
Greed Knights is a game where your main focus is to grind for weapons and talent points so you can advance in the dungeons.this game works like most of my previous games. It contains automatic battles and your main focus is to train your champion and see him grow.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.14/day in the week to Aug 23 → 0.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
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Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I guess I forget that when a game says, "idle," they mean it. When did this become a way to "play" a game? SO boring! A game should be interactive. And it doesn't help that the translated English is terrible. Misspelled words do not make for a good game. I'm getting disheartened with some of the games I'm finding on Steam.
Greed Knights is a minimalist idle role-playing game that fully commits to the philosophy of incremental progression and repetition. It does not attempt to disguise its structure with elaborate storytelling or complex systems, instead presenting a straightforward loop where the player’s main task is to send a lone character into battles, collect rewards, and steadily grow stronger over time. The experience is built around patience and long-term accumulation, making it clear from the beginning that it is less about active engagement and more about gradual advancement. The core gameplay revolves around automated combat, where encounters play out without direct player control. Rather than focusing on executing actions in real time, the player’s role is to prepare and optimize. This involves upgrading equipment, investing in skills, and managing resources to ensure that each run becomes more efficient than the last. The simplicity of this loop makes it easy to understand, allowing players to quickly grasp how progress is achieved. However, this same simplicity also defines the limits of the experience, as there are few opportunities for variation beyond improving numbers and efficiency. Progression is centered entirely on a single character, which sets the game apart from many RPGs that rely on party management or diverse builds. There are no additional characters to recruit or complex systems of synergy to explore. Instead, all development is focused on enhancing one set of abilities and equipment. This creates a clear and focused progression path, but it also reduces the sense of discovery that often comes from experimenting with different playstyles. The game prioritizes consistency over variety, reinforcing its identity as an incremental system rather than a dynamic one. The structure of the game is divided into different stages that gradually increase in difficulty, requiring higher levels of preparation and stronger upgrades to overcome. As players advance, they unlock new areas that offer greater rewards but also demand more time and repetition to conquer. While this creates a steady sense of escalation, the underlying mechanics remain unchanged, meaning that progression feels more like an extension of the same loop rather than an introduction of new ideas. The challenge comes from optimizing efficiency rather than adapting to new gameplay elements. Visually, the game adopts a simple pixel-art style that aligns with its minimalist design. The graphics are functional, providing just enough detail to convey the action without drawing attention away from the progression systems. The interface is straightforward and easy to navigate, allowing players to track their upgrades and resources without confusion. This clarity supports the idle nature of the game, but it also contributes to a lack of visual variety that becomes more noticeable over extended play. One of the defining aspects of the experience is its reliance on repetition. The game is designed around performing the same actions repeatedly, with each cycle contributing to incremental growth. For players who enjoy this kind of progression, there can be a sense of satisfaction in watching numbers increase and efficiency improve over time. The process becomes almost routine, with players returning to make small adjustments and continue their advancement. However, for those who prefer more active or varied gameplay, this repetition can quickly become monotonous. The absence of a strong narrative or evolving mechanics further emphasizes the game’s focus on systems rather than storytelling. There is little in the way of context or emotional engagement, as the experience is driven almost entirely by its mechanics. This makes it a very specific type of game, one that appeals primarily to players who are drawn to optimization and long-term progression rather than exploration or narrative depth. In the end, Greed Knights delivers a focused and uncompromising idle RPG experience that caters to a niche audience. It succeeds in providing a clear and consistent progression loop, but it does so at the cost of variety and depth. For players who enjoy incremental growth and are comfortable with repetitive gameplay, it can offer a steady and satisfying experience. For others, its limited scope and lack of interaction may make it difficult to stay engaged over time. Rating: 6/10
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
60+ hours and zero interest in continuing, nothing of substance to mention.
A charming-enough idle game that has all the basic features in there but has awful resolution (probably intended for phones)? Absolutely jarring to try to play in 1080p.
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It breaks at dimension 2, and it is a basic idle game, not even worth playing, as some how they messed up and broken a super basic game when making it. Says a lot about the quality of "games" from this dev.
even for an idler this is just bad.
I happened on this game while looking for something during the Steam Winter Sale. It looked like something worth checking out, then I saw it had no user reviews at the time so I bought it and played it to resolve that. I’m currently grinding for the last two Steam Achievements(reaching level 40, then 60 for me), so going ahead with a review now. I’m reviewing this as is, and aware the developer retired this game, and that it released in 2020. It has some glitches and flaws, the only one that was a pain for me was the text in the beginning. It goes by so fast you can’t properly read it and it only plays once. The save files don’t change so you better remember/write down your save slot number. I’m newish to the auto-battle genre and the beginning felt slow for me, but the longer I played the more into it I got. To also note, it is a very bare bones game and the UI in some areas definitely needed some polish. There was also an issue with the text on screen shaking at times during levels while the knight was moving, but I’m unsure if that’s the game or on my end. Everything on the store page is honest. It’s an auto-battler and idler game that you will be grinding a lot in to progress. None of the Dimensions or enemies will look different either. I leave the game running while I do other things and check in to make sure I don’t have to exit then re-enter the level I’m grinding in. It can get stuck, but the game has never crashed on me. -Character customization is very basic, but you can change up your looks during any part of the game at your house, along with a limited number of names. -Library is pretty useless. The same number you see there you will also see on the on the level you’re in, but it does add to the towns look, it gets a point for that. -Inn contains information on the game. Innformation, if you will. -Smith is where you buy things. Three options: Sword, Shield, Ring(helps get more money) -Gym is where you spend your points on level ups. You can get your points back at any time to put them elsewhere if wanted. Speed and money are two that helped me the most. -Gates are where you use the arrow to move up to the next Dimension after beating the boss, or for going back down if you need to grind more for things. -Skillshop is where you can spend the 1 point you get every time you beat a Dimension for the first time. -Halls are where you can claim rewards for meeting goals. -Bank is where you deposit or withdraw your money. I recommend leaving it in there so it can build up while you’re grinding in levels. -Mission is where you select the level you want to fight/grind in. You do not have to go through each level in each Dimension, just the final one and defeat the boss there to progress. All your information will be on the screen, same for things like enemy health. This did leave me with a good impression of the auto-battler & idle combination over-all. Even off sale it’s 1.99$ at the time of this review and I easily feel like I got my moneys worth. I also encourage the developer to consider a remake of this game down the line. The potential is easily there, and it would be worth it. Despite the main issue I had with it, I still do recommend it. It’s a charming game all-in-all, and I appreciate the honesty from the developer on the store page.
The game hits a wall after the first real. From there on out you have to grind for a long time. Also there is no change in how the levels are designed, just two of the same enemy.
This game used to be free when I had initially got it, and I didn't even have to play much of it to say the game was so boring. Honestly would have to be paid by the hour to actually play this game, it's boring
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Players by region
Where this game's players are, estimated from review languages.
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