Compara los precios de Pebble Knights en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por 51% Games. Publicado por 51% Games. Lanzado el 13/4/2026. Disponible en PC, Mac. Géneros: Action, Adventure, Casual, Indie, RPG, Strategy, Early Access.

Bring four friends or stay home: this Early Access co-op roguelite has one of the cleverest build systems in the genre right now, but its bot AI will make solo runs feel like babysitting a disaster.

My first instinct as a strategy player was to clock the decision density per run, and Pebble Knights delivers more than its chibi art style suggests. The core loop is a day-night cycle where your team of up to five spends daylight hours gathering minerals, fortifying the base through tiered upgrades (Blue tier, Gold tier, and beyond), and hunting down weapons to eat. Yes, eat. The weapon-consumption system is the mechanical centerpiece: devour a weapon and you permanently absorb its passive trait for that run, but you lose the weapon itself. Keep it equipped and you hold both the active tool and the buff simultaneously. Every run forces a rolling risk-reward calculus on what to consume versus what to wield, and that tension compounds nicely as synergies snowball toward the late waves. When night falls the game pivots hard into a bullet-heaven survival mode, closer in feel to Vampire Survivors than a traditional base defense, except the bosses are co-op designed to punish split attention. The King role adds an asymmetric layer: whoever plays King makes big-picture strategic calls and can physically pick up and throw teammates, either to rescue someone from a bad position or, realistically, to create the kind of chaos that breaks Discord calls. The Underworld region, which unlocks after Day 15, adds 23 bosses and 18 event rooms built around cooperative dynamics, giving experienced groups a substantial difficulty ramp to work through. Post-launch patches have already introduced Knuckles and Rocket Punch as new weapons, a Legendary Trait called Bomb Decoy, and a three-mode structure: Morning Mode for newcomers, Lunch Mode for experienced players, and Dinner Mode for experts chasing leaderboard chaos. That kind of structured difficulty tiering is exactly what a game with new-player retention goals needs, and it shows the developer is listening. Here is the honest problem, though. The bot AI in solo or partially-filled lobbies is genuinely bad at prioritizing objectives. In real co-op sessions, squads routinely hit Gold-tier base upgrades before the second boss. Running with bots, you are likely still at Blue tier after clearing the first. That gap is not a minor balance inconvenience; it warps the entire mid-game progression curve. Public matchmaking is also thin outside peak hours, which compounds the issue for anyone without a dedicated friend group. This is fundamentally a game designed around five humans communicating in real time, and every system in it shows that bias. For the right audience, none of that is disqualifying. If you have three to five people who regularly play co-op roguelites and want something with genuine build variety, role asymmetry, and a revival mechanic that turns teammate deaths into frantic eating rituals, Pebble Knights earns its slot in the rotation right now. The developer has shown consistent post-launch output and a clear community feedback loop through Discord. Early Access risk here is real but not reckless: the core loop is solid, the mode structure is in place, and the Underworld gives hardcore groups a proper content target. Solo players, or anyone who cannot reliably fill a lobby, should wait for AI improvements before committing. Diego, Scout Team

Pebble Knights

Pebble Knights

13 abr 202651% Games
GamerScout opina

Bring four friends or stay home: this Early Access co-op roguelite has one of the cleverest build systems in the genre right now, but its bot AI will make solo runs feel like babysitting a disaster.

PCMac
Steam Deck Playable
Mejor precio disponible
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Mínimo histórico: €3.52

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My first instinct as a strategy player was to clock the decision density per run, and Pebble Knights delivers more than its chibi art style suggests. The core loop is a day-night cycle where your team of up to five spends daylight hours gathering minerals, fortifying the base through tiered upgrades (Blue tier, Gold tier, and beyond), and hunting down weapons to eat. Yes, eat. The weapon-consumption system is the mechanical centerpiece: devour a weapon and you permanently absorb its passive trait for that run, but you lose the weapon itself. Keep it equipped and you hold both the active tool and the buff simultaneously. Every run forces a rolling risk-reward calculus on what to consume versus what to wield, and that tension compounds nicely as synergies snowball toward the late waves. When night falls the game pivots hard into a bullet-heaven survival mode, closer in feel to Vampire Survivors than a traditional base defense, except the bosses are co-op designed to punish split attention. The King role adds an asymmetric layer: whoever plays King makes big-picture strategic calls and can physically pick up and throw teammates, either to rescue someone from a bad position or, realistically, to create the kind of chaos that breaks Discord calls. The Underworld region, which unlocks after Day 15, adds 23 bosses and 18 event rooms built around cooperative dynamics, giving experienced groups a substantial difficulty ramp to work through. Post-launch patches have already introduced Knuckles and Rocket Punch as new weapons, a Legendary Trait called Bomb Decoy, and a three-mode structure: Morning Mode for newcomers, Lunch Mode for experienced players, and Dinner Mode for experts chasing leaderboard chaos. That kind of structured difficulty tiering is exactly what a game with new-player retention goals needs, and it shows the developer is listening. Here is the honest problem, though. The bot AI in solo or partially-filled lobbies is genuinely bad at prioritizing objectives. In real co-op sessions, squads routinely hit Gold-tier base upgrades before the second boss. Running with bots, you are likely still at Blue tier after clearing the first. That gap is not a minor balance inconvenience; it warps the entire mid-game progression curve. Public matchmaking is also thin outside peak hours, which compounds the issue for anyone without a dedicated friend group. This is fundamentally a game designed around five humans communicating in real time, and every system in it shows that bias. For the right audience, none of that is disqualifying. If you have three to five people who regularly play co-op roguelites and want something with genuine build variety, role asymmetry, and a revival mechanic that turns teammate deaths into frantic eating rituals, Pebble Knights earns its slot in the rotation right now. The developer has shown consistent post-launch output and a clear community feedback loop through Discord. Early Access risk here is real but not reckless: the core loop is solid, the mode structure is in place, and the Underworld gives hardcore groups a proper content target. Solo players, or anyone who cannot reliably fill a lobby, should wait for AI improvements before committing.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayermultiplayercooponline-coopachievementscontroller-supportcloud-savestier:sub-5Bullet HeavenDay-Night CycleWeapon ConsumptionAsymmetric RolesBase TieringBot AI Weak5-Player Co-opTrait SynergiesDinner Mode

Requisitos del sistema

Mínimos

OS
Windows 10 21H1+
Memory
8 GB RAM
DirectX
Version 11
Network
Broadband Internet connection
Storage
2 GB available space
Processor
1.7 GHz+
Sound Card
Windows Compatible Audio Device

Recomendados

OS
Windows 10 21H1+
Memory
8 GB RAM
Network
Broadband Internet connection
Storage
2 GB available space
Graphics
GeForce GTX 1060
Processor
Intel Core i3-14100
Sound Card
Windows Compatible Audio Device

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Información del juego

Desarrolladora
51% Games
Distribuidora
51% Games
Fecha de lanzamiento
13 abr 2026

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¿En qué plataformas está disponible Pebble Knights?

Pebble Knights está disponible en PC, Mac.

¿Cuándo se lanzó Pebble Knights?

Pebble Knights se lanzó el 13 de abril de 2026.

¿Quién desarrolló Pebble Knights?

Pebble Knights fue desarrollado por 51% Games.