Knights in Tight Spaces
40

Players in Game

434 😀     167 😒
68,98%

Rating

$14.99
$19.99

Knights in Tight Spaces Steam Charts & Stats

Control your environment, gather your party, and build your best deck to overcome outlaws and supernatural forces, across a rich fantasy world. Watch as your tactical choices and deckbuilding prowess play out through stylish fight sequences.
App ID2315400
App TypeGAME
Developers
Publishers Raw Fury
Categories Single-player, Steam Achievements, Full controller support
Genres Strategy, Action
Release DateComing soon
Platforms Windows
Supported Languages English, French, German, Spanish - Spain, Simplified Chinese, Japanese, Russian

Knights in Tight Spaces
40 Players in Game
1 151 All-Time Peak
68,98 Rating

Steam Charts

Knights in Tight Spaces
40 Players in Game
1 151 All-Time Peak
68,98 Rating

At the moment, Knights in Tight Spaces has 40 players actively in-game. This is 69.38% lower than its all-time peak of 209.


Knights in Tight Spaces Player Count

Knights in Tight Spaces monthly active players. This table represents the average number of players engaging with the game each month, providing insights into its ongoing popularity and player activity trends.

Month Average Players Change
2025-07 48 -32.32%
2025-06 71 +25.27%
2025-05 57 -49.2%
2025-04 112 -6.33%
2025-03 120 0%

Knights in Tight Spaces
601 Total Reviews
434 Positive Reviews
167 Negative Reviews
Mixed Score

Knights in Tight Spaces has garnered a total of 601 reviews, with 434 positive reviews and 167 negative reviews, resulting in a ‘Mixed’ overall score.

Reviews Chart


Chart above illustrates the trend of feedback for Knights in Tight Spaces over time, showcasing the dynamic changes in player opinions as new updates and features have been introduced. This visual representation helps to understand the game's reception and how it has evolved.


Recent Steam Reviews

This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback

Playtime: 2046 minutes
Great game. BUT. Change or remove the skeleton mage for the love of god. That thing is such a chore to fight.
👍 : 1 | 😃 : 0
Positive
Playtime: 1189 minutes
What happens when you want to create a sequel but your only idea of improving the game is "add more"? Well you get Knights in Tight Spaces of course. FiTS prioritised slick stylish combat, deck management that offered flexibility in combat and movement, clean and clear enemy design, minimal story instead focusing on action and quick punchy fights. KiTS has clunky combat with up to three player characters, Deck management where you're better off ignoring most of the additional cards offered despite having a bloated pool of cards available. Incomprehensible enemy design where its difficult to know what an enemy is or does at a glance especially when it comes to the various types of skeletons, a pondering and meandering story and a glut of long drawn-out fights. There's also pointless side-quests and inventory management/equipment management. It also suffers from a lot of the problems that the Weapon of Choice DLC had with bloated bosses that require specific strategies to successfully beat which is less a test of your deck and more of a test of precognition. I'm going to play more and see if my opinion changes but up to now I think I'd rather be playing FiTS.
👍 : 6 | 😃 : 0
Negative
Playtime: 739 minutes
The predecessor "Fights in tight spaces" is better, even though I like the medieval setting.
👍 : 4 | 😃 : 0
Negative
Playtime: 4318 minutes
If you enjoyed the first game for its clean design and fair challenge, ignore this one. If you played Weapon of Choice DLC and thought "boy, I could go for a few more of these Shipping Container fights!", this game is for you.
👍 : 3 | 😃 : 4
Negative
Playtime: 7891 minutes
A great way to expand on an already enjoyable game. Knights in tights spaces picks up on the previous game by adding more customization options, the ability to add party members, and a more extensive plot. I thoroughly enjoyed fights in tight spaces, but IMO this game offers far more different play-styles as well as replay value.
👍 : 1 | 😃 : 0
Positive
Playtime: 1567 minutes
I'm just disappointed. After spending ages playing the first game and practicing to the point where I could beat it, I thought that not making excuses and striving to be a better player would be the best course of action. Sadly, the second game has the same problems as the first, and I don't want to take the blame this time. Issues as followed: A slow and sluggish gameplay loop - Once again, single run attempts take at least 30 minutes to an hour, which is just far too long for what's going on on screen. Maps are even larger than before. - But why? You lose combo and waste momentum moving around to get to enemies just so you can strike them. Inconsistent mechanics - A misclick and you've healed an enemy. I know mistakes are the fault of the player, but again, why? Buy a new weapon and it doesn't auto-equip, you can't even equip it during fights so if you forget to do it, you're screwed. It shouldn't be frustrating to get through runs, even with rollback. There's no room for solo play. - You're expected to build a party of a selection of classes, most of which come prebuilt with cards that are ineffective or weak. You then end up with a bloated deck full of cards that do the same thing alone but now you have double the amount of movement cards, a few more attacks and some which other classes just cannot use. Objectives - They expect you to kill up to 6 enemies in 3 turns or less, which is impossible right at the start of a game where enemies spawn far away but have long range attacks. You even have a counterattack enemy in the first act where in the first game they appeared in the fourth and final act. It's ridiculous. Enemies move away from edges. - Rendering the objective to knock them out useless. Boss fights - The double demon fight is honestly just ridiculous. They teleport when you move, they both have extremely powerful attacks for the health pool you have and their attacks are long range. These are all mechanics which aren't introduced until the very last second. I know you wanted to be ambitious and try new things, but you should have culled the unnecessary mechanics and bloat instead of building onto it and charging a similar price. It's just the same issues with a fresh coat of paint.
👍 : 4 | 😃 : 0
Negative
Playtime: 214 minutes
Overall the other reviews are pretty right. There is a lot going on in the game and a lot more options and customization...but it almost feels like too much because it's not as sleak and polished as FWTS. I found myself going back to fight pretty soon and ultimately play knights over fights about 1/20 of the time.
👍 : 2 | 😃 : 0
Positive
Playtime: 866 minutes
Ok turn based action but very repetitive and uninspired. Every quest feels the same.
👍 : 3 | 😃 : 0
Negative
Playtime: 12144 minutes
Knights in Tight Spaces (KITS) is a solid roguelike deckbuilder which should reward at least a week of solid play. The GOOD: A supremely tactical game, Knights in Tight Spaces plays more like Chess than anything else. Tactical positioning and sequencing is critical to avoid enemy attacks, direct enemy fratricide, and maximise your own damage outputs. You will find yourself going "here, then here, then shove, then combo, and that hit's unavoidable but blocked...". Some moves are easy, but the most complex settings will have you thinking for minutes on which card to play. There's a lot of card variety and the various classes to choose from, with a mix of melee, range, defensive and battlefield control options. It's a lot of fun seeing highly choreographed beat-downs being executed. Graphics and soundtrack and well fitted and the GUI is fairly easy to use. The upgrade and progression elements of the game are also good, with interesting decisions in whether to invest in better gear or cards. The BAD: At times, the game is far too random for its own good. Firstly, some cards never come up. for deckbuilding, wrecking the specialist deck you wanted. Secondly, the random positioning at the start of fights can make them really easy or really hard simply on how your team and enemies are placed. it can take several turns to drag your team into a working fighting formation and the first turn feels overloaded compared to subsequent. Thirdly, recruitment is also random - the Tavern may simply have none of the class you want to recruit. But to you find that out you have to forgo the option to upgrade kit or your deck instead. A bigger gameplay problem is the combination of party and deck mechanics. Mixed parties are AWFUL - the classic Fighter-Rogue-Mage for example just doesn't work. The random draw means that you can get specialist cards usable only by one character - in fact the game almost guarantees it. The result is that some characters each turn will have too many options and others too few for the tactical situation. This random hand mechanic drives you towards parties made of the same or closely related character classes - they use the same cards and you get much more flexibility. Related to the mixed party problem is the fact that classes seem....unbalanced. A very large part of the game, and especially the vital bonus objectives, revolve around repositioning enemies. For this, the BRAWLER class is supreme. Though damage output is mediocre, it's so easy to stun, down, push, redirect enemies to fratricide or just throw them out of the board. You barely even need the defensive dodge and block mechanics because the enemy is usually too busy killing itself. A team full of brawlers (or Brawlers+Fighter) is so much easier than any other class I have played with I wonder about he play-testing. The UGLY: It's a roguelike with instadeath and a long (8 hour) full campaign. That's a lot to commit to when a single mis-click really can end you. It also would be nice to be able to replay a level even in the event of failure - "was there really no way out of that?". Apart from some random encounters its the same story, maps, and enemies on each playthrough. The background story and character development is also cursory with an annoyingly "witty" protagonist. It is a railroad to take you to the next fight. Overall, KITS is a good game, a very good game, for those who enjoy lots and lots of tactical calculation and roguelike thrills. It falls a little short of greatness due to core mechanics favouring one playstyle.
👍 : 7 | 😃 : 0
Positive
Playtime: 4037 minutes
Doesn't feel as sleek and smooth as FITS, game-play feels more restrictive with less freedom of choice between card builds due to the poorly implemented class system, the art-style and animations seems like a downgrade compared to the first game, so many bugs that are claimed to have been fixed but remain present in the game still, such as support attacks not proccing on certain cards, stuns not proccing properly, etc etc. And the worst part is the music in FITS was so much more better than in KITS, which in comparison, just feels generic, except for the Lusty Old Monk fight and the Baronness fight. I really wanted to like this game because FITS was really something I enjoyed greatly, but the execution doesn't really quite stick in KITS. It just lacks the charm that FITS had as vision, something that made me feel as if I was playing a John Wick or James Bond-esque character, while in KITS is just doesn't hit the same. Each run feels like a slog to get through, the rewards for certain major choices seem to be fixed, and with the recent update for "Tight Mode", seems to poke fun at the fact that players complain about each runtime being too long and riddled with words and story, which would have been amusing if not for the fact that those are very real complaints that the game faces, and it feels more like a cheap shot than than a witty joke. Overall, it's not a bad rogue-like, but completely fails to measure up to it's predecessors in every regard.
👍 : 26 | 😃 : 0
Negative

Knights in Tight Spaces Screenshots

View the gallery of screenshots from Knights in Tight Spaces. These images showcase key moments and graphics of the game.


Knights in Tight Spaces Minimum PC System Requirements

Minimum:
  • Requires a 64-bit processor and operating system
  • OS: 64 bit Windows
  • Processor: Multicore with SSE2 instruction set support
  • Memory: 4 GB RAM
  • Graphics: 1 GB DX9 (shader model 3.0)
  • DirectX: Version 9.0
  • Storage: 3 GB available space

Knights in Tight Spaces Recommended PC System Requirements

Recommended:
  • Requires a 64-bit processor and operating system
  • OS: 64 bit Windows
  • Processor: Multicore with SSE2 instruction set support
  • Memory: 8 GB RAM
  • Graphics: 1 GB DX9 (shader model 3.0)
  • DirectX: Version 9.0
  • Storage: 3 GB available space

Knights in Tight Spaces has specific system requirements to ensure smooth gameplay. The minimum settings provide basic performance, while the recommended settings are designed to deliver the best gaming experience. Check the detailed requirements to ensure your system is compatible before making a purchase.

Knights in Tight Spaces Latest News & Patches

This game has received a total of 11 updates to date, ensuring continuous improvements and added features to enhance player experience. These updates address a range of issues from bug fixes and gameplay enhancements to new content additions, demonstrating the developer's commitment to the game's longevity and player satisfaction.

Steam Deckbuilders Fest Demo - Update (v0.1.8834)
Date: 2024-03-26 14:24:08
👍 : 16 | 👎 : 0
Steam Deckbuilders Fest Demo - Update (v0.0.1.8866)
Date: 2024-03-27 14:26:41
👍 : 14 | 👎 : 0
Steam Deckbuilders Fest Demo - Update (v0.0.1.8932)
Date: 2024-04-02 15:07:38
👍 : 16 | 👎 : 0
Steam Demo - Update (v0.1.9065)
Date: 2024-04-04 15:18:50
👍 : 15 | 👎 : 0
Patch 1.0.1
Date: 2025-03-05 15:00:17
Bug Fixes and Balance Adjustments
👍 : 176 | 👎 : 1


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