- Development Update — The Eight Convergences - 15 September 2026
Hi everyone! Over the past few weeks, development on KNITEWINGS has been focused almost entirely on the Convergences — eight additional environments that connect and reinterpret the four main realms of the game. Today, I’m happy to say that the first environmental pass for all eight Convergences is complete. From endless gothic cities and hanging prisons to rivers of lava, floating mountains and even the surface of the Moon, the Convergences have given me the opportunity to take familiar elements from KNITEWINGS and push them into completely new situations. And perhaps the most exciting part is that almost all of this was achieved by recombining and reinterpreting assets and systems that were already part of the game. The result is eight completely different places, each with its own identity and its own distinctive features — sometimes visual, sometimes tied directly to the way you mov…
- Knitewings Development Update — From Purgatory to Hell - 17 August 2026
Hi everyone! It’s time for another development update on Knitewings. Over the past few weeks, most of my work has been focused on building the environments that will make up the later stages of the game. One of my main goals is to make each realm feel immediately recognizable, not only through its visual style, but also through its atmosphere and the way the player travels through it. Today I can finally show you two of them: Purgatory and Hell. Purgatory — Chimera’s Cathedral Purgatory has been one of the most interesting environments to develop so far. The journey through this realm eventually leads to an enormous gothic cathedral, a place deeply connected to Chimera and to the fate of the souls trapped in Purgatory. I wanted the cathedral to feel monumental and solemn, but at the same time cold and unsettling. Its towering architecture, statues, stained-glass windows and violet light…
- The Journey Continues - 16 July 2026
Hi everyone!It's been a little while since the last development update, so I wanted to let you know that work on Knitewings is continuing steadily.Over the past weeks I've been focusing almost entirely on creating the remaining environments, enemies and bosses that will make up the full adventure. As a solo developer, this is one of the most time-consuming parts of the project, but it's also one of the most exciting.Today I'd like to share a small glimpse of one of the upcoming areas: Paradise. I'm deliberately keeping most of the new content under wraps because I'd love for you to discover it while playing, but I also want to reassure everyone who's following the project that development is moving forward every day.Thank you all for your patience, your feedback and your continued support. It really means a lot.I'll be back with another update soon!— Fabio Profenix Studio — Knitewings™…
- Knitewings Demo Update - 11 June 2026
Gameplay & Stability Fixed a rare soft-lock that could occur if the player was defeated during specific invulnerability transitions. Build Setup & UI Fixed an issue where the XP level border could appear highlighted immediately after selecting Random. Fixed the Random button visual state not updating correctly after selecting the first weapon. Menu & Playtest Replaced the Playtest Logo in the in-game menu. Removed the Playtest feedback form button from the in-game menu. As always, thank you for your feedback and support!
- Knitewings™ Demo Update – A Major Step Forward - 9 June 2026
Over the past few months I've been working on a substantial update to the Knitewings™ demo, refining many aspects of the experience based on playtesting, community feedback and countless hours of iteration. This new version introduces improvements across gameplay, visuals, audio and overall presentation. Build Setup System One of the biggest changes is the complete replacement of the old three-choice upgrade system. Instead of repeatedly interrupting the action with upgrade selections, players now prepare their build before entering battle through a dedicated Build Setup screen. The new system eliminates gameplay interruptions while preserving the dramatic level-up moments and visual feedback that make progression feel rewarding. The result is a smoother and more action-focused experience without sacrificing the excitement of becoming stronger during battle. Improved Audio The entire au…
- Knitewings™ Development Update – New EMISSIVE VFX System - 4 June 2026
Over the past few weeks I've been working on a major upgrade to the visual effects pipeline powering Knitewings. One of the biggest additions is a brand-new EMISSIVE shader archetype, developed directly inside S2Engine. Unlike the previous approach, EMISSIVE materials are now handled through a dedicated rendering path specifically designed for visual effects. This allows me to create brighter, cleaner and more dynamic effects while keeping the workflow simpler and more consistent. To demonstrate the difference, here's a comparison of Caronte's special attack before and after the upgrade. https://www.youtube.com/watch?v=ytWDt2NRw6A https://www.youtube.com/watch?v=89WefBq6CwA The new system makes it possible to create effects that feel more energetic and impactful while improving readability during combat. This technology is not limited to Caronte. It is already being used to upgrade weap…
- A New Opening Cinematic - 12 May 2026
Knitewings™ is evolving — not only visually, but also in the way its world and atmosphere are presented. Over the past few weeks I’ve been working on a brand new realtime opening cinematic created entirely inside S2Engine using layered billboards, realtime cutscenes, stylized VFX and custom post-processing. The goal was not simply to create an intro movie, but to give Knitewings™ a stronger identity inspired by classic anime openings, arcade games and sci-fi fantasy worlds. https://www.youtube.com/watch?v=dW_0HYB4_SQ MAETH The cinematic introduces MAETH — a mysterious primordial entity tied to the origin of the world and the energy surrounding the Four Sisters. Instead of using traditional prerendered animation, the sequence is built directly in-engine through compositing, camera movement, layered artwork and realtime effects. A More Cinematic Direction The new opening is also helping s…
- New Visual Style & The Four Sisters Revealed - 18 April 2026
INTRO The game is evolving — both visually and in terms of character identity. New Visual I’ve been working on a new contrast filter with overlay to capture that dramatic 80s/90s anime look, while preserving the readability needed for fast gameplay. The Sisters The four sisters are now fully integrated, each with their own abilities, visual identity and special attacks. Michela — balanced / water Gabriela — earth / explosive Raffaela — fire / aggressive Uriela — air / fast I’ve also uploaded a short video showcasing the special abilities of the four sisters: https://www.youtube.com/watch?v=mJPa-TwgDIE I’ll be sharing more details about each of them in upcoming updates. Final Considerations The game is getting closer, and your support means a lot. If you’re interested, don’t forget to wishlist! — Knitewings™ — Old-school arcade. Reforged.
- Playtest Closed — Thank You! - 30 March 2026
The playtest for Knitewings™ is now officially closed. Over the past days, many of you joined, tested the new build system, and shared valuable feedback. This phase was crucial — and thanks to you, I now have a clear confirmation: the new system works and represents a strong step forward for the game. Your feedback didn’t just validate the mechanics, but also confirmed the overall direction of the project. That was exactly the goal of this playtest. Now it’s time to move forward. Development continues with a clear focus: stabilizing, refining, and building on what has been established. No distractions — just solid progress toward the full experience. Thank you to everyone who played, tested, and supported the project. More updates soon. — Fabio
- Playtest Ending Soon — Try It Before It’s Gone - 20 March 2026
The current playtest will only be available for a limited time and will close in a few days. This version introduces a new build system that plays very differently from the demo, focusing on uninterrupted action and pre-run planning. If you haven’t tried it yet, this is the best moment to jump in and compare the two systems. Your feedback is extremely valuable at this stage. — Knitewings™ — Old-school arcade. Reforged.
- Playtest now available — compare it with the demo - 17 March 2026
The Knitewings Playtest is now open again! ✨ This update introduces a new weapon build system designed to make each run more distinct, readable and strategic. 🔧 What’s new New pre-run build selection system Improved weapon progression clarity Reduced randomness in early decisions New sword sound effects Improved readability of Skull Prime Updated combat feedback and polish Various fixes and improvements ⚔️ Demo vs Playtest The current Demo still uses the previous system, while the Playtest contains the new one. 👉 I’d love your feedback: Which system do you prefer? If you'd like to share your thoughts, you can fill out this short survey: https://www.s2powered.com/copiasito/knitewings-playtest/ (Alternatively, you can access it at the end of a playtest run or post on the Steam forums.) 🎥 See it in action https://youtu.be/ka1pHQ_0Dko 🚀 Join the Playtest Try the new system and compare i…
- Demo Update – Stability and Steam Deck Improvements - 9 March 2026
This update introduces several technical improvements focused on stability and visual consistency, especially when running on Steam Deck. Changes Improved texture streaming stability Reduced visual artifacts on Steam Deck Improved overall system stability Minor performance optimizations Various internal fixes and adjustments
- Thank You — And What’s Next for Knitewings™ - 2 March 2026
Steam Next Fest has just come to an end, and I want to personally thank everyone who took the time to play the Knitewings™ demo. Over the past days, I’ve been reading your feedback — not only on Steam, but across different platforms and communities. Every comment, suggestion, and impression has helped me better understand how the game is being perceived and where it can improve. The response has been above my expectations, especially in terms of wishlist growth, and that support truly means a lot. For now, the demo will remain available exactly as it is. I believe it’s important to keep a stable reference point while development continues. The next step will be refining and evolving the weapon setup and upgrade system. A new round of focused playtesting is coming soon, and I’ll be using everything I’ve learned from your feedback to make the experience stronger, cleaner, and more strateg…
- ⚙️ DEMO Minor Update – Input & UI Adjustments - 26 February 2026
Improved input mapping and pause behavior. ESC now consistently opens the pause menu Skip action has been separated from Back Updated controller icons (LS/RS) Thank you for the feedback — more refinements coming.
- Knitewings™ Live Showcase – Weekend Session - 19 February 2026
Weekend live session during Steam Next Fest. I’ll play the demo again, focus on intense moments and boss fights, and answer your questions. Live will be held in English.
- Knitewings™ Live Showcase – Steam Next Fest - 19 February 2026
Join me live during Steam Next Fest. I’ll play the demo, talk about gameplay and design, and answer your questions. Live will be held in English.
- Knitewings™ is Joining Steam Next Fest! - 19 February 2026
Knitewings™ will be part of Steam Next Fest starting February 23. The demo is available now, and this is the perfect time to jump in, explore the first Domain, face elite enemies like Gorewing XS, and challenge the boss. I will also be hosting two live showcases during the Fest: • February 25 – 19:00 CET • February 28 – 18:00 CET During the live sessions, I’ll play the demo, talk about gameplay and design, and answer your questions. If you enjoy the demo, please consider adding Knitewings™ to your wishlist. It really helps a solo developer more than you can imagine. See you in the skies.
- ⚔️ New Early Elite Added – Meet Gorewing XS - 14 February 2026
A new demo update is now live. I’ve introduced Gorewing XS, a reinforced variant of Gorewing X that now appears early in the stage to create a stronger opening challenge. This new Elite: Has increased durability Must be defeated using precise melee timing Remains in combat until eliminated Rewards you with a more valuable Treasure The goal is to make the opening minutes more intense and satisfying, giving players a clear skill moment before the main waves begin. I’ve also made pacing adjustments and minor stability improvements for a smoother experience. If you’ve already played the demo, jump back in and face the new challenge. Let’s ascend.
- 🛠 Knitewings™ – Demo Update - 11 February 2026
Hi everyone, I’ve released a small update for the demo focused on improving combat feel and screen clarity. Adjusted the trajectories of some enemies to improve combat flow. Refined the vertical spawning range of certain enemies to improve readability and positioning. Mana drops now always appear within a reachable range. These changes make the transition between shooting and melee even smoother and more natural. Thank you for playing the demo and for your support. — Fabio
- Knitewings OST – BoundToAscend (Main Theme) - 10 February 2026
I’ve just published BoundToAscend, the main theme of Knitewings. This is the full version of the track, created to represent the identity and overall tone of the game. The theme is then adapted and rearranged in the versions used in-game, in the trailer, in the menu, and during the tutorial. You can listen to the track here: https://www.youtube.com/watch?v=w-i3YsAtEhc