Auto-attack roguelike where you forge a knight into an unstoppable demon slayer. Survive 15 minutes, build devastating synergies, master your weapons.

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Knightmared is already fun and playable, but it still needs more content. More weapons with progression paths, more enemy variety, and more arenas. Early Access lets us release a real, functional game while building the rest together with players, not in isolation.

Approximately how long will this game be in Early Access?

“Approximately 12 months. I have a clear picture of what the full game should look like, and I am steadily building toward it. I will keep players updated along the way.

How is the full version planned to differ from the Early Access version?

“More content across the board: more weapons with deeper progression paths, more enemies, and more arenas. We may introduce new mechanics if they fit the design, but nothing already here will be removed if it will not break the game balance. The full release is the complete vision of this game, not a different game.

What is the current state of the Early Access version?

“The game is playable from beginning to end. You can complete full 15-20 minute runs, reach the boss fight, and meaningfully win or lose. The core loop is functional, but balance, pacing, and performance are still being validated during playtests.

Will the game be priced differently during and after Early Access?

“Not significantly, if at all. We are not currently planning a price increase for the full release. If anything changes, it will be minor.

How are you planning on involving the Community in your development process?

“Community feedback will have a real influence on the direction of the game: what gets added, what gets tuned, and what gets prioritized. We will listen and respond. The only boundary is the core design spirit of Knightmare. Everything else can be discussed.
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Join the Knightmare Playtest

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This game is not yet available on Steam

Planned Release Date: 2026

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About This Game

You are outnumbered. Demons pour into the arena without end. Your only job: survive.

But survival becomes domination.

Knightmare is an auto-attack survival roguelike where the challenge is not aiming or twitch reflexes. Your weapons attack automatically. You focus on movement, survival, and build decisions. The real game happens on the upgrade screen, where every choice shapes your run and opens new possibilities.

THE CORE LOOP

Survive in a timed arena. Every 5 seconds, the pressure rises: new enemy types appear, spawn density increases, and the run gets more dangerous. Collect experience from defeated demons. Each level-up pauses the action and lets you choose one upgrade: a weapon upgrade, a player ability, or an item. Gold carries between runs. When the timer ends, the boss spawns. Kill it and you win. Die, and you return to the meta screen to spend gold on permanent upgrades.

One run takes 15-20 minutes. A full session? You will want one more run.

WEAPON MASTERY - WHAT MAKES KNIGHTMARE DIFFERENT

In most survival roguelikes, weapons mainly grow through level-up upgrades during a run.

In Knightmared, weapons evolve through kills.

Every kill with a specific weapon counts. The more you use it, the higher its mastery becomes. Mastery directly affects the upgrade pool — unlocking stronger upgrades, increasing critical strike chance, and changing how your run develops over time.

That means leveling up alone is not enough. If you want to fully unleash a weapon’s potential, you need to actively use it and kill enemies with it.

The result is a parallel progression layer inside the run itself. Your build evolves not only through random level-up choices, but also through the weapons you actually commit to using.

Characters also begin with their own signature weapon — for example, the Knight starts with a sword — but during a run you can acquire additional weapons and expand your build. The maximum number of equipped weapons can also be increased through permanent meta upgrades.

Invest in a weapon across multiple runs and you unlock upgrades only masters can see. Bring it into your tenth run and suddenly your options are different. You are building toward something.

That changes weapon selection from "what do I take today?" into "what am I developing over the next dozen runs?" That is why players pick favorites. That is why repeated runs feel meaningfully different.

BUILD VARIETY

Six weapons. Twenty-nine items across five rarity tiers. Eight permanent stat upgrades. Arsenal Expansion unlocks weapon slots: start with one slot, unlock the second around your second run, and add a third later. Multi-weapon synergy becomes the main creative expression.

Combine an orbital weapon with a projectile weapon and a passive damage aura. Stack items that multiply critical chance. Discover hidden synergies. Every run feels different because your decisions matter.

The build IS the game.

WHAT THIS IS NOT

  • A mechanical skill or reflex game. No aiming. No precision execution. The entry barrier is low.

  • A predatory monetization game. One purchase. No battle pass. No loot boxes.

  • A game that only pretends to respect your time. Runs take 15-20 minutes. Losses sting less because gold carries forward.

FOR FANS OF: Vampire Survivors, 20 Minutes Till Dawn, Death Must Die, Brotato, Hades.

EARLY ACCESS

Knightmare is already fun and playable, but it still needs more content. More weapons with progression paths, more enemy variety, and more arenas. Early Access lets us release a real, functional game while building the rest with players, not in isolation.

WHAT IS ALREADY IN

  • One fully playable arena with escalating difficulty and a boss fight

  • Six weapons with distinct attack patterns and upgrade trees

  • A complete upgrade system: weapon upgrades, player abilities, and 29 items

  • Weapon Mastery system - advanced tiers unlock as you commit to your weapons

  • Meta-progression: gold, eight permanent stat upgrades, and Arsenal Expansion

WHAT IS COMING

  • More weapons with deeper progression paths

  • More enemy types and variants

  • Additional arenas with different layouts and challenges

  • More playable characters with different playstyles

  • New mechanics if they fit the spirit of the game - nothing already here will be removed

  • Balance passes driven by community feedback

Community feedback will have a real impact on what gets added, tuned, and prioritized. The only boundary is the core design spirit of Knightmare. Everything else can be discussed.

Buying now helps shape what comes next. A price increase is not currently planned.

FEATURE OVERVIEW

  • Weapon Mastery system - Kill counts per weapon unlock advanced upgrade tiers. Commit to a weapon and watch it evolve across runs

  • 6 weapons, endless builds - Equip 1-3 weapons. Stack items. Discover synergies. Hundreds of build combinations

  • 15-20 minute runs - Difficulty escalates every 5 seconds until the boss spawns. High stakes, fast decisions

  • Strategy over execution - Auto-attack removes the reflex barrier. The game is about smart choices, not lightning reactions

  • Gold carries forward - Every run earns gold for permanent upgrades that reshape future builds. A loss is never a full reset

  • Escalating intensity - The arena never stagnates. New enemies, denser spawns, higher stakes - every run builds toward the boss

  • Built with the community - Active development, real feedback. Players have a voice in what comes next

System Requirements

Windows
macOS
SteamOS + Linux
    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10
    • Processor: Potato
    • Memory: 300 MB RAM
    • Graphics: 2D Potato
    • Storage: 200 MB available space
    • Sound Card: Potato sound
    • VR Support: No
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10
    • Processor: Potato
    • Memory: 300 MB RAM
    • Graphics: 2D Potato
    • Sound Card: Potato sound
    • VR Support: No
    Minimum:
    • OS: macOS 10.15 Catalina
    • Processor: Apple M1 or Intel Core i5
    • Memory: 1 GB RAM
    • Graphics: Metal-compatible GPU (any Mac since 2012)
    • Storage: 500 MB available space
    Recommended:
    • OS: macOS 12.0 Monterey
    • Processor: Apple M1 or Intel Core i7
    • Memory: 1 GB RAM
    • Graphics: Integrated or dedicated GPU
    • Storage: 500 MB available space
* Starting February 15, 2024, the Steam Client will no longer support 32-bit games or macOS 10.14 or lower.
    Minimum:
    • OS: Working linux
    • Processor: Potato
    • Memory: 300 MB RAM
    • Graphics: 2D Potato
    • Storage: 200 MB available space
    • Sound Card: Potato sound
    • VR Support: No
    Recommended:
    • OS: Working linux
    • Processor: Potato
    • Memory: 300 MB RAM
    • Graphics: 2D Potato
    • Storage: 200 MB available space
    • Sound Card: Potato sound
    • VR Support: No
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