
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.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.71/day in the week to Aug 22 → 1.86/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Shady Knight is a pure skill-based experience. There are no locked abilities to hold you back, the only thing that matters is how well you can master the power you’ve been given. Prove yourself worthy and break the cursed path of trials or lose yourself to the abyss of obsession.
Your weapons react to your state, charging a strike from a slide or in the air leads to different moves. Even more interesting combinations appear once you discover that you can jump off enemies' heads or wall-kick to trigger more powerful abilities. Even a simplest thing such as a barrel can be used for both parkour and combat.
These two are always at your side making you deadly as hell even when unarmed, and nothing stops you from combining many of their abilities with other weapons for even crazier combos.
Learning your movement allows you to become truly intangible in combat. Master slide jumping and learn the trickiest wall-kicking techniques to reach your goal with the flow.
There are always multiple things you can do at each given moment: switch weapons, combine different moves, discover all contextual abilities and use the environment to reach the highest ranks. The style system isn't there to tell you how to play, it's a reflection of your skills and knowledge.
Even with all of your skills, there are still knights out there waiting to take you to the limit. Four main hubs full of highly replayable towers packed with challenging combat scenarios, platforming bits and opportunities for creative environmental kills.
Genres
Engagement
Reviews
Themes across 71 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
tuff
good
Pretty cool game or something.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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
Hours played at review time, across 72 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
slim shady knight
great game, it has alot of movement with simple mechanics
Super polished and fun game, the combat is definitely the most fun for me, the story isn't really the most thrilling but it's the combat that makes it soooo good
There is really fun combat and movement with great replayability
This game really has a lot to be proud of. The ambiance, the style, the art, the artistic direction as a whole is really well handled, reminds me of an old game called revenge of the titans a bit, I really like the whole back and red aspect of the game itself, how green, the protagonist's color contrasts with all this through the chain and various elements you can use but not the enemies. The gameplay itself also does a lot right, the combat is snappy, rewarding and in my opinion not too hard to get good enough at to flow trough the levels in a satisfying and impressive way. There are some trickier levels that slowed down my progression a bit, but I think trying to lock in a specific path from start to finish will naturally make things harder so that might be on me. I do have a little gripe with the chain, as it could I think come out a bit faster so that catching yourself while falling would be a bit easier and catching enemies at ledge when getting thrown out would be more possible, but the chain itself is such a wonderful mechanic I'm honestly not even mad. When I first tried the prototype for this game on itch.io I was pumped to see it one day fully released, safe to say I'm not disappointed at all.
谁家冷兵器ultrakill
This game is a must-have. It has an immaculate aesthetic with fun movement and combat mechanics deeply woven throughout. Fluidly moving from slide to jump to enemy step to swinging was extremely satisfying. It was super easy to pick up, and once the mechanics clicked for me the whole thing opened up far more than I was expecting. The campaign is probably about 2.5-3 hours to run through, but achievement hunting and perfect clears bring this up to a respectable ~20ish hours if you want everything. I do wish there were more unique levels to the campaign, but custom levels definitely fill that role and it's hardly a criticism to say you want more out of the game. Can't recommend enough!
Selling now
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Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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