Unknightly is a medieval VR stealth game designed from the ground up for virtual reality. You play the role of a former member of the "Knight's Order". You have been banished from the kingdom never to return again, on the charge of "Unknightly" behavior.
Recent Reviews:
Very Positive (12) - 100% of the 12 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (62) - 93% of the 62 user reviews for this game are positive.
Release Date:
Nov 30, 2017

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Stealth games in general are a difficult genre to get right.
Add to that the fact that there are hardly any other stealth games for VR
and it becomes clear that there is no obvious recipe for "doing it right".
We understand and accept this fact and are willing to keep iterating together with the help of the community to the point we've delivered a product they are very satisfied with!”

Approximately how long will this game be in Early Access?

“Although multiple variables are at play, we're confident we can get the full version released in just a few months!

Different community requests will affect development times accordingly.”

How is the full version planned to differ from the Early Access version?

“Our current plans mainly including expanding on the existing content.
However, should the community drive us towards creating more game mechanics
or provide other game modes and experiences we gladly make adjustments.”

What is the current state of the Early Access version?

“At its current state the Early Access version provides a few hours of playable content out of the box.
The game already has all of its core mechanics in place and contains a couple challenging and levels with more levels planned to be released throughout the early access stage.”

Will the game be priced differently during and after Early Access?

“We believe the price should reflect the amount of quality content available in the game, and as such it is possible that price will gradually rise as new content and features are introduced throughout the development cycle.
We encourage you to get the title now and enjoy all future content for free!”

How are you planning on involving the Community in your development process?

“For maximum convenience we've chosen to focus the majority of our community engagement right here on our Steam community forum, where we'll be continuously interacting with players, announcing features & fixes and attending to all questions and discussions.

We'll also be posting updates on our different (social) media channels, be sure to check them out every once in a while!”
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Notice: Requires one of the following virtual reality headsets: HTC Vive or Oculus Rift. See the VR Support section for more info.

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Recent updates View all (7)

February 21

UNKNIGHTLY - "Minor Update" 22.02.18

Hello everyone!

It's been a little over a week since we've released the last major update (#3), We've enjoyed receiving the overall positive feedback so far!

So we've got a pretty exciting minor update for you guys!

As always with minor updates I'll do my best to keep it as short and to the point as possible:

AI Animations - "Body Language" :
We've done some significant work on improving the AI's animations from a practical standpoint, which means it will now be more clear what the AI is thinking based on its body language.
A few quick examples:
  • When a guard has seen something suspicious, it will now turn its head to that location to have a look.
    This might sound minor but it goes a long way in letting the player know that guard is on to something.
  • Another example when a guard has heard some noise he will have a look left and right (even if he's still patrolling) as well as throw in some voice lines letting the player know that guard is building up suspicion.
  • A guard's body animations become more excessive the more suspicious he becomes, showing that he is on edge.

Guard "Suspicion State" Thresholds Increased :
Guards will now take more time to transition between suspicion states allowing more time for players to recognize that a guard is becoming aware of their presence and take action.
(Stats for nerds: as an example, a guard will need to become about 60% more suspicion in order to transition into a phase where they physically go and check out a specific location).
Additionally guards will now have reactions to suspicious events while they are in patrolling/guarding state.
These reactions will kick in before they reach the point of stopping and turning around (you could think of this as new intermediary state between "idle" and "turning around"). This again means the player will be able to better assess what that guard is thinking.

Oculus Rift Key Mapping Changes:
As was requested for quite a while by many of our Rift players, we've switched around the Grip and Trigger buttons' functionality.
So now - for Rift users - the Grip button will be used for climbing and grabbing objects and the trigger for using the dagger. Enjoy <3

Other Minor Features :
  • AI Sight range increased by about 30% so they can now farther into the distance.
  • Fixed a bug with AI's sight which was causing the AI's field of view to be (in some cases) smaller than intended.
  • Guards chasing the player will now be able to catch up with him once that player is low on stamina and can't run fast enough.
  • Configured the game to be able to play sound even without having window focus (being on top) - this is a good thing to have in general but was primarily done to help players that had different issues with the game's sound not working for different reasons.
  • Fixed bug that caused game to crash in very rare cases, due to an infinite loop error :S

Alright, I hope you all enjoy these new features and fixes!

We'll be sharing our plans for the upcoming major content patch very soon in a discussion on the forums as usual.

Looking forward to you feedback on the recent changes <3 !

20 comments Read more

February 10

UNKNIGHTLY - "Major Update" #3

Hey everyone!

We're super excited to announce our third and long awaited Major Update !
I would like remind everyone that the reason this major update has taken longer than previous ones is due to the fact that we've finally taken on the daunting task of redesigning and rewriting a very large portion of the core game-play in order to evolve the game from "lose-on-detection" to a "chance-to-fight-back" model.

Major Features:

  • A Chance to Fight Back!
    So as we mentioned above, this was our primary goal with this update and has thus set the tone for this update and pushed us to add multiple new systems to the game in order to properly support this new and ambitious game-play model.

    • Players will no longer automatically lose when detected but will instead be given a chance to escape and hide from guards.
      However! Once detected, guards will start performing perimeter searches and become increasingly aware of the player's presence.
      This makes getting detected a double-edged blade where on the one hand the player may gain a second chance, while on the other hand he loses the element of surprise and the odds turn against him.

    • Guards will be able to attack the player.
      If the player takes a couple consecutive hits and dies he will restart from the his last checkpoint!

  • Make Assassinating Guards a More Challenging Task
    So before this update, guards were basically sitting ducks if lured into areas of complete darkness since they could not see anything - at all...
    This had created an exploit that made it possible to lure guards into these dark hiding spots and kill them off very easily, one-by-one.
    We've made several advancement on this front and have every intent to keep iterating and improving based on your feedback.

    • While a guard is suspicious or alarmed he will gain the ability to see even in complete darkness but his field of view will be significantly reduced.
      As long as the player sticks to the shadows and keeps a short distance from that guard he should not be detected.

    • Some guards will carry shields which they will use to protect their face and body when they feel threatened.
      This makes them more challenging to handle in face-to-face combat and will instead require flanking and stealth tactics in order to pull off a successful assassination.
      Note: Right now the guards with shields are not as powerful as we would like them to be and will buffed in an upcoming minor patch.

  • Increase Guard Cooperation

    • Guards are now aware of one another and will react to having heard or seen one of their allies who has a suspicion and come to their aid.

    • Guards will cooperate and perform more coordinated perimeter searches. Once a state of "perimeter search" is declared, guards will divide up the area between themselves and each guard will cover part of the area in a methodical non-random way.

Secondary Features:

  • Added Snap Turn Support
    We've now finally added support for snap-turning for both Vive and Rift users.
    Currently snap turns is set to 45 degrees with more options coming in a subsequent patch!
    This was a (too) long awaited feature prioritized primarily for players who have a 180 setup, but also for the broader community as a quality of life option to avoid "cable-hell" and we're very happy to finally have it in-game.

  • Stamina System
    This one we did not have planed at first, but we quickly realized we needed some way of balancing the climbing mechanic with the new combat system.
    After brainstorming in-house and with community members we decided to go for a "stamina" as a finite but regenerating resource the player would have to manage in order climb, sprint, jump etc.

  • Hand Model and Animations
    We've replaced the previous "place holder" models with proper hand models which not only look way better, but also include beautiful idle, grab, climb animations !
    Shout out to our community member "Captaindickhook" for offering to make the model and animations for us - he's undoubtedly done a fine job.

Conclusion and Special Thanks
This update is undoubtedly a major mile-stone in the game's development process.
We're extremely fortunate to have such an amazing and supportive community that keeps pushing us forward and takes an active part in shaping this game by providing us with constant constructive feedback on what they believe we should focus on and where we can improve - for that we are deeply grateful !

Special thanks to a few veteran community members who've played a major role in providing feedback as well as play-testing of the pre-public versions of this update:
SupaDave, WMan22, Caldor, Hoshi, Barba-Q.

As well as a few newer yet very involved community members:
Goblia, Maozee.

It's a true privilege to have such amazing community members on board! <3

So everyone enjoy the new update and as always looking looking forward to your feedback!
21 comments Read more
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About This Game

Unknightly Public Beta

Unknightly is currently in its Public Beta stage.
We want to be very clear and transparent with our community on what to expect from the current version regarding to the game's current state and implications of deciding to support us at this point in the development process.
So please, before reading on, please consider taking a moment to go through our "Launch Announcement".

We thank you sincerely you for supporting us at this stage and being willing to take part in the vibrant community
that helps shape Unknightly and build it into one of the finest stealth games VR has ever seen.

Short Background Story

Unknightly is a medieval VR stealth game designed from the ground up for virtual reality.
You play the role of a former member of the "Knight's Order."
You have been betrayed and thrown into prison by someone very close to you... But who?
Hungry for revenge and fortune you seek to uncover the identity of those who double-crossed you,
gain insight into their motives, and eventually set the record straight.

VR: Stealth First

This is first and foremost a stealth game, so there's almost always multiple ways to solve every challenge.
Using combat to eliminate guards is viable but not mandatory, and might not always be possible!
Instead, you are encouraged to think through different situations and find ways to get around unnoticed,
steal valuable items, and get out without being caught!

Stealth and Cunning?

  • Move around you will have to sneak past guards and climb walls.
  • Walk around in shadows and avoid areas with a lot of light to stay invisible even when walking close to guards.
  • Be careful not to make loud noises to avoid making guards suspicious.
  • Throw objects around to distract guards and create a window of opportunity for you to execute your plans!
  • And more...

The Experience & Choice

  • Choice in how you approach each and every level. There is always more than one path to the objective.
  • Scout through technically challenging and visually compelling environments in search of valuable objects.
  • Feel the tension creep up on you as you realize that every mistake could be fatal.


Unknightly uses the Unreal® Engine. Unreal® is a trademark or registered trademark of Epic Games, Inc. in the United States of America and elsewhere.
Unreal® Engine, Copyright 1998 – 2017, Epic Games, Inc. All rights reserved.

If we have accidentally left anything out please feel free to contact us on any of our channels and we will happily comply.

System Requirements

    • OS: Windows 7
    • Processor: Intel i5-6500 or equivalent
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GTX 1070 or AMD Vega 56
    • DirectX: Version 11

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