
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.
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, 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 688 reviews with recorded playtime.
Reviews
Themes across 683 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
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
As a going on 22-year veteran of Runescape and big fan of open world survival games, I REALLY wanted to like this game, I really did, but it just has so many inexcusable problems that I just can’t. And yeah, I get that the game is in Early Access, but the fact that the problems are still THIS BAD when the game has been in early access for over a year and is less than two months from full release, like I said, it’s inexcusable. So the biggest collection of problems by far is how broken, unfair, inconsistent and brutally punishing combat is. Many enemies in the game like direwolves can essentially teleport on top of you from miles away. Ranged enemies have flawless accuracy and can hit you from a mile away while you are actively dodging, with some range enemies like Garou druids even having LITERAL aimbot attacks that straight up track you and are nearly impossible to dodge. Many enemies will attack you in packs and the combat system simply is not designed to allow you to handle that in any reasonable way. Melee seems insanely overtuned and broken while ranged and magic are lacking, with magic falling especially behind considering no magic attacks, even the most powerful ones, seem to actual stagger enemies, allowing them to just charge at you and get directly in your face to beat it in. I’m not joking, you can throw a literal massive fireball directly at an enemy’s face, and they’ll just keep walking towards you like nothing happened. Combat in general seems heavily balanced around blocking and dodging, but both are nearly impossible to do since all combat actions ranging from attacking to blocking to dodging all take stamina with all of them taking VERY large portions of your very limited stamina to the point where in most cases you can maybe make 2-3 attacks and one dodge/block before you are fully out of stamina and need to wait a couple seconds for it to recharge. Is an enemy charging at you with a heavy attack during those three seconds you must spend waiting for your stamina to recharge? Well, sucks to suck, you’re going to get hit. Then we have the crown jewel of the combat problems, the “You are being hunted” mechanic. At any point, at any time, with seemingly ZERO cooldown timer, a group of enemies leveled to whatever zone you are in can spawn in and endlessly hunt you down until either you or they are dead. As mentioned, this can happen at any time and with seemingly no cooldown, meaning it can happen when you’re mining, farming, runecrafting, building, making a corpse run back to your gravestone, and even when you are ALREADY ENGAGED IN COMBAT WITH SOMETHING ELSE. This goes far beyond making the game engaging to making it genuinely stressful and annoying. Then there are a host of other problems as well. Several environmental effects like lightning in the stormtouched highlands are just wildly unfair. Not only do you get next to no time between the visual queue that lighting will strike and when it actually does, meaning that if you are in the middle of any action like mining, attacking or anything you are essentially guaranteed to get hit, but it’s pretty difficult to dodge it even if you AREN’T in the middle of an action unless you are already actively sprinting or dodge rolling. Oh, and it also hurts you, but NONE of the enemies, none at all. Mining seems to have a consistent glitch where you will continue to swing your pickaxe even after letting go of the mouse button, wasting your precious and very limited durability with erroneous swings. Dragon attacks are interesting at first, but quickly just get VERY annoying. Seriously, there is nothing more annoying than sitting at your base simply trying to cook up some food and then hearing the dragon attack music and having to rapidly sprint outside and away from your base to prevent it getting damaged by the dragon strafing you. Dang near everything of worth you need to build or craft costing vault cores or shards combined with how extremely heavy they are so you can only get a small handful in any given vault run is just annoying. Fall damage is insane to the point where you can die from full health for falling 10 feet. Base building is required but also so ungodly expensive it’s not even funny, so you have to spend HOURS farming basic resources like ash wood and stone to make even a relatively small functional base. It legit took me four inventories full of ash wood to build a simple STARTER BASE. And while this might not be an issue if you never played Runescape, the way they dumbed down or removed a lot of the Runescape skills and mechanics is just lazy. They combined all of the main combat skills (Attack, strength, defense, constitution) into one general “combat” skill when they could have easily implemented them separately. Not having prayer and agility is so lazy, ESPECIALLY with how necessary dodging is in combat and how agility could have been used to decrease dodge stamina costs, increase roll distance and i-frames, etc. Herblore not being in the game despite potion brewing being in it is just ridiculous, same with fletching. Summoning would have been a no brainer and necromancy isn’t present despite it being added to runescape two years prior to Dragonwilds entering development. Like I said, I want to like this game and I hope that these problems will be fixed before launch, but they are just so numerous that I highly doubt they will.
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.
yes sirrr!
just bad valheim, skip it unless you are a runescape simp
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.
Its a slog to play. Questing so far is so tedius, you start a quest and the marker for that quest stays right there it dosn't move to a general loacation where to look, the thirst and hunger drains way to fast, and combat seems so clunky and just not fun. Ill give it a little more of a chance as ive not even did the challenge horn quest yet, but so far im not enjoying the game.
The game is a bit of a mixed bag. It is a decent Valheim clone at its core, but the experience is marred by a couple problems. We are playing it in 2 player coop and we both agree that the main problem is the awful combat. Animation locks in 2026? Really? This shifts the experience from chilled and enjoyable, to simply annoying. It hampers with the movement, it makes the fights annoying and tedious and it is simply annoying without adding anything positive. To account for this, they even made the boss fights so easy, that it is very hard to fail them (they are easy but long and tedious). That's better than on top failing on the bosses due to the horrible combat mechanics, but it obviously does not fix the underlying problem. The combat needs a complete overhaul (without any animations locks). There is no way around it. Quite often you have to let go of the run key, so it works again. Not sure if that is intentional, but it sure feels buggy. Also very annoying is, that there is a freeze when you open the map or menus, sometimes a couple seconds long. Also, they borked the brightness calibration. On a very good QLED monitor you are free to decide if you want nights that are close to unplayably dark, or days that are so bright that the grafics lose all their charm. As a workaround you can raise saturation on your monitor by 30% and lower the black booster by 30%. But that obviously makes everything else except the game look awful. So you will be switching those options a lot, if you run into this problem. There are also some positive points. The grafics are detailed but a bit generic, They "fixed" that by adding a lot of extreme/neon colors to the game, which works suprisingly well. The building part is quite nice. The dungeons are better than in Valheim, even though they unfortunately look very generic and have no atmosphere and zero replayability. If they fix the combat, it is a nice game. Not on Valheim level though, as it lacks atmosphere. But it does improve on the Valheim formula in some aspects.
---ESPAÑOL--- El juego me gusta en general y lo seguiré jugando porque confío en que mejorará, pero tiene aspectos fundamentales que mejorar: - Los enemigos son siempre los mismos (reciclados). Rata, Rata venenosa, Rata Zombie, Lobo, Lobo Funesto, Lobo dragón. (reciclan el mismo enemigo una y otra vez) - Con las bóvedas sucede lo mismo, todas las bóvedas de una misma región son prácticamente iguales, pero se valora que cambia un poco las mecánicas entre una región y otra. - La agricultura lleva DEMASIADO trabajo para la recompensa que se obtiene, no es rentable. - Se pódrían agregar ataques mágicos con diferentes tipos de runas (sólo hay agua, fuego, aire). - Las misiones secundarias están bastante bien guiadas, pero algunas llevan mucho tiempo de búsqueda. - Las recompensas obtenidas de cofres/jefes es absurdamente inutil, no se siente satisfactorio derrotarlos. - La navegación por el mapa es incómoda obligándote a abrir el mapa completo para guiarte a cada momento ---ENGLISH--- Overall, I like the game and will keep playing because I trust it will improve, but there are fundamental aspects that need work: - The enemies are always the same (recycled): Rat, Poison Rat, Zombie Rat, Wolf, Dire Wolf, Dragon Wolf (they recycle the same enemy over and over). - It’s the same story with the vaults; all vaults within a single region are practically identical, though it is appreciated that the mechanics shift slightly from one region to another. - Farming requires WAY too much effort for the reward you get; it isn't worth it. - Magic attacks using different types of runes could be added (currently, there are only water, fire, and air). - Side quests are well-guided, but some involve a lot of searching. - The rewards from chests and bosses are absurdly useless; defeating them doesn't feel satisfying. - Map navigation is clunky, forcing you to open the full map constantly just to find your way.
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