
An Incremental game about Slaying a Dragon.
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): 1.14/day in the week to Sep 8 → 0.86/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 2,402 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
A short incremental game about a Knight slaying a Dragon
The evil dragon had destroyed the town!
The king sent its strongest knight to slay him.
The dragon's lair is filled with monsters defending it. you must fight them in order to get to him!
Sell the loot from slaying monsters to buy new skills, powers. and weapons!
Learn powerful spells from the wizard and unleash them on the monsters in the dungeon!
Genres
Engagement
Reviews
Themes across 134 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Good game
Yeah, that collecting animation is awesome! Glad you put it in. It makes the whole experience so clutch, I love this.
I don't know what to make of this game. It doesn't play poorly, the presentation's nice enough, and the rules are clearly laid out. And I don't know how ambitious this game was meant to be. As of now, it feels pretty pointless to play. You grind money through loot gained by killing enemies, but even if you do terribly you can still grab a decent amount. When you see any green boxes on your skill tree, it's best to get all of them and hope the one you picked branches towards new upgrades like giving you more time before the floor caves in. That's pretty much it. Then scaling is scaled to an absurd degree floor by floor, which is where most of your money will come from. That and upgrades which increase the value of loot gained. It feels like the game goes in circles. The bosses were a little more exciting, emphasis on little, and the final boss was okay. But then they recently added ten extra floors where you're still doing exactly the same thing. I was kind of hoping that a skill tree would come with limitations, as it not all of them can be activated at one time, which could have added at least a little variety for player choosing between the alchemist or priest, or between fireballs, smite, or the hammer. And the priest is easily the best because he can stack damage buffs to give you a near 200% damage increase by the end of a floor, which is far more valuable than any tarot cards from the psychic or any legendary items you might be lucky enough to get from the blacksmith. Smite has a fun mechanic to it where its radius is as big as the distance you can run before it goes off, it was my favorite of the attacks. Unfortunately, it's useless compared to sword damage upgrades and, again, the priest buffs that also heal. As of now, the psychic and blacksmith feel like deadweight. And that goes double for the wizard, who's solely for story progression. I think the skill tree as a whole is just padding which just barely made this game a three-hour experience. If I had to give any ideas for how to make it a little more exciting, maybe instead of having to shell out crazy points for the ceiling to hold, player aggression is rewarded with time extension drops. Enemies from one wave may disappear after a set amount of time, but the tradeoff is that you won't get those time extension drops if you're not engaging with them, which means having less time to fight the next wave which could have even stronger enemies. And instead of health, getting hit by enemies or projectiles instead takes away from your total time. And then the priest's "heal" would stop time whenever the player stands within the radius of the field the priest creates. The only one I would suggest no changes for is the alchemist. Another suggestion - floors with tiles that activate traps. Maybe walking across triggers those tiles to catch fire for a fixed amount of time. Or maybe the tiles just fall through and the player's either blocked from moving across the gap or can die instantly by falling through. Or maybe stepping on a tile could trigger an arrow to shoot out. It seems like the game was heading in that direction, as one floor has it where the dragon swipes at the player with its wings. Smite is also difficult to take advantage of in later floors because it almost certainly means missing a heal/damage buff from the priest. If Smite could be triggered manually, and there's more than enough available buttons to do so, that would be greatly appreciated. Same with the hammer, fireballs and lightning. Four face buttons, perfect. As of now, it feels like the game plays itself.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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*, Japanese*, Korean*, Polish*, Portuguese - Brazil*, Russian*, Simplified Chinese*, Thai* +2 more
Hours played at review time, across 135 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
the last level felt really good to beat. good game
it's ok , no very special but playable
3 saatte bitiyor. Biraz daha farklı şeyler koyabilirdiniz.
It's fun for what it is. I'm on the fence about it being worth the $5.... You can 100% the game in 4-5 hours. There's enough active gameplay to keep you engaged, but there is no reason to play after you effectively beat the game. I'll still recommend it; however, only on sale. Not sure it's worth the $5, but it's definitely worth $3.
Прикольная и не душная инкременталка. Добрый разработчик (спойлеры). P.S. Фидбек - при перезапуске уровня, хотелось бы чтобы голда за ран сохранялась, а не сбрасывалась, немного напрягало когда мажешь кнопкой в конце рана
I had so much fun 100%ing this game! It's simple, great fun. Not overstaying its welcome, plot is simple and the numbers go way up. Buy it. Worth every penny.
What an amazing game for just a few bucks. Very well made
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.
Related
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| $55.2K | 155 | 56% | $9.99 | |
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| $55.2K | 345 | 79% | $4.99 | |
| $55.2K | 325 | 92% | $5.99 | |
| $55.2K | 232 | 95% | $9.99 | |
| $55.2K | 130 | 97% | $19.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $2.1K | 18 | 78% | $4.99 | |
| $1.5M | 18K | 99% | $4.99 | |
| $241 |
| 7 |
| 71% |
| $0.99 |
| — | 0 | — | — |
| — | 0 | — | — |
| — | 0 | — | — |