
A dynamic hack-and-slash adventure that mixes procedural generation with hand-made scenarios and a darkly humorous story. Featuring heavy-hitting deliberate combat, robust stealth mechanics, threatening enemies with unique movesets and a vast array of game-changing items to discover.
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About
Strategic heavy-hitting combat: Skill, timing, and good positioning are key to your survival.
Double the fun in the co-op mode. Click the orb in your tent and play with your friend!
Robust stealth elements: Sneak, peek around corners, with the help of the dynamic field-of-view system and learn where enemies are patrolling to catch them off-guard. Or hack-and-slash your way through them all!
Procedurally generated dungeons: Randomly generated areas and a mix of hand-made scenarios makes each campaign unique and interesting.
Huge amounts of loot to find and equip: Mix and match gear, potions, and curses to find your preferred playstyle.
Risk/Reward management: Choose between retreating to rest or venturing onwards for extra rewards.
Extra challenges: Enable many different extra challenge modifiers for even more rewards, but don't get too greedy!
Prepare yourself for battle: Food, ingredients, and provisions help you stay in top shape during battles. Gather resources during combat, and manage how much to spend during preparations.
No permadeath: Progress is saved while advancing through the campaign. And just like real life, death can still be very costly.
Optional Ironman mode: In this game mode, if you die, everything is lost! Only for the toughest Knights!
Become the one and only - extremely honorable, brave and … a little bit sleepy Knight of the Holy Divers. The ancient evil has been banished, the princess rescued and the Knight retires - but something is wrong. You awake falling to your death - probably - from the top of the mysterious underworld spire. Regain your memories and save the world - most likely - again. Go forth Holy Diver it’s - definitely - all up to you.
Good Night, Knight is a humorous twist on stories you likely already know from fantasy books and games, set in a pixel medieval world. With a range of unique and peculiar knights, creatures and many different story events Good Night, Knight offers a truly unusual experience.
This charming 16-bit sneak-and-slash adventure is a mechanically-deep dungeon crawler featuring robust stealth, stamina management, a dynamic field-of-view system, versatile items, resource management, and much more to discover!
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Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I first saw Good Night, Knight at the /v/gas, and was excited to grab it at launch. Cleared the first zone and started on the second. I love the spritework and the bouncy animation. It's clear a lot of thought went into the game systems, and I'm looking forward to exploring it more. There's obvious Link to the Past vibes, but the stealth and fog of war mechanics make it feel distinct from Zelda clones. My only issue is that it's not clear when/if the game has saved; I was very nervous the first time I quit. Other than that the UI is much better designed than a lot of indie games.
It is like link to the past but like 10 fold better... if you like old school Zelda you will love this
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Languages: English
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Pretty cool little game with amazing potential. Can't wait for the 1.0 Version to release.
Kinda old-fashioned in some ways but very well-done. You need some patience to play through but unlike some other rouge-like crap this game is decent. Still halfway through but I can say this is a good game. Damn, even though this game is in EA, given its size it perhaps offer more content than some already finished games which make many EA stage games out there laughable. And the soundtrack is great. Edit: Pretty much reached the current end-game stages. Depending on your playstyle it can be very repetitive but also very funny. Overall decent game, and I'm waiting updates.
I've been following this game since it's early development I don't know how i had missed it release but from what it seems i think it's become one of those hidden gems hope it gets a boost of popularity in t he future <3
Good Night, Knight is a roguelite action-adventure game developed by RedEmber and published by No Gravity Games that combines dungeon exploration, crafting, survival systems, and procedural gameplay into a charming but surprisingly tense fantasy experience. While its colorful low-poly visuals initially create the impression of a lighthearted adventure, the game quickly reveals itself to be a carefully balanced mix of danger, exploration, and resource management where every trip into the underground world carries meaningful risk. The result is an engaging indie adventure that rewards patience, curiosity, and preparation as much as combat skill. The game places players in the role of a wandering knight who arrives in a kingdom corrupted by darkness and mysterious forces lurking beneath the surface. Hidden underneath the peaceful exterior of the land lies a dangerous underground labyrinth filled with monsters, hidden treasures, abandoned ruins, and valuable resources waiting to be discovered. Instead of delivering the story through lengthy cinematic sequences, the game slowly builds its world through environmental details, exploration, and gradual discovery, allowing players to uncover the secrets of the kingdom naturally as they progress deeper into the caverns. One of the strongest aspects of Good Night, Knight is its procedural dungeon system. Every expedition underground feels unpredictable because layouts, enemy placements, and available resources constantly change between runs. This randomness keeps exploration fresh and creates constant tension because players can never fully predict what dangers or rewards may be waiting ahead. The roguelite structure also gives the game strong replay value since no two journeys through the underground feel exactly the same. Combat follows a relatively simple but satisfying action format where survival depends heavily on movement, positioning, and preparation. Attacking enemies directly may seem straightforward at first, but careless aggression often leads to disaster once stronger creatures and more dangerous environments begin appearing deeper underground. Players must learn enemy behavior, manage healing supplies carefully, and decide when it is safer to retreat rather than continue risking valuable resources. The survival mechanics add another important layer to the gameplay. Gathering food, crafting supplies, and useful materials becomes essential for surviving longer expeditions into the dangerous underground areas. Hunger management, limited inventory space, and equipment maintenance force players to think strategically about what resources to collect and which items are worth carrying back to safety. These systems help exploration feel meaningful because every successful expedition provides materials that improve future runs. Crafting and progression systems are integrated smoothly into the experience. Players can create better tools, improve weapons, prepare food, and develop stronger equipment using resources gathered throughout the world. This constant sense of progression makes even failed runs feel productive because collected materials gradually strengthen the player’s chances during future expeditions. Visually, the game stands out because of its charming low-poly art style. Bright colors and simple character designs create an inviting fantasy atmosphere that contrasts effectively against the darker underground environments. The surface world feels peaceful and comforting, while caves and ruins become increasingly threatening as players travel deeper into corrupted territory. This contrast helps maintain a strong sense of adventure and discovery throughout the game. The sound design also contributes heavily to the atmosphere. Relaxing exploration music creates calm moments during travel and resource gathering, while darker ambient sounds and combat themes increase tension during dangerous encounters. Environmental audio inside caves and ruins helps reinforce the feeling of isolation during underground exploration, making players feel vulnerable despite the game’s charming presentation. Another major strength is how naturally the game balances multiple systems without becoming overwhelming. Dungeon crawling, survival mechanics, crafting, and roguelite progression all support one another effectively. Exploration never feels disconnected from survival because every resource gathered and every enemy defeated directly influences future expeditions and progression opportunities. The pacing also works remarkably well for most of the experience. Quiet exploration sections transition naturally into dangerous encounters and resource management decisions, preventing the gameplay loop from becoming too repetitive too quickly. Discovering hidden areas, rare materials, and new dangers consistently rewards players willing to explore carefully. However, the game is not without weaknesses. The procedural generation occasionally creates uneven runs where certain expeditions feel far more rewarding or engaging than others. Some dungeon sections may begin feeling repetitive after extended play sessions once players become familiar with the core structure and enemy types. Combat, while enjoyable, can also feel somewhat limited compared to more mechanically complex roguelites. Enemy variety and combat depth occasionally lack the complexity needed to maintain long-term strategic variety, which may cause experienced players to rely on similar tactics repeatedly during later stages. The survival mechanics may also feel grind-heavy for some players. Constant resource gathering and inventory management are essential parts of the gameplay loop, but players looking for a more action-focused experience may eventually find these systems somewhat repetitive over longer sessions. Technical roughness appears occasionally as well. Certain animations, interface systems, and interactions feel slightly unpolished, reflecting the game’s smaller indie scale. While these issues rarely damage the experience significantly, they can sometimes interrupt immersion during exploration or combat. Despite these flaws, Good Night, Knight succeeds because of its rewarding exploration, charming atmosphere, and satisfying combination of survival and roguelite mechanics. The game creates a fantasy world that feels welcoming on the surface yet constantly dangerous beneath, encouraging players to keep exploring deeper despite the risks involved. Its balance of adventure, crafting, and procedural progression gives it a strong identity among indie roguelites. For players who enjoy exploration-driven dungeon crawlers with survival elements, crafting systems, and gradual progression, Good Night, Knight offers a memorable indie adventure filled with mystery and rewarding discovery. Its repetitive moments and occasional mechanical simplicity prevent it from becoming a genre masterpiece, but fans of atmospheric roguelites and survival-focused exploration games will likely find an addictive and enjoyable experience hidden beneath its colorful fantasy world. Rating: 7/10
This is a really fun roguelite. I've played many of these games over the years, from the Binding of Isaac to Enter the Gungeon to Hades, Deadcells, Risk of Rains 2, etc. I've sunken hundreds and thousands of hours into some of those games, and this game is well on the way to becoming a game that can stand up with those giants. The reasons are threefold: The gameplay, the charm, and the progression. I'll start with the gameplay, because I think it's the game's strongest point. On a scale of cardbuilder roguelites to deadcells, this experience's gameplay leans to the latter. You need quick reaction times, tactics, and a lot of ingenuity to win the later stages of dungeons. In fact, that's the game's biggest appeal for me. If I had to compare the formula this game's concocted, it's similar to Streets of Rogue, another banger of a game. That same chaotic, temporary feel to everything is what's present here, and it gives each encounter weight because of that. The second element is the charm. I think that overall, the writing is good. It's witty with a lot of charm, and it's evident the developers are putting effort into this game. That being said, there's some issues that could be ground out to streamline the initial experience. A. You shouldn't be able to kill the dog. I reset my save profile when that happened, and it felt like a slap to the face. I get the tree of dog life was right there, but I didn't know about this until creating a new save file. It wasn't a fun introduction, especially after having the game mention it just saved. B. This game suffers from the same symptom that a lot of games suffer from - the story makes you feel bad like you're nothing. That's fine if you can fight through a shaky initial reputation, but at the same time, that isn't present here. Getting past several floors and becoming a badass isn't really in the equation as a shift in people's perceptions of the MC just hasn't been written in yet. Please, make it so that by the endgame, we feel cool for having mastered the game. Those are my only qualms with the story, and overall, the writing still adds to the game. As for the progression, it's a very natural accrual of resources that's steadily integrated over the runs. Small perks amount to massive differences over the long run, and despite the small looking health bar, there's quite a bit of forgiveness for mistakes compared to some games. I appreciate that, it helps the game from feeling as punishing. Overall, I'd give the current iteration a 7.5/10. That's INCREDIBLE considering the game is in alpha, and even just a few adjustments would immediately make this game very fun. Either way, I hope that this studio holds faith in this gem they've crafted. It's really fun, and it can absolutely go places with time.
I killed someones dog by accident and the game automatically saved
sucks to see them abandon a game while actively making multiple others in that time. trash dev behavior
Very fun!
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