• OVER-THE-TOP JOUSTING! - Countless enemies had been shot, hacked and slashed in the history of games. Now it is time to ram a wooden lance in some gut, send your foes flying, and watch them bite the dust! Body parts ripping off, ragdoll horse physics, and destructive environments included.
  • A BEAUTIFUL BRUTAL WORLD – Dive into a magical fantasy world full of treasures and adventures! Don't be fooled by the cartoony looks: here, simply bumping into a silly wooden fence spells a sudden end to your hero's life. If you fancy dying in a more heroic way, how about getting swallowed by a giant toad, falling into a lava pit, exploding from eating too much turkey, getting impaled by a Hitler Snowman, or just getting lit on fire by a dragon!
  • BUCKETLOADS OF CONTENT – Divided into three major parts - the Story Mode, the Endless Journey Mode and the Rogue Rider Mode - this game has a lot to offer and there is always something new to accomplish, find, or unlock. Power-ups, characters, view modes, mutators, quests, game mode variations, randomly generated hats, you name it! Did you ever wish to be a skeleton king with a fancy wig riding over rainbows on a flower-pooping pink unicorn? It's all up to you in this game!
  • INSPIRED BY CRASH BANDICOOT – Good third-person platformers were always hard to find on PC, when consoles sport countless shining examples: the first Crash Bandicoot titles, Spyro, Ratched & Clank, and Super Mario were all a big inspiration for Last Knight. This game kicks it up a notch with non-stop jousting action, no-health instant death, procedurally-generated worlds, as well as custom-crafted levels with Knightmare levels in-between. To top it off, the new Rogue Rider Mode pushes it all into a rogue-like direction, and if you don't like third-person view, try playing in first-person mode!

Recommended min.:
2.4GHz Dual Core or 2.6GHz Quad Core
512MB Shader Model 3.0 Nvidia GeForce 8800 GT or AMD Radeon HD 3870 or 1GB Nvidia GeForce GTX 560 or AMD Radeon HD 5850
2 GB Ram
600 MB Hard Drive Space

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Bunnies Flying bunny In the forest
Blog RSS Feed Post news Report abuse Latest News: Update #10 - Easter Event!

0 comments by Davision on Apr 1st, 2015

It is that time of the year where lunatics with bunny masks roam the kingdom and joust each other to death for the fun of it. So grab a bunny mask and join the action!

In this Easter event you will find lots of bunny masks and eggs in lots of variations. That also includes game manipulating hidden eggs that you can find in the menus, just click on them to activate them.

This update also marks the 2.0 version number! I guess that means it is complete x 2.
New are animations for the other rider, they will now cheer when they dodged a obstacle successfully and react to you sometimes. It makes it all the more fun to watch when they die just while they happily throw their arms in the air or when they look back and then run right into a obstacle.

User Posted Image

Changed are the extra cameras which are now all located on the number keys, when you press a number multiple times you get to additional cameras as A-D. Camera 1A is the default camera. When you press 0 you get cinematic randomly changing cameras.

User Posted Image

For first person the FOV can now be changed with the number keys, 1-9 with 0 resetting it to the default FOV.

In the past couple of months I got into 3d printing and I had to print Last Knight models as well. For the skeleton I went the extra length and made it so that his bones snap together and his body can then move:


I also printed several versions of the knight helmet with the version that is printed in parts being the newest. It can then easily be assembled:

User Posted Image

Unfortunately I had no blue nor silver filament but it looks also pretty cool in black in white. It might be the noble white and black knight who fights for tolerance and equal rights.
More: Thingiverse.com

If that got you interested in 3d printing you will find lots more of my designs here, which includes a Professor Farnsworth, a fruit tree, the whole world, a Invader Zim action figure and of course a bunny: Thingiverse.com

I'm not starting any merchandise for Last Knight here but I have also uploaded the skeleton skull as a keychain for purchase on Shapeways which can even be printed in 14k gold if that should be your thing: Shapeways.com

The update also includes some tweaks and fixes. Here is the change notes list:

notes wrote:- Added Easter Event
- Added other rider animations
- Changed extra cameras to be all on number keys
- Changed first person fov to be on number keys
- Changed 0 key to be randomly switching between extra cameras
- Changed x-mas modes to require unlock again
- Tweaked some menu things
- Fixed gamepad x button
- Fixed suprise surprise mode mutators staying active after run
- Fixed exit game animation still having menu controls
- Fixed medals for different campaigns not updating instantly
- Fixed lance aimring ray setting not saving
- Fixed a issue with the music system

Happy Easter!
David Hagemann
Toco Games
@TocoGamescom - Lastknightthegame.com

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Last Knight X-Mas

Last Knight X-Mas

Dec 23, 2014 Demo 0 comments

This is a special free X-mas version of Last Knight that includes The Big Xmas Chow Down Endless Mode and The Big Xmas Mow Down Endless Mode

Wallpaper

Wallpaper

Dec 16, 2013 Wallpapers 0 comments

Some wallpapers of Last Knight. Wallpaper-boxart, Wallpaper-environment-day and Wallpaper-environment-night.

Post comment Comments  (50 - 60 of 140)
Sablicious
Sablicious Nov 4 2013, 6:13am says:

Some suggestions:
---------------------------
● Adjust the collision on knight versus knight 'side swipes' (if you cannot reach each with your jousting poles, how can you collide to double K.O. each other?)
● Introduce the 'dream' (blurry screen effect) mechanic for when the player is knocked off balanced (from side swiping objects, geometry) ― e.g., a moderate, short-lasting dream effect kicks in after the first or second collision and then exacerbates if more collisions are had in a short space of time. This would lend more weight to the 'off balance' mechanic in the game that, as it stands, doesn't have much of an effect on gameplay, and would incentivise players to not ride through heraldry standards / flags etc. It would also be fun!
● A colour editor for one's avatars / characters

+1 vote     reply to comment
Sablicious
Sablicious Nov 4 2013, 10:09am replied:

● Different properties for riders and horses ― e.g., some horses jump farther but are slower to turn, while some riders are faster with the jousting pole but take longer to recover after being knocked off balance.

+1 vote     reply to comment
Davision Creator
Davision Nov 4 2013, 10:32am replied:

1. the lance poles are much les broad then the rider and horse! So it is fine as it is.
2. Would be too annoying. Also, it is fun to scratch obstacles on purpose that is why there is also the scratches insurance mechanic. (ever found a troll?)
3. There will be "hats" for further customization (see the wigs image in screens.)
4. Would be too tricky to get enough variation and balance it, also longer jumps are not always a advantage.

+1 vote   reply to comment
Sablicious
Sablicious Nov 5 2013, 10:57am replied:

● Make "scratches" irritate the horse and make it harder to control immediately after a collision (for a second or two).
● Increase the time the rider is off balance after a "scratch" occurs.
● Delay thunder 'til AFTER lightning strikes, in-keeping with logic and physics... and buck the trend of 99.99% of games are films... and be a hero in the process!
● Day-night cycles for longer rides (say, exceeding 2000 meters(?))

+1 vote     reply to comment
Davision Creator
Davision Nov 6 2013, 5:28pm replied:

Anything that takes control away is bad in my books, it needs to stay arcadeish.
Light might be faster then sound but that doesn't mean sound is slow. When lightning happens it always also lits everything around the Knight so the lightning must be very close so that the difference between the speed of light and sound would not really matter.
Day and Night cycles are not possible because of baked world lightning. The slight light changes and the lightning is only faked.

+1 vote   reply to comment
Sablicious
Sablicious Nov 9 2013, 6:47am replied:

Okay. I have to take issue with this collision detection / hit box thing. How can a spider ON MY RIGHT HAND SIDE face hug me if my jousting pole is drawn WELL before we impact? Either I knock the spider out -OR- we miss each other. The only way the spider can face hug me from that position is if there is some glitch with the hit boxes. ...or the spider has his own 'time slow' item and dodges my jousting pole! <_<

This is saying nothing of how often Buckethead can double K.O. with you on your right hand side while your pole is drawn. There's definitely some bug with this aspect of the game, and I have to say, it's becoming infuriating. >.<

● Provide a ' drop item' button so that the player can jettison chest pick-ups / items they do not want. Some items (e.g., time slow and rainbow) are only effective in specific situations and can actually hinder one's vision / timing if used at the wrong time. Being effectively forced to use the first item in your stock when you pick up another causes problems and often ends runs prematurely for no fault of the players. It's only logical that items should be discardable and it would add strategy to the game while removing some of the luck factor.

+1 vote     reply to comment
Davision Creator
Davision Nov 9 2013, 2:00pm replied:

I tweaked the Spider, it is now much more clear when it will face hug you. It only hides behind his arms when you will hit it now. It also turns to you now when it tries to grab your face. Double KO with the bucketheads on the other side is normal though, when you both not hit with your lances, horses/rider still can smash into each other, you have to aim better there!

The Second Sight takes time to get used to for timing jumps but other then that it is always beneficial as long as there are obstacles since you can also strafe faster while slomo is active. The Rainbow bridges can appear over gaps and small obstacles. You can simply have only 1 Power up at a time, having to manage a stock while riding would be hard with the non-stop action. You can skip the auto activated power up when picking up a 2nd by just activating the next though while it is also a strategy to use your power ups early so you always have that empty slot. If you have not upgraded the power ups yet they last pretty short so you need upgrades to make them more effective.

+1 vote   reply to comment
Sablicious
Sablicious Nov 8 2013, 3:31am replied:

They must be some low level cumulus clouds...! <_<

+1 vote     reply to comment
Sablicious
Sablicious Oct 30 2013, 7:49am says:

Question:

How are the scores calculated after endless runs? From I've seen, the numbers don't seem to add up...

+1 vote     reply to comment
Davision Creator
Davision Oct 30 2013, 11:49am replied:

The maths behind it should be all shown in the details screen. It is a bit complex though. Some world mutators can also change the calculation a bit.

+1 vote   reply to comment
Sablicious
Sablicious Oct 31 2013, 1:58am replied:

Okay. Here's an example--see if you can dumb it down for me: I.imgur.com

(*The reason I ask is because I've seen a ride distance of about 2000 (meters?) with a score tally of around 40K and then a ride of the same length but with a score of only 20K =/ What factors (besides the obvious pick-ups) dictate what score you'll get and what has the most influence on the final score?)

+1 vote     reply to comment
Sablicious
Sablicious Oct 31 2013, 2:12am replied:

Ah! I get it! It's the distance rode + (distance road x 10)... right??

If so, then the gold does not add to score, correct?

+1 vote     reply to comment
Davision Creator
Davision Oct 31 2013, 7:31am replied:

Yes and no, it is distance 409 x (10+ 1 chivalry) = 4499 + gold 3200. So gold does add to the score but there was a bug in the older version where it did break. Are you sure you have the 1.1 installed? You can see it in the main menu in the upper left corner, there it should say v1.1 ... I also tested it here and the different calculations were fine.

+1 vote   reply to comment
Sablicious
Sablicious Nov 1 2013, 4:27am replied:

I do have 1.1... now! lol

The scores seem make more sense. Thanks ^_-

+1 vote     reply to comment
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Last Knight
Platforms
Windows, Mac, iPhone, iPad
Developer
Toco Games
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Lastknightthegame.com
Release Date
Released Sep 8, 2013
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Style
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Platformer
Theme
Medieval
Players
Single Player
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