
Rise from serf to sovereign in this medieval idle RPG. Level fifteen skills, raise a Holding stone by stone, slay drakes and leviathans, command workers, and grind your way to the throne. 100 achievements, 39 leaderboards, no energy bars, no waiting.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.14/day in the week to Sep 1 → 0.57/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
You begin with calluses, not a crown.
Idle Crown is a medieval idle RPG with no energy bars, no premium currency,
and no real-world clock between you and the next level. Just fifteen
skills, a Holding you raise stone by stone, and an XP curve built for the
long haul.
Chop pine to heartwood, mine tin to runite, forge bronze swords through sovereign-tier blades.
Fish minnows to leviathans, hunt rabbits to drakes, cook simple meals into royal feasts.
Combat, Piety, and Stewardship round out the lord's craft, each with passives that bend every other skill.
Early levels move quick. The endgame is measured in days. Past 99, Mastery
branches (Yield, Pace, Fortune) open for every skill,
fully respec-able.
Twelve buildings on a 20×20 plot, each granting permanent speed bonuses.
Upgrade tiers climb from pine planks to voidstone. A maxed Holding is
months of work. A centerpiece you can point at when someone asks what
you've been doing all winter.
Climb the rank ladder (Serf → Freeman → Yeoman → King) to unlock
workers who run skills beside you. At high ranks they outpace the lord
himself.
Sink coin into yield, speed, XP, crit, coin gain, minion slots, forge
efficiency, sell prices, boss cooldowns, and more. Each ranks up the
deeper you invest. Push the offline cap from 12 hours to 36. Slot a fifth
minion. A treasury that always has a reason to grow.
Every achievement is named and written in voice, with no dry "kill 100 X"
copy. Hidden achievements stay hidden until earned. Each ships with a
hand-rendered gold-on-parchment icon.
20 leaderboards: speedrun, per-skill XP, Mastery, lifetime XP, longest streak
Friend Rich Presence so your liege can see what skill you're grinding
Offline catchup up to 36 hours, so a workday doesn't wipe a play-day
Serf to Sovereign. Take your time. The throne is patient.
Engagement
Reviews
Themes across 74 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Избыточно душновата, быстро превращается в геймплей 5 минут раз в день. И да, откуда в топе чувак заборовший 2300+ босов? Это три месяца непрерывной игры. Сам разраб не стесняется сидеть в топе? Или просто читеров не гоняют? P.S. И да, в чем проблема была сделать автосжигание дерева для кузницы и автопоедание бафалок по кд аналогично тому как еда идет в боях?
Just a timesink, the gameplay does not feel rewarding.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Arabic, Bulgarian, Czech, Danish, Dutch, Finnish, Greek +18 more
Hours played at review time, across 74 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
As much as I WANT to like this game, it just feels very AI-sloppy and uninspired. The workers are a nice touch, and I like the Renown system (essentially meta-progression upgrades that you don't have to reset for). However once you've played for 2-3 hours you've seen everything there is to see. Rewards/resources for each skill are boring and literally are just larger numbers as you level. There's no real depth. It gradually becomes an exponentially increasing time-sink without any fun aspect. EVERY description/flavor text in this game is AI-written. Even the tutorial/instructions section looks to be written by AI. You're telling me the dev couldn't even be bothered to write a single sentence of flavor text for skill descriptions?? People are not joking when they describe it as AI slop Melvor. Except Melvor has FAR more depth and skill interactions with each other. It makes me wish Melvor had a worker system - as only being able to only work on one skill at a time yourself felt very boring/punishing to me. Combat as a skill just plain sucks. Oversimplified gear system, enemy variety means nothing other than more damage/health/chance to hit, even the loot drops are the same aside from "carcasses" which are just vendor trash. Gathering skills have 0 depth to them. Gather one resource, then gather the next tier of resource ad nauseum. The Holding (your "base") is a massive resource sink, and while it seems helpful on the surface, the "+10% (insert skill name) action speed" buffs are all you get from it, and they seem to be additive with all the other skill speed buffs in the game (consumables, renown perks) instead of multiplicative, so I can't seem to fathom that actually maxing them out makes much difference vs. 50-75% complete because its linear with upgrade rewards but exponential with costs. It has a nice/functional UI, but the whole game really does feel like someone prompted an AI to make them a Melvor clone without really understanding why people like idle games or how to make them feel rewarding. [b]OVERALL RATING:[/b] 3/10
Сильно напрягает, что, когда у тебя 15+ крестьян, чтобы что-то нажать, нужно закликать кнопку, пока она не нажмётся. Баланс неадекватный: после 60 уровня можно заходить в игру раз в день, перекликивать крестьян и выходить. После 90 -- раз в неделю (если бы не ограничение офлайн награды). Бой кажется максимально странным. Питомцев как грязи, но они не стакаются, а в магазине есть аж 40 грейдов на повышение шанса их выпадения. Рекомендую игру до 60 уровня в навыках. После -- нет.
6月後半に購入し、毎日コツコツプレイしていました。 成長していくのが楽しいと感じており、特に、ランキングにどんどん近づいたり、抜かれたりするので試行錯誤するのが楽しかったです。 ...ですが、8月前半くらいからランキングがうまく動いていないっぽいです。 ゲーム自体は実績のために続けますが、おすすめはいったんナシとさせてください。 ランキングが直りましたらおすすめに戻したいと思います。
это отвратительно. доигрываю из за ачивок
нужна эндгейм прогрессия, а то скучно
Verbuggter Müll
The forge with eternal coals does not work well offline. Even if the heat consumption is lower than generation, the heat decreases and the coals stop working Also, it's a dumb idea that they only work when there's heat.
Я прошел игру, но автор забил на баги и исправления. Ближе к концу игру не работают клики с первого раза, едет UI Я сделал ачивки, но прокачиваться не вижу смысла, слишком высокие цифры. Даже примерно сложно сказать сколько лет займет полная прокачка
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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