The King Won't Sit Still

Landscape browser game · No sign-up

The King Won't Sit Still

One old king, one crown, and four entirely different ways to take it. Creep across the balcony while he pretends not to look, settle it from twenty paces in the dart hall, crack the household strongboxes ring by ring, or put the whole court on trial and name the thief.

Modes
4
Contract tiers
5
Honours to earn
7
Account needed
None
The game's foyer: royal coin balance, contract cost buttons, and the four court menu icons.
The foyer — pick a contract, or slip into the dart hall

Four games, one crown

Pick your way in

Every mode runs from the same foyer and shares the same royal coins. The coup is a patience game about reading one man's rhythm. Dart Strike is a timing game about a single moving line. The vault is a puzzle of geared rings, and the inquest is pure deduction. Play whichever suits the evening.

Mode 01

The Coup

Pay for a contract, then cross the balcony a step at a time. Hold to approach, release the instant the warning flares, and stand perfectly still while the king sweeps the room.

  • Costs 200 to 10,000 royal coins per contract
  • Pays 5× the contract when the crown falls
  • Softens the blow with 2× back on a failed run
  • Runs about a minute per attempt
How a coup unfolds

Mode 02

Dart Strike

No sneaking. The king paces the length of the dart hall and a single bright line marks the throw. Tap as he crosses it. Miss, and he turns around to tell you exactly what he thinks of your aim.

  • Costs 100 royal coins per throw
  • Pays 500 royal coins for every clean hit
  • Takes five hits to knock the crown loose
  • Runs as long as you keep throwing
Inside the dart hall

Mode 03

Crack the Vault

Nine strongboxes climb the household, from a page's footlocker to the old king's own vault. Turn each ring onto its mark — but the rings are geared to one another, so seating one shoves its neighbours off theirs.

  • Costs 200 to 10,000 royal coins per job
  • Pays 5× the contract when the door swings open
  • Climbs nine strongboxes, each unlocked by the last
  • Runs from one dial to nine as the household rises
Inside the treasury

Mode 04

Who Took the Crown

The crown is gone and the court is lying — or rather, one of them is. Everyone answers honestly except the thief. Question the courtiers, cross-check what they wore and carried, then name your suspect.

  • Costs 200 to 10,000 royal coins per case
  • Pays 5× the contract for naming the thief
  • Allows four questions and two accusations
  • Draws a fresh line-up every single run
Open the inquest

Mode 01 · The Coup

Read the king

The old king never looks at random. He settles, he twitches, he turns. Every contract keeps that rhythm readable — the expensive ones just give you less room inside it.

  1. 01

    Pay the contract

    Choose 200, 500, 1,000, 3,000 or 10,000 royal coins in the foyer and start the mission. The cost leaves your purse immediately and sets the king's temper for the whole run.

  2. 02

    Hold to approach

    Press and hold anywhere on the stage — or hold Space — and the court shadow creeps forward. Let go and he stops, losing a little ground as the approach meter drifts back.

  3. 03

    Release on the warning

    A gold HIDE! banner and an exclamation mark over the throne mean the turn is coming. Release, hold still, and wait out KING WATCHING. Still moving when he looks? Caught.

  4. 04

    Take the crown

    Fill the approach meter before the mission clock runs out and the crown changes heads. The treasury pays five times the contract and the coup is added to your royal ledger.

Green SNEAK NOW banner while the assassin creeps toward the king.
Green means go — hold and gain ground
Gold HIDE banner as the old king begins to turn around.
Gold means let go, right now
Red KING WATCHING banner with the assassin frozen mid-step.
Red means freeze until he looks away
Long Live The New King result panel after a successful coup.
The crown has fallen — the treasury pays out
What each contract costs and returns
Contract Crown claimed Caught The king's temper
200 1,000 400 Distracted — long pauses, generous warnings
500 2,500 1,000 Restless — the gaps start to close
1,000 5,000 2,000 Watchful — he lingers on every sweep
3,000 15,000 6,000 Suspicious — short fuse, longer stares
10,000 50,000 20,000 Paranoid — barely a breath between turns

Every tier keeps a warning window you can actually see and react to. The expensive contracts shorten the calm stretches and stretch the stares — they never remove the tell.

Mode 02 · Dart Strike

Twenty paces, one line

The dart hall is the impatient half of the game. There is no meter to fill and nothing to sneak past — just a king walking a fixed stretch of marble, a board behind him, and a lit line down the middle of the floor.

The dart hall with the target board, the lit centre line, and the king mid-patrol.
Tap as the crown crosses the light
  1. The king patrols

    He walks a steady lane across the middle of the hall, turning at each end. The rhythm never changes — only your read of it does.

  2. You pay per throw

    Every dart costs 100 royal coins whether it lands or not, so a spray-and-pray round is an expensive round.

  3. Hits knock him back

    A clean hit takes a fifth of the king's composure, pays 500 coins, and sends him scurrying to one end to restart his walk.

  4. Misses get you mocked

    Miss and he turns to camera with a line like “Was that meant for me?” — four of them, in rotation, and he means every one.

100 coins per throw
500 coins per hit
20% composure per hit
5 hits to end it
A dart striking the centre of the board while the king vanishes from the floor.
A hit lands, the board rings, he retreats
The old king taunting with the speech bubble Was that meant for me?
A miss buys you a speech bubble
Dart Strike Scores panel showing throws made, hits landed and the drill reward.
The drill totals up when his composure hits zero

Mode 03 · Crack the Vault

Every ring has its own socket

The treasury is the patient puzzle of the four. A dial is a stack of concentric rings, each with a notch that has to meet its own marker — and the rings are geared together, so seating one shoves its neighbours off theirs. Finding the order is the whole game.

A vault dial with three concentric rings, the ring selector, and the readout naming which ring is short of its socket.
Pick a ring, then nudge it onto its mark
  1. Pick a strongbox

    Nine of them climb the household, from a page's footlocker to the old king's own vault. Clearing one unlocks the next, and the contract you pay decides how far up the ladder you can reach.

  2. Seat the rings

    Drag the dial to turn whichever ring is selected. A ring that reaches its own socket locks into place and stops being dragged around by its neighbours.

  3. Mind the gearing

    The early locks only pull inward, so an outside-in sweep works. The later ones link both ways — turning the inner ring can move the outer one — and the panel marks which rings a turn will disturb.

  4. Open the door

    Seat every ring on every dial and the strongbox pays five times the contract. Beat par on turns and it is a clean crack.

9 strongboxes to climb
1–9 dials per job
2–4 rings per dial
the contract when it opens

Mode 04 · Who Took the Crown

Everyone is honest but one

The crown is gone and the court is assembled. Every courtier answers truthfully — except the thief, who does not. Four questions, two accusations, and a line-up drawn fresh every single run.

Five courtiers in the throne room, each labelled with what they wore and carried, with two of them already questioned.
Read the line-up, then start asking
  1. Read the court

    Each courtier wears a hat, gloves and a cloak, and carries something. Those four traits are the entire evidence board — the thief is hiding somewhere in them.

  2. Ask what they saw

    Tap a face and they tell you one thing about the thief: what they wore on their head, whether they were gloved, what they carried. Honest answers narrow the field. The thief's answer does not.

  3. Cross-check the lies

    An answer that contradicts the others is the tell. Rule courtiers out on your own notepad as you go — crossing someone out costs nothing and the game never does it for you.

  4. Name the thief

    Accuse the moment you know — you never have to spend every question. Two accusations per case, so one slip does not void the contract.

5–8 courtiers per case
4 questions to spend
2 accusations allowed
18 courtiers in the pool

The royal ledger

Titles and honours

Successful coups are the only thing that moves your title. Everything else — attempts, best night, lifetime winnings — is tracked as a court honour you can claim from the foyer.

Assassin titles

  1. SHD
    Court Shadow Where everyone starts
  2. BRZ
    Bronze Assassin 3 coups
    5,000
  3. SLV
    Silver Assassin 10 coups
    15,000
  4. GLD
    Golden Assassin 20 coups
    40,000
  5. MST
    Master Assassin 50 coups
    120,000

Reward column is the one-off coin grant for claiming the title.

Court honours

  • Royal Infiltrator Start 25 assassination missions 12,000
  • One Great Night Earn 50,000 play coins from a single mission 20,000
  • Royal Treasurer Win 1,000,000 play coins in total 30,000

Run dry? The treasury advances 1,000 play coins so the evening never ends on an empty purse.

Captured from the current build

Around the palace

The Honours panel listing assassin titles and court honours with progress bars.
Honours · the royal ledger
The in-game How To Play panel with three numbered steps.
Help · three steps, always one tap away
Settings panel with sound effects, music and reduced motion switches.
Settings · sound, music, reduced motion
Caught result screen with the assassin bound in rope.
Caught · the consolation still returns double
The masked court shadow in a plumed hat and cloak.

The court

Two rivals, one crown

The court shadow is all confidence and theatre — a bow before the work, a grin during it. The old king is nobody's fool: he suspects, he checks, he catches people, and he is deeply pleased with himself when he does.

Everything in The King Won't Sit Still happens on one wide stage, in front of one painted skyline, with the pair of them at either end. That is the whole production, and it is meant to be.

The old king in ermine robes leaning on a golden cane.

Before you start

Questions worth asking

Do I need an account?

No. There is no sign-up, no profile and no login. Open the page and the foyer is already waiting for you.

Where is my progress saved?

In your own browser's local storage, on the device you played on. Coins, coups, titles, claimed honours and your sound settings all live there — and nowhere else. Clearing your browser data clears the save permanently.

Which controls are supported?

Touch, mouse and keyboard. On the coup, hold the stage or hold Space to approach and release to hide. In the dart hall, tap the stage or press Space to throw.

Why does portrait mode ask me to rotate?

The stage is a wide theatre set with a character at each end. In portrait the two of them either collide or shrink to nothing, so the game waits for landscape rather than serving you a cramped version of itself.

Can I turn the music and the motion down?

Yes. Settings has independent switches for sound effects and music, plus a reduced-motion option that shortens the animations while leaving every reaction window exactly as long as it was.

What happens if I run out of coins?

The treasury advances you 1,000 play coins so you can take another contract. Coins are a play-only score — they cannot be bought, sold or moved off the device.

Does closing the tab mid-mission lose the run?

No. An interrupted round is restored safely the next time you open the game, and the foyer tells you it happened.

The King Won't Sit Still

The curtain is already up

No download, no account, no waiting. Pick a contract or pick up a dart — either way, that crown is not going to take itself.

Play The King Won't Sit Still