Knapsack: The Game
Knapsack: The Game is made and published by Mathieu Vigne. AppBrain is an independent app data site and isn't affiliated with Mathieu Vigne. The app name, icon, screenshots and description belong to Mathieu Vigne and are shown as published on the App Store.
AppBrain's verdict
- Last updated
- August 29, 2026
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Releases
Updates seen on the App Store- Version
- 1.0
- Launched
- August 2026
No changelog data
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Technology
Found in the app by AppBrain- Price
- Free
- App size
- 35.2 MB
- Content rating
- Everyone
Technologies used by Knapsack: The Game
About the app and developer
About Knapsack: The Game
Knapsack: The Game is a games app developed by Mathieu Vigne.
What is the rating of Knapsack: The Game?
Knapsack: The Game has no ratings yet.
Is Knapsack: The Game free?
Knapsack: The Game is free. The app size is 35.22 MB. The latest version available is 1.0. The last update was on August 29, 2026.
What are the requirements for Knapsack: The Game?
The app has a content rating of Everyone. The app has been available on the App Store since August 2026.
Developer information for Mathieu Vigne
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Frequently asked questions about Knapsack: The Game
Is Knapsack: The Game free?
Yes. Knapsack: The Game is free on the App Store.
Is Knapsack: The Game still available?
Yes. Knapsack: The Game is on the App Store, and the last update we saw was on August 29, 2026.
How large is Knapsack: The Game?
Knapsack: The Game is 35.22 MB.
Is Knapsack: The Game suitable for children?
App Store rates the content of Knapsack: The Game as suitable for everyone.
Who made Knapsack: The Game?
Knapsack: The Game was developed by Mathieu Vigne. It is listed in the games category on the App Store.
What are the best alternatives to Knapsack: The Game?
People looking at Knapsack: The Game also look at these games apps: BirdBrainz: Queens Puzzle, Sand Fever: Sort 3D Puzzle, Happy Baby Matching Game, Push Path, WAITER: Timing Game.
Store listing
By Mathieu Vigne, from the App StoreDescription by Mathieu Vigne Written by the developer, not by AppBrain. Click to read.
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.