Knight's Blade II

Knight's Blade 2 is an expansive new world teeming with diverse regions, fresh adversaries on land and sea, an engaging storyline filled with intriguing quests, epic boss encounters that challenge your skills, More dynamic battles, enhanced RPG elements for personalized character progression, and thrilling naval exploration, making it an all-encompassing and unforgettable journey to become the ultimate knight in this captivating Medieval Fantasy sequel.

Controls

WASD / Left-Click on target position / Touch on target => Movement E => Interact / Talk with people. Hold space = Sprint Left-click and Mouse = Interact with UI. => Mobile devices will have an additional "interact" button. This will be a virtual on screen button with "A" inside.

Disclaimer: Mobile support and touch controls are not guaranteed.

Switch Game Version!

KnightΓÇÖs Blade II: Downfall of the studio.

After the first Knight's Blade, creating the sequel seemed simple enough. My plan was straightforwardΓÇöreuse some assets, add new content, and release KnightΓÇÖs Blade II as a small web game. It was supposed to be a quick, collaborative project developed by just two people. Unfortunately, things didnΓÇÖt go as planned.


The other person I was working with had bigger ambitions. They wanted to form a "company" and become an entrepreneur, which is a great ideaΓÇöif you can scale it properly. Sadly, that wasnΓÇÖt the case for us. Our market was small, and with our limited skills, it would have been much wiser to take things slow or, at the very least, hire experienced developers. Instead, we ended up recruiting more of our friends to join the team. Unfortunately, they didnΓÇÖt share the same level of passion or commitment.


I constantly had to remind everyone that we had a game to make. The project, which was originally supposed to take 1-2 months, dragged on for over four months, despite having five people "working" on it. In reality, I was the one doing most of the development. We had a new writer, who focused on story elements, and an artist who contributed some drawingsΓÇöthough it wasnΓÇÖt nearly enough compared to the mountain of work required to actually build the game. The other partner did nothingΓÇöliterally nothingΓÇöyet somehow ended up with a 16% share of the revenue, even embezzling an additional 20%. ("studio tax" somehow ended up as steam funds, go figure). Even though we had made 3x the revenue of the prequel, I still ended up earning less because I had a smaller cut because of all those new people we bought in.


KnightΓÇÖs Blade II ended up being the last game we ever made as a team. Despite all the chaos, I made sure my part of the project was completed. But managing a group of unmotivated kids wasnΓÇÖt a pleasant experience. It became clear that there was no growth potential left for our so-called "studio." So, I decided to leave for good. That was the final nail in the coffin. However, I wasn't ready to give up my game dev journey. There was still one place I wanted to be, One star publisher whom I wanted to work with....