
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
RuneScape Dragonwilds is a super fun and sometimes challenging game. I play alone and with friends on a dedicated server, but I will say, it's a lot more fun with others. A lot of OG RuneScape anecdotes and details, however it has its own story line. I very much enjoy playing and will continue to play as long as they keep continuing to release content. The content release schedule has been on par with what they say and the team has been amazing with fixing issues and bugs with each update. The Team not only fixes bugs, but they actually care about their player base and listen to suggestions and comments, which you don't find a lot these days. 10/10 would recommend.
摸到楓木的地帶,遊戲構思是好的,會讓人願意繼續玩下去探索內容,但有缺點想提 坐騎,在這麼大的世界坐騎的影響真的很大, 但我在查完WIKI才知道最基礎的坐騎要到第二片區域才開放, 而且甚至還得透過非主線任務才能取得,對開荒並不友善, 尤其是很多支線到最後的獎勵是披風或旗子之類純裝飾品的前提下, 不能預設所有人都對外觀蒐集要素充滿興趣願意跑那些引導模糊的支線 要不是還有英文WIKI能查我現在連鳥都沒得騎 堆怪,我知道遊戲會隨玩家加入數量跳出怪物變難的提示,這點我覺得問題不大, 但單人進行遊戲的體驗真的極差, 圖書館下樓一次遇到兩隻惡魔,可能我比較菜,但我真的不知道我如果不外鄉到底該怎麼贏, 最後也是靠著遠程放風箏才慢慢磨死的 調節整個世界的怪物設定困難的話希望至少能夠加入最底限程度的助戰功能,寵物、夥伴都好 而且一個人的時候也可以說基本很難使用魔法,遠程也比較接近開怪或輔助用途 只有近戰能有比較完善的遊戲體驗 施放動作,老實說如果是一些效果大的法術我可以理解他要一點施法時間 但使用最頻繁的跳高防摔每次跳都要先原地站著砸兩三秒的符文久了真的煩躁 也包含法杖動作強制站樁 甚至要站樁集氣之類的,對於玩家自機的性能限制有點太不當人 如果都是共鬥環境也就算了,但這個遊戲首先還是有單人進行這個選項的, 單人進行遊戲的考量上很多設計應該被調整,例如來襲基地的敵人數量應該受玩家人數影響增減 基地受襲以及人在野外被敵人狩獵的掉落報酬跟正常刷怪完全一樣,卻要強迫玩家面對圍毆 已經是單純的懲罰機制了,在遊玩體驗上並不開心 符文技能,基本上能產生質變的都是生活向, 戰鬥系統的大都還是戰前放一下BUFF或DB了事 會希望能有更直觀、練高能放對應專精更強效的技能存在, 而不是練到破50以後就只剩下被動效果慢慢堆高,99甚至不是被動技還要佔披風才發揮效果 性能對於已經99的專精也在一定程度上可有可無 不少生活符文技能的CD設計漫長到很誇張的程度,點名舉例樹木圖騰 另外生活內容雖然也不少,但終歸就是採集跟加工素材的事情 遊戲的大部分內容還是依賴探索,而多數單位都對玩家有敵意 在這個前提下也希望生活技能對戰鬥增加一些幫助, 而不是生活專精玩家在戰鬥中的用途就只剩後勤或裝備 基本上諸多體驗不佳,遊戲框架不差,還是願意繼續玩下去,終歸希望能有一些更人性化的改動
O brabo
Not bad at all. imy only issue is building. i just wish i could make more floors. My wife and I wanted to build a castle with a dungeon basement and we could only do 2 floors on top of the basement. that sounds ok, until you realise that it always looks like my head is about to hit the ceiling in the basement because i cant build it higher, as if i did, id have to eliminate our third floor which is our room. lol
Hits all of my survival game g-spots.
I want to be a chud when I grow up so I can play this game forever <3
Great game! I always enjoy skill leveling and the grind is fun.
Never played a runescape game in my life. I know this isn't like classic or whatever but I've been enjoying the gameplay and story a lot. Over 100 hours in and haven't even caught up to the new content yet. Just been enjoying building and exploring.
i like it
Mir gefällt die Mischung aus RPG Bauen und Überleben sehr gut