
Dragonhold is a dragon-riding extraction ARPG. Dive into missions, fight on dragonback and on foot, loot powerful gear, then extract (at any time) back to your island to grow your town and rebuild Dragonhold castle. Playable solo or in online co-op.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.71/day in the week to Aug 8 → 4.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About

Dragonhold is a mission-based dragon riding ARPG. Take on dangerous excursions across the war-torn Azarkeen region, fighting on dragonback and on foot to seize loot and relics. Then extract back to your castle island, where you expand your town, craft gear, and upgrade your warriors for the next run.
Each mission is a risk–reward run: push deeper for better rewards, or extract early to secure what you’ve found. Play fully solo or team up in online co-op; your progress and castle carry across both.
Dragonhold is NOT always online. You can run a dedicated server yourself for free, the files are on steam.
Ride and fight on dragons – Soar over battlefields, strafe enemies with fire, then dive into brutal close-quarters combat as a dragon rider.
Mission-based extraction loop – Choose your mission, hunt for loot and materials, then extract safely or risk going deeper.
Rebuild Dragonhold castle – Restore a ruined stronghold and surrounding town; unlock vendors, crafting stations, and new progression systems as you rebuild.
Craft and upgrade – Forge weapons, armor, and arcane relics. Grow your dragon’s power and your own build with skills and gear.
Bosses and elite encounters – Take on challenging bosses both on dragonback and on foot, learning patterns and coordinating with allies.

Take to the skies on a mighty dragon and unleash fiery attacks on your enemies. Explore a vast enchanted realm and save the people of Azarkeen. Unleash deadly abilities and magical powers to prevent a corrupt holy war spreading across the world. Restore the balance in spectacular third-person action in solo or multiplayer modes.
Dragonhold is fully playable solo from start to finish – you don’t need other players or a constant online population to progress.
You can:
Play offline / privately
Host your own dedicated server
Or join other servers from the community.
Co-op is there if you want it; the entire experience can be enjoyed as a single-player ARPG.



Are you ready to become a member of the legendary Boundless Order, harnessing the power of dragons and etching your name into the annals of history? Your destiny awaits in Dragonhold.
Engagement
Reviews
Themes across 99 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
On paper this should be my favorite game of 2026. I don't care for pre-fab building placement, but dragons, rogue-lite elements, rpg elements, high risk extraction gameplay and DRAGONS?! Sign me up! So why do I leave a negative review? My reasons are four: The combat in both Human and Dragon Form, the enemies and the glitches. I used keyboard and mouse for my experience, which I believe is also the recommended setup from the devs if I remember right. Human Form: Combat, in all honesty, feels somewhat trivial when the game isn't glitching especially when picking Sorcerer. Sorcerer's light attack is a fireball that deals the same amount of damage as a melee strike from a Knight, but there is no mana bar, no cooldown, no nothing. You throw an endless amount fireballs, everything in front of you dies, and the game is somewhat trivialized. It even bypasses the enemies who can normally block light attacks, they cannot block fireball. Rogue feels broken, and unfortunately not in the good way. Attacks seemingly phase through enemies at any given point and I have had my heavy attack break (only experienced it on Rogue, didn't experience it on Knight.) By break, I mean that both left-click and right-click which should be Light and Heavy attack respectively both produced only light attacks. I had to experience a cutscene or quit out for heavy attack functionality to be restored. Another glitch I've experience multiple times on multiple enemies is that my attacks just seem to kind of phase through them? For instance, the Dawn Warriors you fight on the bridge in the tutorial my katana attacks phase through them sometimes. Rogue attacks also seem to phase through most bosses, and it was ESPECIALLY bad with the tutorial boss that sits in the chair while in the enemy dungeon. I seemingly couldn't attack him from any angle whatsoever that wasn't directly in front of him if I wanted my attack to connect. Also this isn't a point against the game, but Rogue feels more like a Bladedancer Archetype than a sneaky assassin type which is not what I personally would prefer. Knight is.. fine. He's sorta vanilla but honestly feels the best to play. His identity is there, his combos feel the best and I didn't have any glitch problems with him. Solutions? Give the Sorcerer some sort of limitation that prevents him from just keeping distance and clicking left click to beat the game. Mana is the generic solution but mainly because it works for mages. Give Rogue more stealth/assassinate options early (idk if any come later tbh), make blocking cost more defense stamina and make parrying a thing exclusive to him and make it stun or something? That's just a thought though. For Knight I would say you can solidify his identity as a knight by giving him maybe the option to retaliate after a block, or a shield bash after block, make him more encouraged to block instead of roll. Enemies: I've seen videos of the alpha and while I appreciate the work the devs have done on smartening up the enemy AI, I feel like there's more to be desired. I appreciate the additional enemy variety and movesets, but it still feels kinda like enemies fall into one of two categories overall, fodder creeps who get stunlocked to death by any attack or enemies who can't be stunned on attack at all. Doing combos isn't as fun if there isn't a particular reason to do them. I can stun lock an enemy just as efficiently by spamming left click as I can alternating attacks and making a combo, and for enemies who can't be stunned on attack you can just kind of heavy attack them once or twice and then roll and they can't do anything about it. Bosses seem like less of a stressor at the end of a level and more akin to fighting an Elite but the health bar is at the bottom of your screen and there's more health in it. Solutions? General enemy AI could be given ways OUT of the stunlock. For instance, maybe after a certain threshold of damage taken maybe an enemy can use an ability or attack that gives them "hyper armor" (unstunnable) and autoblock for a couple of seconds to prevent them from being stunlocked to death and put up more of a fight. Give elites a bit more intelligence and variety to move pool. At the moment it seems like I haven't seen any large aoes outside of the bosses, just small aoes and a moveset. I think elites especially need to have some way of chasing the player or pursuing them to prevent the ability to trivialize them but attacking and rolling. Maybe they can do a lunge attack from time to time when you get too far away? Maybe some elites have large AoEs triggered under certain circumstances to catch you unaware? Dragon Form: The main reason I wanted the game and I feel like others feel the same. I really only have a couple of notes on it. Many people have mentioned the camera being too close and I 100% agree. I know that the dev has said it should be adjustable by middle mouse scrolling, but it did not work for me and I couldn't find a setting to adjust it. Maybe a glitch? Maybe not implemented yet? Not sure. The other primary issue I have in dragon form is finding enemies while in the sky. When the enemies are actually on your screen, a red mark appears above them, but often times I'd been shot by one of the drones or by something else off screen with no tracer from the shot and just couldn't find the thing that shot me until I'd spun in circles and looked up and down for like 30 seconds. The other thing is that it seems like the dragon form has no strafe or diagonal movement button. If you press A or D on the keyboard you do a barrel roll either in the left or right direction. Movement direction seems to be entirely dictated by mouse movement which feels a bit weird with the camera speed while in dragon form. Solutions? Change the position of the camera to be higher, zoom it out still a bit more by default (I know it was zoomed out with 1.0 release and appreciate it! Just a bit more please.) and fix the glitch preventing scroll out. Maybe put the barrel roll keys on Q and E by default in dragon form and give a diagonal strafing or even a banking option on A and D. Maybe let the camera lead a bit and have the dragon finish facing a few moments later? Like how World of Tanks allows you to move your camera, but the tank cannon doesn't always immediately turn with you and catches up a little later. This allows more visual freedom for the player and gives us time to perform maneuvers in the air and find enemies easier. Also give flying enemy bullets tracers or maybe give a ping ability to dragon form from the beginning that allows you to get a directional cursor towards all enemies in a certain radius around the dragon? The glitches: Every game has them, and a small indie dev team is gonna have them too. I know. But going to attack some enemies and physically bouncing off of them like a springboard or overinflated bouncy castle and being catapulted 50 feet into the air, while very funny the first few times, is not very conducive to combat. Especially when I accidentally land on the boss again and bounce up just as high as before again. I've also mentioned the Rogue attacks going through enemies above, but it belongs here too. Level generation seems to place objects aberrantly from time to time and as a result may leave gaps between environment objects and the ground or other visual glitches with the environment. Cutscenes are unskippable in their entirety from what I can tell (possibly a glitch?), but some of them (such as the cutscene for first interacting with the Workbench near the tent) you can bring up pause and inventory menus up within and it breaks the cutscene and has a chance to softlock you. From what I can see and tell, it seems like the devs REALLY love their game. I want to love it. I see the potential for greatness. I want this game to get to a state where I feel like I can purchase it again and enjoy it. Honestly, I think they're almost there. Keep cooking friends. I want to love
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Hours played at review time, across 99 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This game is so close to that threshold of being worth buying but it's just not quite there yet. The world is pretty, combat is alright when you play the right class, dragon mode is obviously the best part of the game and the soundtrack was even rather good. Unfortunately the game just feels so empty. It's a huge world with no npcs in it aside from enemies. Multiplayer servers are usually empty. Voice acting is soulless and low quality, wouldn't surprise me if it's AI. Unless you have a group of friends to run missions with, nothing in this game feels worth doing and is a boring grind. I really wanted to like it, I'm starving for a well designed dragon game but this one is a no for me. It needs more detail, a story that I give a damn about, more life in the world, and a viable player base. Maybe I'll check in on it again later this year.
Developers, I beg you. You've had over 25 years to figure out this whole "mouselook" thing. If Half-Life could do it in 1998, then you can do it in 2026. It's really not that difficult. If you insist on separating X and Y sensitivity, please make them somehow related instead of making each setting completely arbitrary so that I can never get it the same on both axes. I've been keeping an eye on this game for a few months now, and finally pulled the trigger. All I can say, this is NOT a 1.0 release. In terms of content, maybe, but the polish just isn't there. "Janky" doesn't even begin to describe it. Crosshairs doesn't correspond to where you're ACTUALLY aiming, the camera is constantly either rolling on the ground, or blocked almost entirely by the dragon. Enemies have less complex behaviors than Koopas in SMB 1. Combat lacks punchy feedback. The game has some great ideas and it's very unique, but you really can't call it "1.0" if it feels this unfinished. I really hope the team can work on the polish and feel of the gameplay, and for the love of all that is holy, fix mouse settings and camera. This has the potential to be something great, but at this point in time, it just isn't there yet.
I very rarely post reviews, because I struggle to make them funny. But finishing just the first area of this game was such a chore that I felt I had to. In the first hour of gameplay, I: Used a ring for a magical attack that went straight through an ogre and had no effect. Tried three times to rebind keys on the keyboard side, and never had any of them work. Encountered floating terrain disconnected from the ground <10 minutes in. Was launched into the air by the first boss, repeatedly bouncing on his head and preventing me from continuing the fight. I love this concept, I love the creativity behind it. And I'm all for supporting early access works. But calling this is a 1.0 release feels criminal and disrespectful to other games in the process. P.S. what in the name of all that is holy is that run animation? The shoulder dip is insane.
I like this game. its hard. it doesnt hold your hand. it gives you an out to keep resources, so you dont HAVE to complete the mission... which is a saving grace. I like this. i really like this. Still rough around the edges, but it has promise!
After playing for two hours I can already see the game sucks on solo play. I haven't tried multiplayer much but I really don't get enough down time for multi-play. What I can tell you is that the starter quest doesn't feel like a starter quest. Enemies spawn in at random, most are stronger than you and because they seem to always attack in groups you really don't have time to learn the game or time your attacks, blocks and dodges. I tried playing as a Knight, not enough healing items scattered around, no way to buy them at the start, haven't found a way to buy them in level and knights don't seem to have a healing skill of any kind. When you get into the world to do a quest you must kill a number of enemies to be able to summon your dragon, unfortunately living long enough to accomplish this can be a challenge. I bought the game because the description showed game features I enjoy such as building a city/town from a first person perspective and collecting resources. Unfortunately the game interface for town building makes it feel more like a mobile game than a PC one and the ability to buy "Supporter" gems in game to speed along the grind just reinforces that this game is essentially meant to be played like a "Gotcha" game. Sorry devs but the effort you put in just wasn't worth the $11.99 I spent and without major refinement it won't be worth the $19.99 your asking after your promo expires. The game needs a better start from the low level, every player should have a way to heal, players should be able to wait and "catch their breath" outside of combat every now and then without getting attacked, healing items such as potions should be an item you can buy and use before starting your first quest or earning a class level and resources need to be a bit easier to gather than what they are. I mean come on why do I have to find wood in chests? why cant I hack down trees? if I wanted a mobile phone styled MMORPG with town building elements id download a free one on my phone, save your money folks because that's all this game feels like. Oh and the dragon is pointless because even though its powerful, nothing drops loot or gives experience when killed by a dragon so its really just a mount that can fling fireballs for show.
Do not buy Dragonhold if you are expecting to play with friends. One month before 1.0 and there are no options for peer to peer connection. Dedicated servers are the only way to play with others, but there are not any official servers. At the time, all of the dedicated servers were password protected. The only server that was not password protected was in Asia, giving me a decently high ping. We attempted to connect but gave up after about five minutes of loading, which playing by myself, took about thirty seconds. The game itself seemed pretty fun, perhaps a bit of jank, but for me, this was a deal-breaker. If nothing else it got me to question what the priorities were, what would come in 1.0, and how long this game would last. Response edit: Beyond assuming that I missed it, and personally believing that installing a server tool and port forwarding is a bit more involved than a few button clicks, there are quite a few things that would prevent someone from doing this. I would like to specifically point out the two instances on the store page where it says there are freely provided official dedicated servers, which there are not.
Unfortunately, I cannot recommend the game as is. The concept is fantastic and I will continue to follow the project. However, currently it is one of the most "jank" games I have ever played. Your character just slides around on the ground. Enemies spawn in front of you and just waddle towards you. Player animations are so minimal that I could not even tell if I was attacking. Lighting is extremely overtuned (blinded by walk near a torch. Cast a spell and you'll need a guide dog). Cannot set the resolution to 4k despite there being an option. It just forces to 1080 and shrinks the window. (BTW, devs. Its 2026. EVERY setting that has multiple options should be a DROP DOWN menu. Dont force people to slowly slide through each individual resolution to reach the one they want). I'll check back in a year and see if things improve, but as is, this still feels like an alpha build and is NOT ready for 1.0 release.
It's nice to see a game actually leave EA, so I thought I would try this out. Unfortunately, I do not think this game is ready for a 1.0 release. If the developers stick with it, it could be a fun, casual time-sink.
tl;dr: play divinity 2: ego draconis instead. the *concept* is cool - be a dragonrider but also fight badguys on foot; with all gameplay aspects having progression systems! unfortunately...dragonriding sucks, the camera is super wayyy too close. Your primary ability is "shoot a straight, slowish moving projectile" ...but your wings/head will be in the way more often than not, making aerial combat annoying at best. Luckily, the dragon part is -from what I experienced- a relatively minor part of gameplay; i mostly used the dragon for map traversal (which is mildly annoying cuz the dismount/mount animation takes a while and is disorienting). However...the on-foot gameplay isnt much better. Combat in incredibly simplistic: you have a "spam left click" attack (does a very simplistic combo) and a couple of janky af "special" skills that have a way too long CD to be fun, and frankly...not enough impact to be particularly worthwhile (as knight at least. I briefly played ranger/sorc and quit after being so dissappointed by their incredibly bad models/animations). Finally we have the actual "explore the map, fight badguys, get loots" gamplay loop. Welp...most of the time you will instead be hunting down the chests that always spawn at the same general locations because that's the only way you get base materials to upgrade your stuff/build more gear...so each map is "spend 5 minutes unlocking dragon form cuz badguys spawn hella slow" -> "spend 10 mins going to the city to grab all the chests/get levels" -> "spend 5 minutes doing the quest; or longer if i wanna farm specific materials". i.e. 10-15 minutes of every session is boring ♥♥♥♥ I don't wanna do. atp I just, don't think the game is very fun. Would recommend the devs add basic resources to enemy loot tables/remove them from chests/remove overworld chests (or maybe add temp weapons/consumables instead? idk), make the dragon camera not suck, make combat abilities cool/useful (and ffs, get rid of the spam LMB combat, do "hold to combo" or something...sorc is incredibly painful to play). And actually make some decent models for all the classes other than knight (more than 1 female playable character would also be nice). Will come back and give it another shot after some more updates (assuming the game gets more...), as the concept is cool, but is a pretty hard pass for now.
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