
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
Why waste time with word when make number go higher!
Way too primitive. Feels like an unfinished homework of a college student.
Knightfall Idle is the kind of idle RPG that I found surprisingly easy to get invested in because it gives me a lot more to think about than simply watching numbers increase. My character can gather resources, fight enemies, process materials, trade goods and build up a kingdom, all while progression continues in real time. I really liked that the game feels like a small medieval economy that keeps moving even when I am not actively doing something. The gathering and production systems work especially well together. I can cut wood, mine, fish or farm, then turn those resources into more useful goods through processing. From there I can sell them through caravans and use the profits to improve my equipment and kingdom. I enjoyed this because each activity feeds into another instead of feeling like a collection of unrelated mini systems. The passive progression is probably the deepest part for me. As my account develops, I unlock points for a large passive tree with different kinds of upgrades. Some improve individual skills while others change the way the economy actually works, such as improving production or automating parts of the process. I liked being able to shape the progression around the activities I enjoy instead of following one fixed build. Kingdom management gives the game another nice layer. I can assign workers to different buildings and create a production chain that generates resources over time. Fiefs and cooperative raids also make the world feel more connected to other players, while the player driven auction house gives the economy some real purpose. I especially like that trading is not just a basic shop where everything has a fixed price. Other players are part of the economy, which makes the resource systems more interesting. My biggest issue is that the experience can become quite complicated once all of these systems start opening up. There are a lot of resources, timers, upgrades and interconnected mechanics to understand, and the interface can sometimes feel more like a spreadsheet than a traditional RPG. The idle structure also means that anyone looking for constant action may find the slower pace frustrating. The ongoing progression is still what makes Knightfall Idle appealing to me. I can set up tasks, leave the game alone and come back to see what my kingdom has accomplished, then decide what I want to improve next. I also like that there is a permanent realm for players who do not want seasonal resets, while competitive leagues provide another way to play for people who enjoy that structure. Overall, Knightfall Idle is a surprisingly deep medieval idle RPG with a strong focus on economy, automation and long term progression. I enjoyed the way gathering, processing, combat, trading and kingdom management all connect together, and the passive tree gives me plenty of freedom in how I develop my character. The interface can be overwhelming and the pace is definitely slow, but underneath that is a very satisfying progression system that kept me interested. Rating: 6.8/10
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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.
My productivity has mysteriously disappeared, but my kingdom is thriving.
all my favorite things put together, a bit of d2, poe, and more - give it a shot!
nice
ゴミカス。 UIスケーリングでサイズが変更できると思いきや、変わるのは解像度なのでFHDのままUIを大きくしたいという事はできない。 大きくしようとするとどんどん画面外にはみ出るので、目が良くない人はWQHD以上のモニターでプレイして拡大するか雰囲気でやる事になる。 チャットの文字だけはなぜか別で大きくできる。 クライアントを再起動するとスキルポイントがリセットされてい、パッシブツリーも何も振ってない状態になった。 アカウントを切り替え入り直すと+5ポイントずつスキルポイントが返ってきたが、また手動で振っていかなければいけない。 この作業を何十回と繰り返さないと前回のスキルポイントに戻らないとか、やり直す気力もなくこの作業中にまたリセットされないとも限らない。 伐採、採掘、釣り、戦闘、製造等で1アクションに8秒かかり、手に入る素材が0.05程と少ない。 素材の要求数の桁を少なくしたくて1アクションで手に入る素材数を減らしたのかもしれないが、1すら手に入らないとか頭おかしいと思った。 グラフィックが特にあるわけでもなく、数値としても変化がとにかく小さいので見てても楽しくない。 パッシブツリーに振ってもステータス欄やログのドロップ量等の、見える範囲の数値の変化は一切なく、実際に効果は発揮していないと思う。 ノード1つ振り直すのにすらコインを要求される文言があるが消費しない。
good idler
The Game is very slow at first but gets better and more in depth the longer you play. A lot of the negative reviews are people who gave up way to fast (less than an hour of playing). If your willing to spend some time on a game. This is pretty good.
Solid idle game with lots to keep my interest. I like the art style of the items / passive tree. Developer has been super active and you can tell they're putting the work in to make it even better. Has leagues that reset every once in a while and a permanent league as well. Fiefs (clans or guilds) are available and if you'd prefer to play solo it has Ironman mode as well. If you're into PBBGs you will almost certainly enjoy this one.
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.
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