Knights in Tight Spaces
Charts
25

Players in Game

434 😀     167 😒
68,98%

Rating

$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
25 Players in Game
1 151 All-Time Peak
68,98 Rating

Steam Charts

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

At the moment, Knights in Tight Spaces has 25 players actively in-game. This is 0% lower than its all-time peak of 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: 921 minutes
Fantastic Game, like a mix of Slay the Spire and Into the Breach
👍 : 0 | 😃 : 0
Positive
Playtime: 1391 minutes
fun fun fun fun fun fun fun fun fun please cut down on the verbose (even if skippable) dialogue if you're planning another entry
👍 : 0 | 😃 : 0
Positive
Playtime: 2102 minutes
Edit: I'm changing this to a negative review because the "true" end run of enemies is the same type of frustrating over-tuned nonsense I really disliked about FITS This is an overall improvement as a sequel game to Fights in Tight Spaces. If you liked the previous game, you will like this one. The enemy types overall feel better to fight (skeleton mage and the demon bosses notwithstanding) whereas the previous game sometimes felt like there were SO many enemies doing SO many different modifiers on top of a super varied number of ranged/aoe attacks that there was no choice but to stand there and get beat on. The fantasy theme works better for me too, personally. I like the idea of the equipment system, but currently wish weapons felt less situational/more impactful; fighter stands out far and away as the strongest class just because shield and armor are so effective (passive block generation per turn). It's not really a meaningful strategic choice if I have to pick between a weapon that does +25% to skeletons or a shield that gives me 6 block per turn. This also means that characters that cannot equip armor and shields feel at a disadvantage, or rather, filling out a party without being able to pick up a fighter feels extremely weak, and I'd prefer to not have any single class be a "load-bearing" class in party comps. I haven't unlocked every class/card yet, but currently it seems like bleed and poison debuffs are gated completely behind weapons, and feel extremely unimpactful in a run. In general though, I do like the addition of equipment as a secondary way to round out your team's power. The resource reward choices in this game could be...improved. Currently, I don't really see a reason to ever take any option other than straight gold (and sometimes healing), because there's frankly a lot of bad/situational equipment in the game, meaning in the half-dozen or so runs I've done, there's never been a point where I was offered a random equipment drop and it was actually something I wanted to use. Consumables are stronger but also still fairly situational, and both these shop types are offered pretty frequently during a run, meaning if you just take the gold reward whenever given a choice, you have a much better chance at having the money to buy something you actually want down the line. The other big complaint I have, which was also present in the first game, is the UI. The camera often feels claustrophobically close to the battle map, and the big clunky resource bar at the top cuts off enemy health bar and damage; I'm constantly having to rotate around the map just to see information. Having the enemy info supercede other visual elements seems like an obviously better design decision? Also let me zoom out man lol. The story is cute and more fleshed out than the previous game, and the introduction of party mechanics adds a ton to the gameplay that makes this feel much better and less overwhelming to play than FITS did. Custom difficulty modifier is a great QoL addition as well. Same as FITS, I think the core gameplay has a lot to offer and feels unique against the glut of other deckbuilder style games that have cropped up over the years, and pretty strategically deep. The visuals remain stylish and the sound design is satisfying. But, like FITS, there's just these tiny little cracks in a bunch of areas that, if polished out, could really turn this game from a good one to an incredible one.
👍 : 0 | 😃 : 0
Negative
Playtime: 279 minutes
The game feels too unbalanced and unrewarding to be really fun in longer runs
👍 : 0 | 😃 : 0
Negative
Playtime: 2886 minutes
YES! Yes , yes. If you are a little nerdy. And don't have friends to play with. This is a fantastic game to replay your youth. If you like D&D ths is a no brainer to support and enjoy. Going back in to laugh at myself right now.
👍 : 0 | 😃 : 0
Positive
Playtime: 5518 minutes
I don't tend to write reviews but I do tend to avoid games with "mixed" recent reviews assuming they've been abandoned and I now see the error of my ways. This game is awesome and in my opinion the first game to really add to the Into The Breach formula since it released to shining reviews 7 years ago. The game is challenging, and frustrating when you lose a long run, but these things work both ways and you'll feel a lot of pride when after your 20th attempt you FINALLY beat the boss on Brave. It has a ton of content and when you get into it you start to spot the synergies between cards, characters and gear. Perhaps my only critique is that a misclick can cost you big time. I feel like an "are you sure?" pop up when you're about to end a turn that causes a character to die would be more about quality of life than making the game less challenging. Sometimes you have to let a character die to get through a battle but 9/10 you do it by mistake. Other than that, this game is great. It will NOT hold your hand, but it'll reward you for good honest skills.
👍 : 1 | 😃 : 0
Positive
Playtime: 229 minutes
Slow and repetitive. Restarting runs is a pain, b/c you manually skip through several pages of "prologue" before the real game actually starts. Upgrades aren't exciting, and sometimes don't even apply to your character. The story is thinner than paper, and less interesting at that.
👍 : 2 | 😃 : 0
Negative
Playtime: 372 minutes
A game that deserves more spotlight, just like Fights before it. I love the tension between niche but very powerful cards and figuring out what you need to do to pull that combination off. It feels so good to figure out a combination where you defeat a bunch of enemies and take no damage all in the same turn. Which is the high point for every deckbuilder, but the spacing and way you need to move your character just adds an extra rewarding level of dopamine. My biggest criticism is that I feel like the party system adds more friction than what offsetting bonuses give you (more energy per turn and more card draws). Because you can use all of that energy for any card you draw, I feel like I always play a card or two to get party members out of harm's way and then the rest of my turn is one character beating the hell out of people. Part of that is due to the added tension the weapon system adds, which I don't think is entirely good. That tension also rewards you for making a homogeneous party rather than a diverse one, in a number of different ways. That would be fine if there were also benefits to diversifying, but I've yet to really see a reason. Specifically the unarmed combat seems quite disadvantaged because the weapons add significant bonuses, so I would expect rather than unarmed you'd just give them something like monk weapons like in D&D or Diablo. Add on top of that the tension of adding other cards that characters with a weapon can't use and I feel really pushed into a party of all weapon users or no weapon users, but then with no weapon users any board space that has something to do with a weapon you can't actually use. My other gripe is that while I totally get that you need to add enemies that challenge the way a deck is built, I don't love the Tight Spaces method of the character just being totally immune to the mechanic. For instance, you can build a deck that throws people to the ground, and then gets powerful follow up cards that can only be used against people on the ground (the niche situations that I describe in the beginning). It's then kind of disappointing to me when I run into an enemy that just can't be thrown to the ground at all. Instead of feeling clever, I just have to use un-optimized attacks to win. Generally this amounts to whatever the worst cards in my deck I haven't been able to get rid of, which often just makes the fight take forever and not feel particularly rewarding as it's not exactly something I've figured out but rather was forced into. I think there are some mechanics, like dodge which is a buff that makes the next attack miss, which are good in this regard because you have to consider them and they add a cost AND have counterplay if you plan for it, but they don't completely stonewall your strategy. The good news is that these gripes seem very surmountable if the dev wanted to take them on, for example with more cards that reward synergies between characters or more easily let you use more than one character in a turn, but the core is still so fun and unique that the game definitely isn't held back, and is still one of my favorite deck building games,
👍 : 1 | 😃 : 0
Positive
Playtime: 110 minutes
I really enjoyed the first game a lot so when I heard this was coming out I was excited. I was pretty bummed when this game turned out to be kind of a downgrade. The style of the first one was tight and unique, whereas while the backgrounds here are certainly nice, whatever style it once had is completely gone and all the characters are just kinda ugly. At the very least i'm not thinking "Wow these guys are cool." I can't quite describe the feeling but the first game was very satisfying when you pulled off a cool combo and took out a bunch of guys in an interesting way. It feels borderline impossible to accomplish those same feats in this game, and nothing you do seems very flashy or satisfying to use, I just felt bored constantly hitting meatwall enemies and never managing to accomplish secondary objectives. You feel weak and nothing you do has the same punch of the first game. I'm sad, I don't think this is salvageable for fans of Fights in Tight Spaces, I hope they do better next time.
👍 : 11 | 😃 : 0
Negative
Playtime: 321 minutes
It's a flop. It's my fault to be disappointed, I've enjoyed FITS so much and this promised to be a big improvement, but it's not. I'll take another FITS DLC over this any day. The music Just as good as in Fights in Tight Spaces, if not better. If nothing else, I will for sure buy the soundtrack, and if you like atmospheric electronics, I do very much recommend you do the same, The party Controlling multiple characters just means that analysis paralysis takes is even stronger. There's a lot of overhead with the added menus. You always have too little movement - do you protect your characters, or go for the objectives? The enemies Are difficult to differentiate, see the intentions of etc. You need to press additional buttons to see their equipment, why? The graphics The overall graphics are much prettier. Pretty, but ultimately missing the point. FITS was abstract, letting you focus on strategy, here it's not only distracting, but downright difficult to play. Which edges allow you to throw an enemy throw? Good luck noticing. Camera shakes too much and hides behind terrain way too often. The UI is often difficult to use and frustrating. You can apparently control the camera beyond turning left and right, but there's no tutorial on how to do that. The cards are too noisy and rather than having text on themselves, rely on such being displayed over them, which doesn't work in the shop. The story Again, FITS was abstract. This tries too hard. The equipment system Bloated and ultimately useless. The difference it makes is minimal and the added maintenance subtracts from the overall gameplay.
👍 : 15 | 😃 : 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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