
Skautfold: Moonless Knight is a very open-ended Metroidvania, featuring a totally unique battle system. Set in an alternate history Japan in 1900, Lovecraftian horrors have plagued the world, as our very Moon opens up and becomes our end.
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Another amazing addition to the series
Skautfold: Moonless Knight is a dark action-RPG developed by Steve Gal and published by Pugware. Released on Steam in 2020, the game represents one of the more ambitious entries within the Skautfold franchise. While earlier titles experimented with different gameplay styles—from Souls-like combat to twin-stick shooting—Moonless Knight shifts toward a more exploration-focused action RPG structure that draws inspiration from Metroidvania design. The result is a game that blends interconnected level design, methodical combat systems, and cosmic horror storytelling into a cohesive gothic adventure. The narrative continues the series’ alternate history setting known as the Angelic Empire of Britannia, a fictional version of the late nineteenth and early twentieth centuries where advanced technology and eldritch influences coexist uneasily. In this chapter of the saga, the player follows Gray, the empire’s Second Knight, who travels to the Dawn Empire of Japan on a diplomatic mission. What begins as a formal political exchange quickly descends into chaos when a cult-led uprising erupts within the imperial palace. At the same time, an otherworldly catastrophe unfolds above the world as the Moon fractures open, releasing mysterious forces that begin corrupting the land. Caught in the middle of political conflict and supernatural disaster, Gray must navigate the sprawling palace complex and uncover the truth behind the coup before the situation spirals completely out of control. The majority of the game takes place within the Oda Imperial Palace, an enormous structure filled with interconnected corridors, ceremonial chambers, gardens, and hidden passageways. Unlike strictly linear action games, the palace is designed as a large interconnected map where new areas gradually become accessible as the player acquires abilities or unlocks shortcuts. Early sections of the game may restrict access to certain regions, but exploration gradually opens new paths that loop back to earlier areas. This design encourages players to revisit previously explored locations, uncover secrets, and slowly build a mental map of the palace’s complex layout. Exploration is rewarded with hidden relics, equipment upgrades, and narrative fragments that expand the lore of the Skautfold universe. The game rarely delivers its story through long exposition scenes. Instead, much of the narrative is discovered through environmental details, item descriptions, and subtle visual cues scattered throughout the palace. This approach invites players to piece together the larger story themselves, gradually uncovering how the political rebellion and the cosmic catastrophe are connected. Combat in Moonless Knight builds upon the unique Guard System introduced in earlier Skautfold titles. Instead of relying solely on health points and simple blocking mechanics, the game introduces a defensive meter that represents the protagonist’s ability to withstand attacks. Successful defensive maneuvers such as blocking or deflecting enemy strikes reduce pressure on the guard meter, while poorly timed defenses can cause the guard to break. When this happens, the player becomes vulnerable to heavy damage. This system forces players to think carefully about timing and positioning rather than relying on aggressive attacks alone. Weapons also play an important role in shaping combat strategy. Different weapons provide distinct advantages and drawbacks, encouraging players to experiment with various fighting styles. Heavier weapons deliver powerful blows but require careful timing, while lighter weapons allow faster movement and quicker attacks. Because enemies often attack in groups or from unexpected directions, players must balance offense and defense carefully in each encounter. One of the game’s most unusual features is its organic progression system. Rather than assigning experience points in the traditional RPG sense, character attributes improve based on the player’s actions during combat. For example, taking damage can gradually increase durability, frequent dodging may improve evasion, and consistent use of specific weapons can enhance proficiency with that weapon type. This system allows the character to evolve naturally according to the player’s preferred combat style, creating a more personalized progression path. Enemy encounters throughout the palace are varied and often challenging. The player faces a mixture of human soldiers involved in the rebellion, corrupted cultists serving mysterious powers, and grotesque creatures spawned by the supernatural events unfolding above the world. Each enemy type introduces different attack patterns and behaviors, forcing players to adapt their strategies. Some enemies rely on brute strength, while others use ranged attacks or unpredictable movements that require precise timing to counter. Boss battles serve as major highlights within the game’s progression. These encounters often feature unique mechanics that test the player’s mastery of the combat system. Some bosses demand careful defensive timing, while others challenge the player’s ability to manage multiple threats simultaneously. Beyond their gameplay impact, many bosses also play significant roles in the narrative, representing key figures within the rebellion or manifestations of the cosmic forces affecting the world. Visually, the game embraces a pixel-art style that combines retro inspiration with modern lighting and atmospheric effects. The palace environments are richly detailed, featuring ornate architecture, moonlit courtyards, shadowy corridors, and eerie underground chambers. The fusion of gothic and Japanese aesthetic influences gives the setting a distinctive identity that sets it apart from more traditional fantasy environments. The audio design complements this visual atmosphere with a soundtrack that shifts between haunting ambient themes and intense orchestral compositions during combat encounters. Subtle environmental sounds echo through the palace, reinforcing the sense that the once-grand structure has been overtaken by chaos and supernatural corruption. These audio elements help maintain a consistent sense of tension throughout the adventure. Despite its strengths, the game does present some challenges for players. The guard-based combat system can take time to fully understand, particularly for those unfamiliar with the mechanics introduced in earlier Skautfold titles. Additionally, the interconnected map structure can occasionally make navigation confusing until players become familiar with the palace’s layout. Some players may also find the difficulty level demanding, as certain encounters require precise timing and patience. Nevertheless, these challenges contribute to the game’s overall sense of accomplishment. Mastering the guard system and gradually unlocking the palace’s secrets creates a rewarding gameplay loop that encourages persistence and exploration. The game’s relatively focused scope also allows it to maintain a consistent atmosphere without becoming overly bloated with unnecessary mechanics. Ultimately, Skautfold: Moonless Knight stands as one of the most refined entries in the Skautfold series. By combining Metroidvania-style exploration with a distinctive defensive combat system and a richly atmospheric setting, it delivers an engaging action-RPG experience that rewards careful exploration and strategic combat. While its mechanics may require patience to master, the game offers a memorable journey through a haunting world shaped by political intrigue and cosmic horror. Rating: 8/10
This feels like the most polished game in the series so far although it's still not without it's flaws. In my opinion it suffers a lot from a lack of proper guidance. You're set free at the beginning and that's it, no handholding, figure everything out on your own. There are no helpful signs explaining your abilities and controls or a basic tutorial like in previous games. There is a section in the menu dedicated to it but it lacks button promts and feels somewhat overwhelming and too much at once. For example, parrying took me several separate forum searches to figure out and when I looked back it was incredibly simple and worked according to it's in-game description. It just wasn't clicking for me as I got lost in menus and trying out this and that. I also had a similar problem with figuring out some of the abilities. Who knew that an ice relic described as helpful againist fire was supposed to be used againist poison? Certainly not me, who has already given up on finding a solution for it and bruteforced my way through with overhealing. Found it out on a complete accident way too late for it to be of much help. So, a lot of things felt unnecessarily overcomplicated and made the first third of my run through feel like a slog where I had no idea where to go or how anything was supposed to work. After finally figuring out the gameplay through it turned into a smooth ride till the very end. Despite all of that I still had a fun time exploring the maps and fighting the enemies, not to mention the story that kept me engaged all the way through. Good game overall.
Серия самых коротких рецензий: Неплохая (6.5 из 10) P.S.: Расшифровка: Трэш — знакомиться с игрой рекомендуется исключительно тем, кто в диком восторге от описания, скриншотов и продолжительности. Остальным, из контакта с этой игрой, только тыкать палкой, как ♥♥♥♥♥♥♥♥♥♥ку на дороге. Так себе — в основном, эта игра предлагает меньше, чем вы увидите из описания и скриншотов. Рекомендуется только тем, кому вышеперечисленные критерии окажутся «зашибись». Нормальная — неплохая игра своего жанра. Сами судите по описанию, скриншотам и продолжительности. Игра, примерно, соответствует своему наполнению. Хорошая — весьма неплохой представитель своего жанра. Многие могут найти тут «свой шедевр». Зачастую, игра приятно соответствует своему описанию и скриншотам. Отличная — эти игры, зачастую, превосходят свои первые впечатления, основанные на описании и скриншотах (в расчёт не берём репутацию, ибо «тот кто знает, тот поймёт»). Хорошие представители своего жанра
It's exactly what is advertised. It's the first 2 games mashed together, and it's fantastic. You have the isometric fluidness of Shrouded in Sanity, with the unique Guard system of Usurper. There are deeper aspects like perfect blocking, perfect evasion, perfect feinting, but I don't want to make this too long. If you liked the first 2 games, you'll love this one. I was a little confused at first as to how the mechanics worked, but this quickly became tied with Usurper as my favourite instalment thus far in the series. The only weak aspect I'd say the game has is the environment. The Gothic Manor of SiS and Lovecraftian Citadel in Usurper are just... really high bars to clear, and neither into the fray nor this one cleared them.
The latest and greatest in the Skautfold series, and my favourite of the series so far. I actually like sidescrollers a lot more than top-down style, so I thought Usurper would remain my favourite, but Moonless Knight is better IMO. The bosses are generally quite unique and fun, the story is great, pixel art is impressive and combat is fun. Never ran into a single bug, and there is quite a lot of content in this game, taking me roughly 6 hours to beat (and I even somehow skipped a boss/area. Oops?) For new players make sure you select "Briefing" at the main menu before you play the game. For some reason this doesn't play when starting a new game, but it is essentially the opening cutscene describing everything you're about to do/your character's mission. One of my only gripes with the Skautfold series is that I believe there needs to be somebody proof-reading the script/dialogue. It's something I've noticed of the entirety of the series, maybe every 5-10 text-boxes you'll encounter some sort of spelling error, misplaced word (such as "their" instead of "the" or something random like that), and it can be somewhat immersion-breaking. But other than that I think all of the games in the Skautfold series are worth the asking price. Most indie game developers will overprice their game by default and sell it for the "regular" price whilst its on sale, but the asking price here is less than what the game is worth, if I'm being honest, I would have paid at least $10 for the game for sure. Definitely give this game a shot if you liked any of the others!
This game is pretty rough around the edges, but overall I had a lot of fun with it. Pros * The combat is fun and interesting. * Seriously, this combat is on par with other much more popular games like Salt and Sanctuary. * The various relics are all fun to use and provide combat & navigation functions. * The bosses are well done and provide interesting challenges. Cons * Leveling doesn't provide much impact and the weapon upgrades are kinda meh. * The character movement is so slow. It should be doubled, or the maps cut in half. * While there are a lot of goodies locked behind future relics, there's no real reason to backtrack for them. * The writing would really benefit from an editor. You could cut probably 80% of the dialog and not lose anything. Conclusion Overall it's definitely worth playing if you like top-down action games in the vein of A Link to the Past. It's got a very indie feel and that makes it endearing and worth putting up with its rough edges.
It takes a lot of time to get used to the fighting mechanics, although they are a combination of Usurper's stamina/guard and Metroidvania elements and Into the Fray's top-down camera and movement. But as soon as you get strong enough, you will start smashing through floors like crazy. Story and atmosphere are great as always, and I'm eager to know how it will all end.
Another nice little game in the Skautold series, have played them all to date and found them enjoyable and this one was as well and easily recommended for it's price. A few of the collectibles are a bit hard to find as you don't know if there are any in the current area or how many for each floor, currently making a guide to help with some of them so this problem should be taken care of for any newcomers. would have liked to bind relics to the number slots to quickly access the ones used in combat, tied it to mousewheel so it's decent but a bit hard to get a specific relic in time so their use falls somewhat short for boss fights. being able to cycle among the different weapon types to find one you enjoy was a great plus, have a bit hard to judge distance so being able to get one with a long reach right from the start was appreciated :) my playtime is quite inflated as i left it running in the background quite often, but a fresh run should take ~6-10h i think? might be shorter if you ignore some of the collectibles or play quickly in general. i take my time and slowly enjoy games so hard to judge.
Pugware makes such good games, moonless knight was a fantastic addition.
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