Good Night, Knight proves the end is just the beginning.

I love a bit of humor in my game. Personal taste but for me, it’s a case of the darker, the better. If humor is used properly and those witticisms are genuinely funny, a new dimension can be added to what could potentially be a fairly gray affair. Attempting to give us a bit of a chuckle while we’re trying to avoid being hacked to death is Good Night, Knight, a sneak-and-slash RPG that will be coming to our screens early next year.

In Good Night, Knight, you literally begin at the end. The kingdom is safe, all the evil has been vanquished and for a knight (you), there isn’t a vast amount left to do. This is all well and good until you awake to find yourself taking a swan-dive off a mysterious underworld spire. Nobody ever quite gets the chance to retire when they want to, do they? Now you’ll have the task of regaining your memories and saving the world all over again.

Coming from the clever souls over at RedEmber and being published by No Gravity Games, you can wishlist Good Night, Knight on Steam as soon as you finish reading my babbling. It’s going to be hitting GOG’s “Games in Development” at the same time as the Steam release if for any reason you prefer that platform. Both of these releases are due on February 16th next year.

Good Night, Knight features procedural generation, giving you new maps on every run. You know, that thing a certain masochistic breed of gamers just loves? It’s great for getting killed in a bunch of ingenious and unexpected ways. Add to this hand-crafted puzzles and a dash of dark humor, and you’re pretty much there. To ease off on the procedurally generated pain Good Night, Knight is kindly giving you an autosave. Don’t expect an easy ride, though; death is going to be costly either way.

What we don’t see a lot of in games of this sort is stealth and this is present in Good Night, Knight in spades. If we add to this a robust and heavy-hitting set of combat mechanics, we have quite an interesting proposition. Many titles do one or the other well but rarely master both and this, assuming it’s been done properly, is quite exciting. In addition to all of this, we have stamina management. Soulslike fans amongst you will know about the stamina bar all too well. For those of you that like the slash-and-hope style of play you’re going to have to rethink rather fast if you also like living.

So we have a colorful, 16 bit, procedurally generated kill-fest and I think that sounds like a lot of fun. I’m a glutton for punishment when it comes to anything even resembling a roguelike so I shall be in the queue for Good Night, Knight with you come next February.