
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 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
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
I played the demo for this game and found it incredibly promising with some of the most fun first person melee i have ever played. Unfortunately the full version 1. has far too little content for the price and 2. suffers from awful level design A plethora of new infuriating level mechanics are introduced to try and make the game more diverse but it really takes away from the handful of GOOD mechanics that made the platforming in this game so fun in the first place. The level design is unfortunately very unintuitive which for a game focused on speed just really makes the gameplay disappoing, which is a shame, this game had great potential.
its medieval ULTRAKILL what do i need to say?
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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
Yeah, this is probably the best sword game ever. It's essentially the style meter of DMC with some of the mechanics of Arkane's golden age (namely Dishonored and Dark Messiah) + parkour fun. The interesting design choice of this game is that all of the techniques aren't locked behind a skill tree, but rather are available from the first level of the game. Up until the final boss, the whole game functions as one big tutorial level, where abilities are hinted about through text boxes. One notable flaw of the game might be that it lacks ambition. Every level looks the same, and the campaign is 5 hours. That being said, I would rather have a polished, finished 5-hour campaign than a buggy 10-hour poopshow.
The combat in this game is in my opinion, some of the best I have seen in an indie game, this mixed with the parkour actually provides for a challenging experience, I am overall very happy to add this game to my library.
criminally underrated stylish melee based first person movement focused fighting game ultrakill but knights
getting a sss rank, flawless on a stage really makes me want to have an erection
I always thought of myself as a pretty calm person. Shady Knight sought to rectify that, to a pretty successful degree. (mainly with just SSS-ranking + no-hitting everything) I'm seen people call this game "Medieval ULTRAKILL", and... I can certainly see where they're coming from, but after having played both, I can definitely say that Shady Knight plays fairly differently than ULTRAKILL. I mean sure, they're both fast-paced, have a combo system, and are first person games, but as far as I can tell, that's where the similarities end. Shady Knight's combat is even more focused on environments and parkouring (which imo, Shady Knight does both WAY better than ULTRAKILL). The only time I have to worry about the environment in ULTRAKILL is how high I can go, cuz 95% of the time, I'm in the air. Also, while ULTRAKILL focuses more on synergy between weapons, Shady Knight leans more towards the amount of things you [i] can [/i] do with just a few weapons. Like... Just with a sword, you can: - Simple slashing (but that's boring) - Parry - Throw it into someone - Slam it - Kick a sword lying on the ground into an enemy - Throw it into some barrels, which you can then kick into someone - Kick it into the wall, which you can then jump off of to gain a lot of height - And probably a lot more. Whereas with the Marksman Revolver from ULTRAKILL, basically the main function of coins is that you can hit them with any hitscan weapon. OH - another thing, both games have like these... Harder version of enemies, right UK has Radiant enemies, and SK has Blessed enemies. Shady Knight [i] also [/i] does this better than ULTRAKILL, because instead of just giving them a stat increase, SK actually gives them new mechanics. (god, can you imagine what the game would be like if it had the [i] budget [/i] of ULTRAKILL...?) Also, a small thing that annoys me about practice arenas: Either word what you're supposed to do for an action better, or put like a small video in the corner of the screen to show what the move looks like when performed. (please) Idk might just be me, but I got pretty confused on what to do sometimes. So yeah, great game (price might be a smidgen too much though). (also don't let hakita catch me saying this, he'll probably turn me into some ♥♥♥♥♥♥♥ "fumo", idk) (just call it a ♥♥♥♥♥♥♥ plushie, ffs (i'm not a fan of japanese culture if you can't tell))
how is the demo better then the full game ;-;
One of the best hack and slashers i've ever played! Sometimes you softlock but restarting doesn't lose much so it's a minor annoyance at best. Highly reccomend
вотэто реалний кайф гамза ., и музло тут ТОП . особено разраб круто придумали что типа кода ты круто без ошибка все делае ш ь (флоу - с английсково поток в потоке,.б)., то музло рубит четко на полную а кода ошибаешся то слабе е ритм слабыйй.короч реал мадрид крутае тема типо . и ище одельный рес пект за интиресные ачивки особино КОПИКЕТ. , но конеч но небез минусав. первае это где пудж?? в игре есть крюк притягиватся тоесть митхук пуджа посути но самово пуджа в игре не встретил ю. второ й й минус отсусвуют флаги США и америки . в остольном игра понрав ..
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