Idle MMO · Android and iOS · free to play

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.

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

The loot comes home, supplies are counted and the ledger closes: what you earned, what it cost and what you had to leave behind. 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, fast exp 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, and exp as fast as any class. 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.

Greenfields landscape
Tier 1

Greenfields

Open, sunlit surface. The first hunting grounds.

Forest landscape
Tier 2

Forest

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

Jungle landscape
Tier 3

Jungle

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

Deep Caverns landscape
Tier 4

Deep Caverns

Cold, cramped underground. Purses start coming home in Viridian Ducats.

Castle landscape
Tier 5

Castle

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

The Abyss landscape
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 Deep Caverns down 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, raids on the Bastion Warden, the Forge Tyrant, the Rimecrown Colossus and the Radiant Seraph that take the whole guild to bring down - and guild wars: a week against another guild, six days, six axes, one axis a day.

Friends

A friends list from level 1, private conversations between friends and dungeon invitations by name. Bring someone new with your invite code, and both of you earn gems as they level up.

The Descent

Five dungeons, from Bristlewarren to Emberthrone, run with friends or hired mercenaries: Bramwell holds the line, Kara heals, Odric and Wren burn things down. The dungeon shelf trades tokens for gear of your choice, gear and material chests, scrolls, imbue shards, dyes and outfits.

World bosses

Cerberus and the World Serpent take turns week by week. Every tier fights its own copy, one charge a day per character, and the spoils go to those who struck it.

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. Late in the game a gold piece can take up to three stars, each fused from another gold piece of its tier.

Journal, quests, rankings

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

Every day, every weekend

A chest for each day you log in, worth a slice of a hunt at your own level, with gems at the end of the week - and a missed day steps the streak back instead of wiping it. On weekends one monster in every tier pays +50% experience.

Spell mastery

From level 76 every spell grows its own tree: crit, cooldown, mana cost and resistance stripping. Each level is bought with the elixir that does the same job for one trip, plus a catalyst from the deep tiers, so the choice is always the same one: drink it now, or distil it for good.

Outfits and dyes

One outfit per tier from the final quest, one per dungeon from its token shelf, and a premium shelf for gems. Every set is drawn for all four classes, and none of them changes a single number.

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, spell mastery 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 sees every hit and heal in the same combat log.