Tapheim

Coming to iOS and Android

An idle tapper that hits back

Pick a hero and sail for Tapheim, the kingdom that fell. Your boons fight on while you are away. Then a boss turns up with 30 seconds on the clock, and you finish it by hand, because they cannot.

Free to play. Plays offline.

The loop

Strike, climb, loot, grow

Every kill buys the next one. Your boons keep striking while you tap, and while you are away, so the loop runs faster each time round.

  1. Step 1

    Strike

    12% crits

    Every tap hits. Some land as crits, for 8× the damage. At first your thumb is the whole army.

  2. Step 2

    Climb

    1 kill, 1 stage

    Each foe you drop moves you one stage up the road, and the next one is tougher.

  3. Step 3

    Loot

    Gold from all

    Everything that dies pays out. Bosses pay 3.5× as much.

  4. Step 4

    Grow

    ×2 every 10 levels

    Gold buys boons that strike on their own, and levels that make them hit harder. Bleeding Edge starts at 10 gold.

Then every 5th stage, a boss

It has 4× the health and 30 seconds on the clock. Kill it and the road goes on. Run out of time and it throws you back a stage, to grow and try again.

Meet the bosses ↓

Choose your hero

6 heroes, 6 ways to fight

Heroes come to Tapheim from every land. None of them is the strong pick: their kits differ in shape, not in worth. Each brings 5 skills of their own. The first comes at stage 5; the rest you learn as the climb reaches them.

Kaito

the Oathsworn

He swore an oath to a lord who did not live to hold him to it. He kept it anyway, and took the last ship out to Tapheim to see it through.

In battle

A blade and the will behind it. Hits hard by hand, and harder in bursts.

Skills · 5 to learn

  • StrengthStage 5

    Your taps hit eight times harder.

    12s · 1m 30s cooldown

  • ?

    4 unknown skills

    Keep climbing. They will come to you.

The wall

Every fifth stage, something hits back

A boss carries 4 times the health of the stage that produced it, and you get 30 seconds. Miss, and it is whole again.

That is the wall, and it is on purpose. An idle game without one is a progress bar that fills whether you are in the room or not. This one asks you to be in the room, then hands you your hero’s skills and a satchel of potions so that being there is worth something.

30son the boss clock
Run it out and the boss heals to full, not to where you left it. The Bone Hourglass buys back half a second a level.
+10sfrom a potion
Drink one mid-fight to push the clock back, up to twice its length. A potion moves the wall a little. It never removes it.
34%of bosses leave a potion
Or buy them with gold, or bring them home from a job. Hoarding a few for the boss you are stuck on is the point.

The trophy shelf

The ones worth naming

Some bosses have names. Beat one and it goes on your shelf with the story it earned. These are the first three you will meet.

  • Stage 25

    Grimhorn

    First of the Fallen

    The first thing in Tapheim that hit back.

  • Stage 50

    The Pale Watcher

    It Blinked First

    It had been watching the shore a very long time.

  • Stage 75

    The Sightless Choir

    They Hum in the Dark

    You heard it long before you saw it.

40 more, for you to discover

Further down the road, deeper into the worlds, epic titans among them. Who they are, where they wait and what they were before Tapheim fell is yours to find out, one trophy at a time.

Idle damage

Boons that fight while you don’t

Boons are powers that strike on their own, and they keep striking with the game closed. You find them as you go deeper, and each one hits harder than the one before it. These are the first three.

  1. Bleeding Edge

    Every wound keeps bleeding.

    Stage 1 · 10 gold · 1/s

  2. Phantom Axe

    A spectral axe keeps swinging.

    Stage 3 · 75 gold · 8.5/s

  3. Storm Call

    Lightning finds your foe.

    Stage 8 · 560 gold · 72/s

9 more, for you to discover

Each opens deeper than the last and buys more damage for its gold. Every tenth level doubles a boon, so the choice that shapes a run is yours to plan: push the one you have to its next doubling, or save for the next one you find.

Prestige

Start again, reach further

From stage 40, you can trade the run for relics. Gold, boon levels and tap damage are gone; your best stage, every boon you have found and every artifact carry over.

So the second run walks past where the first one stalled, and the boss you spent an evening on becomes a stage you do not notice. That is the axis the whole economy is built on.

Relics are paid for depth, not for time, and they buy the only upgrades that are never reset.

Artifacts

  • Crown Shard

    +35% to all damage, per level

    Up to level 200

  • Iron Gauntlet

    +60% to tap damage, per level

    Up to level 200

  • War Drum

    +45% to boon damage, per level

    Up to level 200

  • Hoard Key

    +30% to gold dropped, per level

    Up to level 200

  • Watcher's Eye

    +1% critical chance, per level

    Up to level 40

  • Bone Hourglass

    +0.5s on the boss timer, per level

    Up to level 30

Travel & work

Further out, it pays more

Everyone starts on the shore. Get deep enough and the road opens somewhere worse, where the monsters carry more health, every world has its own creatures, and every kill drops more gold for the trouble.

The gold outgrows the health, by enough to take you further once you can hold your ground. Arriving is the hard part: the stage you walk in on is suddenly several stages tougher, and a boss you were beating now outlives its clock.

  • Where every run begins

    Tapheim Shore

    Where Everyone Starts

    The beach the boats come in on. Nothing here has ever killed anyone important.

    x1 monster healthx1 gold

    Work here

    • Mend the Nets

      1h · gold + 1 potion

    • Watch the Tideline

      1h 30m · gold + 1 potion

    • Escort the Salt Caravan

      2h · gold + 2 potions

  • Opens at stage 100

    The Ashen Pass

    Past the Last Watchfire

    The road over the mountain. Everything up here is bigger, and it carries more.

    x4 monster healthx6 gold

    Work here

    • Clear the Rockfall

      1h · gold + 1 potion

    • Guard the Waystone

      1h 30m · gold + 2 potions

    • Haul Ore from the Old Mine

      2h · gold + 3 potions

  • Opens at stage 250

    The Drowned Deep

    Below the Tideline

    The halls the sea took back. What lives down here has never been hungry for long.

    x12 monster healthx24 gold

    Work here

    • Dredge the Drowned Shrine

      1h · gold + 2 potions

    • Light the Lantern Line

      1h 30m · gold + 3 potions

    • Hunt the Thing Below

      2h · gold + 4 potions

  • Opens at stage 500

    The Sundered Crown

    Where the Crack Began

    The old kings' city, split down the middle. Whatever broke it is still awake.

    x36 monster healthx96 gold

    Work here

    • Sweep the King's Road

      1h · gold + 3 potions

    • Relight the Lantern Ward

      1h 30m · gold + 4 potions

    • Watch the Crack

      2h · gold + 5 potions

  • Opens at stage 750

    The Jade Wilds

    Where the Roads Give Out

    The jungle the old kings never tamed. Everything out here grows, and most of it bites.

    x108 monster healthx384 gold

    Work here

    • Cut a Trail to the Falls

      1h · gold + 3 potions

    • Strip the Golden Bell

      1h 30m · gold + 4 potions

    • Find the Lost Expedition

      2h · gold + 5 potions

  • Opens at stage 1000

    The Pale Reaches

    Past the Last Map

    Snow over everything the old kings fled from. Nothing out here has seen a fire in years.

    x324 monster healthx1,536 gold

    Work here

    • Dig Out the Last Wall

      1h · gold + 4 potions

    • Chip Out the Frozen Fleet

      1h 30m · gold + 5 potions

    • Hold the Blue Gate

      2h · gold + 6 potions

A road you have opened stays open. Prestige sends you back to the shore, and so does starting over, but neither takes away the way out. Where you stand is the run’s; where you are allowed to go is yours.

Or put the sword down for an hour

Every place has work, an hour to two hours long, that pays gold and potions when it is done. The dangerous places pay more of both. Take one before you put the phone down and come back to a wage instead of a fight.

Nothing is fought

No taps, no skills, and your boons stand down with you. The monster you left is back at full health when you return. Two hours away is not a pause button on a boss.

You stay where you are

No travelling until the work is done, and no prestige either. A job pays for the stage you took it on, and a fresh run on stage 1 is not that stage.

Walking away pays nothing

Walk away whenever you like, for nothing. A job pays for finishing it, or the longest one, dropped when convenient, would always be the right pick.

The gold is your own strength: an hour of work pays at least what an hour of your fighting is worth, more than twice what the same hour idle would bring in, and it grows as you do. The wage is fixed the moment you sign on, and somewhere dangerous pays more, by how much richer the place is than it is hard.

While you are away

It keeps going without you

An idle game is a long commitment, and most of it happens with the screen off.

12 hours of fighting you did not do

Close the game and your boons keep fighting at half rate, for up to 12 hours. Or take a job before you go and come back to a wage instead.

  • Coming

    A save that asks instead of overwriting

    If the phone and the cloud have both moved on, the game will ask which one you meant, and show you both. Last-write-wins is how idle games quietly delete a week of somebody’s evenings. Time away will be counted on the server too, so winding the clock forward earns nothing.

  • Coming

    Boards for depth, prestiges, relics and kills

    Four leaderboards, because one number cannot say whether you went deep, reset often, or hunted bosses. Nothing on them will be submitted by the app; they are read from what your save already proves.

  • Coming

    Clans ranked by what you did after joining

    A clan’s totals will count only what members have done since they joined. Otherwise recruiting one veteran is the fastest route to the top, and a board stops measuring anything that happened there.

Questions

Before you set sail

When does Tapheim come out?

It is coming to iOS and Android, and there is no date yet. Leave your address and we will write once, on the day it lands on the stores.

Is it free?

Yes. Tapheim is free to download and free to play.

Does it need an internet connection?

No. The whole game runs on your phone, so it plays offline: on a train, on a plane, wherever. Online extras such as cloud saves and leaderboards are coming, and they will be optional.

Do I have to keep tapping?

Only when you want to. Your boons fight on their own, and while the game is closed they keep earning gold at half the rate, for up to 12 hours. Tapping matters most at a boss, where every hit counts against the clock.

What happens if a boss beats me?

Every 5th stage is a boss with 30 seconds on the clock. Run out of time and it throws you back one stage, not back to the start. Grow a little stronger and try again, or drink a potion: each one adds 10 seconds, up to twice the clock.

Which hero should I pick?

Whichever you like the look of. The 6 heroes fight differently, not better or worse, and each one learns a kit of their own as the climb goes on.

What is prestige?

From stage 40 you can end a run and start again from the shore, in exchange for relics: upgrades that never reset. Each climb after that goes faster and further than the last.

Will my progress follow me to a new phone?

Your progress is saved on your phone. Cloud saves, so a run can move to another device with you, are coming.