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Beginner's guide

Getting started in Door Knight: the first 10 doors

Just installed the beta? Here is what really matters during the first ten doors, before you meet the Slime King.

Updated 2026-10-30 · by FDA

The Door Knight knight in front of a door, ready to fight the monsters

The idea in one sentence

Door Knight is an action-adventure game where you open doors, endlessly. Behind each one, a horde of monsters. Every 5 doors a mini-boss; every 10 a guardian who blocks the way out of the world. Ten doors per world, ten worlds, then Circle II starts everything again, deadlier.

Controls: one thumb to move, one to strike

Put your thumb anywhere on the screen and slide: your hero follows. Hold the attack button to chain hits: the hero aims at the nearest enemy by itself. So you never aim, you only position. That is the number one skill in the game: staying out of the zones drawn on the ground.

Remember: every monster announces its spell on the ground before casting it, as a circle, a line or a cone. If you are still inside when it fires, you take poison, burn, slow or snare. Leave the zone first, then strike.

Which hero to start with?

Four classes are available from character creation: Knight, Archer, Mage and Samurai. For a first run the Knight is the most forgiving: the sturdiest, it strikes in an arc and reflects projectiles. The Archer is a good second pick if you prefer to keep your distance. Nothing is final: you can play up to four heroes, each with its own level, gold and armory. We compare all four in Which hero should you pick?

Level 10: the Grimoire opens

From level 10 your hero unlocks spells. Each class has three schools and 24 spells in total (96 in the game). Pick a school, open the Grimoire, and watch the spell's animation before equipping it: Fireball, Blizzard, Phoenix, Celestial Judgment… each has its own. An area spell changes everything against hordes; a control spell (slow, snare) saves lives against mini-bosses.

Your loot shows on you

Helmet, armor, boots and talisman found behind the doors appear directly on your hero. Rarity is visible at a glance: a gem from rare, a glow from epic, a gold trim at legendary, sparks at mythic. Every piece can be dyed in one of 12 colors. For weapons, each class has 8 ranks (from the short bow to the frost bow, from the bokken to the nodachi) and every rank raises your attack: ranking up is the surest way past a guardian that keeps beating you.

Door 5: the Troll Chief, your first mini-boss

The first mini-boss guards door 5 of Mistwood Forest. Mini-bosses and guardians have attacks of their own: charges, rains of projectiles, summons. The ground-zone rule matters even more here. Beating one for the first time gives a chest of gold and potions: don't waste them, keep them for door 10.

Door 10: the Slime King

"Nobody crosses my slimy kingdom. Bow before your king!" The first guardian is also your first real test. If you are stuck, three levers before trying again: rank up your weapon, equip an area spell, and spend the Troll Chief's potions. All ten guardians are covered in The 10 guardians of Door Knight.

Between two doors: the camp

As soon as you can, visit the camp. It produces wood, stone and crystal even when you are not playing, and strengthens all your heroes. Eleven buildings to raise (Great hall, Sawmill, Quarry, Crystal mine, Warehouse, Watchtower, Arcane tower, Barracks, Armory, Infirmary, Market), each with three looks depending on its level. Every 3 hours monsters raid the camp: defend the Great hall wave after wave.

Every day, without thinking about it

  • A daily gift, three quests and a wheel: collect them before you go open doors.
  • A nickname at hero creation: that is what enters you in the online leaderboard (weekly tournament, best score, arena).
  • The arena: 90-second duels against players of your level, with balanced stats. Your skill counts, not your gear.

Ready to open the first door?

Door Knight is free, in open beta on iPhone and iPad via TestFlight. Android is coming to Google Play.

Join the beta Join the Discord

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