Pixel-art key art: a knight with sword and shield stands before torch-lit dungeon stairs descending into fire.

A TURN-BASED DUNGEON ROGUELIKE · GODOT 4.5

KNEOKNIGHT

The dungeon redraws itself every time you descend. Your sword arm is the only constant.

A grid-based roguelike RPG in open development — procedural dungeons, turn-based combat, and a warm campfire to crawl back to. Saved to the cloud, playable with a keyboard or two thumbs.

> FOLLOW THE BUILD V1.1.0 — IN DEVELOPMENT
dungeon layouts
1d100critical hit rolls
10cloud save slots
189/189tests passing
Pre-alpha screenshot: the base camp grid with the player and NPC placeholder markers, and the HUD showing level, HP, and gold.
PRE-ALPHA BUILD

Surface

Return to the fire.

Every run begins and ends at base camp. Restock at a shop whose inventory and prices scale with your level, pick up quests from the townsfolk, and bank your progress before stepping back into the dark.

Saves live in the cloud — sign in and your knight follows you across devices, with up to ten slots per account.

DYNAMIC SHOP NPC QUESTS CLOUD SAVES

Depth I

No two descents match.

Dungeons are generated fresh each time you enter — rooms, corridors, loot, and ambushes rearranged on a 32-pixel grid.

Movement is tile-by-tile and deliberate. Every step is a decision, and the enemies take theirs right after yours.

PROCEDURAL MAPS GRID MOVEMENT HUNTING AI
Pre-alpha screenshot: a procedurally generated dungeon room on the 32-pixel grid, with the player and an enemy marker.
PRE-ALPHA BUILD
Pre-alpha screenshot: turn-based combat against a Goblin Scout, with health bars and Attack and Special action buttons.
PRE-ALPHA BUILD

Depth II

Every turn is a wager.

Combat trades initiative in strict turns: accuracy checks, damage rolls, and critical hits contested by luck — a d100 where your edge over the enemy is worth up to fifty points.

Enemies range from common to legendary, and the legendary ones did not get that title by being fair.

SLASH FIRE BOLT HEAL

Depth III

What’s in the pack.

PROGRESSION

Experience, levels, and stat scaling that keep pace with the depths you reach.

EQUIPMENT & RARITY

Weapons, armor, and accessories across five rarity tiers.

COMMON UNCOMMON RARE EPIC LEGENDARY

CLOUD SAVES

Sign in once; game state is serialized to Postgres. Quick save, quick load, ten slots.

DYNAMIC SHOP

Store stock and prices scale with your character — no level-one daggers at level twenty.

NPC DIALOGUE

Townsfolk with things to say, jobs to offer, and rewards for the persistent.

MOBILE READY

Touch D-pad and action buttons — the whole crawl works with two thumbs.

For fellow developers

Under the hood.

KneoKnight is built in Godot 4.5 with GDScript: autoload singletons for game state, signal-based systems that stay decoupled, and rendering kept strictly separate from logic.

Development happens in the open, with 189 of 189 tests passing. The screenshots on this page are the honest pre-alpha build — placeholder art and all. The hero art up top is concept art for where it’s headed; the systems are real, tested, and in the repo.

GDSCRIPT SIGNAL-DRIVEN NEON POSTGRES

CHARACTERMANAGER.GD

## Criticals are a contest of luck — straight from the source
static func calculate_critical_hit(
        attacker_luck: int, defender_luck: int) -> bool:
    var roll = randi() % 100 + 1  # 1d100
    var luck_diff = mini(attacker_luck - defender_luck, 50)
    return (roll + luck_diff) > 100

The descent continues

The dungeon is still being dug.

KneoKnight is in active development. Watch the repository to follow new floors as they open.

> WATCH ON GITHUB