
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!
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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): 2.43/day in the week to Aug 14 → 5.43/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 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
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Xbox publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $24.99 | 2.7Kreviews | 74% | — | $1.5M |
| $39.99 | 1.1Kratings | 88% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 207 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Waste of Time. Cant even finish the game, because my friends and me always crash at the Ice Dragon. As far as you reach the point where you can spam skills(ca. LvL20), the game just lags and sound engine dies completly every fight. My friend plays on an 5090 Rig and even his game lags.
Senkinek sem ajánlom akinek 40-50-es szériás kártyája van RTX kártyája van :) Nem támogatja a játék, erről már több mint fél éve tudnak és még most sem javították ki. -dx9-es kóddal indul csak el de olyan ocsmány és lecrashel folyamatosan, hogy nem élvezhető az egész. Szánalmas hozzáállás a fejlesztők részéről. NE VEDD MEG!
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Genres
Stats
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
| $39.99 |
| 318ratings |
| 84% |
| — |
| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 208 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This game is essential a temu version of D4 with an over complicated skill system that does really bring much new to the table. Different doesn't always mean good. The constant retracing of steps and the final world tour were very much a waste of time.
Fun as hell
awful
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.
extremely boring, character lacks proper defences and many more other issues
Did the intro to learn the controls. With there being only four actual abilities to use and one of them being a jump, it has no complexity and was very lackluster. Had to double check my graphics settings to see if I had them low or if it really was just bad as well. The actual new character beginning has so many weird little annoyances, it doesn't make sense. You can see enemies spawn out of nowhere and then group up in a nice circle to wait for you to show up and one shot them. You have gear before actually equipping anything. You meet up with the legendary heroes who struggle to fight the beginner mobs. Then you get sent with one of them who ditches you immediately to run ahead while you fight a boss, which didn't matter, because nothing poses a danger. The hex skill system has some potential, but meh. Not worth it.
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 )
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).
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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