

Auto-attack roguelike where you forge a knight into an unstoppable demon slayer. Survive 15 minutes, build devastating synergies, master your weapons.
Overview
Auto-attack roguelike where you forge a knight into an unstoppable demon slayer. Survive 15 minutes, build devastating synergies, master your weapons.
Description
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.
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.
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.
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.
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.
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.
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
Screenshots
Official
Official
Official
Official
OfficialCommunity
Community
... no lists at all!
So what you may do right now is:
Gallery
Video
gameplay
Ratings
Technical
Steam
Input
Store
Community
... no lists at all!
So what you may do right now is:
Gallery
... no screenshots at all!
So what you may do right now is:
No reviews yet.