
Knightfall Idle is a medieval idle RPG made by Gibber. Gather, process, trade, and fight across 10 skills while your kingdom runs in the background. Join a Fief, raid bandit camps, compete in seasonal leagues, or stay in the permanent realm. 450+ passive tree nodes. Free to play.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. The player count below is how many people own it, not what they spent.
About
Knightfall Idle is an idle/incremental RPG. Your account progresses in real time, whether you're at your desk or not. Gather raw resources, process them into refined goods, send caravans to market for Azurite, and reinvest your profits into gear, kingdom buildings, and passive tree nodes. Every action earns XP in two pools: the skill you're using, and your overall Account level. Account levels grant passive points. The tree has over 450 nodes across three types, Travel, Mastery, and Axiom, you can respec anytime using Errant's Coins, a rare currency that drops while you gather.
- Woodcutting — Oak Logs, Redwood Logs, Bird Nests.
- Mining — Copper Ore, Iron Ore, Cobalt.
- Fishing — Salmon, Lobster, Wine Barrels.
- Farming — Plant and harvest Cotton, Wheat, Flax.
- Combat — Melee or Ranged. Scales with enemy strength. Drops Leather, Pouches, Chests.
- Processing — Refine raw materials into planks, ingots, cooked food, wraps, and more.
- Trade — Load caravans, send them out, collect Azurite on return.
- Kingdom Management — Recruit workers, construct buildings, manage a self-sustaining production chain.
- Toughness — Defensive stat line.
- Account Level — Overall progression. Every level = 1 passive point.
Ten buildings, Castle, Lumber Mill, Mine, Dock, Barracks, Farm, Market, Library, Tavern, Watchtower. Assign Woodcutters, Miners, Fishermen, and Fighters to produce resources every server tick (10 minutes). Workers consume food (Bread, Cooked Salmon, Cooked Lobster). Run out and production stops. The Watchtower unlocks at Account Level 40 and reduces all action timers globally.
Every Account level grants a passive point. Spend them across over 450 nodes split into three types:
- Travel — Path nodes that connect the tree.
- Mastery — Stat boosts for specific skills.
- Axiom — Mechanics-altering perks: double kingdom output, convert gathered items directly to Azurite, auto-process raw materials on gather, lock item rarities to target-farm what you want, Gambler's Soul (randomized drop rates each tick), Convert All (merge all drops into one rarity), Echo (generate extra rare drops on gather), Cross-Training (skills boost each other), and more.
Respec at any time using Errant's Coins, which drop while you gather.
Master's Coins, an extremely rare global drop, grant a permanent extra passive point.
Fiefs are player-run groups with shared item reserves, four roles (King, Vassal, Knight, Man-at-Arms), and per-role permissions. Pool resources, upgrade fief buildings for guild-wide gathering and combat bonuses, and coordinate raids. Fief chat and the Raven mail system keep everyone in sync.
Cooperative PvE raids against bandit camps. Assign members to Combat, Gatherer, or Processor job roles. Raids tick every (60 seconds), your team's combined stats determine the outcome.
Buy and sell any resource with other players using Azurite. Post buy/sell orders with a 3-day listing window. Direct player-to-player trading, Caravan Contracts (hire others to run your caravans for a cut), and Processing Contracts (outsource bulk crafting jobs). The economy is player-driven.
Compete on leaderboards when each new league launches. Ranks are tracked across 10 categories, Account, Woodcutting, Mining, Fishing, Farming, Trade, Combat, Toughness, Processing, and Kingdom Management. Leagues run on a seasonal cycle. At the end of a league, your character can optionally migrate to the permanent realm. If you prefer to skip the reset entirely, you can play exclusively in the permanent realm, wipes are never mandatory.
Premium is an optional subscription that adds quality-of-life features without affecting game balance or giving pay-to-win advantages:
- Offline Kingdom — your kingdom keeps producing while you're offline.
- Titles in chat — cosmetic rank display.
- Increased player trade value and daily trade limit.
- Server-wide buffs.
- Auto-processing chains — queue up items and the game processes them until done.
- 24-hour farming — set crops for up to a full day (up from 12h).
- 24-hour caravan timer — load caravans for up to a full day (up from 12h).
- Auto-restart if idle for too long.
- Achievements with rewards.
- Ironman mode.
- Charm system.
- Fief PVP
Genres
Stats
Languages: English
Engagement
Reviews
Just stayed on the loading screen the whole time. Wasn't the idle experience I was looking for.
I'll come back when the text isn't the tiniest scribbles. You have an option for chat font size but not UI? Good luck.
Just as any other similar game released in 2026 it has no gameplay at all. You wait 8 seconds to get 0,1 experience and 0,05 wood? Okay. This is whole gameplay. Skill tree, as always, meaningless +1% this or that. In other games there is atleast decent speed at start, so you make several things like every 2-2,5 seconds and able to speed it up, while progressing fast. This game on contrary takes 'idle' part way too serious to the point where you presence is not required. Not playing game IS NOT GAMEPLAY! When devs will understand that?
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Hours played at review time, across 24 reviews with recorded playtime.
boring
I am secretly a knight in the block
Great game, the game starts slow at first but gets faster. It is an idle game after all. Good progression, decent speed. Would recommend
It's an idle game with slow but meaningful progression and different strategies to play, grow and enjoy the game in your own time. Dev is fully open to feedback and updates the game regularly. If you're into Idlers, Incrementals and PBBGs give it a try!
Way too primitive. Feels like an unfinished homework of a college student.
Worth a play, small sessions a few times a day is about all you need or you can live-play it too. It's a neat game with no pay walls, minimal or arguably no p2w, and deep layered mechanics. There are plenty of options and difficult, weighted choices all throughout, and yet don't matter at the same time! There is no wrong path, only a maybe more-right one for how you want to play. Knightfall features a nice social/economic dynamic too and currently, the only pvp is of the economic and leaderboard kind. No one can harm your progress, but eventually there will need to be some sort of end-game scenario. PvP? Co-op? Variety? ~TBD Active developer, responsive in chat and discord, game's in a good state as-is and making steady progress. Needs some work on window/UI scaling and management. No sounds.
Fun so far. The only thing I wish it had was some kind of adventuring. Like quests, or something personal to attach myself to, also to that guy saying there are only 1% bonuses to stuff. Is being disengenuous. Almost all of the 1% upgrades are the connector nodes.
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $1.4K | 9 | 67% | $4.99 | |
| $0 | 2.4K | 49% | Free | |
| — | 152 | 47% | — | |
| $0 | 4 | 100% | Free | |
| $87.8K | 249 | 67% | $8.99 | |
| $91K | 328 | 73% | $6.79 |