
Enter a world of natural magic and ancient races: Dungeons & Dragons Eberron - a war-torn realm, home to an artifact of great power coveted by all. Commanding your troops is only part of the war in this RTS. Deep beneath the conflict you’ll send heroes to an RPG-based underworld of beast and bounty.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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/day in the week to Sep 7 → 0.14/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
Originally released in 2005, Dragonshard™ returns in a respectful re‑release that quietly modernises the classic: modern‑resolution support, localisation‑friendly saves and profiles, smoother timers and physics, ASLR compatibility, and other under‑the‑hood fixes for a cleaner experience on today’s PCs.
Dragonshard™ is a real-time strategy experience based in the mystical world of Eberron, the acclaimed DUNGEONS & DRAGONS® realm. Within this wholly imaginative setting lives an inventive gameplay fusion: dramatic RTS play is affected by the risks and rewards of a thrilling RPG-styled underworld. As players direct troops over the land, they also plunge smaller, hero-led parties below ground to an RPG-modeled world of beasts, battles and bounty. Experience and items gained in this underworld result in great powers and abilities above ground. Using magic, weaponry and skilled maneuvers, players command armies from varying races to control, protect - or destroy - the powerful Heart of Siberys. Obtaining this omnipotent artifact will unleash its full forces, good or evil, upon the entire world.
The first DUNGEONS & DRAGONS® Real-Time Strategy Experience
DUNGEONS & DRAGONS® game from the Eberron campaign setting
Game design with two levels of interconnected action: RTS war above ground and critical RPG-styled battles in dungeons below
Four ranges of controllable units: powerful champions, heroic captains, trainable henchmen, and nearly unstoppable battlefield juggernauts
Unit development based on 'Experience Points', allowing players to "level up" units - an added RPG twist to the classic RTS gameplay structure
An innovative village grid system - the "Nexus System" - where choice and placement of buildings can specifically affect units' powers
Three warring factions, each with its own history, campaigns, unique strengths... and weaknesses.
Game story by Eberron creator Keith Baker
A variety of threatening environments, all with the "Hyper Terrain" feature, creating real-time terrain deformation in the wake of unit movements
Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $5.99−40% | 45reviews | 80% | — | $14.9K |
| $9.99 | 529ratings | 70% | — | 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.
Engagement
Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The graphics were constantly a problem. A game shouldn't market itself as a modernized version if you need to perform significant modifications to use it.
You can't actually see the edges of the map because this version cuts them off from the camera for some reason
It's an old game, it has the cons of an old game, and the original version was rushed to release. But having tens of thousands of hours poured into it over the years, the original CD box + manual displayed proudly in the living room, and knowing all the missions, secrets, units, and voice lines off by heart? It sure as hell isn't bad, and is one very special game :)
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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*, French, Italian, German*, Spanish - Spain*, Polish*languages with full audio support
Hours played at review time, across 44 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Most levels force you to amass frontline troops for a straightforward push. Even with stealth heroes available, there are barely any designed stealth-focused levels. The entire game is filled with repetitive head-on clashes between the two sides. In late-game battles, every unit has several active skills. During a single fight, you have to manage over a dozen skills at the same time, which leaves you in a frantic rush and easily leads to awkward waiting lulls. The "Dual-Layer World" Mechanism: On the surface, you need to complete the traditional RTS tasks including resource gathering, base construction and troop deployment. Meanwhile, you can control heroes to enter the underground labyrinth, where you can experience full RPG-style exploration — disarming traps, slaying monsters, opening chests for gears. The experience points and loots obtained in the dungeon can directly feed back to the troop upgrades on the surface. This is a unique combination of "RTS + Dungeon Exploration". Different factions follow completely distinct routes to guard the Dragon Crystal. Paired with the exclusive "Experience Pool" system, you do not need to grind experience for each individual unit. The accumulated global experience can be directly used to level up heroes or a certain type of troops collectively. Combined with the class traits of heroes — for example, a thief leading the troop can trigger stealth ambushes, while a paladin can apply buffs to the entire team — the strategy depth of troop composition is far greater than that of many ordinary RTS games at that time. However, there is a lack of a progress inheritance mechanism. The game does not support directly carrying over the weapons and equipment obtained in the first campaign to the second campaign. The enemy AI has almost no tactical design at all. It will only mindlessly flood your position with units the whole time, never attempting flanking raids or targeted counterplays to break your formation, which makes the gameplay feel rather monotonous.
great game but still needs some work, please fix the units leaving the screen and we cant minimise the screen.
[h1][b]7/10[/b][/h1] Played this 20 years ago and really enjoyed it, though I didn't remember much besides the fact that max level Artificers are bonkers. Always meant to play it again, and now it's on Steam! It's a very fun fantasy RTS, but requires good use of hotkeys and requires multitasking between your group of adventurers below ground and your army/base above ground. Should be manageable for most players though. [h2]Pros:[/h2] - It has aged well, and there's not much recent competition in the fantasy RTS category - Has a very detailed and fully voice acted tutorial - Great variety of fantasy units with lots of abilities - There aren't too many types of resources to manage and any ground unit can harvest them - Main resource, Dragonshards, periodically fall from the sky and replenish, so you can't really run out. I like to imagine that dragons fly overhead and crap them out, so I call them "Dragonsharts". Don't judge me - While the graphics are dated, they're still quite good. You can immediately recognize units, color is used well, etc - Very good sound design - Alternating between main map and subterranean level helps keep things interesting: underground parts give you something to do while above-ground army is harvesting & healing, and vice versa - Good value. If a game like this were made today, it'd probably have to cost $60 or more due to how greedy WotC has become & due to how expensive game development has become (along with everything else in the world) [h2]Mehs:[/h2] - Terrain looks a bit meh and many maps are rather empty - Default keybindings are a bit outdated. Annoying to change because there are so many, so you have to redo a lot of them, most likely [h2]Cons:[/h2] - Bugs and crashes. Game bugs for people on the 4th mission though you should be able to get around it. Also some graphics glitches. And I've lost loot when loading a saved game - Paying attention to damage types & weaknesses in combat gets to be a bit overwhelming when armies clash, but it's very important (unless you have level 5 Artificers) - Similarly, managing unit abilities can be a bit tedious and/or overwhelming in a larger army. You really need to master your use of hotkeys. Game has some auto-cast options like Cure Light Wounds, but desperately needs more for other abilities (Note that having maxed Artificers indirectly addresses the issue by allowing you to have fewer unit & damage types in your army... which means fewer abilities to manually use) - Game could really, really use some speed options - You get points to buy special hero passives, but they are incompatible with free upgrades you get and there's no way to know until you buy it - Inventory is tiny and there are tons and tons of items
Dragonshard ist ein Mix aus Strategie und Rollenspiel mit ein paar frischen Ideen. Basisbau, Helden und die zweigeteilte Karte funktionieren überraschend gut und bieten ein stimmiges RTS-Erlebnis, auch wenn es einige Probleme wie das Balancing gibt. Trotzdem klare Empfehlung!
really enjoy this game. I had it long ago when it first came out. My disc from the past was damaged. I was really glad that Steam made it available!
Finally brought forth with modern resolutions and still somewhat retarded AI, Dragonshard is a great RTS. Reccommended for fans of BFME1 and micromanagement RTS fans. Your soldiers aren't an army, they are a party of heroes and you must treat them as such. Losing a troop is costly and getting gold is perhaps the biggest pain of all. If I were to rebalance the game I would cut all unit costs to a tenth of their cost, but as it stands the game contradicts itself sometimes (you need several of the same unit to upgrade it beyond level 2, but you can't really take advantage of combining different skills if you all your units are the same, and this makes healers really not worth upgrading), but it has charming visuals, an interesting Eberron story, great soundtrack and very fun details. Easy reccommend.
Dungeons & Dragons: Dragonshard, originally developed by Liquid Entertainment and republished for modern systems by SNEG, stands as one of the more unusual experiments to emerge from the golden era of mid-2000s real-time strategy games. Set in the richly imagined Eberron campaign setting of Dungeons & Dragons, the game attempts something ambitious: merging traditional base-building RTS mechanics with a dungeon-crawling RPG layer operating simultaneously beneath the battlefield. The result is a hybrid that feels both nostalgically rooted in its time and surprisingly bold in design even years later. At its surface level, Dragonshard plays like a conventional RTS. Players gather resources, construct buildings, recruit units, and push across contested terrain to secure victory. Control nodes scattered across the map generate valuable dragonshards and gold, creating focal points for conflict and encouraging territorial expansion rather than passive defense. Armies consist of standard infantry, ranged units, powerful captains, and imposing juggernauts, all working within a system that emphasizes positioning and tactical decision-making. Terrain itself can be manipulated through a feature known as Hyper Terrain, allowing players to reshape the battlefield in subtle but meaningful ways. This layer provides a familiar strategic rhythm for veterans of the genre. What elevates Dragonshard beyond a standard RTS is the existence of the underground realm of Khyber. At nearly any point, players can send hero-led parties below the surface to explore dungeon environments filled with monsters, traps, and treasure. Combat in these subterranean spaces shifts toward a more RPG-styled dynamic, where individual hero abilities, loot, and survival take center stage. Experience gained underground strengthens heroes who then return to the surface better equipped to lead armies. This dual-layer design creates a constant tension: focus too much on surface warfare and you may neglect valuable upgrades below; spend too long dungeon crawling and your base above may fall to enemy forces. Faction design is another highlight. The Order of the Flame, Lizardfolk tribes, and the shadowy Umbragen each possess distinct units, visual identities, and strategic strengths. The Order emphasizes disciplined, faith-driven militarism; the Lizardfolk bring primal ferocity and resilience; the Umbragen lean into stealth and arcane manipulation. These differences go beyond cosmetic changes, influencing playstyle and encouraging experimentation across multiple campaigns or skirmishes. The factions are deeply tied to Eberron lore, and the narrative framework surrounding the Heart of Siberys artifact adds mythic stakes to every engagement. The campaign structure blends cinematic storytelling with strategic missions, gradually introducing mechanics while unfolding a conflict rooted in ancient power and political rivalry. While the narrative delivery reflects its mid-2000s design sensibilities, it remains engaging thanks to its strong connection to Dungeons & Dragons lore. Fans of Eberron will appreciate the authenticity of its worldbuilding, as the game draws heavily from the setting’s themes of magical technology, dragonshard energy, and factional intrigue. Visually, Dragonshard reflects its era. Unit models and environmental textures are clearly from an earlier generation of RTS design, but the art direction remains cohesive. The surface maps feature lush forests, scorched battlefields, and fortified encampments, while Khyber’s subterranean landscapes lean into darker, cavernous aesthetics. Spell effects and large-scale battles still manage to convey spectacle, even if modern players may notice dated animations and interface design. The re-release by SNEG improves compatibility and stability, ensuring smoother performance on contemporary hardware without altering the core gameplay. The game’s age does manifest in certain limitations. Artificial intelligence can feel inconsistent, and some quality-of-life features common in modern RTS titles—such as streamlined automation or extensive UI customization—are absent. Pathfinding occasionally reveals the constraints of its original engine. However, these quirks are part of its identity as a preserved classic rather than a remade modern entry. For players accustomed to retro strategy titles, these elements are more nostalgic than frustrating. Where Dragonshard ultimately excels is in its willingness to experiment. Few RTS games have attempted to merge large-scale warfare with active dungeon exploration in such an integrated manner. The interplay between macro-strategy and hero-centric micro-management creates a layered gameplay loop that remains distinctive even today. It demands awareness on multiple fronts and rewards players who can balance expansion, hero development, and battlefield tactics simultaneously. Dungeons & Dragons: Dragonshard may not match the polish or accessibility of contemporary strategy releases, but its ambitious hybrid design and strong thematic grounding make it memorable. For fans of classic RTS games, D&D lore enthusiasts, or players interested in genre experimentation, it offers a compelling experience that stands apart from more formulaic entries in the strategy genre. Its return to modern platforms ensures that a new generation can explore its unique blend of surface warfare and subterranean adventure, reaffirming its place as a cult classic within the Dungeons & Dragons gaming lineage. Rating: 6/10
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