Gather and get ideas
Mine ore, cut wood and pick herbs, some only by night. As you work, ideas for new tools and recipes come to you in flashes.

You are a knightling: a squire with no master, no crest and no story yet. Gather, craft and build in a shared storybook world, then follow the old light down into the deep. Nothing here attacks you first.
Eldmark has been at peace for a generation, and its old knightly orders have grown thin. You arrive in Thornwick, a village on its eastern edge, just as the Glow returns: the light of the inventors who vanished long ago.
It speaks to knightlings. Ideas strike you halfway through swinging a pickaxe, or all at once in a vision at a shrine: new tools, then machines. The village calls you odd at first. Then your clockwork woodcutter starts felling trees on its own.
Those inventors were the Order of the Cog, Eldmark's first knights. Their ruins are still out there, and under the hills their buried works are waiting. Nobody quite knows why the Glow came back now, or why it chose you.
No classes. Twelve skills grow with what you do, so a miner who swings a sword becomes a bit of both.
Mine ore, cut wood and pick herbs, some only by night. As you work, ideas for new tools and recipes come to you in flashes.
Smelt, forge, saw, dry and brew at the workbench, the anvil, the furnace and the alchemy table. Gear comes in grades, wears and gets mended.
Ore drills, tree growers, smelters, belts and water wheels. Link them up on your plot and they keep working while you are away.
Put up buy and sell orders on the market board. They fill while you are offline, so what you make finds its way to other players.
Tasks on the notice board, story chapters with choices, and seven groups to earn standing with: the village, the Guard, the Temple, the Miners' Guild, the Order of the Cog, the Woodwardens and the Fenfolk.
Tap a target and your knightling fights on its own; you choose when to cast a spell or drink a potion. Form a party, share the loot, and put the old bosses to rest.


Behind your door is a plot that is yours alone. Start in a meadow, raise a hut, and have Bram the carpenter build it up to a cottage, a house and one day a manor, every one of them walk-in. Furnish the rooms, fill a trophy shelf, and invite friends in. Visitors can water your plants and leave a note in the guestbook.
Walk out of the village and keep walking. The roads are signposted, every house and lodge is walk-in, and the days and nights roll on for everyone at once.

The village where it starts: the Old Square and its shrine, the inn, the smithy, the Magic Guild and the market hall of the East Ward. Around it lie Whisperwood, Willow Meadow and the Greystone quarry.

The old forest. Sunbeams, moss and great yews, the Woodwardens' lodge, a moth hollow that wakes at night, and the Old Grovewarden asleep in its stone ring.

A misty fen of lily pools and peat. The Fenfolk's stilt hamlet of Reedholm, Granny Wort's house, and Old Mother Mire, who only wants a nap.

The foothills. Cragwatch tower, a rope bridge over the gorge, silver in the rocks, rams on the slopes and a raider chief who would rather give up than lose.

The snowy heights. A warm spring shrine, the frozen Glass Tarn, the Starwheel ruin and an aurora over the lodge at night.
Under Eldmark lie the Miners' Guild's old workings, natural halls older than the guild, and at the bottom the buried works of the Order of the Cog. It is always night down there. Five cave mouths lead in, from the quarry to Frostcrown.

Nobody builds it alone: everyone chips in materials and work, and once it stands it stays for good, carrying the Miners' Guild's honoured delvers down to the deep halls.

Brass sentinels still keep their watch. Beat the Brass Warden and it kneels and opens its chest.

At the very bottom waits the First Lantern. It puts out its four pillar lamps as it weakens; relight them together, and when it rests the whole vault lights up.

Every chamber, mark and secret you find goes in your log, and each page hints at where to look next. Finish a page and you earn a new colour for your lantern.
Everyone you meet is a neighbour, a trading partner or a friend for the next fight. Fight beside them and you each get your own share of the loot. Build the Great Lift together. Help up anyone who falls, on the meadow or in the dark, and light the next lamp for whoever comes after.
Bosses are not slain here; they are put to rest. The Old Grovewarden falls asleep, and Mother Mire dozes off by the fire, grumbling.
Real stills from the game as it runs today, with the name plates and buttons hidden.




Knightlings is coming to iPhone and Android. There is no release date yet: we are testing now with a small group of players. Write to us and we will tell you when there is room.
Knightlings is made by a small team at Hernas OÜ in Tallinn, Estonia. It grew out of epicKnight, a pixel RPG we made back in 2009–2011.