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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!
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 59 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Muy corto y muy divertido , si tienes poco tiempo juegalo te va a encantar si te gustan los incrementales
雖然短 但是重複完不會覺得無聊
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Languages: English*, French*, Italian*, German*, Spanish - Spain*, Japanese*, Korean*, Polish*, Portuguese - Brazil*, Russian*, Simplified Chinese*, Thai* +2 more
Hours played at review time, across 60 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I had some weird display issues on my steamdeck, but I didn't try too hard to fix them. Also, it crashed when I left it suspended in the skill tree. I didn't lose any progress though. Overall, it's a fun game, the base game felt satisfying as an incremental experience, the extra levels don't feel as good sadly. Some of the abilities start to feel useless, and I don't particularly like how the blacksmith works. If the abilities aren't going to be balanced, I feel you should get more locks at least.
It's an entertaining short incremental game. Already at level 6 out of 20. Within the time of making this review. Pretty much the game is: Kill creatures. Gather loot. Move to the next level increasing your loot by double. So there is always an incentive to continue. Nodes start off with getting +1 damage with a sword. To eventually unlocking different spells to assist you. NPCs and so on. It's a short simple game.
Un petit jeu Incrémentale très cool !
very love this game!
Yeah pretty good auto attacker game. The main pull is the upgrade system. Lots of upgrades for you to get. It also has gambling with the forge if you like gambling. It's definitely worth $5.
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.
Yeah, that collecting animation is awesome! Glad you put it in. It makes the whole experience so clutch, I love this.
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.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Audience
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
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