Knapsack: The Game

iOS app by Mathieu Vigne. Games · Mathieu Vigne

Store rating
0 / 5
Store rating count
0
Download price
Free to download
In-app purchases
Unknown
Version
1.0
Listing last refreshed
2026-09-10

View the original store listing

Store description excerpt

Your bag is the riddle. You go down into a dungeon and you pick things up. Every item takes up a shape: a blade takes a column, a hauberk a square, a relic a corner. Your bag isn't a list — it's a grid, and whatever you manage to fit into it IS your character sheet. Damage, block, hit points: all of it is read off the packing. Two items of the same family that touch reinforce each other. One lit seam is often worth more than one more item. That is where the descent is won. THE FIGHT IS DECIDED BEFORE IT STARTS No moves to choose. The enemy is announced with its numbers, you pack, you strike. If it falls, the maths was right. If it doesn't, the packing was wrong. DESCEND Nine worlds, each with a rule of its own: the rockfall that seals cells at every depth, the frost that blunts blades, the bone that splits your bag in two. Fights, elites, merchants, campfires, riddles, bosses — seventeen depths, and a different map every descent. THE TREE 293 nodes across seven domains. The fog doesn't hide what a node gives; it hides what comes AFTER. You see where you can go, never what grows behind it. THE WORKSHOP Five bag silhouettes and twenty-three kinds of cell to place yourself: etchings that reinforce, impassable straps, anvils that take weapons only. You draw your own problem. WHEN IT STOPS BEING HARD ENOUGH Forty-six trials with fixed rules — no rotation, no rest, every blow a crit. Twenty ascension tiers. An endless mode with leaderboards. Forty-six achievements. Two worlds are open from the start; the seven others can be bought — and the right to enter them is still earned in wins. Shards never buy power: not damage, not block, not one cell of bag.

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