
Stolen Hearts: Wolf Knight is an action precision platformer. Dash through challenging obstacles. Take powers of the enemies. Discover hidden secrets. Find the lost Hearts and guide them safely home. Defeat the Wolf King and his minions. Collect fireflies for character customizations along the way.
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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 40 reviews with recorded playtime.
Reviews
Themes across 40 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
Platforming feels bad and that's a deal breaker for a platformer. Couple of proving points: - Control scheme can not be changed and space is jump, and x is pickup, leading to hand cramps. - Wall jumps are unresponsive, you can't turn your facing direction in the first second after a wall jump, leading to poor dashes out of wall jumps - You can't jump up or down from a corner grab on a ledge, you must hold the up button to climb up. - Etc. Art is charming, shame the platforming is so awkward on keyboard
works great on steam deck
save tinie hearts!!!! a genuine joy to play
For a game with 5 years in development it's pretty lackluster In my playtime I have encoutered a lot if issues causing the game to be not as enjoyable and at certain times tedious the list is as follows: 1 Apparent lack of invulnerability frames (I found myself dying while both me and the enemy attacked) 2 Default movement keys are arrow keys... (It's not a flash game, the year is 2024, the standard is wasd) 3 No ability to properly asses area completion (You can see the amount of fireflies collected but not diamonds / 3-stars) 4 The altar entrance feels pixel perfect (might be a skill issue tho) 5 A long waiting time on the last level everytime you restart (to perfect a level aka: "diamond it" you will find yourself restarting many times, making it feel boring and tedious) 6 Being forced to select with "enter" in the menus (let me change to space T-T) 7 The game was supposed to get a murder mode yet it appears to be missing 8 The one-time use platforms often forget to dissapear while moving too fast, which can be run ending (althought I don't mind it happening with the first one in 3-6 (it feels good)) 9 Hitboxes that don't feel natural... 10 The guy who set the timers for a couple of the diamonds beat Shadow of the Erdtree on a bassguitar and completed every GD demon blind folded while beating stockish(I have all of them so I did too <3) 11 *2-7* 12 There's no *speedrun mode* which would make you restart the level everytime you die (I have to do it manually everytime I get a bad run) 13 Often times dash recharge doesn't work properly (for movement you have a jump and dash *or* 2 dashes the second one tends to not recharge) 14 No counter for how many times you played a level 15 You can't see your hard earned cosmetics during the cutscenes 16 Even if all sound bars are set to zero there still is sound while loading a level This is not the full list because: I forgotten a couple issues, a couple turned out to be a skill issue or easily fixable by getting good (and I did, I'm an unbeatable world record holder on one of the levels) and a couple of my problems were fixed by the dev upon contacting him about However I don't recommend buying the game in it's current state, especially if you're a completionist ps: I love first half of 3-6 Edit: Grammar, spelling and structure of some sentences.
Can be challenging at times, which is great, but you can play the game casually if you feel like doing so. Also you gotta love the pixel art.
The problem with this game isn't that it's too difficult. The problem is that the difficulty isn't from mechanics or movement for the most part, but rather from poorly placed checkpoints, falling platform (bats) not re-spawning, janky and or slow movement in many places, and not being able to rebind/differentiate dropping and picking up. The way levels are structured feels similar to Celeste in terms of mechanics in many ways. The problem is that this game does not have the movement set needed for that to be pleasant. Celeste has some of the most satisfying and crisp feeling movement in any game I've ever played, this game feels like my inputs are put through molasses, which is a pretty big deal in a platformer game. In summary, things to fix: Bats need to re-spawn Checkpoints can't just be limited to where the hearts are The character and hearts need to move faster and be less "floaty" for lack of a better term Better overall keyboard support when playing The Tetris puzzle in world 2 being basically impossible
I think this game is amazing! I love all the hidden secrets as well as the challenging level design! It scratches a precision platformer itch in a really wonderful way with a really fun and light theme and design. Great game!
This game is great. The monster transformations remind me of the game Little Nemo from the NES where you need certain creature attributes to clear certain areas. Human can wall jump, wolf is fast, owl can fly, mole can climb, etc. Collecting hidden fireflys opens cosmetics that aren't walled by gacha or microtransactions. Simple and creative premise, but perfect execution by the developer. I don't usually write reviews, but it came off that this was the developers first game, so I would like to see more from them. Started World 4 at time of review.
Very cool precision platformer! As a huge fan of this genre, this is a clear 10/10 from me. The graphics remind me of Sir Lovelot.
Really fun. controls felt a bit clunky imo but still awesome
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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