Gibber Posted 15 hours ago Share Posted 15 hours ago Hello. I am the solo developer. Knightfall Idle is a free medieval idle RPG running in the browser, built in Godot 4 and exported to web. To be explicit for the board rule: it is a real HTML5 build, Godot 4 web export, WebGL, no plugin and no download. It has been live since September and is in active development. Play in your browser | Steam | itch.io What makes it different from most idles: it is a persistent shared world, not a solo save. Everyone plays in the same shard, and the economy is between players: an auction house with live player orders, an item exchange, a trinket market, and player made caravan and processing contracts. Servers are authoritative, the client never decides state, which is the part that made the web build interesting to engineer. Ten skill lines: Woodcutting, Mining, Fishing, Farming, Combat, Processing, Trade, Kingdom Management, Toughness and Account level. A kingdom of buildings and workers who eat food. A passive tree of around 900 nodes. Trinkets placed on a tile board, each rolling random prefixes, suffixes and an implicit. Away time is simulated on return: gathered resources, finished processing, completed contracts. Base offline cap is 8 hours, 24 with premium. Free to play, premium is quality of life only and gives no power. Every formula is documented at knightfallidle.com/wiki. Specific feedback I would like from this crowd: the web build loads a 106 MB pck, which I know is heavy. If anyone has shipped a Godot 4 web build of this size and cut it down without gutting the art, I would like to hear what actually paid off. Also interested in how you handle a websocket reconnect storm when a big chunk of players get dropped at once. Quote Link to comment Share on other sites More sharing options...
CGTRocketX Posted 2 hours ago Share Posted 2 hours ago Running one shared shard with a player-run economy and an authoritative server is a bold choice for a web idle, since most browser idles keep everything in a local save. The offline simulation looks like the tricky part to me: when someone returns after the 8-hour cap with a pile of gathered resources, do those goods hit the auction house at whatever the current prices are? Is there anything that stops a wave of returning players flooding the same market at once? And how does the Godot 4 web build handle the tab being backgrounded mid-session — does the client simply resync from server state when it comes back? Quote Link to comment Share on other sites More sharing options...
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