Knights in Tight Spaces on Steam - User reviews, Price & Information

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.

Knights in Tight Spaces is a card battler, isometric and turn-based strategy game developed by Ground Shatter and published by Raw Fury.
Released on March 04th 2025 is available only on Windows in 7 languages: English, French, German, Spanish - Spain, Japanese, Russian and Simplified Chinese.

It has received 404 reviews of which 296 were positive and 108 were negative resulting in a rating of 6.9 out of 10. 😐

The game is currently priced at 19.50€ on Steam.


The Steam community has classified Knights in Tight Spaces into these genres:

Media & Screenshots

Get an in-depth look at Knights in Tight Spaces through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS: Windows 10
  • Processor: Intel Core i5-2300 CPU @ 2.80GHz/AMD Ryzen 5 1600 or equivalents
  • Memory: 4 GB RAM
  • Graphics: NVIDIA GeForce GTX 1050 3GB VRAM/AMD Radeon RX 560 3GB VRAM or equivalents
  • DirectX: Version 9.0
  • Storage: 3 GB available space

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

March 2025
YES! If you have played Fights in Tight spaces then you're expecting a premium turn based strategy game to match it. FITS was the best TBS fighting game out there hand down! I've decided to write this review early and keep updating it because I can tell I'll be playing this for a silly unsociable amount of time. Now I will have to stop playing endless mode on FITS max difficulty (currently hitting near level 150 lol) So far a great sequel! : The Fights - MORE enemies YES! Having to keep your other characters alive and helpful is absolutely a game changer! So much to consider... I imagine newer players may struggle, but that's what gaming is about baby ;) Weapons/Armour - You collect various types with interesting abilities. You can UPGRADE these oh my! For example do you use a shortsword that duplicates your first attack or do you go for +10 damage? A bow? Decisions decisions!!!!!!! The environment looks awesome. The walls smoothly swish downwards as you pan. (Improvement over FITS) The characters look great. So far I think improvement over FITS. The music is pumping so Improvement. Control more than one character, YES! Variety of characters, some are locked - Love it! Map - Does not feel linear IE it is not slay the spire style on the surface. You also can do side quests (they might not be obvious so pay attention to markers pointing off screen!) Enemy variety - Just keep playing and you will see new types to bring horror to your turn based choices. Excellent stuff! (I will update more as I play....) Negatives: I would like to be able to push left at the left most card to skip to the rightmost card. Probably doesn't matter to mouse and keyboard folk, but becomes annoying for joypad-ers In FITS you can feel the hits. In this less so?? Anyone else notice that, am I crazy? Perhaps it's the sound or my PC misbehaving? Edit: Credit to BadPsychic who said "Master volume: 100 SFX volume: 100 Music volume: 30 Ambient volume: 50" - This gives you more bang per hit! Enemy colours - They mainly are red which means you often have to keep checking their abilities too often (well I do because I have to think about all outcomes....weirdo). In FITs enemies had specifc colours which helped you quickly see/notice things....
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March 2025
Nearly all the time I have played this is as a brawler character class. While there are other characters, I've not really experienced the other 6-7 character types (much) to make a party of characters. In addition to having a team, this game is different in degrees than Fights in Tight Spaces (FiTS). The breadth of this game is wider in scope than FiTS, the writing is punchy (thank you, thank you), and the play is fantastic. The fights mechanically are very similar; different in scope and texture. I've bought and leveled up permanent pieces of equipment, bought potions, armor, spells, weapons to trick out the individual characters. Do I take this healing potion into the next battle or cloak that buffs one of my stats? Lot of tactical customization is possible. The art is beautiful and the design easy to parse and the controls refined. This is a bit of roguelike where things are randomized in a run, I've not encountered the same mix of items/characters-for-hire types in each run. Some times this can be frustrating as I didn't the thing I wanted. Not a bug, but a design feature during runs for games of this type. Those runs can go on for quite a long time, but you can stop and come back at any time. A note on game saves... I've exited the game in the middle of a fight (dinner/family time/life) and came back in thinking I would have start where I left off on the world map. Nope, took me straight back to the round I was fighting when I left and I did not even execute a save manually. Nice touch and avoids save scumming. The game play is compelling and there are many ways to experience the game, as a healing cleric, glass cannon magic user, tanky warriors are a few character classes I've sampled at various points. Within each class there are a number of builds you can harness. Maybe an over shielded reactive build just waiting for enemies to bounce blows off the armor. Then auto-pummel the attackers with counter strikes. Or builds where I stun or take enemies to the ground preventing reprisals. Or just directly bludgeon them to death with high damage strikes. Or... lots of options. Many seen in FiTS, but also lots of other approaches. It's very much a thinking persons deck builder based game, but easily approachable as well. I needed to consider the tactical ramifications of the situation as well as the meta play. I'm I over stuffing the deck with cards or does this new card blend well with the others? Should I upgrade this card or thin my deck by culling a few with the gold coins I collected along the way. I see this game as an advance to the deck building game type as can control many characters with a hand of cards. I'm not sure if this is a viable strategy, but I don't think I needed to take on other characters to succeed in this game. I did for several maps with a solo character. The game adjusted a number of factors to keep it balanced and fun. The game is difficult to take all the way to completion for me, I've not done it yet, but I think I made it to the last mission after I dropped the difficulty a notch below mid tier difficulty. There is certainly a skill base to this game in the decisions I made from moment to moment. Enjoying the game quite a bit. It builds off of FiTS but is more expansive. There is a beauty in this design.
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March 2025
Just finished the Story Mode with the True Ending. Yes, this game has it flaws and some thing are quite far from ideal, but negative reviews have already discussed the flaws and the game design mistakes here, so there is no sense to repeat. I would say that most important thing about this game is that it has its soul and personality. It might not be perfect, it might have flaws, but it is still very cool. I haven't been so addicted to the game for a long time: 21 hours in 4 days is quite a lot for me. I'm not yet sure why I've got sucked into this game so much, but my guess is that game OST is very engaging and addicting, at least for me. As a side note, I didn't play FITS and I didn't play any deckbuilding games except for Gwent (yeah, it is entirely different genre), so I'm not as picky as the experienced audience of such games. Also, it is very sad that it seems that right now people are experiencing crashes and soft locks. I was lucky enough to never experience neither crash nor soft lock in this game. Which is strange, because I'm playing on Linux using Proton and therefore I'm usually "the target audience" for strange bugs in games. :) And in the end, I would like to leave a remark about one particularly nasty card. The "Cannibalism" curse card. If you have a tanky party leader, then drawing this curse and not having redraw card is an automatic game over as it would just one shot everyone except for the leader, and this is not a fun way to lose a 6 hour long run (happened to my first run).
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March 2025
About 2 hours in, and so far it is a "Yes, BUT". The previous game in the series, Fights in Tight Spaces, was one of my comfort games, and at its core it is the same base concept - a deckbuilding roguelike with an emphasis on positioning, redirection, and punching people in the face - now with the added bonus of being able to slash instead. However, it is a different, medieval-fantasy-based take on the previous game For every step forward, there is another step back. The minimalist and slick style of FiTS was exchanged for a more detailed medieval world. In a vacuum, that part is purely down to personal preference. The UI has also been changed and reorganized. Your resources - Momentum, Combos and the turn number - are still the same old, BUT they are positionned differently on the HUD. That one is for the most part a change of habit. Hoooowever, all of this sometimes gets in the way of playability. The more detailed environment, the new UI placement, and sometimes even your hand of cards gets in the way of displaying certain enemies' stats if they're positionned a certain way (like, you know, THEIR HPs, which you KINDA need for obvious reasons), and require moving the camera around to actually see the bloody things. It happens irritatingly often, and the first game had nowhere near that amount of problems with that. In the same way, what counts and doesn't count as a Kill Zone where you can ring out an enemy (and vice-versa) tend to be a lot less clear than in FiTS. You do have an option to display them, thankfully, but in fringe cases it feels less natural. The other new mechanic, and the major difference in between FiTS and KiTS, is also the possibility to recruit other characters and fight as a party instead of a solo character. Now this system IS good, HOWEVER, it is also incredibly unweildy and clunky to use. You can't see your hand clearly as long as you don't have a character selected, and there is no keybind to switch around who you're playing, so you have to do this by hand _every time_, which gets annoying when the character selection is crammed in a side of the screen away from everything else. You can also click on the character themself, but the color code sometimes gets in the way too. It's also surprisingly easy to think you've switched characters, only to realize that you popped a buff on the wrong character, or moved the wrong one... And in this game, a blunder like this means you're eating a lot of shit in the next turn. Keybinds to switch around easier and a clearer indicator of who you're playing as at a moment's notice would gain a lot on that front. Sound design is also all over the place. Some moves are fine, some others are either lacking a lot of punch, don't have the flow of FiTS's counterparts, and others again are completely borked, the Fireball being a prime criminal here. Final default : it gets some time into a run - past the prologue - to be able to recruit your team. So for now I've been pretty negative. And for my first hour, I've been skeptical. It was missing that... spark. But everything clicked and expanded massively once the Party mechanic mentioned earlier comes into play. The aforementioned clunkiness is still a thing and still need to be fixed, however, when you have a 3-men squad, your power level, duties, and tactical options are _massively_ expanded. You play all your characters on your turn : they all share the same hand, the same Momentum, and the same Combo meter. But, you do get an additional Momentum by party member, and a MASSIVELY expanded deck and hand when teammates are in play. So, although you do have 3 characters to protect and pay attention to, right off the bat, your ways of dealing with the presented situation are a lot more potent and consistent than in solo play. Your characters also combo with each other, and will get a free attack of opportunity every time you trigger their conditions for it after one of your action. Kicking an enemy only for him to get nailed by your Rogue's ranged attack and then absolutely crused by your fighter's fuck-off axe is a special kind of satisfying. Classes also play differently. For the time being, I tested the Brawler and the Warrior. A FiTS veteran will feel right at home with the Brawler, because you're playing basically like Balanced Agent 11 back in the day. As the warrior, you do have to interact with the equiment mechanic, but the results are well worth it with either damage or utility up the wazoo, depending on your weapon. Some cards are unaccessible to some classes. The good ol' Head Smash requires an Unarmed character, so Fighters and Rogues can't use those, but the Brawler can and will. Oh, and the soundtrack is legendary, as always with nervous_testpilot. All in all, Knights in Tight Spaces definitely need some polish in quite a few aspects. However, the core gameplay and the novelties added by the new setting are making this one just as much of a potential hit as its prequel. As soon as Ground Shatter fixes the clunkiness and passes some polish, it will become a worthy successor to Fights in Tight Spaces... Without necessarily replacing it. In my opinion, it's the best of both worlds.
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March 2025
If you've played Fights in Tight Spaces, this is essentially a visually enhanced FITS with weapons, whose fighting systems have been honed to perfection. So, digital crack. If you have not played FITS (yet), boy are on in for a treat.
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Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 17 March 2025 15:27
SteamSpy data 17 March 2025 15:46
Steam price 17 March 2025 12:47
Steam reviews 15 March 2025 21:54

If you'd like to dive deeper into the details about Knights in Tight Spaces, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Knights in Tight Spaces
  • SteamCharts - Analysis of Knights in Tight Spaces concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Knights in Tight Spaces compatibility
Knights in Tight Spaces
6.9
296
108
Online players
432
Developer
Ground Shatter
Publisher
Raw Fury
Release 04 Mar 2025
Platforms