Typing RPG is a typing game, made for a real keyboard and a larger screen. Open thoughtspot.ca/typing on a laptop or desktop to play.
Loading combat assets before you play.
Each player keeps their own treasure.
Pick a class. Words are your attacks. Clear them before the timer runs out — miss or time out and you take damage. Clear ten halls of monsters, each tougher than the last, then outrun the dark to the exit.
Every word you type is a sword swing. Strike in the first timer third for full damage, or build power with clean clears.
Every word you type is a spell cast. Same rules, arcane flair — great for vocabulary focus.
Ten clean words in a row earn one coin. Burn a coin to arm a buff for your next run — up to 3 different buffs stack.
Made for desktops & keyboards (sound optional)
Type words to swing your sword or cast your spells. Fast, clean typing hits hardest. Tap a section to open it.
Before you start, choose what kind of words you want to fight with — a Word theme like animals or space. Or play a daily: today's Warrior daily and Mage daily give everyone in the world the exact same list, so you can compare scores fairly. The day's theme is shown at the top.
The Warrior is a knight who swings a sword. The Mage casts spells with a staff. The rules are the same for both — only the moves look different. Every word you finish is one attack.


One word glows — that's the one to type, letter by letter, exactly as shown. At the very start of a run, its first letter flashes huge across the hall so you know where to begin. Don't worry: the timer doesn't start until you press your first key.

Each word has a timer bar split into three parts. Finish in the first third for full damage, the middle third for 2⁄3, the last third for 1⁄3. Clean words in a row also charge up your strike power, so your hits grow bigger.

Press a wrong letter, or let the timer run out, and the monster hits you — every single time, no second chances. A mistake also drains your power back down. A normal monster hit costs hall number + 4 HP (so 5 HP in hall 1).

The dungeon has 10 halls. Beat every foe in a hall to move on — the monster box tells you where you are, like Kobold 3/10. Clearing a hall heals you to full.

In battle, a little keyboard sits at the bottom-left. It lights up the next key you need, so you never have to hunt. Press a wrong key and it flashes red.

The last foe in every hall is a BOSS — a bit bigger than the others, and it glows red in the line of monsters so you can see it coming. Bosses hit harder: hall number + 10 HP. The Hall 10 Tarrasque always hits for 20 HP.

Sometimes a boss winds up a big attack and the word turns into a DEFEND YOURSELF! word. Type the whole thing with no mistakes and your hero steps out of the way (and tells the boss so). Miss a key or run out of time and you take double damage. A boss's very last word is always a defend word.

Hall 10 is home to the Tarrasque, the final boss. Beat it and the exit gate opens — then run for the sunlight, typing to outrun the darkness behind you. Escape and you've won the run.

Your level goes up by one each time you clear a hall, and new moves unlock as you level. The game picks a move for every word you finish.








The Mage has every move from the start — no unlocks needed. Every normal hit sends a crackling bolt from the staff tip into the monster.


Every 10 clean words in a row unlocks your next streak buff, all the way up to a 90-word streak. One wrong key or a timeout resets the streak to zero, so keep it clean!

A potion is a quick sip of health: press CtrlAltP any time in a fight and it heals 10% of your HP. You can carry up to 10. After halls 3, 6 and 9 there's a stop where you choose: Hold (keep going) or buy one Extra potion. If a hit would drop your HP to 0 (or anywhere under 10%), a potion is used automatically to save you and puts you back at 10% HP. Some burned coins also give you potions for your next run.

Ten mistake-free words in a row drop one coin into your chest. A mistype or a timeout resets that count. Coins come in five rarities:
At the end of a run, keep your haul to add it to your Treasure museum on the start screen. Save your museum code (QR, copy, or email) — it's the only backup.
Ctrl+Shift+Space to resume.
The dark closes in. Your torch gutters out.
You break out of the gate and the corridor falls away behind you.
Treasure is for this run.
Treasure is for this run.
This is the museum saved in the code. Opening it replaces the museum on this device. It does not continue a run.
Tap or click the coin to flip it.