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

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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 601 reviews of which 434 were positive and 167 were negative resulting in a rating of 6.9 out of 10. 😐

The game is currently priced at 14.62€ on Steam with a 25% discount.


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.

June 2025
Knights in Tight Spaces (KITS) is a solid roguelike deckbuilder which should reward at least a week of solid play. The GOOD: A supremely tactical game, Knights in Tight Spaces plays more like Chess than anything else. Tactical positioning and sequencing is critical to avoid enemy attacks, direct enemy fratricide, and maximise your own damage outputs. You will find yourself going "here, then here, then shove, then combo, and that hit's unavoidable but blocked...". Some moves are easy, but the most complex settings will have you thinking for minutes on which card to play. There's a lot of card variety and the various classes to choose from, with a mix of melee, range, defensive and battlefield control options. It's a lot of fun seeing highly choreographed beat-downs being executed. Graphics and soundtrack and well fitted and the GUI is fairly easy to use. The upgrade and progression elements of the game are also good, with interesting decisions in whether to invest in better gear or cards. The BAD: At times, the game is far too random for its own good. Firstly, some cards never come up. for deckbuilding, wrecking the specialist deck you wanted. Secondly, the random positioning at the start of fights can make them really easy or really hard simply on how your team and enemies are placed. it can take several turns to drag your team into a working fighting formation and the first turn feels overloaded compared to subsequent. Thirdly, recruitment is also random - the Tavern may simply have none of the class you want to recruit. But to you find that out you have to forgo the option to upgrade kit or your deck instead. A bigger gameplay problem is the combination of party and deck mechanics. Mixed parties are AWFUL - the classic Fighter-Rogue-Mage for example just doesn't work. The random draw means that you can get specialist cards usable only by one character - in fact the game almost guarantees it. The result is that some characters each turn will have too many options and others too few for the tactical situation. This random hand mechanic drives you towards parties made of the same or closely related character classes - they use the same cards and you get much more flexibility. Related to the mixed party problem is the fact that classes seem....unbalanced. A very large part of the game, and especially the vital bonus objectives, revolve around repositioning enemies. For this, the BRAWLER class is supreme. Though damage output is mediocre, it's so easy to stun, down, push, redirect enemies to fratricide or just throw them out of the board. You barely even need the defensive dodge and block mechanics because the enemy is usually too busy killing itself. A team full of brawlers (or Brawlers+Fighter) is so much easier than any other class I have played with I wonder about he play-testing. The UGLY: It's a roguelike with instadeath and a long (8 hour) full campaign. That's a lot to commit to when a single mis-click really can end you. It also would be nice to be able to replay a level even in the event of failure - "was there really no way out of that?". Apart from some random encounters its the same story, maps, and enemies on each playthrough. The background story and character development is also cursory with an annoyingly "witty" protagonist. It is a railroad to take you to the next fight. Overall, KITS is a good game, a very good game, for those who enjoy lots and lots of tactical calculation and roguelike thrills. It falls a little short of greatness due to core mechanics favouring one playstyle.
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March 2025
It's easy to see why this one isn't universally beloved - it's both much more difficult and a much messier design than FiTS. I feel like I'll be a hundred hours in before I can even form an opinion on how well the balance holds up once you start developing mastery. If you don't mind rough edges, though, it's an easy recommendation - FiTS was too easy to really hold up in the long run and I'm usually in favor of bigger messier designs. Special mention to the impossibly stupid animation for jumping attack with a bow mainhand, someone is prepping for their career in big screen fight choreography.
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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.... Edit - Items - Not enough INFORMATION!!! For example, I was using the Quarterstaff and didnt realise it has range 2 until I was in the fight.... Or I have an item that adds a Card to the deck, but there's NO INFO on what that card does lol
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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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Frequently Asked Questions

Knights in Tight Spaces is currently priced at 14.62€ on Steam.

Knights in Tight Spaces is currently available at a 25% discount. You can purchase it for 14.62€ on Steam.

Knights in Tight Spaces received 434 positive votes out of a total of 601 achieving a rating of 6.90.
😐

Knights in Tight Spaces was developed by Ground Shatter and published by Raw Fury.

Knights in Tight Spaces is playable and fully supported on Windows.

Knights in Tight Spaces is not playable on MacOS.

Knights in Tight Spaces is not playable on Linux.

Knights in Tight Spaces is a single-player game.

There are 2 DLCs available for Knights in Tight Spaces. Explore additional content available for Knights in Tight Spaces on Steam.

Knights in Tight Spaces does not support mods via Steam Workshop.

Knights in Tight Spaces does not support Steam Remote Play.

Knights in Tight Spaces is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Knights in Tight Spaces.

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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 20 July 2025 20:11
SteamSpy data 30 July 2025 07:37
Steam price 30 July 2025 04:48
Steam reviews 29 July 2025 00:03

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
434
167
Game modes
Features
Online players
51
Developer
Ground Shatter
Publisher
Raw Fury
Release 04 Mar 2025
Platforms
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