzzles and enemies to save those trapped in the Tower's eternal night!
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 47 reviews with recorded playtime.
Reviews
Themes across 47 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Prince Rivali Rosencranz🤤🤤 I love u so muchhh🤤🤤🤤🤤blushes and twirls a strand of hair
Лютейший экспириенс. Гасить всех кулаками направо и налево, даже пули отбивать - боевая система топчик. Но система случайных столкновений, как в покемонах и JRPG-играх, со временем начинает раздражать, потому что происходит слишком часто, а вам надо не только бродить по подземельям, а еще решать пазлы. И главное предупреждение и минус: в игре отсутствуют автосохранения, вам каждый раз придётся спускаться с башни, чтобы дойти до единственной точки сохранения. Но не всё так ужасно: в башне есть короткие пути, которыми можно срезать обратный маршрут. Если вы любите хардкор - игра однозначно для вас.
everything i'd want in a game cool mechanics, banger music, good art style and it's fairly cheap.
A short but enjoyable game. The combat is fun, the music is fantastic and I'm a fan of the visuals, both animations and artstyle. I'd say it takes 10~12 hours to hit the credits for the first time. Although there is more new game+ content if that suits your mood for an even greater challenge. Only real problem I had was I at times felt a little lost. But the maps are fairly small so eventually you can brute force your way trough by simply going everywhere. All in all I'd say a solid 8/10. Nothing groundbreaking, just a buncha stuff done really well.
This game needs more recognition. Incredably fun
muito bom, fique mais perdido que cego em tiroteio
No achievments? alrighting in a ll serriosness rework your dam saving system, it just sucks when you die after being in the tower for too long.
i didnt like this game, the controls felt weird and it didnt fullscreen, the controls were probably weird cause i used a controller but thats the only way id want to play this game. looks cool tho
Musica, grafica, stile, ambientazione fenomenale ed un combat sytems che fluisce scorrevole e non annoia mai, e soprattuto originalissimo!! consigliato!
Context: I bought this game on sale for about $2. It took me just shy of 12 hours before I hit the credits, and there is a lot of New Game + content that I have yet to get into. Fight Knight asks a simple question: what if everything could be solved by punching? This appropriately self-titled "dungeon brawler" seeks to find an answer as players are tasked with climbing a cursed tower with nothing more than grim determination and their own two fists. Grid based dungeon crawling and first-person Punch Out! inspired combat don't sound like a chocolate and peanut butter kind of combo, but Fight Knight brings these disparate elements together with enough chaotic energy that it's hard not to love it. The Tower, a cursed, monster filled spire, erupts from the ground in the heart of a small town and reaches high into the sky, bringing eternal night with it. What is the Tower, why did it appear, what's at the top, and why is the game's silent protagonist so hell bent on climbing it? All these questions and more have a satisfying answer, but don't forget: this is a game about punching first, interpreting lore implications later. The devs clearly took the idea of "a game about punching things" and brought it to it's logical conclusion. Open a door? Punch it down! Push blocks into place? Punch them until they're where they should be! Talk to an NPC? Nah, just punch them until they ask what the hell your problem is! The absurdity stemming from the punching related gags are pretty funny throughout, but this is the kind of gimmick that could easily overstay it's welcome if overdone. Thankfully the game has enough unique charm of it's own that it avoids becoming a one note meme game. The cast of characters you'll meet along the way are each lovably quirky in their own way, to the extent that I was always happy to see a new face. A sign of the times I guess, but I feel the need to stress that "quirky" here does not mean the kind of cloying, overly ironic meta humor that most indie games are steeped in these days. Characters are charming, sure, and their dialogue is frequently chuckle worthy, but the comedy never comes at the expense of the narrative stakes. I actually found it pretty impressive how well the game's writing was able to toe the line between being both an epic adventure and the silly punch game. As "dungeon brawler" implies, the game is split 50/50 into two distinct modes: dungeon crawling and combat, both of which are seen from a first person perspective. The Tower is made up of several themed floors that are each filled with hidden collectibles, side quests, and shortcuts to be found by enterprising adventurers. To my surprise, exploration had a significant emphasis on puzzle solving. To my even greater surprise, the puzzles are really well designed! Each floor has a unique puzzle mechanic that helps them stand out, and the pacing is such that no mechanic ends up feeling tedious before it's time is up. The complexity also feels right, being just difficult enough to make me slow down and consider possible solutions, but not so hard that they interrupt the rest of the game completely. Because remember, this is a game about punching things, which is a good enough segue into the real topic at hand: combat! Fights are initiated randomly while exploring and can be against anywhere between one and eight opponents. No matter what sort of abominable horde you find yourself up against, your arsenal never expands beyond your two fists. Thankfully, they pack plenty of heat and feel great to use. Jabs are quick and can be thrown freely, which can be combined with directional inputs for things like crosses, hooks, overhead strikes and uppercuts. A block/parry system covers defense, with sidestepping and dodging allowing the chance to avoid attacks entirely. A variety of special attacks add some spice to the proceedings (a Jojo style Stand Rush is available from the start), but your abilities don't get much more complex by the end of the game than they were at the beginning. What DOES get much more complex though are the monsters you'll fight. The first floor starts with cannon fodder that will politely wait to be punched to death, but it doesn't take long before things get wild. There are enemies that will cross you up, lob projectiles at you, obscure your vision, slow your movement, clone themselves, call other monsters for help, resurrect allies, resurrect themselves, fly up high to distract you, burrow up from below to surprise you, place traps, activate said traps, attack to a rhythm, attack with no rhythm, and none of that includes the boss fights which can include any and all of those abilities, plus several more of their own. What starts as a power fantasy becomes a near constant test of your abilities, but that's the beauty of the game's progression. Each fight, no matter how small, is preparing you for the next one. If enemies on the first floor can be handled at your own pace, enemies on the second floor have tricks that will punish you for taking too long. Once speed is mastered, enemies on subsequent floors will require greater levels of precision to target weak points, or critical thinking to identify which monsters need to be prioritized. The iterative nature of fight complexity feeds back into the seemingly limited nature of the player's abilities. Fight Knight himself only uses his fists, he starts the game with everything he needs to succeed. He doesn't level up or unlock game breaking powers. He doesn't get stronger, the player gets better. This, to me, is fantastic game design, as it encourages players to master the mechanics available to them and use them in increasingly creative ways to handle more challenging encounters. Fight Knight's presentation is, well, striking. Ha. 3D environments are rendered in gloriously chunky polygons while NPCs and enemies are depicted with 2D, hand-drawn sprites. Each featured locale sports a deep color palette that makes for some eye catching scenery. Environmental textures even have a subtle strobing effect to their coloring to simulate a shifting light source, which often makes exploring an oddly serene experience. As if the Tower is breathing all around you. That tranquility is of course undercut when the fighting starts. Character and monster designs make use of thick, rough line work, making each creature look like they were pulled straight out of a sketch book. While few characters have more than a dozen sprites, they all bounce and deform with movement to create the illusion of animation. For as peaceful as the dungeon crawling could get, battles are typically a bouncy, frenetic mosh pit. They compliment each other, like chocolate and peanut butter (circling back!). The game's soundtrack is just as retro inspired as it's visuals and features a chiptune-like track for all occasions. Whether pulse pounding battle theme or ominous mood setter, the OST consistently elevates the experience of fighting through the Tower. Fight Knight impressed me in a way big budget productions haven't for a very long time. It's a game that knows what it wants to be and accomplishes everything it sets out to do. Team Sorcerobe could have chosen to entirely rely on the game's amusing premise to carry a shoddy product, but they instead put the thought and effort into making a game that delivers on what it promises: literally punching your way to the top and feeling like a badass all the way up!
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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