A dark fantasy roguelite RPG

The king is dead. The road is open.

Mareveil has no heir. Two pretenders sharpen their claims while the roads fill with soldiers, pilgrims and worse. You are a knight without a house, a squire at your heel if you will have one, and the Tournament of Mareveil at the end of the road.

Your knight remembers.

On iOS and Android. In English and French.

In-game capture: a narrative choice on the road, with Paille watching

The Kingdom

Mareveil is breaking

The old king named no heir. Albric de Mareveil holds the capital in the name of the law. Arthyr Montecul raises banners against the capital and calls the throne his own. Between them run the roads, and the roads decide nothing. Knights do.

The gates of the capital of Mareveil at dusk

Albric de Mareveil

Guardian of the Law

He holds the capital, the courts and the letter of the law. Serve him and the kingdom keeps its shape. Cross him and the law itself turns on you.

A war camp under the banners of Montecul

Arthyr Montecul

Pretender to the Throne

Lord of Montecul, loud in claim and quick to arms. His camps promise a new order and pay in old coin. Ride under his banner or stand in his way; he remembers both.

A stone crossroads where the road forks

The Errant

No house. No banner.

You can refuse them both and walk the road for no one. Honor alone decides how that chronicle ends. Two of the game's eight endings belong to those who choose neither side.

Gameplay

Short runs. Long consequences.

Knight is a narrative roguelite RPG. A run lasts about fifteen minutes, the fights are turn based, death is permanent, and what you carry forward is up to you.

The Road

A road that never repeats

Every run draws a new map. Crossroads, shrines, quests, camps and ambushes stand between you and the Tournament of Mareveil, ten to fifteen steps away. The game saves at every one.

In-game capture: the run map with the road ahead
The Choices

Choose, and live with it

Spare or strike. Keep the oath or break it. There is no undo and the road does not go backwards. Honor rises and falls, allegiances shift, and Mareveil reads you by your deeds.

In-game capture: the outcome of a moral choice, honor gained
The Combat

Turn based, on one stamina bar

Six actions and a bar that empties fast. Strike when there is an opening, guard when there is none, and when your arms grow heavy, recover to buy one breath at a price. Winning is not always the right move.

In-game capture: turn based combat with the action log
The Bivouac

A camp that costs

One action at each fire by default, a second when Paille trusts you. Heal, train, pray or talk. You cannot do everything, and the choice you skip remembers that it was skipped.

In-game capture: a question from Paille at the campfire
The Legacy

Your knight remembers

Death ends the knight, not the tale. Choose what survives, carry it into the next run, and walk toward one of eight endings. The kingdom keeps the score even when you are gone.

In-game capture: the hub with Paille at your side
Paille, the squire, portrait from the game

The Squire

He calls you Sire. He should not.

Paille is the first to offer you his service at the gates, three paces behind, watching. Take him, choose another, or ride alone. A squire is not a tool and not a pet: he is the witness of everything you do on the road, and his trust is a system with teeth.

  • CrainteHe flinches when you raise your voice. The camp gives you nothing extra.
  • MéfianceHe watches your hands, not your eyes. He answers when spoken to.
  • ConfianceHe speaks first. Sometimes he is right.
  • RespectHe would follow you into the lists. A second action opens at every camp.

Earn him or lose him. Either way, he remembers.

The Chronicle

What the chronicle keeps

Knight has not launched yet, so there are no store reviews here and we will not invent any. These lines are spoken in the game itself. The kingdom keeps its own record.

The knight arrived without name or banner.

Maître Engadin, chronicler of Mareveil

My lord? If you die, do I take the bag?

Paille, the squire

Honour. I admire the concept. It would be more useful if it fed people. The law feeds people.

Albric de Mareveil, Guardian of the Law

The throne is a chair. No one should die for a chair. But someone will sit on it.

Arthyr Montecul, Pretender to the Throne

Do you know why I laugh, knight? Because if I stop, I hear the dead. And the dead are a poor audience.

The King's Fool

One purchase. The whole kingdom. No ads.

See the single price

Questions

Before you take the road

What is Knight, in one line?

A dark fantasy roguelite RPG where moral choices, turn based stamina combat and the squire you choose carry across short permadeath runs through the kingdom of Mareveil.

How long is a run?

Ten to fifteen steps, about fifteen minutes. Built to be played in one sitting, and the game saves between every step.

How much does it cost?

Knight is free to download. A single lifetime purchase of 6.99 US dollars opens the whole kingdom: every road, every faction, all eight endings. No ads, no gacha, no energy timers, no subscription.

Can I play offline?

Yes. Runs play offline and your save lives on your device. Signing in with Apple or Google is optional and only ties your purchase and progress to your account.

What happens when my knight dies?

The knight is gone. There is no resurrection and no checkpoint. But you choose what survives into the next run, and the road remembers what you did on it.

What languages does it ship in?

English and French. Both are written in their own voice; the French is not a machine translation of the English.

Which platforms?

iOS, on iPhone and iPad, and Android. One purchase per store, restorable on your devices.

The road will not wait.

A kingdom fractures. A knight walks in. A squire follows. What happens next is yours to carry.

The fire crackles. The road waits.