Knights Within

Melee Updates - Patch Notes (392)

Indecision Labs

New

New Melee mechanics:

Effective and Ineffective Block angles. Blocking a hit from within the effective angle (in front of you) reduces the cost by 20% while blocking from an ineffective angle (behind you) increases the cost by 20%. Blocks from the sides in between these are base cost.

Updates

Melee changes

Parry stat has been renamed to ‘Finesse’

Now also affects Parry angle (angle in front of you where Parry is possible, was always 180 deg) Now also affects base Critical Chance and Damage

Energy stat has been renamed to ‘Control’

No longer affects max Energy (melee archetypes determine energy cap now) Now also affects base Block Cost Now also affects base Effective and Ineffective Block angles Now also affects Shove angle (angle in front of you where shove hits enemies) Now also affects Shove stun duration

Force stat now also affects Stun Duration dealt (was only Stun Strength) Force stat now also affects base Armor Penetration Increased the effectiveness of Reach/Range stat Many changes to weapon mod stat distributions Archetype perks have been adjusted Cleave rework

Previously, cleave was a % value that reduced the amount of damage reduction due to enemy mass Cleave is now an additive value that enemy mass ‘takes away from’ to determine how many enemies get full damage taken, and then reduced damage after that. Enemy cleave mass values have been adjusted (mostly increased) This means cleave % gained is a lot more readable and more comparable to actual damage increase. Because of cleave values being much stronger now, most cleave values in the game have been reduced.

The minimum energy limit to allow you to enter block stance now scales with energy efficiency and block cost adjustments (was hard locked at 1 energy) Boss Stun (visual) Changes

The boss stun bar now shows stagger accumulation instead of knockdown. When the (now hidden) knockdown bar is full, instead of triggering a knockdown directly, the next stagger will be a knockdown instead The bar now decays to show the stun cooldown timing

Paths

(Defender) Passive now lasts 6s (was 10) and only triggers if not already active (Defender) Skill 3 moved to skill 2 (Defender) New skill 3 replaced (Defender) Skill 4 replaced (Marauder) Passive now requires reflex skill or dodge and lasts 4s (Marauder) Skill 3 now also improves energy regen delay (was only rate) (Marauder) Skill 4 increased to 15% ability regen (was 8) (Marauder) Skill 5 replaced (Reaper) Passive now only requires 4 hits (was 5)

This announcement was originally published by Indecision Labs on Steam on Nov 8, 2026.

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Knights Within

$17.99action-roguelike · difficult

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