
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.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
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.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
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
Reviews
Themes across 2418 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Buggiest game I've ever played
What do you expect from a good survival RPG? Well, I expect to have solid progression, engaging quests, varied combat, plenty of crafting recipes, a well-designed building system, balanced difficulty, and enemies that aren’t just damage sponges. This game has none of those. Instead, it offers generic content, excessive grind, and clunky progression.
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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| $23.6M | 79.1K | 80% | $19.99 | |
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| $23.5M | 30.6K | 84% | $49.99 | |
| $23.5M | 223K | 97% | $7.99 | |
| $23.8M | 62.3K | 92% | $19.99 | |
| $23.8M | 48.1K | 95% | $19.99 |
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $273.8M | 550K | 94% | $29.99 | |
| $18M | 24.5K | 81% | $29.99 | |
| $123.1K | 227 | 58% | $19.99 | |
| $55.9K | 170 | 74% | $14.99 | |
| $835 | 2 | 0% | $19.99 | |
| — | 0 | — | — |
Latest in each market: best CA #8, worst CN #70 · 14 markets collected
US · last 30 days
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, Traditional Chinese
Hours played at review time, across 2.4K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
It's not great. Other than the title, a handful of characters, "skilling" system, and some gear and quest names, it has nothing in common with RuneScape. Outside of that, it’s just a very generic open-world game with building and crafting, which also not very polished. World is big and beautiful but very empty. Even animals or resources you'd need in bulk are scattered around in quite inconvenient way, making collecting resources quite a chore. Chests with random items are also everywhere, sometimes they have craft recipes inside, even ones you unlocked already. Interestingly they refill from to time, but there's not much use of it. Crafting items is fine thanks to linked chests, but processing is not so good as you have to take out items from chests all the time, currently it's not possible to group or filter items by being processed or not, it gets a little frustrating if not having separate chests for everything. Another things that you can't build things you don't know recipes for as recipes re unlocked by picking up ingredients, but it's a bit inconsistent. For example, picking up thread created by spinning flax unlocks bow, picking up feathers unlocks arrows, but picking up tar doesn't tell you can process it in kiln to get adhesive. Base building is fine, it's quite customizable and relatively cheap. Probably one bad thing about it that you can't move items, only remove and place them again. Removing gives resources back so it's technically free. One annoying part about base that it gets constantly raided by goblins. If you try to hide they'll start destroying it. After dying they leave you alove for the next couple of days. Main tip here is never stash all your gear when you at the base. Questing is bad, it's very hard to follow what characters say, they also never repeat anything beside last sentence. There's lo quest log and only way to track progress is map, which also only shows spot of interest or NPC and short not very informative summary. Dungeons aka Dragonkin vaults are quite the same, each has some upgrade to unlock and some "final" boss which is just buffed version of common vault monster. There's specific quirk related to vaults that there's numerous items requiring vault cores for craft (most notably lodestones for teleportation) which can be found only in vaults. Most have 2, sometimes 3. Having teleports next to them is useful as they "restock", allowing you to collect some every couple of in-game days or so. Bosses are surprisingly generic. Even the Act 1 final boss only has two attacks, both of which you can easily avoid just by jumping. All that build-up completely wasted, just like that. Skilling while having multiple flavors is quite tied to magic. Hate chopping trees? You will unlock chop tree spell later. Hate chopping fallen trees? Unlock spell for chopping it in logs with one cast. Hate mining or watering plants? You got the idea, there will be always some utility spell. There's not much unlocks by level, mostly increasing chance of success a little, aside of that it's spell or access to a new tier. RuneScape is quite great IP with huge potential, but in the current state it just wasting it by being RuneScape-flavored open-world game.
like this comment please, this game is worth it trust
I'm beginning to believe that UE5 is the problem, not cheap labor that doesn't know how to work the engine. The game is unplayable without frame generation in high population areas. Even then there are horrendous frame drops occasionally. Gameplay itself is alright.
After just under 150 hours and almost two level 99 skills achieved, figure I'd put up my review of Runescape Dragonwilds. It's not often I get this hooked on games as I pretty much exclusively play Old School Runescape and Monster Hunter titles, but my experience with this has been incredible so far, my only dig is that I wish I'd signed up to play the beta as well for the cape xD I'm not normally a massive fan of survival games where you have to eat and drink and such, but they did such a good job of masking that side of things amongst the rest of the game that I don't mind it. It can be overwhelming early on, but once you get a good farm established you end up having plenty more than you'll ever need to worry about it. At this point in the game if anything I've got too much food and drink to spare xD Majority of my eating and drinking was for healing or xp purposes not long after getting my base established. The art style is beautiful, reminds me of a mixture of Dauntless and Fable. The environments are vast and colourful, with insane attention to detail, and just feels really cosy. The combat side of things is reasonable, not rage inducing but not too easy either. If you're someone like me who's got a lot of experience with other rpgs or even Souls like games, where parrying and dodge windows exist, there's a decent amount of challenge but not many instances where you get too overwhelmed except for the warband raids on your base early on, after a while they just become annoying rather than an actual problem. The only real spike I found was after getting to the Umbral Sands, and even then it's only really the KotHaar-Kals. Even geared to the teeth I still hate those jumpy spammy bastards with a passion xD Based on other reviews I have seen a few people dislike the game due to bugs and lack of npc interaction. I agree, some extra life to the game would be nice, but because the story revolves around a set selection of Runescape characters who have travelled to this desolate, war torn world I understand why there aren't many thriving towns or existing population. You don't really see any thriving life outside of animals and creatures until the sands, but even giving some of the generic citizen Garou some walking paths to make it feel like there's more going on inside those camps would be a nice extra touch. In terms of bugs I've had the same problem that I tend to encounter with most of the AAA games I play, which is I don't get many of them xD The only bug I really encountered was during the Beast in the Sand section of the Umbral Sands main quest, where inside the pyramid vault I couldn't see the safe circle when my friend was holding the sceptre on his world, but it didn't cause tons of problems. I'm currently just grinding out some of the other skills to 99, whilst also still farming the rest of my trophy fish, and red dragons for the glory drop as they've been really playing hard to get with it xD but I am very much looking forward to the full release, getting Rune and maybe even dragon gear, defeating Kuldra, the prayer skill in December, and hopefully lots more decorating possibilities for my manor. Absolutely amazing job as always though Jagex, 10/10.
Trash game, Not worth my time or money
you need a friend to play with you together.
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.
You can not play on your local server if you have no internet. Because to do so, you need to click play -> online (which is disabled when you are offline) -> direct -> enter ip You are forced to login online to play local. Your "Recent" servers under online is always empty. Direct IP server does not get listed there wtf? Not even the last direct IP connect gets saved. Have fun type the IP EVERY ♥♥♥♥♥♥♥ TIME! WTF? You can not disable Motion Blur. Quest are still buggy and the want release in 2 weeks LOL Runs like a POS. Upscaling is absolut requiered because they are incapable of optimizing it. Using UE5 is not an optimization techniqe. Reparing is annoying AF not because it exist, but because the UI is bad. Instead of selecting the next item, it does not. So if you want to repair 10 items you can not just click 10x repair button .. no you have to select each item individually. This Game is a QoL lacking nightmare. What a ♥♥♥♥♥♥♥♥♥♥♥.
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