
The Dragoness mixes HOMM-like exploration, city-building and turn-based strategic combat, with a roguelite twist. Choose your battles, paths and skills as you explore a world ravaged by war. Gather and manage your army of beasts, collect resources and expand your city.
Modeled estimate, not a reported figure. How we estimate →
About





Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Spanish - Spain, Simplified Chinese, Russian, Polish, Japanese*languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Unfair of me I suppose to compare Dragoness with games like HOMM, Total War, Eador and Kings Bounty, but those are the kinds of games I play that also have turn-based tactics and strategy, so I suppose comparison is inevitable. I found the tactics part to be very lacking. No way to properly place units at the beginning, no way to move then shoot, some units that are painfully slow and others that are ridiculously fast. One of the biggest things for me was the lack of hero progression. You can only progress during a mission, but then you have to start from scratch with the next mission. Overall I found this game to be un-engaging and a bit dull. I also personally really dislike the kinds of games that lead you by the nose, where you don't really have free will to go explore where you want. Yes, I may only have 8 hours logged, but if a game can't keep my interest after that long, then it never will.
It's not exactly HoMaM clone, as is quite often mentioned. There are of course some strong similarities, especially tb tactical battles, consisting of moving units on hex field. Essential difference, though, is absence of big open maps in Dragoness. Main focus here are shorter, handcrafted missions (cleverly designed, often with cool gimmick or two). This also determines army management, where instead of hoarding units, you need to consider limited resources and army capacity against strategic needs. As a result, gameplay is pretty tight, with almost no filler battles, no expendable units, but a lot of small important decisions to contemplate. Who to recruit, who to upgrade, what abilities to take, who to fight... It can get quite intensive. In a good way. Dragoness is not overreaching and it certainly manages to make advantage from its lower budget and scale. Thanks to this it definitely becomes no clone, but its own thing, which I find highly respectable. P. S. If you want to discover other less known gems, you're welcome to visit my curator page: [url=https://store.steampowered.com/curator/45655021-Nods-for-Underdogs/]Nods for Underdogs[/url].
I saw before purchasing that the game had mixed reviews, but most of the negatives I saw at the time were from people who didn't really seem to be fans of HoMM and its kin, so I bought it anyway (also, it was like $5). Unfortunately, this is just not a great game, even in the current dearth of HoMMalikes. I give it points for breaking away from the classic formula with some interesting ideas (unit merging, a ration system that encourages you to actually push towards your goals a little faster, the general application of a roguelite formula for scenarios), but not all of them work out. The game uses single units with persistent health bars a la Age of Wonders, but all creatures have a shield (about the same size as their health bar) that regenerates at the start of each battle. This *seems* like a good idea in concept, as I'm sure we're all sick of the AI throwing poorly-equipped heroes at us to chip away at our armies in single-turn routs... but in practice, it largely boils down to several turns of units pointlessly smacking each other before actually doing any real damage (and without any morale system I could see, even once you get into the actual health bars, every unit operates at full strength until their last breath). And you'll resent it when a random overworld monster manages to break through one of your shields, too, as health takes FOREVER to regenerate. We're talking upwards of a week for a half-health unit to get back to full, and that's *with* an end-of-turn healing bonus from the hero. And I'm not going to even get into the dodge mechanic (yes, every creature in the game has at least some percentage chance to completely avoid attacks). I only got up to (IIRC) the third scenario (an absolutely mind-numbing affair of holding a garrison against successive waves of stronger and stronger attacks, made more painful by slow overland speeds and high resource costs making it nigh impossible to find and recruit more than another unit or two before the next wave hits), but it also seemed like there weren't any actual "factions" per se - just a whole bunch of miscellaneous units that could be recruited. Additionally, as far as I encountered, no units had special passives or attacks, just access to spells (which may or may not be the same ones the hero has access to?). Together, this makes building an army feel haphazard and aimless at best, as any synergy between units feels like it's purely by accident. I'd also be remiss not to mention the major technical issues I had with the game. Every time I launched it it froze up my entire computer for the better part of a minute. I figured it was a problem with running the game in fullscreen and went to change it... only to find that there is no borderless windowed option, only fullscreen and windowed (which also seemed to cut off part of the UI). Closing the game frequently also caused some (shorter) lockups. And the game had some kind of post-processing effect that shut off every time the hero moved on the map, resulting in a truly bizarre focusing and re-focusing effect across the entire screen. It seems like this was the studio's first major outing, and I respect that they were trying to mix up the formula. It's a shame the end result doesn't hold up.
Хоть и взял со скидкой, и механики из героев, графика и музыка неплохая. Но - игра унылая и через какое-то время просто надоедает. Я люблю такой жанр игр, но по сравнению с героями, кингс баунти, дисциплес - это просто жалкая пародия, на которую не советую тратить ни денег ни времени.
Игра, которая достойна иметь более высокий рейтинг, но странные люди постоянно сравнивают её с героями мать и магии, которые являются весьма отдалёнными родственниками. Здесь нет ни думстаков, ни городов, ни прочих атрибутов настоящего клона хомяка. И это прекрасно. Хвала Гейбу, что есть дёмки и я смог заценить эту игру на старте, и она таки занимательна. Во-первых это пошаговый рогалик, в котором герой каждую миссию качается с нуля и имеет несколько стартовых билдов на выбор. Во- вторых каждый монстр в бою таки Личность, и воюет сам за себя. В-третьих интересная система улучшения монстров, где два равных сливаются в более крутого. В-четвёртых система брони и уклонения, которая позволяет проходить схватки без потерь. Есть свои недочёты, но это, что называется, крепкий середнячок, который вполне достоин иметь позитивные оценки. ---- A game that deserves a higher rating, but strange people constantly compare it to the Heroes of might and magic, which are very distant relatives. There are no doomstacks, no cities, no other attributes of a real HOMMster clone. And that's great. Praise to the Gabe, that there are demo versions so I was able to check out this game, and that was entertaining. Firstly, it is a turn-based roguelike, in which the hero is leveling from scratch each mission and has several starting builds to choose from. Secondly, each monster in battle is a Person, and fights for itself. Thirdly, an interesting system of upgrading monsters, where two equals merge into a cooler one. Fourthly, an armor and evasion system that allows you to go through fights without losses. There are some shortcomings, but this is, as they say, a good game, which is quite worthy of positive ratings.
This game is ok. Maybe it's not the best one, but still I had nice time during playing it. There is a sense of humor, a simple plot and many monsters. It shouldn't be compared to King's Bounty or Heroes because this game has own style and if you don't do it, you won't be disappointed. 6/10
This game deserves a higher rating. I held off purchasing for a while because of the Mixed reviews, but I'm glad I decided to play because I had a fun with it. I'm not saying it's perfect, but a solid 7/10 for me.
Note: If you played the Demo earlier you will encounter Achievement progress issues. To fix it you will have to purge your saves and settings. It's located in %localappdata%low or more specifically: Appdata/Locallow/CrazyGoatGames if you prefer. Nuke content of this specific folder and you'll be good to go. This oddly became a comfort game for me since I tried the demo. I don't know, maybe I do enjoy this more straightforward and simplified take on HoMM concept or am too excitable about serving a dragon queen or just bonded with our companion Natiq. In any case, it's a decent game I enjoyed a lot but far from ideal. I think comparing it to HoMM is not fair given it's a similar game idea but very differently executed. Here we don't conquer or manage castles each mission or command multiple heroes. Instead we grow army via buildings and resources found on the mission map and our hub city is detached from the world making it a base mostly for exposition and collecting upgrades before the next mission. Also it takes greater focus on the story as it doesn't have the design that would allow freeplay like HoMM. I really wish I could personally compare it to something actually similar but I happen to only know Spellcrafter which was a terrible game. But I know more of such games exist as other reviewers do mention such. I like this game's structure, story focus and thus the characters and interactions happening as the map is explored. But the biggest pillar of such a game is the tactical creature combat which here I'd say it's simply good enough (because I've seen worse...). We will not find here the real variety or complexity we'd expect from other games but this game tries to fix it with scarcity of troops and making do with what we can acquire. In hindsight seems like a good plan given lack of factions and having access to everything. Even though many units feel very same-y or just not good sometimes this is all we can get and have to adapt. It's not perfect but works and there are ways to cheese with right starting unit, artifacts and hero talent. Alternatively you can hire mercenary unit to take it into a mission for more starting power. There are some issues here. Like mentioned in the beginning you can break early game achievements by playing the Demo (both game versions use the same catalog). The game can crash sometimes. The max combat speed should be the default one and that have faster variants. Though the biggest problem I had was the loading times. Maybe my HDD is the problem but as the game needs to go through a loading screen between exploration and combat this accumulates and takes discouraging amount of time. Given difficulty achievements are counted separately (for whatever reason) I'll wait till I can upgrade before attempting full Completion. In the end it's a decent game I had good time playing. Pretty sure it will bore a hardcore HoMM player but for less advanced or more casual people it should be just fine to get into such maybe niche subgenre.
This game is...different. That is the best way to sum it up. If you go in expecting a game like Heroes of Might and Magic or Disciples, you will be disappointed as it is not like that. To summarize, in this game you will have a main character, who will gain skills at level up. No hero stats though short of movement and mana. So no +ATK or +DEF to boost your creatures unless you learn any relevant skills to boost those. Army is limited to 6 creatures, and you will start with 2 and later 3, and have to find the rest. There is no town to build in mission, no mines to capture for resources (short of a few rare exceptions), instead you get creatures from recruitment houses and then pick from the 3 listed. All creatures require 3 resources to recruit, which ones varies by the creature. Also you can occasionally recruit creatures on the map at bonfires or just as a wandering creature. From this you have to put together an army and finish the mission. Only resources you will have is what you find on the map. Don't count on mines, the tutorial may mislead you into thinking they are common but I didn't find another mine for a good few hours into the game after that. Instead it is just what you find on the map. Make it work somehow. And that might be what turned off some players. This game is more a figure out how to solve the mission with your starting army and skills, and the resources put on the map. And you do have a sort of turn limit in terms of supplies, but it is really generous after the first plot mission. I was never in danger of running out the entire game. If I had to give a criticism, it is some missions are really hard to get started on, as you will feel like you can't win any fights to get any momentium. Mission 5 and 9 felt like that to me. I had to restart a couple of times and get a randomly generated hero with skills that better suited the map. Once that happened though I did find. Also some hero skills feel way worse than others. I found the one that gave +health and +shield to be the two best skills in the game. My mana pool was always so low that most spells felt not worth it in the long run. Most spells cost 7 or 10 or 15 mana and I was often starting out with 10 mana in most missions, so I had 1 cast to heal for 10 HP or you can do double damage this attack and then I was out. Overall though I did find this game fun. But go in knowing it is different than heroes of might and magic and disciples. If you expect this to be 1 - 1 like those, you will be a little disappointed. But if you are willing to judge it on its own merits, you may, like I did, find it fun in the end.
Жаль нет оценки средне... В общем такое чувство, что создатели играли в героем, играли в дизайплов, играли в кингс баунти... Больше всего полюбили героем. Однако о такой вещи как баланс или QoL похоже создатели не слышали. Никак иначе я не могу объяснить например отсутствия НОРМАЛЬНОГО ПОЛНОЦЕННОГО описания магии и, особенно, монстров. Вы представляете, нигде сходу ты не сможешь увидеть что дракон дышит на 2 клетки или что некоторые существа могут себе ману восстанавливать... Таких вещей масса. Если уж пытаетесь копировать героев, то зачем подождать или уйти в защиту поставили на цифры? На цифрах это непривычно... Да и в целом хотелось бы ряд кнопок переназначить В целом играть и даже получать удовольствие можно, но в игре куууча огрехов которые поправить не сложно и которые реально сильно портят игровой опыт
Related
Related
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.
Audience
Related
| Putt-Putt® Saves The Zoo | $74.3K | 597 | 98% | $6.99 |
| Sudden Strike Gold | $74.4K | 504 | 88% | $5.99 |
| The Brave of Boner and the Demon of Halphas | $74.4K | 281 | 96% | $13.99 |
| NEEDY STREAMER OVERLOAD: Typing of The Net | $74.3K |
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
| 870 |
| 72% |
| $3.99 |
| Sancticide | $74.4K | 136 | 63% | $19.99 |
| Sanguine Rose | $74.4K | 188 | 77% | $14.99 |