Firefight Knights
Game
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New — just published
A multiplayer third person shooter concept with robots, bot opponents, and a variety of weapons.
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This version of the game is a VERY early concept build. Many features are planned to be added as well as current features entirely changed in future versions of the game, but I would recommend keeping expectations pretty low until I can really iron things out.
This particular release is for Game Jam 3, and was not released when I felt it was truly ready. This is the earliest possible playable state that I could put together.Please leave a review detailing what exactly is bad about the game, I wish to continuously make it better, and I need to know what exactly feels terrible about the game from anyone and everyone. I will go through your reviews and do my best to improve where the game lacks.
Firefight Knights is a robot battle arena shooter, with up to 8 slots per lobby of any mixture of AI and real players.
Customize your bots with an extensive paint system with numerous paint job types, multi-selection of parts to paint together, color presets, and more!
Bring those bots into battle and take down opponents in one of multiple gamemodes, featuring: Last Bot Standing, Deathmatch, King Of The Hill, and Hot Zones! These modes are available to be played both FFA (Free For All) and in Teams, with any combination of players per team, up to 4 different teams!
Find the game's default balancing to be rough around the edges or just not to your liking? Lobbies have Rulesets! Design your own match settings, save them as presets, and battle it out your way! Rulesets will be expanded further in the future.
You can even practice or play official matches in the basic dev environment, just for the hell of it!
It's definitely a rough game for now, but I will do my best to go through all feedback given to me!
This particular release is for Game Jam 3, and was not released when I felt it was truly ready. This is the earliest possible playable state that I could put together.Please leave a review detailing what exactly is bad about the game, I wish to continuously make it better, and I need to know what exactly feels terrible about the game from anyone and everyone. I will go through your reviews and do my best to improve where the game lacks.
This game contains AI generated/assisted placeholder particle textures and music. Models received some AI assistance to fix a few issues, but are created by hand.
Firefight Knights
Multiplayer Third Person Shooter / Battle Arena Game
Firefight Knights is a robot battle arena shooter, with up to 8 slots per lobby of any mixture of AI and real players.
Customize your bots with an extensive paint system with numerous paint job types, multi-selection of parts to paint together, color presets, and more!
Bring those bots into battle and take down opponents in one of multiple gamemodes, featuring: Last Bot Standing, Deathmatch, King Of The Hill, and Hot Zones! These modes are available to be played both FFA (Free For All) and in Teams, with any combination of players per team, up to 4 different teams!
Find the game's default balancing to be rough around the edges or just not to your liking? Lobbies have Rulesets! Design your own match settings, save them as presets, and battle it out your way! Rulesets will be expanded further in the future.
You can even practice or play official matches in the basic dev environment, just for the hell of it!
It's definitely a rough game for now, but I will do my best to go through all feedback given to me!
Some Known Problems
- Spectating a match full of bots has no quit option.
- Spectating in general kinda sucks ass still.
- Various weapons need re-tuning.
- Missing proper models and textures for various weapons/maps
- Match audio is bland
- Match Rulesets lack weapon re-tuning options
- Bots are kinda very extremely stupid
- Probably many other things not listed here I can't remember right now, but honestly just give feedback on anything including what's on this list anyways.
- Spectating in general kinda sucks ass still.
- Various weapons need re-tuning.
- Missing proper models and textures for various weapons/maps
- Match audio is bland
- Match Rulesets lack weapon re-tuning options
- Bots are kinda very extremely stupid
- Probably many other things not listed here I can't remember right now, but honestly just give feedback on anything including what's on this list anyways.
15
Total Users
39
Total Sessions
11.9 hours
Total Playtime
Positive
Negative
How this works: This chart tracks all anonymous thumbs up/down votes, not just the written reviews below. Playtime is permanently recorded at the exact moment the user casts their vote. Data is exactly as returned by the Facepunch API.
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17.1h - 34.1h
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Package ID:
bunworx.firefight_knights
Created:
2026-09-24 19:18 UTC
Updated:
2026-09-26 15:40 UTC
Type:
game
Public:
Yes
Version:
397222
files:
329
Size:
216.5 MB
Engine Version:
29
Asset Version ID:
397222
Version Created:
2026-09-26 15:40 UTC
Hash:
1790437252
Manifest: Open manifest
Multiplayer:
Yes
Versus:
Yes
Co-op:
Unknown
sports_esports Input & Control Support
Keyboard & Mouse
cancel Unsupported
Controller / Gamepad
cancel Unsupported
Virtual Reality (VR)
cancel Unsupported
settings Engine & Multiplayer Configuration
Launch Mode:
Normal
Startup Scene:
scenes/main_menu.scene
Fix Batch
Sep 26, 2026
Added
- Gamemodes
- - Hot Zones/KOTH objective points now detect ground and will place in its best possible angle Still needs reworking
- Audio/Communications
- - Added what should be proximity voice chat, Untested, will fix over time if necessary.
- - Hitting an enemy will now apply a metal impact sound to help with damage feedback.
- Camera
- - Player camera can now be adjusted how far vertically and horizontally it can be up to certain limits.
- Menus/UI
- - Settings now opens an option between game settings and s&box settings. game settings currently just contains camera settings.
- - Controls for weapons now display on the bottom left of the screen, above the player movement speed. It can be hidden.
- - Damage to a player will now display via a damage indicator next to the hit target. Scaling and more may be adjusted later. Indicates certain damage types/results as well, indicating if a hit was parried, slowing an enemy down, or if they're defending it with their melee weapon, as damage occurs to armor instead of HP.
- - Escape menu based on the main menu, with access to settings and a few other previously more hidden buttons. Those buttons still exist.
- - Mute button in scoreboard, saves the mute setting to file.
Improved
- Gamemodes
- - Hot Zones capture time reduced from 7 seconds down to 4.
- - Deathmatch/Hot Zones/KOTH Default HP setting is now 500, down from the 1000 (this was supposed to take effect before release, but did not.).
- Menus/UI
- - TEAM button in lobby now says TEAM BATTLE, to help with confusion. It was also hidden from non-hosts anyways.
- Character/Animations
- - Jumping no longer has the extended leg angled as far back, its more vertical. This SHOULD be based on velocity now, but a second pass is required to confirm later.
- - Sparks are now double the size, making it more obvious that you are hitting something.
- - Jump power increased from 330 to 340, a small but considerable increase.
- - Jumping will now have smoke puffs come out from the leaping foot.
- - Double jump will always use the opposite foot from the randomly selected foot on the first jump.
- Weapons
- - Laser cannon now fires multiple rays instead of a single centered capsule, allowing for the laser to continue doing damage even if aiming mostly at a corner.
- - Laser cannon now pushes the shooter backwards as it fires, based on direction of fire.
- - Laser cannon gravity reduced further when charging.
- Weapons [Sword] (First Pass)
- - Overhaul of animations. Weapon now correctly swings the blade around, positioned better with the player character, and does not fall behind the way it did when charging a slice.
- - Slash charge no longer requires the player to nearly perfectly time a mouse click and hold in order to begin the charge, holding early will automatically begin charging once the cooldown ends.
- - Slash cooldowns reduced from 0.18s to 0.12s. Full charge recovery reduced from 0.55s to 0.4s.
- - Slash lunge is now based on camera direction, rather than just forward. Vertical force is halved from horizontal.
- - On charge, the sword now grows in size, increasing the hitbox and visual size of the sword, and begin to jitter.
- - Sword slashes adjusted to better position themselves relative to targets. Swords will eventually adjust slash direction entirely, rather than just being forward-based.
- - Swords only disable damage when hitting a player/bot target. Sometimes hitting a wall would cancel the damage output.
- Bots
- - Bots can no longer freely aim the laser cannon, they are stuck rotating very slowly. That being said, they may need to be increased as it seems they dont rotate as fast as they should now.
- Maps
- - Just a basic placeholder material on some walls of The Junction, to make it feel a bit less... stale.
Fixed
- Gamemodes
- - Objectives for Hot Zones/KOTH now do not blind the shit out of you, but instead display a clear bright ring, with a darker center, to signify the zone size.
- Networking
- - RPC issue regarding the SG-32 weapon identity should now be gone.
- - Players should now properly display on lobby join for the first time.
- Menus/UI
- - Main menu should now appear if leaving lobby as a player.
- - Health now properly tracks the HP on players. It was displaying an old, incorrect max HP for the bar, which appeared to do no damage as a result. It was maxing at 500, so you would have to damage the player down to below 50% HP to see. This issue did not exist for bots.
- - Gamemode Information at the top of the screen cleaned up and resized for better visibility.
- - Objective UI element slightly cleaned up (Timer removed, as it displays at the top).
- - Player Rings from lobby should now properly delete when leaving a lobby back to menu.
- - Keyed/Unkeyed warning spam has been cleared.
- - Screen transition should now correctly display for clients in a lobby, loading into a match.
- - Camera contol UI element adjusted, does not get stuck on respawn anymore.
- Camera
- - Respawning no longer errors with the spectator camera.
Removed
- Etc.
- - Some Bugs/Glitches.
Known Issues
- - General weapon balancing
- - Lack of map options
- - Weak map design
- - Character feedback still lacking
- - More audio required
- - Lacking various weapon models/materials
- - And many more!
Hotfix 09/25/26
Sep 25, 2026
Added
- Spectator
- - Added scoreboard to spectators
- - Vertical movement with jump and crouch buttons
Improved
- Weapon Damage
- - MG-01A Damage raised from 4 to 5 per shot
- - SG-32 Damage raised from 15 per pellet to 22.5
- - SG-32 Pellet count reduced from 12 to 8
- - SG-32 Knockback reduced due to lower pellet count, from 1320 to 880 force on full-hit
- - Laser Cannon Damage increase to 8 per hit, from 7
- - Laser Cannon Cooldown reduced to 35 seconds from 45
- - Laser Cannon Charge Up/Down time reduced to 3.5 seconds, from 5
- - Sword Damage doubled, 48 base/96 charged, from 24 base/48 charged
- - HE Grenade damage increased to 105, from 95
- Movement
- - MG-01A Run speed increased to 287.5, from 230
- - Sword Movement speed increased from 280 to 420
- - Dash recharge time per dash charge reduced to 2.25 seconds, from 3
- Paint Shop
- - Added secondary color visibility on each part
- - Improved text visibility
Fixed
- Weapon Responsiveness
- - SG-32 knockback now (hopefully) better applies to targets on ground
- - Grappling Hook now overrides target movement to better reel them in, with a 15% steering influence
- Spectator
- - Camera FOV now matches player controller
- - Spectator scoreboard buttons now work as expected
- Bots
- - Bots should now fallback to the DEFAULT preset if the player has zero customized presets, to hide the very ugly color identifier texture underneath
Removed
- Etc
- - Nothing
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