
Help Vita, a teenage girl, piece her shattered world back together as she discovers that being a knight isn’t about wearing a suit of armor.
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/day in the week to Aug 4 → 0.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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

A story-driven puzzle-platformer about loss and healing
Short, emotional journey
Simple mechanics, challenging situations, meaningful choices
A hand-drawn world that feels like pages of a diary come to life
Inspired by the story of Don Quixote
Genres
Reviews
不记得当初是缘何将本作添加到愿望单里了,只晓得这作从23年跳票到24年,再从24年跳票到25年,25年快要到底时终于落地了。我原本期待人家可能止步于一个《堂吉诃德》式的故事;不过,我没有想过这部作品会如此大胆地讲述战争和创伤。想必这作从开发到落地,经历了许许多多的坎坷,她做到了 主角叫“Vita”,拉丁语“生命”。她操着一口并不流利还带一点东欧口音的英语[spoiler](那是她在逃难生活中学会的)[/spoiler];和很多平台跳跃的主角都不一样,她连跳跃、冲刺、滑翔等基础能力都蹒跚学步。玩这部作品的过程中,我第一个能用来形容她的单词就是“vitality”——优雅、伤感、内心强大。我能从她身上看出很多强大前辈的影子;她没有败给被战火所摧毁的过去,反而在流亡落魄的岁月中找到了新的落脚点、去迎接新的开始。玩的过程中,触动尤甚的点有这三个:[spoiler]昔日自己随便画下的可爱人物,化为了攻击自己的可爱怪物。给曾经的挚友发消息倾诉衷肠,随后马上听见对方手机的提醒铃声,方知对方已经亡故。上一秒各色用圆珠笔画出来的烟花尚在绽放,下一秒绽放的成了空袭的弹片。[/spoiler]这其中一切的美好、一切的残酷和一切的悲伤,全都写进这本日记——虽然很个人化,虽然表达有些生涩,但是情感饱满而惊艳。
故事与噩梦,于春天开始。 Knight of the Lions,让我想起从前读过的一些YA文学作品,例如让无法发声的人以沉默和艺术作为反抗的劳丽·哈尔斯·安德森的《不再沉默》,或者尼尔·舒斯特曼的《挑战者深渊》,即用碎片化语言和大量心理活动描写来呈现角色的精神分裂和抑郁交错的复杂状态。在这里强烈推荐玩家去阅读游戏目录下的Scrapbooklet(剪贴手册)部分。 本作亦将文学性放进游戏设计中——刻意增加游玩难度,让它与其它横板动作游戏有了许多不同——使之成为一种让玩家更容易体会叙事者处境和艰难的机制。每个在同类型游戏里看起来是基础操作的技能使用起来都有时限,就像是负重训练,需要不断观察和判断开始行动的时机和做出动作的位置,容错区间较小。游戏指引有限,有些东西需要自己去试错(个人比较喜欢这样的指引和探索空间)。每章的自动存档点比较少,每一段路走起来都不容易,每次遇到一连串需要处理的机制会要反复尝试,相应的,打过一段会十分有成就感。 我尝试带入叙事者视角,去经历她所经历的战争与恐惧。与父母、朋友、家园被迫分离,来到陌生的环境,学习别人的语言,围困在食物、焦虑和被迫发生的仓促成长里。深吸一口气,我告诉自己,这当然很困难,我必须有活下来的决心,以及一遍遍尝试的勇气。终于,我再次建立起肌肉记忆,再次突破难关。有时候,面对困难,可以让自己歇一口气,然后继续。 不知道游戏和故事的发展后来怎样了,很可惜的是游戏中包含我很害怕的动物[spoiler]蜘蛛 [/spoiler](手绘的或许没有那么恐怖,但是对我来说不行 lol),没有办法玩下去。我能理解这个动物大量存在于某个章节的原因,在叙事和游戏性上我都很支持,但的确导致我没能玩下去,尝试几次,很是遗憾。另外,游戏不能使用F12截屏,很不方便。 除此之外,我觉得游戏十分优秀和特别,不论是手绘画面,音乐与背景声,游戏性,还是上文提到的文字叙事都很不错,推荐给喜欢叙事的玩家、喜欢独特作品的玩家,以及喜欢横板动作游戏且不介意玩点不一样机制的玩家。 战争,是我希望从未有人见过的东西。战争应该是人类心底的伤疤,为何遗忘来的如此迅速,又或者说为何从未铭记?真希望可以活在一个没有战争和歧视的世界啊。这样的祈愿和呐喊,可以传达到谁的心里?会有反响的地方,不是掀起风浪的地方。 (26-5-24)我的内心像是被烈火一遍遍焚烧过的废墟,无法控制的灼烧感一遍遍冲击我的躯体,一夜夜。这里,或那里,不时传来爆裂的巨响。我已不想再去看去听去思,这就是人间炼狱吗?它怎么无休无止?什么都不剩下了,过去的一切。只剩文字。
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Languages: English*, Russian, Ukrainian*languages with full audio support
This game is a beautiful narrative experience with some tight platforming and tricky trial and error gameplay. It genuinely made me cry and I had a blast playing through it. If you have a few moneys and hour spare I would highly recommend it.
Knight of the Lions, developed and published by Eugene Zubko, is a 2D narrative-driven platformer that blends thoughtful puzzle design with a quiet, emotionally grounded story. Rather than presenting a conventional medieval adventure filled with combat and heroics, the game uses the imagery of knighthood as a metaphor for resilience and personal growth. At the center of the experience is Vita, a teenage girl navigating a world that feels fractured both physically and emotionally. Her journey is less about defeating enemies and more about rebuilding herself piece by piece. The gameplay focuses on precise platforming interwoven with environmental puzzles. Movement mechanics are straightforward—running, jumping, interacting with objects—but the challenges gradually increase in complexity as players advance. Early sections introduce core mechanics gently, allowing players to acclimate to the physics and pacing. As the story unfolds, puzzles become more layered, often requiring careful observation of the environment and thoughtful timing rather than reflex-heavy action. The deliberate pacing encourages players to slow down and absorb the atmosphere rather than rush toward the next checkpoint. One of the game’s defining strengths is how seamlessly it ties its mechanics to its emotional themes. Obstacles often feel symbolic, reinforcing the narrative’s focus on overcoming internal struggles. The progression system does not rely on unlocking flashy new abilities; instead, it deepens the player’s understanding of space and timing. This creates a sense of growth that mirrors Vita’s personal journey. The difficulty curve remains fair, rarely punishing players excessively, and checkpoints are placed thoughtfully to maintain momentum without diminishing the challenge. Visually, Knight of the Lions adopts a hand-drawn art style that evokes the feeling of a living sketchbook. Environments appear soft and intimate, with carefully composed backgrounds that blend whimsy and melancholy. The visual design avoids excessive detail in favor of expressive simplicity, allowing each scene to feel purposeful. The color palette shifts subtly to reflect changes in tone, reinforcing emotional beats without the need for heavy dialogue. Animation is understated but fluid, enhancing immersion without distracting from the overall aesthetic. Sound design complements the visual presentation with a restrained, atmospheric soundtrack. Music is used sparingly, often allowing ambient sounds to carry quieter moments. When the score swells, it underscores key narrative points, adding emotional weight without overwhelming the experience. This balance between silence and melody reinforces the contemplative nature of the game. Narratively, the story unfolds through environmental storytelling and subtle cues rather than lengthy exposition. Vita’s internal struggles are conveyed through the world itself, encouraging players to interpret events and symbolism. The writing remains minimal, trusting the player to connect the dots. This approach creates a reflective tone that may resonate strongly with players who appreciate games that explore introspection and healing rather than grandiose plot twists. The scope of Knight of the Lions is intentionally compact. It does not aim for dozens of hours of gameplay or sprawling level design. Instead, it delivers a focused, curated experience that can be completed in a relatively short time. While this brevity limits replay value, it also ensures that the pacing remains tight and purposeful. There are no filler stages or unnecessary mechanics—each segment contributes to the overall arc. Ultimately, Knight of the Lions stands as a heartfelt indie platformer that prioritizes emotional storytelling and artistic cohesion over spectacle. It offers measured gameplay, thoughtful puzzles, and a distinctive visual identity that supports its introspective themes. Players seeking fast-paced action or combat-heavy sequences may find it restrained, but those drawn to reflective narratives and carefully crafted platforming challenges will likely appreciate its sincerity and subtlety. Within its focused scope, it succeeds in delivering a meaningful and memorable journey. Rating: 6/10
A great and very emotional narrative platformer which tells the personal story of a girl in the context of a present day real life war. The notebook artstyle is great and works perfectly with the narration, complemented by very good voice acting. The platforming gameplay has some kind of a twist, as you normally can't jump or dash, you get those abilities for a short time when you touch some colored blocks, so there's some puzzle elements since you often have to find out the correct way to proceed. Since many sections are timing-based some parts could be a little frustrating and require much precision, but nothing too difficult since there's plenty of checkpoints. Despite the short length, there's quite a bit of variety in the gameplay, including some minigames.
Too hard for such genre, no any difficulty levels, just wasting time. But great graphics and idea
My brain is not wired to properly execute the dash jump up :S
:´(
Este juego me gusta mucho, y no lo considero un mal título... Pero ahora mismo no considero que valga la pena jugarlo. De los tres juegos que la desarrolladora indie Eugene Zubko ha publicado en Steam, tan solo había jugado 'Press Any Button'. Fue un juego que me encantó de principio a fin, y el cual recomiendo encarecidamente. Me pareció que la creadora tenía muchísimo potencial para crear juegos casuales, muy entretenidos y con buenas tramas, con historias que pudieran conectar con la audiencia... Y ese es, a mi parecer, el mayor problema de Knight of the Lions. No esperaba menos de la historia: es sumamente emotiva, tiene la suficiente profundidad como para tratar temas serios y, asumo, como proceso de catarsis emocional para la creadora fue algo sumamente satisfactorio. Sin embargo, este juego no te permite disfrutar de la historia, pues la jugabilidad es tosca, muy poco pulida, y la dificultad es absolutamente frustrante. En serio quería pasármela bien con este juego, pero en vez de conectar con la historia y centrarme en la narrativa, tarde o temprano termino cerrando el juego debido a lo injusto que es. Puntos de control y guardado pésimamente posicionados. Margen de error nulo (literalmente nulo). Hitboxes demasiado precisas e injustas. Controles toscos, poco intuitivos y poco pulidos. Secciones de plataformeo confusas, nada intuitivas y muy frustrantes... Este juego no es divertido ni relajante, pero tampoco es uno de esos plataformeros injustos pero entretenidos (como, por ejemplo, el clásico I Wanna Be The Guy). Knight of the Lions es un juego que trata de mezclar una narrativa profunda y emotiva con un plataformero exigente y difícil, y lo hace mal. No es una combinación imposible de realizar (ahora tomo como ejemplo el juego Limbo), pero sí hay que planearla y ejecutarla muy bien. Y, siendo que el tercer juego de la desarrolladora (Many Buttons to Press) es un juego difícil con varias reseñas negativas, me da la impresión de que el fuerte de la desarrolladora no son los juegos complicados, sino los juegos casuales, relajantes y con buena narrativa. Y eso no tiene nada de malo. Por el contrario: me encantan esa clase de juegos. Pero no puedo centrarme en la historia, en la inspiración en "El Quijote", en las reflexiones de la desarrolladora sobre la guerra, la vida cotidiana, las arañas y la sociedad si tengo que pasar media hora tratando de hacer una serie de saltos con dash que simplemente no son cómodos de hacer. No digo que el juego debería ser un paseo por el campo, ni que no deba presentar ningún desafío, pero sí creo que la historia y su mensaje se pierden entre tanta dificultad artificial. Y eso no me gusta en lo más mínimo, porque EN SERIO me encanta la historia de este juego. Algún día quiero completarlo y platinarlo. Quiero ver que tanto Press Any Button como Knight of the Lions tengan mucho éxito en un futuro. Quiero que la desarrolladora realmente tenga el reconocimiento que se merece, pues Press Any Button me pareció un juego increíble, y creo que Knight of the Lions tiene muchísimo potencial. Si la desarrolladora pudiera pulir los controles, ajustar las hitboxes y, quizá, darle aunque fuera un segundo de margen de error a los jugadores, por supuesto que regresaré a este título, especialmente teniendo en cuenta su historia tan bonita, su hermosa dirección artística y su bajo precio. Pero, ahora mismo, no me siento con ganas de completar un juego injusto para poder conectar con una historia emotiva. Para esa gracia, mejor vuelvo a jugar Press Any Button. Le envío mis saludos y muchos ánimos a la desarrolladora.
TBH the platforming part is really hard and frustrating since the error tolerance is ultra low. But the story part feels good.
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