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COMING SOON ON STEAM IDLE RPG · PIXEL ART · WINDOWS

The RPG that livesin your taskbar.

A whole RPG in 480 by 132 pixels.

A pixel-art bar floats over your desktop. Inside it, the heroes fight on their own while you work, study or browse. You never click attack: you gear up, build the party, decide where to farm and spend talents. The rest is up to them, and the legendary loot that drops can go straight to the Steam Community Market.

See on Steam (opens in a new tab) See the screens

Coming soon on Steam, for Windows. The store page already takes wishlists.

Actual size · 480 × 132 px · 2× scale

A complete RPG,the size of a window.

Taskforge does not run full screen. It lives on your desktop, in a frameless bar you drag wherever you want.

Four decisions.Only four.

Everything in the game exists to enrich one of these decisions. If it does not, it stays out. That is what keeps Taskforge deep without turning into a second job.

  1. 1

    Gear up

    Which item goes on which hero. Every item card shows, attribute by attribute, what that hero gains and loses with the swap.

  2. 2

    Build the party

    Which heroes fight, and in what order. Building has a price: a fallen hero neither enters nor leaves, and every swap locks both heroes involved for a minute.

  3. 3

    Where to farm

    Push the frontier or pin a stage and farm on purpose. The Portal keeps both modes one click away, and the farm pin also sits on the bar itself.

  4. 4

    Spend talents

    Every level grants a point. Three branches per hero, each with an ability the points shape, and a keystone at the end of the branch.

Four heroes,four ways to win.

All available from the start. The party begins with one slot and earns the second and third by defeating the bosses of acts I and II. With four heroes and three slots, building the team is a real choice.

Levels per hero, up to 100. The experience of every kill is split among the living active heroes; benched heroes get a share on the side and never fall more than a few levels behind. There are 99 talent points, and the tree closes exactly at level 100.

Automatic,not shallow.

Nobody clicks an ability, but every combat rule gives weight back to your management decisions.

Five acts, three difficulties,one hundred and fifty stages.

Each act is a scene with its own palette: you know where you are by the color, before reading any name. At the end of each act, a boss waits on stage 10.

Act I Oldstone Fields
Gold and amber over dry green
Act boss King Ossorio · Throne Strike
Act II Whisperwood
Dark green and grayish blue
Act boss Old Ramalho · Roots
Act III Drowned Marsh
Sickly ochre green and brown
Act boss Gapemaw · Lunge
Act IV Ironbottom Mines
Rock gray with an amber glow
Act boss Rockgnaw · Grind
Act V Ember Citadel
Black and red
Act boss Lord of Embers · Breath

Three difficulties: Normal is the campaign, Hard is the build test and Infernal is the end of the world. Attribute gems unlock on Hard, and filling a hero's eighteen sockets is a post-campaign goal.

The Portal has two modes with meaning. On the frontier, you progress: advance when you clear, retreat when you fall. Farming, you pin a stage and repeat it on purpose. A conquered stage is yours forever, and a locked stage can be peeked at so you know what it pays.

The boss alternates attack and rest and, on crossing 66% and 33% of his own health, unleashes his signature, with its name highlighted on the bar. When he enters, the party revives at full health, but only heals by half while he is on the field. Damage per second wins.

Twelve species to take down

Each one recognizable by silhouette alone, at any scale.

Elites are the climax of every regular stage: the same creature, 1.5× bigger and with a colored outline, paying a guaranteed item. Four species cast their own ability as elites: the Mire Serpent's Venom, the Weaver Spider's Web, the Watching Eye's Focus and the Iron Sentinel's Volley.

The item tellsthe truth.

No hidden power, no lying gear score: the item carries final values, and what the card says is exactly what enters the hero's sheet.

Nine slots and 54 named bases. Every slot guarantees a primary attribute: the weapon gives damage, the chest gives armor, the boots give life. Accessories are pure luck, affixes only. And every piece has its own name and icon: you hunt the mythic Shortsword, not “weapon no. 3”.

Eleven attributes feed DPS, survival and findings. Every affix rolls a value on a 51-step grid within its own range, and the card shows the real delta against what is equipped. An affix is not a sentence: you can reroll the value of one, or redraw them all.

Common
0 affixes
no socket
Uncommon
1 affixes
no socket
Rare
2 affixes
no socket
Epic
3 affixes
up to 1 socket
Legendary
4 affixes
up to 2 sockets · market-eligible
Mythic
5 affixes
up to 2 sockets · market-eligible

The Workshop: five services and the gem forge

Ten pets, hatchedwith patience.

A pet follows the party, and it is not a fourth hero: it does not tank, die or gain XP. Seven of the ten change the shape of your farm; only three add combat power.

Eggs drop in combat, on the same rarity ladder as items. In the Nest, one egg hatches at a time, with a queue of four behind it: from 20 minutes to 24 hours depending on rarity, and the clock runs with the game closed. Whoever picks what hatches overnight picks what they see in the morning.

Closed the game? The heroes keep earning XP and gold, and the egg keeps hatching. But offline never advances a stage, drops an item or an egg, or kills anyone: the decisions and the rewards of being present stay yours. Idle time does not buy gear.

Your drops are worthsomething on the Steam Market.

Legendary and mythic equipment and legendary and mythic pets leave the game for your Steam inventory, where they sell, buy and trade on the Community Market. Before leaving, every piece is checked by the game server: only loot that dropped in combat enters the market.

VIP: comfort by subscription, never power

Thirty days for 1,000 Dew, with no automatic billing. Four more stash tabs, a Nest queue of sixteen, automatic recycling by rarity and 100 Dew back on every purchase. No bonus to drops, rarity, gold, XP or damage: the free tier is enough for the whole campaign, up to the end of Infernal.

The market does not change the game for those who do not use it. Loot drops the same, crafting is the same and nothing in combat depends on buying or selling.

The managementwindow.

Dense, dark and honest: numbers the engine does not expose show up as “—”, and a system that does not exist yet gets no button. The interface never pretends.

Where the gamestands today.

Taskforge already has its Steam page, for Windows, and is coming soon. Add it to your wishlist to be notified at launch. Questions, press and partnerships: get in touch.

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