No revenue estimate for APPLE — its rating/review counts don't calibrate to sales the way Steam's do. Reviews and prices only.
One tap sends a knight running. No stopping halfway. Each knight has a direction arrow. Pick one and it runs until a wall, door, or knight blocks it. If blocked, it turns clockwise toward the first free passage. Your goal: get every knight to the stairs alive. Hit a monster from the side or behind and it dies; charge into its face and the knight dies. After each move, monsters step forward, turning when blocked. Spikes kill anything crossing them, so patrols can be lured onto them. Keys belong to the whole squad. Portals keep a runner's direction, levers flip every gate, and floor arrows turn knights mid-run. Hold a finger on a knight to preview its route. A deadly path turns red. Hints show a knight whose move can still lead to victory, or warn when no solution remains. Losing one knight fails the level, but undo is free and restart is instant. The campaign has 23 levels across three chapters. Cellars teach movement, turning, and attacks. Catacombs add keys, doors, and patrols. Throne Depths mix everything with portals and levers. New mechanics get short tips. Each level awards up to three stars: three for the optimal move count, two for getting close, one for finishing. The daily dungeon has one solvable level each day, identical for all players. Consecutive days build a streak. Endless mode creates new levels on easy, medium, or hard. Consecutive wins build a streak and best record. Records track stars, clears, perfect clears, defeated monsters, lost knights, and best streaks. A skippable five-screen tutorial comes before level one. The main menu lets you continue where you stopped. Dark stone, torches, chunky buttons, yellow signs, green play controls, and red danger cues set the mood. Knights wear white helmets with yellow plumes and blue shields; monsters are red fanged balls. Hits trigger screen shake, flashes, vibration, and distinct sounds. You can disable these effects in settings, and Reduce Motion is respected.
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
0 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
About
One tap sends a knight running. No stopping halfway. Each knight has a direction arrow. Pick one and it runs until a wall, door, or knight blocks it. If blocked, it turns clockwise toward the first free passage. Your goal: get every knight to the stairs alive. Hit a monster from the side or behind and it dies; charge into its face and the knight dies. After each move, monsters step forward, turning when blocked. Spikes kill anything crossing them, so patrols can be lured onto them. Keys belong to the whole squad. Portals keep a runner's direction, levers flip every gate, and floor arrows turn knights mid-run. Hold a finger on a knight to preview its route. A deadly path turns red. Hints show a knight whose move can still lead to victory, or warn when no solution remains. Losing one knight fails the level, but undo is free and restart is instant. The campaign has 23 levels across three chapters. Cellars teach movement, turning, and attacks. Catacombs add keys, doors, and patrols. Throne Depths mix everything with portals and levers. New mechanics get short tips. Each level awards up to three stars: three for the optimal move count, two for getting close, one for finishing. The daily dungeon has one solvable level each day, identical for all players. Consecutive days build a streak. Endless mode creates new levels on easy, medium, or hard. Consecutive wins build a streak and best record. Records track stars, clears, perfect clears, defeated monsters, lost knights, and best streaks. A skippable five-screen tutorial comes before level one. The main menu lets you continue where you stopped. Dark stone, torches, chunky buttons, yellow signs, green play controls, and red danger cues set the mood. Knights wear white helmets with yellow plumes and blue shields; monsters are red fanged balls. Hits trigger screen shake, flashes, vibration, and distinct sounds. You can disable these effects in settings, and Reduce Motion is respected.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate.
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