
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 →
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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.
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
Engagement
Hours played at review time, across 47 reviews with recorded playtime.
Reviews
Themes across 47 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Too bad the exe shows as malware/virus when run.
不推荐玩,但11块而已,也没有给差评的意义。 一眼望得到头,纯来蹭你电费的磨时间游戏。 50级前可以随便体验一下,50级后经验需求暴涨,60级后单工人操作一个类目甚至一天只能升一两级,后面我真不敢想 没有太多意思,但不吃内存,就随便挂挂,哪天忘记打开了,估计就没了。
No começo a ideia do jogo parece legal... mas depois enjoa... upar uma skill depois a outra e pronto.
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.
The "worker" system makes this idle game a bit more interesting than a Melvor clone, and the renown shop really spices things up. Super cheap price for a pretty solid idle game.
先講結論,不是很推薦,因為沒做完 前期基本上就能把特色玩完了,接下來只剩掛機 有打折的話買來看一下還行 靠放置跟排行榜兩個元素玩到現在 也差不多要畢業了,再掛下去純耗時間沒什麼意思 畢業當下是終生xp榜第15名 422M經驗 階級子爵 11個工人 紀念一下 感覺得出來製作組有些想法,想做些傳統掛機以外的創新,但都沒做完 掛機技能的產物用途也過於單一,很快就沒勁 總而言之還是一句沒做完 這遊戲其實有幾個要素設計得還不錯,還是有值得借鑑的地方 例如: 1、工人系統 工人速度慢,但是勝在人多,尤其只有玩家自己可以進行戰鬥,如何分配人力 甚至在工人方面投入多少資源,都是有策略性的玩法 也讓玩家比較有東西可以操作 2、聲望系統與領地建築 其實就是拿資源換類似局外成長的加成 聲望系統讓多餘的資源有地方可以消化,甚至可以針對性的賺錢,盡快解鎖聲望技能等級獲得更多加成 這邊我個人建議衝鍛造然後做武器,收入很高,馬上可以獲得大量金錢購買聲望 相較之下領地建築只有一次性就比較平庸, 不過還是多少能讓玩家對於掛技能的安排有些策略性 3、The Academy(應該是學院)系統 最近更新的,效果是能讓你最低等的技能也分到一點經驗 這設計挺不錯的,可以讓玩家專心衝高等技能,同時給低等技能一點補貼 4、排行榜系統 講真的我原本第一天就該畢業了,甚至還來得及退款 都是排行榜的緣故讓我玩到現在 不過遊戲內容還是不夠多,實屬可惜 再來說說缺點: 1、使用低等buff道具可以延長高等buff道具的持續時間 例如我從金寶箱開到經驗+35%的月瓣 藥水,我先使用一個,接下來只需要靠使用低等的藥水就可以不斷延長時間 所以煉金這技能我幾乎不用練了,月瓣 藥水到現在還剩29個可以喝好幾天 其實看buff的介面有個推數跟第幾堆,我猜原本是要設計不同等級的buff道具分開生效 但看來是還沒做完 2、人力分配介面沒做好 在分配第一個工人時,介面會因為冒出工人名字所以撐開,"+工人"的按鈕就會產生移位 導致我要一個一個點已經夠麻煩了,還會容易按到"以xx開始"的按鈕停下玩家自己原本的動作 既不能一次分配多個工人,還會影響到已經分配工作的自己 大概製作組沒玩過自己做的遊戲 3、物品欄介面不完善 一開始的無法關閉自動販賣提一嘴就好,製作組大概沒自己測試過這功能 不過更新之後的物品欄依然不是很好用 比方說不能販賣裝備中物品同名的其他物品 例如我正裝備秘銀劍,同時生產了100把秘銀劍 那我就無法販賣秘銀劍 需要先解除裝備,然後把出售數量改成100,再按出售 這又衍生兩個問題 3-1 裝備類的東西,點擊出售數量欄位時,又會把東西裝備上去,只能點擊欄位內的數字,拖曳到欄位外再放開才能正常修改數字 3-2 動作慢的人甚至可能需要停止生產,因為生產了武器又會自己裝備上去,然後再回到不能賣的死循環 整個就是沒做完 4、數值設計欠佳,技能功用單一甚至沒用 我是掛到差不多70級才覺得膩了,接下要升級的時間就長到我覺得誇張了 重點是有些技能因為產物用途過於單一所以要不要掛顯得很雞肋 對,我說的就是石工 我掛到66級了居然排行第7名,也就是說能用符文石升級建築的玩家大概只有幾十位 但這技能的產物幾乎又只用來建築升級 感覺就是硬要多做一個技能給你掛機 甚至一個非加工的技能還被列在生產類,而不是採集類 另一個是狩獵獲得的肉,沒有用途的描述,難道真的就只是多一種東西讓玩家賣? 能出現這種不知道幹嘛用的東西 整個就是沒做完 5、爐火宗師等功能沒做完 這功能原本是要讓玩家可以安心掛機鍛造的,但實測仍然會因為燃料問題讓工人停止工作 另外是寵物掉落的機制幾乎沒什麼說明可以看 我是有點馴獸護符然後打到幼龍,但幼龍看來又是戰鬥打的而非採集來的 整個掉落機制跟總共有多少種類等資訊很少(看成就似乎是有超過三種寵物) 整個就是沒做完 總而言之還是一句沒做完 大概就先這樣吧,反正也畢業了簡單提一些就好
Awesome incremental, great fun and reasonably well designed. As the creator claims, it does take it's time, so be sure to let the game follow it's course. You'll surely keep coming back to it (I did).
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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