
Steam news
Full Steam announcements and update articles for this title.
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Ritter & Rotwein, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Ritter & Rotwein statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.
FAQ
Browse related Steam game intelligence pages and categories.
Being a knight means working hard on yourself every single day. Balancing a ragdoll character is just as challenging. Our goal is to create a game that is both rewarding and challenging, where mastering a deliberately difficult-to-control physics-based character is the core experience - without making it feel frustrating. It's a fine line to walk, but thanks to your feedback, we believe this update brings us a little closer to that sweet spot.
Changes:
Improved Character Stability: Many of you told us that the character ended up on the ground too easily and had a hard time getting back up. We've increased the character's stability, making our knight much more resilient and better at staying on his feet.
Easier Recovery: Getting back up is now easier. After a short time, the character will automatically stand up, or you can get back up immediately by pressing up.
Game Over Removed: Losing your character as soon as your Fame reached zero caused a lot of frustration. We decided that this mechanic wasn't adding to the experience, so we've removed the Game Over condition. Fame still matters, though, it remains the value for achieving a highscore.
Reduced Damage: Some mechanics now deal less damage, including the Wine Barrels and the Ore Crusher.
Your feedback helps us make the game better with every update. If you have more suggestions or ideas, we'd love to hear them! Feel free to join our Discord server and share your thoughts with us:
Being a knight means working hard on yourself every single day. Balancing a ragdoll character is just as challenging. Our goal is to create a game that is both rewarding and challenging, where mastering a deliberately difficult-to-control physics-based character is the core experience - without making it feel frustrating. It's a fine line to walk, but thanks to your feedback, we believe this update brings us a little closer to that sweet spot.
Changes:
Improved Character Stability: Many of you told us that the character ended up on the ground too easily and had a hard time getting back up. We've increased the character's stability, making our knight much more resilient and better at staying on his feet.
Easier Recovery: Getting back up is now easier. After a short time, the character will automatically stand up, or you can get back up immediately by pressing up.
Game Over Removed: Losing your character as soon as your Fame reached zero caused a lot of frustration. We decided that this mechanic wasn't adding to the experience, so we've removed the Game Over condition. Fame still matters, though, it remains the value for achieving a highscore.
Reduced Damage: Some mechanics now deal less damage, including the Wine Barrels and the Ore Crusher.
Your feedback helps us make the game better with every update. If you have more suggestions or ideas, we'd love to hear them! Feel free to join our Discord server and share your thoughts with us:
Expanded Tutorial: A more comprehensive guide to help you master the mechanics of R&R.
New Weapons & Combat Styles: Experiment with new gear, each offering a unique way to take down your enemies.
New Enemy Variations: Challenging new opponents have been added to the demo.
Balance & Polishing: General improvements to gameplay feel and performance.
We’ve been busy polishing the armor and sharpening the blades. A new update for Ritter & Rotwein is now available with some much-needed fixes and a highly requested feature!
What’s new in this build:
Custom Keybindings: You can now fully rebind your controls in the new Settings menu. Tailor the chaos to your liking!
Crossbowman Fix: Our archers finally learned some discipline. The Crossbowman now correctly takes his shot,and stops firing afterward
Infinite Score Glitch Squashed: We removed a bug that allowed for infinite scoring.
Leaderboard Notice: We are sorry that the leaderboard currently shows some invalid high scores due to this glitch. We are looking into ways to keep the rankings honorable!
Latest Combat Improvements:
Balanced Difficulty: Nerfed enemy "One-Shot" attacks to make combat more tactical and fair.
Bug Fix: Fixed the stabbing damage calculation (it’s now as deadly as it should be!).
Better Feedback: Added visual hit feedback when the player takes damage.
It was an absolute blast watching legends like LIRIK & Matteo from BONJWA take on our Knight yesterday! We saw 21,000 people cheering (and laughing) as the physics took its toll.
But here’s the thing: The game won. 💀
Even the biggest pros couldn't reach the end of the demo. They hit the "Streamer Wall" and had to surrender... BUT CAN YOU DO BETTER?
We want to see the first Knights to actually conquer the peaks where the pros failed.
Your Goal: Reach the end of the Demo.
Proof: Take a screenshot of your End Screen.
Where to post: Share it here in the comments or join our Discord https://discord.gg/SppCXVTmH3 and post it in the #challenge-hall channel.
The first 100 players to provide proof of finishing the demo will be immortalized in the official Game Credits under the "Knights of the First Hour" section!