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Update notes via Steam Community
Hello Knights!

Patch 1.6 brings fixes and improvements - mainly item drop tier selection for all raids, more items displayed on the victory screen, and new nightmares in T3 raids. There are also 11 new parts including unique weapons like powerful plasma bombs.

Raid Map Pack - new DLC adds 5 new raids including an underground base, towns, and an oil field.


Full list of changes and additions is at the bottom of this post.

What's next?
MKN will now be in the maintenance phase, so no new major updates are planned. I will be monitoring feedback for major bug reports and will try to fix them in small updates. You can also expect a few new parts in occasional content drops. Thank you for every single feedback and bug report so far - you helped me make this game better.

The story doesn't end here.

MKN2 will be officially under development starting this coming Monday! Ethan and humanity's struggle will continue. I will be working hard to create a bigger and better sequel in every way possible. There are many new features I want to add such as melee weapons, loadout saving, and different leg types. The list is long. You can expect an update here as soon as the MKN2 store page is ready, hopefully by the end of the year.

If you would like to support my endeavor financially, please consider purchasing available DLCs; each purchase helps to increase my budget. Please feel free to let me know what you would like to see in the sequel. Many of the features in MKN came from community suggestions.

And thank you again, you give me the energy to keep working with determination!



Raid Map Pack DLC
Added 5 new raid maps - all unlocked after mission 2

Patch 1.6
-Added item drop settings for raids - so after progressing in the main campaign you can choose item tier drops in all raids
-Changed victory screen to show more items you picked up (shows up to 264 items)
-Added new more powerful tier 3 anomalies - 4 new types - will start spawning after wave 12, with up to 30 spawned after wave 55

New Parts and Weapons:

Hand Weapons:
-ALC-01 Havo Laser Assault Rifle (T3)

Shoulder Weapons:
-FFX-90AH Blitz Chain HVS (T3)
-FFX-90AP Blitz Chain HVS (T3)
-NV-30 Lena Plasma Bomb Launcher (T3)
-GEM40 Artemis Laser Missile Launcher (T3)

Heads:
-MF122A Eclipse (T3)
-MF122B Eclipse (T3)

Torsos:
-MF122A Eclipse [Aux Boost][2 x Coax Gun] (T3)
-MF122B Eclipse [4 x Coax Gun] (T3)
-MF122C Eclipse [APS] (T3)

Active Modules:
-LPM-1 Aurora Plasma Bomb Missile (T2)

Balance Changes:
-Nightmare waves can spawn earlier - since wave 10
-Coaxial weapons increased damage
-Schleswig HVS slight firing speed buff
-T3 gatlings buff
-T3 shotguns buff
-Shoulder Gun Shield ASM-02 with autocannon buffed
-Shoulder Gun Shield ASM-01 with rocket launcher buffed
-Loara and Agresya arms rebalanced stats
-Quad Lynn HVS slightly rebalanced
-HP, Energy, and Ammo item drops despawn after 10 minutes

Music:
-Added new music track in some of the missions across the game

Fixes:
-Weapons autosell bug - items sold when they shouldn't
-Items from collections not dropping
-Enemies spawned above enemy limit
-Trees LOD issues - distant 3D versions size mismatch close-up 3D model
-Reduced trees flickering
-Some anomalies missing "!" mark
-Theia AV no sound
-VZ-1 Meva torso booster off-center
-Antioch a2 torso description bug
-Coaxial guns running out of ammo
-Coaxial weapons overheating
-Hangar fog changing after missions
-Vertical Missile performance optimization
-UI performance optimization
-Haunters - flying big reds model disappearing issue
-Enemy explosions sometimes dealing multiple damage
-Optimized anomalies and nightmares spawn mechanism, should improve and reduce performance spikes
-Anomalies and Nightmares spawning issues
-Enemy Wave Spitters not dealing damage or inconsistent damage
-Flame throwers stability issue
-Multiple Raid maps collision and visual issues
-Wrong Diary dates
-Multiple performance optimizations
-Multiple stability fixes
-Multiple other small fixes
Windows Mecha Knights: Nightmare Depot 1163872
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