
On RuneScape's forgotten continent of Ashenfall, dragons have awoken. Gather, build, skill and craft in this co-operative survival adventure. Only by mastering survival and uncovering ancient secrets can you hope to face the ferocious Dragon Queen.
Most likely between $14.8M and $42M. How we estimate →
Checked against 8 developer-reported games
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $29.99 | 81% | approximately $24.7M |
| PlayStation | $29.99 | — | — |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Reviews
Themes across 2734 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
Great game, but fast travel needs some work I've played around 31 hours of RuneScape: Dragonwilds so far and I'm really enjoying it. The combination of survival, exploration, RuneScape skills and progression works surprisingly well, and there's a lot to do. The world also feels genuinely huge, which makes exploration exciting. However, the size of the map becomes a bit of a problem because fast travel is so dependent on Law Runes. For new characters, Law Runes are locked behind level 50 Runecrafting, while teleportation becomes useful much earlier in the game. I'm currently around level 36 after 26 hours, so level 50 still feels quite far away. You can find Law Runes from vents and other sources, but they are still difficult to keep stocked when you're constantly travelling around such a massive map. I understand that the developers don't want teleportation to completely remove the importance of exploration, but I think there should be a better middle ground. Either make Law Runes more accessible earlier, reduce the teleport cost even further, or introduce some additional fast-travel options. The map is huge, and that's one of the game's strengths, but at the same time it can turn travelling between areas into a lot of running back and forth. Especially when you have to return to your base, get resources, go back to where you were, and repeat the process. I'd also like to see more ways of making long-distance travel convenient without completely removing the survival/exploration aspect. Overall though, I'm having a great time with the game. The world, progression and gameplay loop are really good, and I'm definitely going to keep playing. I just think the fast-travel system could be improved significantly, especially for players who haven't reached 50 Runecrafting yet. 8/10 so far. Great game with a few progression/travel decisions that I think could be improved.
Probably 1,000-1,250 hours on RuneScape since I was 13 (now 30), on the official launcher, and can say this game is so fun and relaxing. The tunes are remixes of the MMORPG songs (with some new ones I'd assume but not got too far), the combat feels weighty/punchy which I really love, the map is beautiful, alot of the the classic RuneScape armour/weapons are in the game and a lot of the skills from the MMORPG, too, though some are changed on how you level to them to match a 3rd person survival game; fishing is really fun I find. The water sounds are so good. I hope one day they do add a colonisation update for after you complete the main questline (or in a sandbox mode right off the bat) and you build actual towns with NPC's who move and interact with furniture like a bar for if you made a tavern or market stalls where they browse stuff. Love it.
2026年7月遊玩 簡單而言, 是縫合怪遊戲但縫得不好, 看似有不少系統, 但是設計的邏輯都不好, 不自洽, 成長曲線又不平滑, 官方已宣佈2026年10月推出正式版, 對其改進多少暫時不抱正面期望 戰鬥系統 ※提供3種方式: 近戰, 弓箭, 魔法, 隨時更換裝備切換 ※戰力像夜族掘起(V Rising)一樣, 看裝備等級 ※近戰參考類魂, 有體力條管理, 有招架, 有無敵幀閃避等戰鬥動作 ※存在某些BUG像單次輸入卻反饋兩次, 幽靈傷害(沒有攻擊卻有傷害)等等, 官方都將會更正 ※手感一般,怪物的攻擊前置提示不夠, 很影響彈反及格擋的手感, 因為要記住動作而不是單純看前置提示作出反應 ※怪物被連擊後會做一個急速沒有提示的反擊動作, 該傷害非常高, 正常邏輯應該是反擊後作出一個高傷害的攻擊, 以懲罰繼續貪刀的玩家 ※整個近戰系統都依靠背誦怪物動作及該動作的冷卻去進行, 沒有良好的交互感, 這是很難在短時間改良的 裝備系統 ※裝備的升級路徑很差, 每個新章節都要重造一次新武器, 沒有升級選項 ※每次升級要採集的資源來來去去都差不多(鐵,絲,皮,樹木), 只是每章節換成升級版本 ※武器的升級大多都只是改變數值, 只有偶然幾款有特效, 但因裝備等級的原因不能拿去下章節使用 ※套裝的效果很無趣, 由始至終只有3種套裝效果(近戰弓箭魔法各一,永不改變) ※裝備系統的無趣可以看出設計師功力不足 ※簡單舉例, 弓箭套裝增加潛行速度, 但遊戲鼓勵潛行的元素為0, 及技能樹沒有一處為潛行做強化, 完全是設計失誤 ※獲取特殊裝備大多只解鎖配方, 要拿到成品需要自己製造一次, 純純折磨 ※不少特殊裝備獲得時機都在該章節的後期, 但是下一章節又要更換成下一章節的新裝備 3種派別的經濟不平衡 ※弓箭製造成本太高, 需要使用該章節的金屬(屬前期珍貴資源), 而箭跟弩是兩種不同的彈藥 ※小怪有分別針對箭跟弩的抗性, 所以要同時準備箭跟弩, 非常昂貴及耗時 ※近戰只需要做1把便可,遇上抗性可以通過附上不同的屬性解決 ※盾牌最後升級, 因為有"風暴之盾"魔法, 可以於格檔時無視敵人傷害 ※魔法雖然要符文作為彈藥, 但是由此至終都用同一款, 不需要每個新章節重造, 而且製作非常簡單 ※總括而言, 魔法體驗最高, 近戰次之, 弓箭最後 等級系統 ※幾乎所有能做的事都有技能等級,可以升級至99, 中間有不少特性可以升級獲取 ※所有技能升級都可解鎖該技能的魔法, 像伐木,挖礦都有魔法可以一次大量採集, 很有爽感 ※但大部份技能等級在50之後基本上都沒什麼意義 ※例如建築的等級其實是沒什麼意思的, 一款生建遊戲卻把不同建築物用等級鎖住, 其實是不太好的設計 生產技能 ※釣魚的小遊戲, 在遊戲中算比較有趣的, ※但是獎勵跟經驗都給得非常少 (完成一次只釣1~2條魚), ※效率非常低, 花出的精力卻是所有生產技能中最高 ※農作技能非常折磨 ※首先每塊新農田要先除草, 除草一層要鏟5次, 但要鏟3層, 所以每塊新田要鏟15次 ※種植後草還可能再長回來 (植物會死掉, 什麼都沒有) ※每塊田可放一棵種子, 每塊田需要澆水5次 ※每款田可能會生病, 需要逐塊田去救 ※每款田可以施肥提高產能, 同樣要施肥5次 ※澆水跟生病中後期可以用魔法解決, 但是施肥跟除草不能 ※鏟子分等級, 有耐久, 影響鏟草速度 ※水壺也分等級, 影響澆水速度, 跟牧場物語一樣, 純純浪費時間 ※其他遊戲會有自動化採集系統, 這款因為設計了魔法所以通通都沒有, 所以魔法的存在變相落後了 工藝及建築系統 ※內核為英靈神殿(Valheim) ※建築物風格及建築系統很像, 要看材料的支撐度, ※不可隨便改變地形, 地面平整通過放置地台進行, 比較簡單美觀 ※生產設備生產後的東西會直接噴地上 ※其他遊戲可能有自動化流程生產及材料分類系統, 這款都沒有 隨機事件 ※有怪物攻打家園, 夜晚被小怪追殺, 飛龍隨機在地圖噴毒等等 怪物設計 ※對每隻小怪都不能掉以輕心, 近戰小怪的攻擊性非常強, 遇上2隻已經很難處理 ※初期遠程小怪已經懂得判斷你現在前進的方向預先瞄準該位置, 不是白兵的等級 ※但怪物AI不聰明, 高低差的Pathing AI很差, 只要學會像Fortnite 一樣善用建築物便可以較輕鬆對付 (但是中後期有一章節整個地圖都不能建造) ※怪物換皮感太重, 像不同皮膚的老鼠,狼,戰士,弓手,法師在不同章節中反反覆覆出現 物品欄 ※有重量限制, 有物品欄限制 ※重量可以通過唯一一款腿部裝備增加(只有等級1, 防禦力完全不夠後期使用) ※物品欄只有通過中期坐騎系統增加 ※部份物品的重量(如礦石)可以通過技能升級而減少, 但是也有不少很重的物品是不能減少 藥水及消耗品 ※不少藥水都只提供不同技能的經驗值加成 ※影響戰鬥力的藥水只有2款, 近戰魔法各1, 弓箭沒有 ※同時只生效一款藥水 ※另外飲不同的水也會提供不同特性, 當中最重要的可能是減少對應系統的體力消耗(例如近戰,弓箭,魔法,回避等等的體力消耗) ※種類非常多,太複雜,設計師偏偏不把經驗藥水統統歸納為一支,要拆分為每個技能一支(如果把進階藥水也算進去則是2支), 純純折磨玩家 紙娃娃系統 ※遊戲沒染色系統, 大部份裝備都是固定顏色 ※建物也是固定顏色 ※中後期有些披風可以有多種顏色更換(需要農代幣), 但可選度有限, 而且沒法預覽
Game feels good but the world is empty, buried treasures usually consist of a rock and a bit of dirt. Feels like the only progression is grinding resources and there is no reason for world exploration or spotting something.
Frustrating power spikes resulting in long naked corpse runs is not a fun experience.
Take this with a grain of salt, as I'm only 7 hours into the game, but SO much grinding! So far I've done a couple dungeons, with were fine, but now, after all the grinding I'm getting wrecked by lvl 3 mobs, with no way to get additional gear. The entire experience just makes me want to turn off the computer until Valheim releases in a couple days.
This still needs a lot of work and has a huge emphasis on being in an Alpha state; you will encounter crashes and freezes and other events of the sorts- However, this is still really fun to play and build. I personally enjoyed base building the most and found it to be fairly easy to get along with when creating some more thoughtful structures without feeling completely restricted. Combat is severely unbalanced between the types with Ranged suffering the most such as being underpowered and relying on low-grade tactics such as air-walking into a corner of the room and firing arrows for 5 minutes straight without moving a step. With consideration that this is an obviously unfinished project I can certainly say this is still fun and enjoyable with friends.
Killed some rats. Got attacked by a dragon. 10/10 game.
Has potential, but has hard locked my pc 3 times now. Thumbs down for now.
I've played all of the content currently available, and for a game that is suppose to hit 1.0 this fall, it seems incredibly lacking and unfinished at the current stage. My biggest issues with the game are the following: -It is deceptively linear with the quests in most areas. -Exploring didn't feel rewarding or exciting. So much of the game just felt empty. -There are several different weapons to choose from for melee vs ranged and magic (you ONLY have a staff and just recently went from 2 fighting rune options, air and fire, to 3 adding water). It made playing a magic build incredibly boring and like an after thought. -You are stuck in attack animations when fighting. -There isn't much of a variety in what armor you wear. You start an area, get resources to make the first set of the three types you can (melee, ranged, magic), then get access to a slightly better set that you just got as a reward or discovered near the end of an area just before you end up replacing it as you enter the next area. -The dungeons have the same enemies. The rat and/or wolf for the area plus the same three sentinels. The most recent desert area does improve upon this. -There is no middle ground for dying. Either it's set to lose nothing on death, or you lose everything (hotbar items and any weapons you carry included) except the 4 pieces armor you are wearing. Which means you better have a backup weapon at home if you want to be able to fight your way on the long trek back to your body, or dying is irrelevant. -Players can look in chests you find in the wild at the same time, but if it's one you crafted, only one person at a time can be in it and all of it's contents become unusable for crafting while someone is in it. So frustrating when playing with other people. -Your first mount is in a later area, forcing you to just walk or place teleporters everywhere and depending on the hard to find Law runes used to pay for teleporting until you reach lvl 50 in rune crafting and can make them yourself. -Your journal does not give you much for details once you get a quest. Overall, we were glad to step away from the game once my group played all the content that was currently available. I do think the foundation is there for a decent game that I can see people enjoying. That being said, it still just isn't the kind of rewarding open world survival crafting game that I enjoy.