We grew up playing games like Dragon Age: Origins, Baldur's Gate, Neverwinter Nights, and Knights of the Old Republic.
Those old BioWare RPGs had something truly special. Worlds you wanted to get lost in, characters you genuinely cared about, and adventures that stayed with you long after finishing them.
It's that same feeling we hope to capture in our own way with Knight's Path.
Cheers to old BioWare, and thank you for all the great memories! 🍻
Was going to post something about Knight's Path, but let's just enjoy the flying cars today! 🤯
We can return to the 15th century tomorrow. Today, we live in the future! 🤩
Knight's Path retweeted
Early Work in Progress of our Crusader Knight wearing 14th century armour.
Historical detail you might find interesting:
Knights often wore their great helms over smaller helmets, like early bascinets.
Early Work in Progress of our Crusader Knight wearing 14th century armour.
Historical detail you might find interesting:
Knights often wore their great helms over smaller helmets, like early bascinets.
Our friend Yuri shows it nicely in this Short:
youtube.com/shorts/jv7wuFEEN…
The poll and replies show just how much preferences vary here, so giving players options seems like the best way forward.
Here’s the default layout I’m leaning towards:
• Space: Jump outside combat
• Space: Dodge in combat
• Shift + Space: Jump in combat
This keeps jumping on the familiar button while exploring and gives dodging, which you’ll use much more often in combat, the easiest key to reach.
You’ll also be able to freely remap the controls, so you can choose what feels most natural to you.
Jumping generally won’t be necessary in regular combat, but this keeps it available if we want to build encounters around it later. Imagine jumping over a dragon’s sweeping tail or a troll’s ground shockwave. Those are just possibilities, but we’d have the controls ready to support them.
A practical default, with the freedom to make it your own.
Other current keybindings:
• Hold Shift: Sprint
• Ctrl: Special Stance
• Alt: Strong Attack
And just to reiterate:
All keybindings will be customizable, and we fully support controllers too. Mouse and keyboard and controller support are equally important to us.
Thank you all for sharing your preferences with us! 🙏
Which keyboard controls would you prefer for Knight's Path?
Option 1: Jumping is possible during combat. F to Jump, Space to Dodge.
Option 2: Jumping is disabled during combat. Space to Jump outside combat, Space to Dodge during combat.
27%F to Jump. Space to Dodge
73%Space for both Jump/Dodge
3,985 votes • Final resultsWhich keyboard controls would you prefer for Knight's Path?
Option 1: Jumping is possible during combat. F to Jump, Space to Dodge.
Option 2: Jumping is disabled during combat. Space to Jump outside combat, Space to Dodge during combat.
27%F to Jump. Space to Dodge
73%Space for both Jump/Dodge
3,985 votes • Final resultsA little quiet here, a lot happening behind the scenes. We’ll have more Knight’s Path to show you soon! :)
Thank you so much, Joe! Really honoured that you picked Knight’s Path for your first indie game interview. Had a great time answering your questions! 😊
Hey guys! I'm really proud to announce my new series, Indie Game Joe: Interviews! Every week or so, I'll chat with the devs behind an indie game I find interesting
First up is @Knights_Path, where you can SEE your character get better with a sword!
Model based on the great helm of Hans Rieter of Kornburg.
gnm.de/objekte/topfhelm-des-…
Played Onimusha today and made it to Daidara. Easily the most fun I’ve had with a game in quite some time.
And yeah, the combat is absolute PEAK. Great research for Knight's Path!
I still haven’t played Onimusha, but from everything I’ve seen, its sword combat and animations look like the absolute PEAK of the genre.
The manuscript-style UI won by a clear margin. Thank you all for voting and being part of our journey! ♥️








