
The draconic threat is once again upon us. Legendary heroes rise up to face the legions from the depths. Tame your wyrmlings, create unique power builds with the Ancestral Grid, expand your city and destroy the Dragons!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese*languages with full audio support
Engagement
Hours played at review time, across 60 reviews with recorded playtime.
Reviews
Themes across 60 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Dragonkins story send you on a journey from 'oh, that's interesting and fun' to 'oh man, who came up with this stupid idea'. After you killed the 4 dragons the stroy could be over, but no, there's more to come. That alone would not be bad but there are so many bad desingn decisions (looking at you dragon whisp). I just wished the story was finally over and it went on and on. Then I simply stopped. The fun was completely gone. The story repeats itself. Though the game has some very interesting ideas, these are executed poorly. City leveling is a good idea but the progress is too slow to make any impact to the game. The itemisation doesn't really seem to matter. The boni are too generic and add nothing valuable to different playstyles. The skills system seems interesting at first but positioning them in the slots in a meaningfull way is just a pita. Leveling up doesn't prvide points to upgrade your skills. You get 4 points to provide to 4 'skilltrees' which seems to heve little to no effect. In the end my main damage dealer was a poison cloud that got fired when my character evaded. Even my as ultimate marked skills could hold up to that. WTF. Luckily we get the chance to skip the story right from the start and jump into endgame. Sadly that just skips the story and leveling the character and the city still is no fun. All in all Dragoinkin is just another arpg drowning in a pile of generic arpgs. It's okay to play it once but on the long run it's a game with too many bad decisions.
Игра надоела за одну 12часовую сессию. Также поймали пру багов. За 12 часов было 4 краша, поймали баг, когда навык можно было спамить без кд. Также был баг на бессмертие и нас не могли убить пока мы не сменили локу. Был баг, когда квествоый непись не прогрузился и надо было перезаходить в локу. мы начинали играть на "очень сложно" и в итоге за одну сессию подняли уровень сложности до "апокалипсис" потому что слишком легко. на максимальном уровне сложности тоже легко, никакого челленджа. Боссы очень скучные. Очень однотипные атаки и маленький пул атак. А как мы знаем в таких играх как только выучишь атаки босса ему пизда. Единственное из плюсов что хочу отметить это кайфовая система навыков, где тебе нужно играть в ♥♥♥♥♥♥ тетрис чтобы собрать билд. Игра вообще не стоит своих денег. Даже если добавят контент ничего не сделать с пулом атак всех боссов так что игра по факту не стоит внимания
Overall I love this game. What really hooked me specifically is the Ancestral Grid. It's such a clever system that turns skill upgrades into its own little puzzle minigame. Something about it tickles my brain just right. I've spent dozens of hours just tinkering with it. Other Pros: -Satisfying combat -Lots of abilities and crazy builds to try -Tons of character min-maxing -Gorgeous visuals -Cool boss fights Cons: (I didn't think anything was outright bad, but some things could be better) -Many of the quests are fairly simple (kill some enemies, defend this point, use this object over here, etc.) -The story isn't very interesting (though I find the world very immersive and well built) -The game balance needs a lot of work (there are so many interesting abilities and talents to build around, but most of them are terribly weak and a few of them are ridiculously powerful - looking at you Earthen Rage + Corrupted Blood Barbarian :D )
Le seul kack n slash qui fait loot du divin moins bon que du rare de 8 niveaux de moins. Hallucinant.
muito bem, aqui está a review que você está procurando. Skill Tree Personagem e Pet - uma porcaria, só upa e encaixa os pontos, chatissimo, você não sente que realmente está fazendo uma escolha e sobre os "pets". existe pets de outros elementos mas no endgame vc percebe que tal pet n serve pra sua classe, vc fica preso a usar o mesmo elemento de pet, ex, guerreiro - fogo, arqueiro - veneno. se vc usa outro elemento de pet vc está perdendo "potencial". Skill Tree Habilidades - aqui vem o diferencial, você pode ter uma vasta configuração, isso e bem legal ne ? mas ai tem classes que possuem skills mt fortes que nem se compara com as outras, sinceramente o jogo carece de mais skills, no minimo necessita de umas 10 pra cada personagem, as passivas da Tree são limitadas e isso e bem paia, achei tbm que deveria ter mais variedades. Endgame - demora muito pra você upar seu castelo "melhorar a cidade" isso e extremamente exaustivo, papo de você jogar 10h e subi 3 level... e se você não utilizar uma build meta, vc n vai farmar os materiais mais raros do nível Dragonkin, ultima dificuldade. Personagens - não joguei com todos mas devo dizer, o arqueiro não faz sentido, ele usa habilidades corpo a corpo e anda com um arco ??? ou é arqueiro ou assassino, se vc coloca ele pra fazer os dois não da certo... era mais fácil liberarem uma oficina e a comunidade criar skills novas, pq se depender deles vc vai ter que joga com Rain arrow ou explosion shot, o resto é meme... Drop de equipamentos - mesmo utilizando sistema pra desejar buscar o que vc quer demora muito tempo pra pegar um item roxo com propriedade alternativa, e quando veem e algo mt ruim, o bom e que possui um sistema de craft pra vc aproveitar aquela passiva alternativa, ponto positivo pelo menos. Craft - tem seus pontos fortes como fusão, transferir status, roletar passivas, tudo isso e um ponto positivo, o craft do jogo não e nível path of exile porém faz muito bem pro estilo do jogo como é, mas se fosse um negativo do game eu diria que o fato do Endgame ser complicado, você demora muito pra upa cidade, você fica sem uma boa parte do sistemas de craft do game... até liberar tudo vai mais de 30h 60h 90h sabe se lá quantas horas... Resumo: e um jogo pra se passar o tempo, não vale a pena se dedicar tanto como um poe, o jogo necessita urgentemente de novas skills, novas passivas, novos pets, endgame mais trabalhado e mapas melhores
Overall Verdict: Dragonkin: The Banished has an incredibly solid foundation and is a ton of fun to play, but it is currently held back by systems that need serious improvement. It is a game with immense potential that just needs the right design updates to truly shine in the endgame. The Good: Exceptional Combat FlowThe single best element of the game is its second-by-second gameplay. The combat feels incredibly smooth, fluid, and responsive. Navigating encounters, casting spells on the Oracle, and maneuvering on the Tracker feels great. If a solid mechanical loop is the hardest thing for an ARPG to get right, the developers absolutely nailed the foundation. Because the core loop is so satisfying, it keeps you hooked—which is exactly how I managed to fully max out two characters. The Progression: The Illusion of DepthWhile marketing pushes the Ancestral Grid as a complex, puzzle-like innovation, the reality is incredibly basic.Pure RNG, Zero Strategy: Progression is a digital lottery. If the exact geometric shape or fragment you need drops, you win. If not, you are stuck farming indefinitely. It acts as an RNG puzzle rather than a strategic skill tree.Shallow Modifiers: The grid fragments only offer basic stat adjustments (e.g., +to projectiles, +to beams, +to AoE, cost reduction). It lacks any mechanical modifications that fundamentally alter how a skill behaves. Because skills are strictly class-bound and modifiers are uninspired, build variety is completely dead. Every endgame player of the same class inevitably runs the exact same setup. The Math: An Impossible Defensive PuzzleThe game features a massive balancing oversight regarding itemization and survivability. The math simply does not work in the endgame:Too Many Stats, Too Few Slots: The game features roughly 10+ defensive metrics, including 7 separate elemental resistances, barrier, reflex, and evasion.The Gear Deficit: Players only have 7 total equipment slots. Because 2 of those slots are dedicated to weapons (which roll offensive stats), you are left with just 5 armor slots to cover over 10 competing defensive stats.The Result: It is mathematically impossible to fully optimize a defensive archetype. You are forced to spread your stats so thin that you cannot feel truly "tanky," leading to frustrating endgame scaling. The Chase: Dead-on-Arrival Draconic LootThe ultimate endgame hunt relies on "Draconic" gear, but the mechanic is fundamentally flawed. Each piece of Draconic gear features only one hard-locked modifier variation. If that specific variation does not make sense for your particular build, the item is completely useless. Instead of an exciting chase item, it is a disappointment. Draconic modifiers desperately need to roll random stats just like normal gear to give players a reason to keep chasing loot. The Endgame: Punishing Player PowerThe ultimate flaw of the endgame—especially during Hunt Maps and Chaos Hunts—is the heavy reliance on time-locked objectives. Nearly every map forces you into a "defend the area for 1:30 to 2:00 minutes" scenario.In an ARPG, the ultimate power fantasy is min-maxing a character to clear content faster. Hard time-locks completely destroy this. A god-tier character pushing 10 million DPS is forced to stand around waiting just as long as a budget character doing 15,000 DPS. It acts as an artificial roadblock that makes your hours of hard work and optimization feel completely meaningless. Final Thoughts & RatingI really like this game, and the smooth combat foundation makes it well worth playing. However, it feels like it is just a few major balance patches away from being truly great. If the developers can randomize Draconic gear, deepen the fragment mechanics, and remove time-gated missions, this could easily become a top-tier ARPG.Score: 6/10 (A very solid, enjoyable foundation that just needs some post-launch love to fix the endgame loop).
Dragonkin: The Banished is a blast! This ARPG delivers satisfying hack-and-slash combat with excellent power fantasy and of course dragons. The four classes offer impressive build depth thanks to the Ancestral Grid system, letting you craft truly unique playstyles and expanding your city between runs — it adds a refreshing layer of progression that keeps you hooked. If you're craving a fresh take on the genre with strong dragon-slaying action and solid co-op potential, this one is absolutely worth playing.
Es similar al Diablo, pero con una dinamica de crecimiento de arbol de habilidades mucho mas interesante y compleja, falta info eso si en internet, pero esta muy bien!
'salright
Bought 2 copies for the wife and i. The Hex Skill system is fun. The dragon petling is great. The only con is some character customization (name, a few appearance options, etc... would be nice). Otherwise though, we're having fun, and that's what matters most. No issues with stability, frames, etc... for either of us. Controls feel good.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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