No hit points
Nothing chips away at a health bar, because there is no health bar. One fall into the abyss sends you back to the start.

THIS IS SPINKNIGHT
You play a lone knight paired with a blade that has seen far too many respawns. Together you climb a world built to shake you off it.
There are no potions and no second wind. The moment you leave the platform, whether by your own mistake or an enemy’s shove, the run resets. Every vertical inch is earned.
Enemies aren’t here to whittle down your health. They’re here to move you one step too far. Every encounter is a spatial puzzle: cut them down or get pushed off.
MECHANICS
Nothing chips away at a health bar, because there is no health bar. One fall into the abyss sends you back to the start.
Contact costs you position, never health. Every fight becomes a balance problem on a platform that feels smaller each second.
Your falls are counted and kept. The number sits on the title screen as a record of exactly what the climb cost you.
Throw the blade and spin it to clear space, deflect enemies, and buy yourself one more step of room. Timing decides everything.
INSPIRATION
SpinKnight borrows the jump from one, the world from another, and the punishment from the third.



SCREENSHOTS
Handmade pixel art. Layered isometric islands.
Real depth. Gaps that are easy to misjudge.

DEVLOG
COMING TO STEAM
Wishlist SpinKnight and Steam will tell you the moment it launches. It’s the single most useful thing you can do for a solo developer.