
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.
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About


Embark on quests, level your skills and explore a beautiful hand-crafted world.
This all-new adventure blends high-fantasy and iconic RuneScape lore on a brand new continent. RPG systems reward you with unique abilities and spells as you progress through each skill. Battle legendary RuneScape creatures like Zogres, challenge Black Knights and the entirely new and fearsome Garou, all set to a sweeping soundtrack of reorchestrated RuneScape classics and hours of brand new music.

Locate them, throw down the gauntlet and carve your path to the Dragon Queen herself.
Your progress will be under constant threat from the looming shadow of the Dragons, as you arm yourself and prepare to rise to face them. Follow the trail of destruction and uncover the mysteries of the continent to learn not just how to confront the dragons, but how to overcome them. Prepare potions, craft gear and push yourself to do battle with the most powerful force on the continent.
The smart money's on the dragon. But we do love an underdog!

Summon a spectral axe to fell trees in an instant! Blink away from danger in a cloud of magic. Turn bones into... peaches?
The Anima-rich landscape of Ashenfall offers you a power unlike any other. Conjure a tornado of fish from a lake! Explode ore veins with a snap of your fingers! Journey through the vibrant regions of Ashenfall, discover why wild magic spills from the fractured lands and harness that power to survive!

Like all RuneScape games, community is at the heart of everything we do.
We've shaped our entire roadmap based on player feedback, leading us to launch dedicated servers earlier than planned, introduce new combat and new quest content. Working together we're continuing to develop RuneScape: Dragonwilds. Whether you're adventuring with friends or going it alone, every opinion matters, and it's up to you to help us shape the future of our game.

RuneScape: Dragonwilds started Alpha testing in late 2024, and is launching into Early Access in Spring 2025. From here, our humble team of heroes is developing the project with player feedback at the very core.
This Steam Early Access game is currently not a finished game and may or may not change significantly over the course of development. To learn more about Steam Early Access, please visit the Steam Early Access FAQs.
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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, Spanish - Latin America, Portuguese - Brazil, Simplified Chinese, Japanese, Korean
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
Hours played at review time, across 653 reviews with recorded playtime.
Reviews
Themes across 648 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
Después de avanzar varios biomas, la sensación es que el juego castiga el progreso en vez de premiarlo. * Los objetos de biomas anteriores terminan acumulándose sin utilidad real. No existe un sistema que permita reciclarlos, mejorarlos o darles un propósito en el contenido avanzado, por lo que el inventario acaba lleno de basura. * El mapa es extremadamente deficiente. No representa bien las diferencias de altura, por lo que distinguir entre zonas elevadas y bajas es una molestia constante. Además, para consultarlo debes abrirlo prácticamente a pantalla completa, interrumpiendo por completo la exploración. * Los teletransportes ni siquiera aparecen claramente en el mapa. Si olvidaste marcar uno manualmente cuando lo descubriste, después encontrarlo nuevamente es una pérdida absurda de tiempo. * Las mazmorras no tienen un mapa interno. En pleno 2026 resulta ridículo perder más tiempo orientándose que combatiendo. * Todas las mazmorras se sienten iguales. Cambia el elemento, pero el diseño de los jefes es prácticamente el mismo, dando la impresión de que copiaron un modelo y solo cambiaron el color de los efectos. * Los jefes son una completa decepción. No entregan experiencia, no entregan equipo, no entregan objetos exclusivos ni recompensas memorables. Después de derrotarlos, la sensación es simplemente: “¿Eso era todo?”. * Los cofres de las mazmorras son igual de decepcionantes. La mayoría contiene materiales o equipo de biomas antiguos que ya no tienen ningún valor para el jugador que llegó hasta ahí. * El segundo jefe provocó múltiples errores y bugs durante el combate, afectando seriamente la experiencia. Da la impresión de que nunca fue probado correctamente antes de publicarlo. * El farmeo del set completo (armadura, arma y escudo) es exageradamente largo. El problema es que, cuando finalmente consigues todo el equipo, avanzas al siguiente bioma y prácticamente queda obsoleto. El juego desperdicia horas de esfuerzo sin ofrecer una progresión satisfactoria. * Las recompensas siguen ancladas al primer bioma incluso cuando ya llevas muchas horas de juego. Es absurdo seguir recibiendo ingredientes básicos cuando el contenido ya exige materiales mucho más avanzados. * La progresión del loot está completamente desbalanceada. Es frecuente abrir cofres difíciles para recibir objetos peores que los que ya llevas equipados desde hace varias horas. * La exploración pierde incentivo porque casi nunca encuentras algo realmente emocionante. La mayoría de las recompensas son recursos comunes repetidos una y otra vez. * El sistema de recompensas no genera sensación de avance. Derrotar enemigos fuertes o completar contenido difícil da prácticamente lo mismo que matar enemigos normales. * Existe demasiado farmeo artificial. En muchos momentos parece que el juego alarga la duración únicamente reduciendo las tasas de obtención de materiales, en lugar de ofrecer contenido interesante. * La variedad de enemigos también es escasa. Muchos se sienten como simples cambios de color con estadísticas más altas. * La dificultad muchas veces no proviene de mejores mecánicas, sino únicamente de enemigos con más vida y más daño, haciendo que el combate se vuelva repetitivo. * La progresión entre biomas está mal equilibrada. El esfuerzo invertido para conseguir equipo raramente se refleja en una ventaja real al avanzar. En resumen, el juego tiene una base entretenida, pero actualmente transmite la sensación de ser un acceso anticipado poco pulido. El sistema de recompensas, la progresión, las mazmorras y el loot necesitan una revisión completa, porque en su estado actual el jugador invierte muchísimo tiempo para recibir muy poco a cambio.
这仇恨值施法前摇做出来你们自己玩过没有?
This game incorporates most of the shortcomings of survival-crafting games. To complete one main quest, you have to finish three side quests or travel to over a dozen locations. Early-game bosses become regular mobs in the late game, and the bosses in each region are all variants of the same monster. Crafting requires a huge amount of materials, making the repetition very intense. In co-op mode, quest progress is not synchronized. Although the developers added mounts to cut down on travel time, the overall gameplay experience is still extremely torturous.
Played for about 10 hours and i gotta say i was majorly disappointed. The game tries to be too many things at once instead of leaning into one concept which leads to major shortcomings on all mechanics. The melee combat is uninspired and boring, its mostly just a spam left-click and try to dodge the enemy hit, wait for stamina to refill, hit again. "parrying" in this game never really feels like an intended interaction but rather a lucky coincidence. The map and level design is very horizontal and points of interest feel unrewarding because the loot is unexciting. Building your base requires you to build a structurally sound building, which is fine, but what is the point? It feels like this mechanic is only in this game because "other games also have it", nothing else interacts with physics in this game, which makes this completely unintuitive and not a fun minigame to solve while building. Crafting runes is not a fun minigame, why does it exist? Gear progression for "spellcasters" feels off in the early game. You don't really have clear objective as a spellcaster, or atleast it is not communicated well. You get a lot of new skills by leveling up early, but after a while the game doesnt really offer much more or at least doesn't give you the carrot on a stick that wants you to grind more. The game has close to zero quality of life enhancements for base management while playing with your friends, trying to organize your stash or materials. Character customization is boring and doesnt offer many options. The music is pretty good but feels off in some places where it gives me epic combat music when im fighting a level 1 Goblin. many other criticisms which i won't list here Coclusion: Instead of leaning heavily into the charme of Runescape the game tries to take too many elements from different survival rpgs, which leads to the game being very generic and not worth buying over other competitors
This game is so frustrating in the most stupid ways. There is woke bs hidden everywhere. Read the description for "Roast Dinner" shamelessly ♥♥♥♥♥♥♥♥ on your "father" for "sticking to traditional gender roles as if the past is an anchor weighing him down." This game isn't similar to OSRS. It's similar to RS3, in the worse possible ways. Gameplay wise, progression is a mess. The armor and weapons you can make in the first two zones don't quite cut it, leading you to venture into more dangerous areas where you get merced constantly by the busted longbowmen. If you piss off an abyssal demon, it will run you down without an aggro leash in sight. None of the stuff in the codex is explained properly, and I had to use the wiki to figure out where adhesive and several other things come from. This game has potential, and I genuinely home Jagex starts giving a crap about it.
Mas que recomendarlo, les aconsejo entren a este mundo de aventuras con horas y horas de contenido. Actualmente llevo casi [strike] 80hs [/strike] 30 hs jugadas y solo exploramos un [strike] 30% [/strike] 50% del contenido de juego, sumarle la cantidad de biomas, enemigos y misiones que existen. el único punto es el hosting de servidores personalizados que permita mas players. Gráficamente se ve excelente y sumada el banda sonora convierte todo en una experiencia única. Esta review es totalmente mia la pensé yo toda Agrego que me recuerda a esos dias de wow, donde vas descubriendo biomas, questeando y demás. Esa sensación de descubrir un mundo, pero con la parte survival le queda bastante bien. Según el roadmap, tienen planeado contenido para todo el año, asi que vale notarlo.
Mas que recomendarlo, les aconsejo entren a este mundo de aventuras con horas y horas de contenido. Actualmente llevo casi 80hs jugadas y solo exploramos un 30% del contenido de juego, sumarle la cantidad de biomas, enemigos y misiones que existen. el único punto es el hosting de servidores personalizados que permita mas players. Gráficamente se ve excelente y sumada el banda sonora convierte todo en una experiencia única.
如果大家對這款遊戲有興趣,我要鄭重地告訴大家現階段:不要玩!不要玩!不要玩! 遊戲的基本底子其實是好的——美術、世界觀、系統設計都有一定水準。但問題是,裡面充斥著「為了硬肝而肝」的設計,加上多個惡性 Bug,讓整體體驗大打折扣。以下是我實際遊玩累積的問題,並附上我後續查證到的社群佐證資料: 圖書館解謎 Bug(Dowdun Reach)——最致命的問題 必須解完謎題才能解鎖傳送門、拿到主線道具。但即使按照正確順序解謎,也會出現「上一秒還正常,下一秒突然卡死」的情況,我重開遊戲、反覆嘗試花了非常多時間。更誇張的是,解到後來連原本已經清空的雜兵都全部重生,導致我的裝備直接卡在副本裡拿不出來。 查證後發現,這不是我個人手殘或運氣不好——Steam 討論區有大量玩家回報完全一樣的狀況,多半卡在第三本書。目前社群找到的暫解是:確認對話時要按「空白鍵」而非「Esc」,否則系統根本不會記錄你已解鎖的書本,會誤以為是解謎失敗。這是一個已知、尚未修復的介面/進度登記 Bug,不是我一個人遇到的個案。 死亡懲罰極高 + 城堡地圖不能自由放傳送門 到了後期的城堡地圖,玩家沒辦法隨地放置傳送門,死亡懲罰非常重,等於強迫玩家進行硬性探索。在這種死亡成本已經極高的前提下,還疊加上面提到的解謎 Bug,體驗只能用「凌遲」來形容。 查證後發現,這也是社群普遍反映的問題:地下城/Vault 類地圖甚至無法生火補給,死亡後掉落主要背包物品,得長途跋涉回去撿屍體,偶爾屍體座標還會卡在無法抵達的地方。不少玩家都在呼籲官方加入類似 MMO 的「墓地重生點」機制,縮短往返時間。 後期難度設計手法單一,淪為硬肝 除了 Bug 以外,遊戲後期(尤其最後兩個區域)幾乎只靠「敵人海量刷新、以量取勝」來製造難度,缺乏其他變化,非常容易讓人疲勞。體力(Stamina)系統也設計得不夠好,格擋、翻滾消耗過快,常常陷入跟敵人互相等體力恢復的僵局,戰鬥節奏很差。 總結: 不管遊戲本體設計得再怎麼好,連最基本、甚至是主線關鍵的解謎都能做成這麼糟糕,真的會讓人玩到心累、走心。除非官方把這些已知 Bug 修好,否則後續那種肝的程度,已經不是遊戲性,而是一種對玩家的凌遲。 以我累積的遊玩時數作證,強烈不推薦。 ────────────────────────────── 【English Version】Not Recommended — Main-Quest Puzzle Bugs + Punishing Grind Ruin the Experience ────────────────────────────── If you're considering this game, I want to be very clear: don't play it! Don't play it! Don't play it! The core foundation is genuinely good — the art direction, world-building, and systems all show real quality. The problem is the game is riddled with grind-for-grind's-sake design choices, layered on top of several severe bugs that badly undermine the experience. Here's what I personally ran into, along with community evidence I later verified: Library Puzzle Bug (Dowdun Reach) — the most game-breaking issue You have to solve this puzzle to unlock a portal and retrieve a main-quest item. Even when solving it in the correct order, progress can freeze mid-solve without warning — one second it's fine, the next it's completely stuck. I restarted the game and retried many times, wasting a huge amount of time. Eventually, previously-cleared trash mobs even respawned, trapping my gear inside the instance with no way to retrieve it. After looking into it, this isn't bad luck or user error — Steam Community discussions show many independent players reporting the exact same issue, most commonly breaking at the third book. The current community workaround is to confirm each dialogue with Space, not Esc — otherwise the game simply fails to register that the book was unlocked, which looks like a puzzle failure but is actually a progress-tracking bug. This is a known, still-unfixed issue — not something unique to me. Extremely harsh death penalty + no free portal placement in the castle map In the late-game castle area, players cannot place portals freely, and the death penalty is very steep — effectively forcing rigid, high-stakes exploration. Combined with the puzzle bug above, the experience becomes borderline punishing. Verified reports confirm this is a widely shared complaint: dungeon/Vault-type areas don't even allow fires or resupplying, death drops your main inventory, and you have to trek all the way back to retrieve your gravestone — which occasionally ends up in an unreachable spot. Many players have been asking the developer to add an MMO-style graveyard/respawn point to cut down on backtracking. Repetitive late-game difficulty design that boils down to pure grind Beyond the bugs, the last two regions rely almost entirely on endless enemy wave-spawns as their only difficulty mechanism, with little variation — which gets exhausting fast. The stamina system is also poorly tuned: blocking and dodging drain it too quickly, often leading to awkward standoffs where both player and enemy are just waiting for stamina to regenerate, hurting combat pacing. Bottom line: No matter how good the core game design is, when even the most basic — and main-quest-critical — puzzle mechanics are this broken, it genuinely wears you down. Until the developer fixes these known bugs, the current level of grind isn't gameplay depth anymore — it's just punishment. Based on my accumulated playtime, I strongly do not recommend this game right now.
很蠢的游戏和更懒的开发者,评价是自己没玩过自己做的游戏
I assume this game started out as someone's side project: "what if Valheim but RuneScape?" and they did a decent proof-of-concept with maybe the first/tutorial zone, rune/magic system, skill level system, building system, and then some exec said "wow, let's sell this right away" and the rest is history. All the subsequent zones/expansions/skills don't add anything gamechanging, just generic fantasy environments and fetch quests, simple numeric gear upgrades, and *way* too much awful writing. The game feels like the devs haven't played RuneScape/OSRS, Valheim, or even Dragonwilds. Maybe it was straight-up outsourced to some low-effort Unreal slop studio that has no idea what made any of those game good or unique. Example: the recent Major Update advertised "Nightmare Crucible" as 1 of 4 major new features. What is Nightmare Crucible? It's some magic portals you find in the last zone that require a rare key item and teleport you to a generic circular space arena where you fight one pack of ~3 regular enemies that you have already seen before. And for loot you get an equipment upgrade material that hasn't been implemented yet (i.e. nothing). Major feature indeed. Pros/okays: Decent magic system, dragon boss fights, building system, first 1 and last 2 zones are decent level design. Didn't run into many gamebreaking bugs and dedicated-server performance was reliable with 5 players. Cons: - Super generic fantasy design/aesthetics, certainly doesn't feel anything like OSRS. Which is weird because Valheim started this subgenre and had nice low-poly graphics like OSRS. - Loot/gear system super tedious. - Quest system is terrible, just fetch quests with very random goals and random NPCs that talk way too much. - Clunky combat/animations - Clunky menu system - Fall damage is brutal, you will spend a lot of time running back to your grave after falling 15ft. In an open-world game with many vertical/platforming elements. - Music is annoying and definitely not OSRS tier (last zone music shows some improvement). - Weak fishing system. - Ingame chat *does not* render yellow blocky text above your head. Cmon. - Pretty much any other aspect of this game you can think of is low-quality/unpolished and doesn't stand out. There is little redeeming about this product. Definitely not worth the money, substantially worse than Valheim or Enshrouded and utterly lacks any charm/nostalgia of OSRS. Something low quality like this should be $5 tops or a free demo. Making this game worth $30 would require very deep work to almost all existing content/systems, not just a new zone or "major features" like Nightmare Crucible every few months. ...which is a shame because ValheimScape as a game concept does have a lot of potential. It's just not this product.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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
Audience
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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