
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 $14.4M and $40.9M. On 8 games checked against developer-reported sales, our median error is 11%. How we estimate →
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $29.99 | 81% | approximately $24.1M |
| PlayStation | $29.99 | — | — |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Reviews
Themes across 2685 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
I like this game a lot, but I have to add that I would only recommend this if you already have played Enshrouded and are looking for another game like it. Graphically this game is better than Enshrouded, but that's about the only thing it does better. In pretty much every other area they are either comparable, or Enshrouded is way better. This is especially apparent in the building, which Enshrouded mogs every single other game in this whole genre. That, paired with the complete lack of NPC housing, makes Dragonwilds feel less rewarding to play for me. NPC housing is an important feature, even though it's something only now becoming popular in the genre. It always feels way more satisfying to fill the buildings, homes, and towns you build, with helpful NPC's, and has become an integral feature to this genre, IMO. The progression is the real highlight for Dragonwilds. The slow build of levels and numbers, almost like an incremental game, and obtaining new skills is a lot of fun, and a good reason to play. However, it's lacking enough high level skills to feel like a 1.0 release, there's nothing in the back half of the skill lists that feels like a must-have or game changing, and much of the skills don't really assist how you play the game overall but just improves your ability to enhance that skill further. Which isn't very exciting. Also mapping every single spell to a bloated menu on a single button is kind of insane. Do the devs not know about context sensitive buttons/menu? Y'know, make a Y hold pull up the menu, but a Y press be context-dependant. Standing on an unwatered plot with seeds? It waters. Standing on a harvestable plant? It harvests. Near a rock or tree, you do the explosion/multichop. Exploring does the gust-jump, and in dungeon it's weapon enchant. You could even customize it, really. Speaking of, exploration is good, it's fun to do, but like skill progression, it just doesn't feel as rewarding as it should. You rarely find anything interesting, mostly just the same resources you're already finding in abundance, and maybe a new decorative item. It doesn't kill the experience, but does make it a little less satisfying to do. I can say mostly my experience has been positive, but where I think the game kinda loses me is the single-button combat. Lack of complexity paired with a lack of enemy variety, it got really boring really quickly. It might work a bit better in multiplayer, but in solo the only thing it has going for it is the difficulty, and even then you're just left kiting things around rather than actually engaging with it. (Or just standing on something slightly tall, because the AI is bad and lacks any tools to pathfind to you or deal with that. :/) Spellcasting, especially, is a slog. Spellcasting should be about positioning and choosing the right spells at the right time, but here you just get the cool 'actually a spell' button like once in your string of 5ish boring hits, which is often interrupted before you get to it, and you have to start the string over. There is technically a special attack button, which helps, and maybe at higher levels it does a lot of cool stuff, but as far as I've gotten it's very situational and just doesn't add enough for the variety. Again, in multiplayer hitting that big CC is probably super satisfying, but in single player you can't really capitalize on it. Water healing is too low to feel worth it, and damage on the fire AOE is only good if the enemy is specifically weak to it. Fun in a group, underwhelming playing alone. While outside of the terrible AI and glitchy walls in dungeons I haven't encountered any bad bugs, there are some other things that just don't feel like 1.0 either, to me. The items desperately need a tag or something to let you know what crafting tables they're used in. Like, I knew the tar probably made adhesive, but why would I just assume it goes in a kiln to do so? If you're like me and prefer to figure things out on your own, any time you have to open google to figure out what to do, the game has failed at conveying something clearly, IMO, and that's happened to me a couple times here. I also get the sense the 'prayer skill' that's currently non-existent is going to be your primary way of healing when it finally arrives. If you don't want to waste food, you currently mostly just have to wait forever between fights. All in all, kinda feels like the Dec update was meant to be their 1.0, but just didn't work out that way thanks to time of year and other releases they didn't want to compete with. You know the one I'm talking about. But even then this game feels balanced around MP, and I don't know if the single player experience will ever hit on the same level. Don't get me wrong though, this is a good game even solo, and even right now. It's really pretty, I don't hate the building, I enjoy the progression and exploration, and the sound design for ambient noises, for whatever reason, is absolutely amazing. I just see the potential for the game to be way, way better, with some important changes, which kinda makes me want to wait to further play it. Give me NPC housing, more complex combat, better variety in spellcasting, and a bit better solo experience, and you have an A+ title instead of a B-. As it stands, Enshrouded goes 1.0 one month after this game launched, and while I'm happy to play both, if you can only get one, and especially if you like building... 100% go for Enshrouded instead. It's already an incredible game worth the asking price, and I'm sure its 1.0 will be even better. As for Dragonwilds, I genuinely think this game is going to feel more evenly cooked in 2027, maybe early 2028. The price they're asking for what they have now is completely fair if you need something to play, but if you might only go through the game only once, you may want to wait for a few more updates. Just my opinion.
Доходяги, скур*ились и не смогли) не смогли сделать русского языка. Мощи не хватило, выжать желчь из себя политическую и создать для обычных людей, игроков - игру... Сами себе урезали прибыль и возможности. Я вас поздравляю, с тем как вы не умеете грамотно расставлять приоритеты! Я вам раскрою тайну, в вашу игру никогда не будут играть люди которые сидят у власти и что-то решают, в вашу игру играют самые обычные люди. И им не будет интересны ваши принципы, так что оставьте их для себя а не создавайте игры ограниченные свои для таких же ограниченных как вы сами. Это я ещё не сказала, что в неё в принципе играть невозможно! Поскольку она не оптимизирована нормально. Советую создателям походить к психологу, разобрать все свои внутренние травмы и не лезть в эту индустрию!
- Body types A and B - Hardcoded hotkeys that make it impossible to use my personal control scheme - KBM and Controller keybinds not on their own menu, conflicts are shown with keys that do not exist in the menu (they're hardcoded like the above) not exactly a deal breaker but a pretty bad sign, if it has this kind of problem right out of the gate what else will be there - Devs these days have to understand that if you have hotkeys but also hardcode things it's the same as having everything hardcoded. - Call me petty but i legit have so many games i dont mind skipping one for now because of bad QoL - And the most important: There's still content in the roadmap, i like that the game launched pretty quick but i'm tired of this practice, is too much to ask to have finished games in this day and age? This is specially bad for survival crafters, i'm not going to replay the entire game because you added a new early game area 6 months after i finished it. - If that was the single problem i would still be ok with it
This is going to be a list of scattered thoughts on different topics of the game from paragraph to paragraph, for final more succinct thoughts, see the tl;dr at the bottom of the review. **PROGRESSION** I'm a long time Runescape player, including Classic, 2, 3, & old school so I'm not unfamiliar with the grind but the grind here grows larger with each successive region & not in a satisfying way. Nothing expands mechanically past the first 2 major zones but everything does take longer for less reward as you go. You're pushed to increase your power level to match the region since if there's a difference of even 1 point enemies will be hitting harder & you'll be hitting softer so it becomes a struggle to catch up to the region power level yet by the time you do, you'll be about ready to move on to the next region and start the struggle over again. As an example of the grind, in the first regions you'll be easily gathering enough items with just a couple outings over an hour or so to get your tools, armour, and weapons, however in a later region some of the drops you need are exclusively from loot bags dropped by specific enemies to acquire fibres, which needs 4 fibres to make 1 thread, and then 3 thread is needed for 1 cloth. An armour set requires between 7-24 cloth depending on your combat style choice. Meaning you need up to 288 fibre from loot bag drops on enemies that you will have to wait on respawns for as each bag drops 1-2 fibre & a full cull of the region will net you maybe 40~ lootbags. You can reduce the grind by making a custom world but are punished for doing so as you are not allowed achievements if you do so, I initially went to custom after a short try at normal mode as I felt the death penalty of dropping everything except your clothes too harsh - I thought to myself naively "drop resources only would be a good compromise" but the options were either "drop everything" or "drop nothing" turning deaths into a teleport rather than any kind of punishment. **GAMEPLAY** Skills do feel interesting in the early game with some interesting abilities and takes on gathering but it quickly tapers off as the active unlocks get further apart & the passive gains are nearly meaningless fractions of a percent boosts, some of which do not help at all & others still can't even be noticed Examples: Runecrafting's passive buff for levelling is to increase the time allowance for picking a difficulty on the minigame to make runes, it doesn't make you any better at runecrafting. Agility's passive buff for levelling is the tiniest reduction in sprint stamina cost at -0.085% per level, you'll struggle to tell the difference even comparing a level 1 to 99. Quests likewise feel unrewarding and obtuse for the most part, There are no indicators on the map for where quests start and when you do start one whether or not you get any kind of guidance or quest markers seems random. You won't know any rewards until you finish, the quest log on the map screen offers little in way of help or organising anything, you're stuck with each quest until you finish it & quite often the rewards are just cosmetic capes rather than anything that'll help you progress, you won't actually know what you're questing for until you're done, or if you look it up on a wiki ahead of time to see if it's even worth the effort. When there are quest markers on the map it interferes with map scrolling and marker placement since if a quest area is highlighted with the mouse you cannot do anything else with the map, as such you can't set any accurate markers for quest zones. I'm hoping this gets patched. Combat is split between 3 major styles, melee, ranged, and magic. Melee is very mash until the enemy falls down, occasionally blocking, dodging, or parrying, it can be satisfying but lacks meaningful depth. Ranged is point and shoot while backpedalling, it has even less depth than melee & feels undercooked compared to both other styles. Magic is flashy, offering many elements of attacks and even providing healing, most skills also come with magical utility spells that mostly serve as a "skip actually doing this skill" such as "explode that tree into resources" "auto water my farm" "explode that ore vein into resources" etc. & while novel at first, I feel if your reward for levelling a skill is to be able to do less of that skill then something has gone wrong. **CO-OP PLAY** There's no shared co-op progress despite being marketed as a cooperative play game. Recipes, quests, map progress, & markers are unique per player & cannot be shared. As a result it doesn't feel like a team game at all even in combat as there's no aggro management. Crafting also becomes a chore as xp is awarded to whoever picks up the finished product rather than the person who initiated the task so your xp can be unintentionally sniped as all items magnetise to any nearby players inventory if they step too close. **GRAPHICS/AUDIO** The game has an incredibly saturated lighting system, put a torch down and now everything is bright orange, there is no neutral lighting available so everything is either incredibly bright godrays and coloured light painting everything it touches or pitch darkness with very little in between, it's a bit exhausting on my eyes. The day/night cycle often introduces very sudden lighting changes, in some parts of the world becoming too dark to see a thing for a few moments before levelling out to a middle ground of brightness, torches are available but a magical light isn't available until you've done a ton of runecrafting and even then both these light sources are bright orange, ruining the visuals of many biomes. A lot of the music involves remixes from Runescape's own classic tracks, I enjoyed a lot of these & the nostalgia burned strong, no complaints there at all. Occasionally there were unexplained sounds that only occurred in co-op, I believe some sound sources don't have a range limit so a player casting a spell on the other side of the map plays as if they cast it while stood next to you, this most commonly happened with the windstep spell and will hopefully be fixed in a patch. **STORY** Lore-wise the game takes place after the Elder God Wars saga of Runescape 3 and contains many notes & dialogue regarding this which could serve as spoilers for those who care about that. You can play the game with no knowledge of Runescape's world though & it mostly serves as a "yeah that happened" nod to events more than anything else. The writing is reminiscent of Runescape's brand of dry humour & hits well for the most part if you don't mind a lot of reading as the only voiced segments are between region introductions. Key characters that are along with you for the journey don't offer much outside of being static quest dispensers. The wise old man, Vannaka the slayer master, Doric the smith, & Zanik the cave goblin stand around at pre-determined spots ready to ask you for favours or give tutorials. They never move, they never fight, they never do...anything. There are multiple copies of them pasted across the map in each region ready to exposit at you & their redesigns are rather questionable with Zanik in particular that I want to draw attention to. Zanik is from a race of short, hunchback cave goblins who lived in the dark for hundreds of years that grew very large eyes to adapt to the darkness yet here Zanik looks like she dropped straight out of a harem anime, where are her cave goblin eyes? Why does she have the stature and shape of a lonely isekai writer's fantasy love interest? She's not a cave goblin anymore, she's a dang anime girl & I'm ranting way too long about this. **tl;dr** - Co-op lacks team mechanics & doesn't feel cooperative - Progression doesn't feel rewarding after the early game & gets progressively worse - Lighting is an aggressively saturated attack on the eyes - They turned Zanik into an anime girl goblin??? - Music's nice oh damn I hit the character limi
Worst interface for hosting a dedicated server of all games I've done this with. Spent hours trying to figure it out and never once saw my server on the list to choose from. Selecting the dedicated > dedicated server has 2 options that take you to websites that are not helpful. One is for a hosing service and the other is the steam page for the game that is already installed. All troubleshooting they provided failed to resolve the issue. Tried direct connect and it just returns you to the login screen. 3 / 10 do not recommend.
Super chill game great design and looking forward for the updates to come. BUT can we please make right click close menu's instead of ESC ?? Give us the option to keybind the "close menu" button :D
Loved this in Early Access, waited for full release. Performs worse now on my machine at 1.0. Absolutely slamming my 9070xt at 1080p.
This game is Jagex's version of Valheim. It's peak, and even though it's early access it is very stable, keeping at 90+ fps and 0 crashes. If you're a Linux gamer, expect this game to work perfectly out the box. With the constant updates, new content rolling in, and upcoming cross-platform multiplayer I'd HIGHLY recommend this game to anyone checking it out.
I will change to recommend if they release enough content. This is so barebones right now. To call this a 1.0 release within the same window that Valheim and Palworld drop their 1.0 is an absolute joke. Its competitors have 10x the content.
34 fps just walking around with a 7900 XTX. Astoundingly ♥♥♥♥ performance.