Knightlings Join the test
Thornwick at golden hour: the half-timbered inn with lit windows, its notice board and a cobbled square, with knightlings about.
A calm, cozy 3D medieval MMORPG

Knightlings

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.

Coming soon to iPhone and Android Coming soonApp Store Coming soonGoogle Play
Join the test We are testing now. Write to us and we will let you know when there is room.
The story

The Glow is rising again

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.

How you play

A small life that keeps growing

No classes. Twelve skills grow with what you do, so a miner who swings a sword becomes a bit of both.

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.

Craft at the stations

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.

Build machines

Ore drills, tree growers, smelters, belts and water wheels. Link them up on your plot and they keep working while you are away.

Trade on the market

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.

Quests and standing

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.

Fight together

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.

A home plot at dusk: a furnace, a kiln, an anvil, a herb planter and a water wheel, with knightlings about.
Inside a cottage: a wooden floor, a fireplace, a bed, a bookshelf and a red rug, with friends visiting.
A home of your own

Your door on Hearth Row

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.

The world

Five regions, one shared map

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.

Thornwick by day: the half-timbered inn, its notice board and the grey cobbled square, with knightlings about.
Levels 1–12

Thornwick

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.

Deepwood: tall old trees, shafts of sunlight and knightlings on a mossy forest floor.
Levels 8–17

Deepwood

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.

Reedholm in Mirefen: a stilt house with a moss roof, a raft shrine and knightlings by the reeds.
Levels 12–22

Mirefen

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.

Cragwatch in the Greyspine Foothills: a stone tower, a shrine and a sheep fold, with knightlings on the path.
Levels 16–25

Greyspine

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 frozen Glass Tarn on Frostcrown: knightlings on cracked blue ice among snowy firs.
Levels 24–32

Frostcrown

The snowy heights. A warm spring shrine, the frozen Glass Tarn, the Starwheel ruin and an aurora over the lodge at night.

Below

The Underdeep

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.

The Great Lift: a brass cage under a cog crown, lit by lanterns in a dark cavern.

The Great Lift

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.

The Brass Hall: a great cog on the wall and glowing brass sentinels around a party with lanterns.

The Brass Hall

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

The Cog Vault: a long dark hall with pools of lantern light and a party facing the First Lantern.

The Cog Vault

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.

Knightlings with lanterns of different colours in a glowing cavern.

The Delver's Log

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.

  • Bring a lantern. It burns oil, and when the oil runs out an ember glow stays, so you are never left blind.
  • Light the way. Light the old sconces, plant torches, throw a flare. Some creatures shy from the light; some are drawn to it.
  • Help each other up. A fall down here downs you first, just as it does above ground, and a friend close by can help you back on your feet.
  • Share the light. Every lit lantern in your party close by widens your circle of light, and a Delver's Star counts twice.
  • Nothing jumps you. Monsters never strike first, and one you walk away from lets you go.
  • Nobody falls alone. A fall in a fight first downs you for eight seconds, and anyone close by can help you up. If nobody does, you wake at a shrine with all your things and all your experience, just tired for a while.
  • Fights between players only by consent. A duel you both accept or the arena. Nobody is downed there, and nobody loses anything.
  • Safe by default. Ready-made phrases and emotes for everyone; typed chat only between players 16 and up.
Kind by design

Other players are here to help

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.

Somebody lit the lamp before you

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.

Coming soonApp Store Coming soonGoogle Play Join the test
Made in Tallinn

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.