- Release Year: 2023
- Platforms: Windows
- Publisher: The Iterative Collective
- Developer: Good Morning Games
- Genre: RPG
- Perspective: Diagonal-down
- Game Mode: Single-player
- Gameplay: Action RPG, Melee Combat, Ragdoll, Ranged combat, Roguelike
- Setting: Fantasy
- Average Score: 62/100

Description
Knight Crawlers is a fantasy action RPG set in procedurally generated dungeons, where players control a knight using direct control in a diagonal-down 2D scrolling perspective. Blending classic action mechanics with ragdoll physics, the game emphasizes environmental interactions, traps, and combat strategies to defeat enemies across repetitive yet randomized rooms, offering roguelite progression through character customization and escalating challenges in a solid, solo-developed experience.
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Where to Buy Knight Crawlers
PC
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Reviews & Reception
metacritic.com (60/100): While no one would call Knight Crawlers especially innovative, the game that is here is far from charmless.
checkpointgaming.net : The end result is you are likely to feel frustration more than enjoyment.
explosionnetwork.com (65/100): A simple game at the outset but, upon further playthrough, allows it to define itself.
Knight Crawlers: Review
Introduction
In the ever-expanding labyrinth of indie roguelites, where every pixelated shadow hides a potential ambush and every run promises redemption or ruin, Knight Crawlers emerges as a peculiar beast—a wobbly, physics-driven dungeon crawler that dares to blend slapstick ragdoll antics with the grim grind of horde-slaying ARPGs. Released in May 2023, this title from upstart developer Good Morning Games arrives not as a revolutionary titan but as a quirky underdog, echoing the chaotic spirit of classics like Diablo while injecting modern roguelite flair and Unity-engine eccentricity. Its legacy, though nascent in the annals of gaming history, lies in its audacious attempt to humanize (or perhaps “wobble-ize”) the faceless hero of dungeon delving, turning the player into both architect and victim of their own mayhem. At its core, Knight Crawlers is a testament to indie ingenuity: a game that shines in bursts of emergent hilarity and customization but stumbles under the weight of repetition and technical jitters. My thesis is clear—this is a solid foundation for roguelite fans craving physics-fueled chaos, but its unpolished edges and narrative vacuum prevent it from crawling out of the mid-tier indie pack, positioning it as a cult curiosity rather than a genre-defining gem.
Development History & Context
Knight Crawlers was born from the ambitious vision of Good Morning Games, a fledgling indie studio helmed by lead developer Ivan Moltini, with contributions from a skeleton crew including producer Tanya He and interns like Marco Moltini, Aiden Ong, and Jia Jing Foo. Operating as a small team—often described in reviews as effectively a solo effort augmented by collaborators—the studio poured its passion into reviving the dungeon crawler archetype with a twist of ragdoll physics, drawing inspiration from the roguelite boom of the 2010s and early 2020s. Publisher The Iterative Collective, known for supporting niche titles like Ikonei Island and The Signal State, provided the backing to bring this project to Steam, emphasizing iterative development and community feedback. The game debuted in previews at events like PAX, where its PvP mode teased chaotic multiplayer brawls, evolving through closed alphas where players helped refine mechanics like melee combat.
Technologically, Knight Crawlers is a product of Unity’s accessible engine, which enabled the game’s signature wobbly physics without the prohibitive costs of custom builds. This choice, however, imposed constraints typical of indie development in the post-Hades era: procedural generation for endless dungeons kept scope manageable, but it also led to visual crudeness and bugs that plagued early builds. Released on May 4, 2023, for Windows via Steam (priced at $12.99, often discounted to $6.49), the game entered a saturated market dominated by polished roguelites like Vampire Survivors and Dead Cells. The early 2020s gaming landscape was flooded with physics-based indies (Gang Beasts, Totally Accurate Battle Simulator), but Knight Crawlers carved a niche by merging ARPG depth with roguelite replayability, amid a broader industry shift toward player agency in combat and progression. Moltini’s stated goal—to create a “rich and detailed world full of adventure and excitement” inspired by classic RPGs—reflected the era’s indie ethos of blending nostalgia with innovation, though resource limitations meant compromises in narrative and polish. Post-launch updates, including bug fixes and Steam forum engagement, underscore the team’s commitment to iteration, turning a rocky debut into a slowly improving experience.
Narrative & Thematic Deep Dive
Knight Crawlers operates in a narrative thinness that prioritizes action over storytelling, a deliberate choice in the roguelite genre but one that leaves its fantasy setting feeling more like set dressing than a lived-in epic. The plot, if it can be called that, casts you as a “Crawler”—a customizable knight-like hero thrust into the Corrupted Realms, dark portals teeming with hordes intent on overrunning the world. Your quest is archetypal: delve into procedurally generated dungeons, slay beasts, and extract “living essence” to upgrade yourself, ultimately fending off the encroaching darkness. There’s no grand cutscene or voiced prologue; instead, the story unfolds through terse environmental cues, like the Sanctuary hub where vendors (a blacksmith, seamstress, and ethereal merchants) offer cryptic banter about “astral defenses” and “dominion tablets.” Dialogue is sparse and functional—enemies occasionally quip sassy remarks during combat, and hub NPCs provide upgrade prompts—but lacks depth, with no branching narratives or character arcs to elevate the proceedings.
Thematically, the game explores survival and agency in a chaotic multiverse, where the player’s control over enemy spawning subverts traditional dungeon crawlers’ helplessness. Themes of customization mirror existential choice: you sculpt your Crawler from a bumbling ragdoll into a godlike slayer, choosing between tactical precision or horde-mowing mayhem, which subtly nods to the roguelite mantra of “death as learning.” Yet, this is undercut by a lack of emotional stakes—no compelling lore ties the Corrupted Realms together, and bosses (like a “monster-sized duck”) lean into absurdity over menace, evoking slapstick more than dread. Characters are archetypal placeholders: your Crawler is a silent avatar for player expression, while foes range from skeletal minions to exploding goblins, representing faceless hordes rather than nuanced antagonists. Underlying motifs of essence extraction and crafting evoke a Darwinian grind, where power comes from devouring the weak, but without dialogue-driven exploration or thematic payoffs (e.g., no moral choices affecting realms), it feels underdeveloped. In extreme detail, the narrative’s void amplifies the gameplay’s highs and lows—early runs feel aimless without hooks, but late-game dominion runes (talent upgrades post-crawl) hint at a larger cosmic struggle, suggesting untapped potential for expansions. Ultimately, Knight Crawlers prioritizes mechanical themes of chaos and control over a cohesive story, making it a vessel for player-driven tales rather than a scripted saga.
Gameplay Mechanics & Systems
At its heart, Knight Crawlers revolves around a roguelite loop of dungeon delving, enemy summoning, and iterative progression, distinguished by its physics-based ragdoll combat that turns every skirmish into a physics puzzle of flailing limbs and environmental exploits. Core gameplay begins in the Sanctuary, where permanent upgrades (via essence and dominion tablets) bolster stats like health, attack, and defense across runs. Entering a dungeon, you interact with summoning circles to spawn enemies—choosing batch sizes from cautious trios to overwhelming hordes—defeating a quota to unlock doors while grinding extras for loot. This player-controlled pacing innovates on passive horde-spawners like Vampire Survivors, allowing tactical builds: lure foes into spike traps or fire pits for free kills, or funnel them into chokepoints for efficient clears.
Combat deconstructs into a hybrid of ranged auto-fire (staves, bows, wands that shoot projectiles only when stationary) and melee (circular sword slashes, hammers, flails for crowd control), all animated with ragdoll wobbles that add unpredictability—enemies ragdoll on death, sometimes comically impeding allies. Leveling presents three skill cards per tier, offering branching paths: fireballs for AoE damage, healing orbs for sustain, or buffs like minion summons. Progression feels rewarding early, with loot drops enabling on-the-fly swaps (comparing stats via quick UI pop-ups) and essence conversion for enchanting gear, but flaws emerge in repetition—dungeons lack thematic shifts (all rooms share uniform aesthetics, from level 1 to 40), and combat devolves into kiting hordes without deeper combos. UI is minimalist yet clunky: no hotbar reminders or tutorials mean keyboard/controller learning curves (mouse unsupported at launch), and options like audio sliders lack numerical feedback, forcing trial-and-error.
Innovations shine in customization—alter appearances (outfits, wings, companions) for vanity, or specialize via dominions (e.g., trap mastery post-run)—and PvP arenas for asynchronous duels, adding replayability. Flaws abound, however: wobbly movement causes inconsistent jumps (plunging into lava mid-leap) and wall-sticking, melee lags behind ranged in damage/effectiveness, and bugs (vanishing gear, broken upgrades, save corruption in early builds) force restarts, eroding trust. Grinding for runes demands luck-based runs, with no clear endgame beyond infinite scaling, making it grindy without the “one more try” hook of peers. Overall, the systems foster emergent chaos—100-duck hordes are hilariously tactical—but unrefined controls and repetition cap its depth, suiting short sessions over marathons.
World-Building, Art & Sound
The world of Knight Crawlers is a fantastical underbelly of Corrupted Realms—endless, procedurally generated dungeons blending medieval fantasy with eldritch portals, where low-poly ruins house traps like blade swings and lava pits. Atmosphere evokes a cozy peril: dim, colorful lighting pops against blocky environments, creating a Duplo-like whimsy that tempers roguelite tension with humor. The Sanctuary hub, a serene respite with vendors amid ethereal flora, contrasts the chaotic depths, fostering a hub-and-spoke rhythm akin to Risk of Rain. World-building is light but effective—portals spew themed foes (goblins, skeletons, exploding casters), and lore snippets via cards hint at a horde-overrun multiverse—but procedural sameness (no biome shifts from catacombs to hellscapes) dilutes immersion, making realms feel like infinite echoes rather than evolving threats.
Visually, the art direction is a mixed bag of charming crudity and inconsistency. Ragdoll characters wobble like drunken knights, their low-poly models (Unity’s hallmark) enabling hilarious physics—flailing deaths and momentum-based dodges—but crude textures and stiff animations betray budget limits. Customization shines: mix-and-match outfits, hair, wings, and cute pets personalize your Crawler, turning it into a canvas for absurdity (imagine a winged duck-slayer). Skill cards, however, boast majestic, illustrated art—vibrant fireballs and arcane runes—that clashes with the in-game jumble, pulling players out of the experience. Enemies vary delightfully, from sassy goblins to duck bosses, but uniform dungeon aesthetics (stone bricks, no evolving palettes) amplify repetition.
Sound design complements the chaos: satisfying thwacks of melee clashes and explosive pops punctuate combat, with ambient dungeon hums and enemy grunts building tension. Hub melodies are serene and looping, evoking calm before the storm, while sassy voice lines (“Take that!”) add levity. Audio mixing falters—clashing volumes require manual tweaking without sliders—but overall, it enhances the wobbly vibe, making horde wipes feel visceral. These elements coalesce into a quirky atmosphere: playful yet punishing, where visuals and sound amplify emergent fun but fail to sustain long-term wonder.
Reception & Legacy
Upon launch, Knight Crawlers garnered mixed reception, averaging 58% on MobyGames (from seven critics) and 60 on Metacritic (four reviews), with Steam user scores hovering around “Mostly Positive” amid bug complaints. Critics praised its innovative physics (Softpedia: 80%, lauding trap-environment interplay) and customization (Explosion Network: 65%, appreciating small-team charm), but lambasted repetition (Hooked Gamers: 60%, noting unchanging dungeons) and technical woes (Checkpoint Gaming: 50%, citing bugs and wobbly frustration; MKAU Gaming: 45%, calling for clearer world-building). Commercially, it sold modestly—collected by only two MobyGames users at tracking, with Steam sales boosted by demos and discounts (50% off in Autumn 2023)—reflecting indie niche appeal in a roguelite-saturated market. Early alphas faced save issues and melee imbalances, but post-launch patches (e.g., duck boss fixes, controller support) improved stability, earning developer kudos for community engagement on Steam forums.
Its reputation has evolved from “rocky indie” to “promising fixer-upper,” with players noting grinding’s addictiveness once bugs subside. Legacy-wise, as a 2023 release, influence is embryonic: it nods to Diablo‘s progression and Vampire Survivors‘ hordes but innovates player-spawned fights, potentially inspiring physics-roguelites. No direct successors yet, but its Unity roots and small-team success story bolster indie’s DIY ethos, akin to Hades‘ iterative rise. In history’s lens, it joins mid-tier crawlers like Dungeon of the Endless, a footnote for ragdoll experimentation rather than revolution—yet updates suggest growing cult potential.
Conclusion
Knight Crawlers wobbles through the roguelite genre with infectious chaos, its physics-driven combat and deep customization offering gleeful highs amid procedural depths, but repetition, bugs, and narrative sparsity tether it to mediocrity. From Good Morning Games’ indie grit to its quirky realms, it captures adventure’s thrill—spawning hordes, crafting essences, dueling ducks—yet demands polish to truly shine. In video game history, it earns a spot as a spirited 2023 curio: recommended for physics fans seeking short, silly crawls (7/10), but not a pantheon entrant. With ongoing support, it could evolve into something legendary; for now, it’s a fun flop worth watching.