Idle MMO · Android and iOS · closed beta

Reckoner

The hunt is a ledger, not a health bar.

Your character hunts on their own, online and offline. You run the expedition: what to pack, how much it weighs, where the profit is, and how much risk to carry home.

Closed beta in progress

How it plays

One trip, three decisions

Reckoner never asks you to press attack. It asks whether the trip pays for itself.

01

Pack

Potions, food, ammunition and an empty backpack. Weight and slots are a two-sided limit: together they decide how many hours the trip can last before your character turns back.

02

Hunt

Choose a spot and go. Your character fights alone for hours, and the whole trip is settled on the server, so the outcome is the same whether you watched every swing or slept through it.

03

Settle

Loot is sold, supplies are counted and the ledger closes: exp per hour, profit per hour, what it cost, and how close it came to going wrong. Then you plan the next one.

Four classes

Pick a shape of risk, not just a number

Every class has health and mana. What differs is how a trip is paid for, how smoothly it goes, and what an unlucky hour looks like.

Knight

Knight

physical

Sword and shield, the largest health pool, the deepest backpack. Cheap hunts, slow exp and the most predictable trips in the game: a blocked hit is a whole hit gone.

health
mana
carry
exp pace
Paladin

Paladin

holyphysical

A crossbow at range, holy and physical damage. Balanced on every axis, with one thing nobody else carries: ammunition, a third supply in the pack and a third cost to manage.

health
mana
carry
exp pace
Mage

Mage

fireenergy

Fire and energy, the fastest exp in the game, paid for in mana potions. Fragile: defence comes from robe armor alone, so every trip is a bet with a known price.

health
mana
carry
exp pace
Druid

Druid

iceearth

Ice and earth, lower upkeep, slower exp. The strongest self-heal of the four, and a real choice in the off-hand: a shield for survival, or a crystal for healing tempo.

health
mana
carry
exp pace

Six lands

One road, and it only goes down

Each land is a tier of monsters, prices and supplies. The road from the first meadow to the Abyss is the whole game.

Tier 1

Greenfields

Open, sunlit surface. The first hunting grounds.

Tier 2

Forest

Old woodland under a closed canopy. Green light, deep roots.

Tier 3

Jungle

Wet heat and rot. Everything here grows over everything else.

Tier 4

Deep Caverns

Cold, cramped underground. Crafting awakens here.

Tier 5

Castle

A fortress that outlived its garrison. Stone, iron and old orders.

Tier 6

The Abyss

Endgame depths, lit only by ember and ash.

Beyond the hunt

A world that keeps its books

Everything past the first trip is built on the same idea: value has a source, a weight and a price, and players set most of it.

Your backpack is your offline

A bigger pack means a longer trip, and it is loot, never a purchase. Gold weighs too: a purse from the Castle comes home in Viridian Ducats, a hundred gold to the coin.

An economy with a floor

Shop prices are the floor. Above it, the auction house is where players set the real value of a drop, and where a good hunt turns into a fortune.

Two professions per character

Alchemy, Cooking, Enchanting and Inscription. Materials drop for everyone; a profession is the right to turn them into potions, meals, imbues and runes.

Guilds

Shared perks, trade between members, and raids on the Bastion Warden, the Forge Tyrant and the Rimecrown Colossus that take the whole guild to bring down.

The Descent

Five dungeons, from Thornhollow to Emberthrone, run with hired mercenaries: Bramwell holds the line, Kara heals, Odric and Wren burn things down. The dungeon shelf trades tokens for scrolls, imbue shards, dyes and outfits.

World bosses

Cerberus and the World Serpent stand against the whole server at once. Everyone's damage lands in one pool, and the spoils are shared.

The Forge

A stack of matching pieces goes in; one piece a rank higher comes out, or nothing does. The odds climb after every failure, and the forge remembers. The building itself levels up in parts, and its tempering half rolls permanent bonuses onto the slots you wear.

Journal, quests, rankings

Every trip leaves a report. Quests count kills, profit and deliveries, rankings compare characters by level, skills and gold, and the journal keeps the story.

Bestiary

Some of what is waiting

WolfWolf
GoblinGoblin
SpiderSpider
TreantTreant
MinotaurMinotaur
Stone GolemStone Golem
Frost TitanFrost Titan
DemonDemon
Dread SovereignDread Sovereign
Storm TitanStorm Titan
Abyssal OverlordAbyssal Overlord
Bastion WardenBastion Warden
CerberusCerberus

Compendium

Everything, written down

Every item and where it drops from, every monster and its loot table, all four professions with their recipes, the dungeons, the bosses, the token shelf and the guild systems - read straight out of the game's own catalogs.

Open the compendium →

Fair play

No power for money

Premium buys convenience and time: a fuller journal, more depot pages, a restock that remembers the last trip. It never buys gold, potions, items, safety or content, and the numbers are exact for everyone: a free account plans with the same calculator.