
The Dragonhood is a clicker RPG with roguelite elements and automatic battles. Collect eggs, hatch dragons, and loot stuff on a variety of 1 vs 1 adventures or 3 vs 3 dungeons. Complete quests and build your dragons the way you want with various evolutions, abilities, amulets, and more!
Modeled estimate, not a reported figure. How we estimate →
Media
About






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, Polish, Portuguese - Portugal, Russian, Simplified Chinese, Turkish, Ukrainian
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
Overall, it's quite an interesting, entertaining game to while away the time. I recommend it to all fans of the genre.
50/100 good ideas, poor execution [quote=Scrambled Games;813574154845452092][i][h3]Scrambled Games[/h3][/i] - [i]Development for The Dragonhood is over and I am currently working on something new, but thank you for your engagement! [/i] - [i]Sadly, The Dragonhood won't receive any updates and I consider it as a finished project. [/i] [/quote] Would be solid EA-title, BUT.. it´s not EA anymore. Since 7/2024, several BUGS that create a subpar gaming experience haven´t been fixed: - after 5 hours playtime, first 7+ dragons and Day60+ ..walls everywhere! - no wonder ~50% of players quit in first 5 hours - some items are "priceless" (can´t be sold) and clutter your Inventory forever! - Reforge Button is buggy (-> all gear vanishes from inventory) - enemies are unbalanced (some bosses are impossible even when 20+Lv higher) - UI & menus lacks standard QoL features (-> excessive annoying Clicking to close windows, check info boxes) - too many useless windows - Quests don´t scale well with the progression - extreme Inflation forces players to sink time for no reason - No Tutorial (learn by Trial & Error) - Lv70/90 enemies require you to be Lv 110-140 to barely survive - Dungeons are a complete joke unless it´s half your groups´ level >>> Overall a UNITY game with many downsides!! In 2025, not worth the price even in 50% SALE ;-(
the game looks cool, the graphics are good, I don't really like these kinds of games, but if you like this genre, then I recommend it
[b]Two dragons walk into a bar. One says: - It's a bit hot in here. And the other replies: - So close your mouth.[/b] The Dragonhood is a delightful experience for fans of fantasy and strategic gameplay. It successfully captures the wonder of dragon lore and delivers a decent clicker gameplay. With very good-looking graphics and tonns of upgrades, this game won't let you get bored. Also some people may find the gameplay too complex at first, as the game introduces multiple mechanics and systems. But, when you will get into it, it becomes quite entertaining. For all egg touchers and clicker enjoyers I recommend to give this game a try. [code]If you read the review and liked it, don't forget to give it a thumbsup;)[h3][i]The further - The better♥️[/i][/h3][/code]
The Dragonhood, developed and published by Scrambled Games, is a hybrid between an idle RPG and a management-focused progression game, built around the appeal of collecting, evolving, and optimizing a roster of dragons. At first glance, it presents a familiar loop—gather resources, upgrade units, and grow stronger over time—but the way it structures that loop leans heavily toward automation and long-term planning rather than active gameplay. It’s a game that asks for patience and consistency, rewarding players not with bursts of excitement, but with steady, incremental growth. The central gameplay revolves around acquiring dragon eggs, hatching them, and assigning your dragons to various activities such as exploration or dungeon runs. Once deployed, these actions largely play out on their own, with combat unfolding automatically and rewards delivered after completion. This shifts the player’s role away from direct control and into one of oversight. Instead of reacting in real time, you spend most of your time deciding which dragons to use, how to build them, and where to allocate resources. It’s a design that emphasizes preparation over execution, making the experience feel closer to a strategic planner than a traditional RPG. Customization is where the game finds much of its depth. Each dragon can be developed through different upgrades, perks, and equipment, allowing for a range of builds that can be tailored to specific roles or challenges. As your roster grows, managing these builds becomes increasingly important, especially when tackling more demanding content that requires multiple dragons working together. There’s a satisfying layer of experimentation here, as players gradually discover which combinations are most effective and refine their approach over time. The progression system ties everything together through a steady flow of resources and upgrades. Early on, advancement feels quick and rewarding, with new systems unlocking at a consistent pace. However, as the game progresses, the rate of growth slows significantly, and the experience becomes more reliant on repetition. Assigning dragons, collecting rewards, and reinvesting those gains into further upgrades becomes the dominant loop. For players who enjoy watching numbers increase and systems become more efficient, this can be highly engaging. For others, it may start to feel overly passive and repetitive. The inclusion of dungeon runs and multi-dragon encounters adds some variation, introducing scenarios where team composition and preparation matter more. While these moments provide a sense of structure, they still rely on automated systems, which limits the level of direct interaction. The challenge comes from building the right setup rather than executing actions during the encounter itself. This reinforces the game’s overall identity as one focused on planning rather than moment-to-moment decision-making. Visually, the game adopts a simple and colorful style that centers on its dragons. The designs are varied enough to give each creature a distinct identity, though they don’t always stand out in a memorable way. The interface is clean and functional, which is important given how much time players spend navigating menus and managing resources. While the presentation doesn’t push boundaries, it remains consistent and easy to read, supporting the game’s management-heavy structure. One of the defining aspects of The Dragonhood is its pacing. It is clearly designed as a long-term experience, with no strict endpoint and a progression system that can continue indefinitely. This gives players the freedom to engage at their own pace, but it also means that the sense of accomplishment can become diluted over time. Without a clear goal or conclusion, motivation often shifts toward self-imposed objectives, such as optimizing builds or reaching higher levels of efficiency. Despite its strengths, the game’s reliance on automation and repetition is its most noticeable limitation. The lack of direct interaction during key moments can make the experience feel detached, and the core loop, while satisfying initially, may lose its appeal for players seeking variety or active engagement. The depth that exists in customization doesn’t always translate into equally dynamic gameplay, which can make progression feel more like maintenance than discovery. Even so, The Dragonhood succeeds in delivering a focused experience for a specific type of player. It understands its appeal lies in gradual improvement, system optimization, and the satisfaction of building something over time. It doesn’t attempt to compete with more action-driven RPGs, instead offering a more relaxed and methodical alternative that can be revisited in short sessions or left running in the background. In the end, The Dragonhood is a niche but well-defined entry in the idle RPG space. It offers a steady, low-pressure progression loop supported by customization and long-term planning, making it enjoyable for players who appreciate that style of gameplay. However, its passive nature and reliance on repetition may limit its broader appeal, especially for those looking for more direct involvement or evolving mechanics. Rating: 7/10
"The Dragonhood" is an easy and exciting RPG: collect eggs, raise dragons, master dungeons. It is interesting and exciting.
Would prefer a neutral review but steam doesn't do that, so... Is the game awful? No. But it does have some problems. It's a fun little game but I would only recommend it at sale price or if you are really, really into these sort of games. It can be fun to spend a couple of hours. Some key features, good and bad about the game that might help you decide: 1. Some misspellings in places but enough to get the gist of what's going on. 2. It does seem to use AI art (or AI like generic art) and one dragon evolution to the next looks entirely different, nothing to hint at its pre-evolution dragon variety. The portrait art isn't bad but this might be a deal breaker for some. 3. The shop inflation is annoying and not really all that useful/important? Early game, which is when it is crucial, you basically have nothing to sell. Mid-Late game? I mass sold a bunch of amulets and it didn't seem to actually reduce the inflation, just reduce the increase for next week's raise. Though honestly, it looks worse than it is, at around 200% inflation I have already stockpiled a lot of the supplies needed (but it still kinda gets to me that there's no way to reverse it). That's with me barely buying any heals etc from the vendor, just the adventure [i]supplies you need[/i] for any actions. Basically, it seems to just be there to create a (somewhat) false sense of emergency and doesn't really have anything to add to the experience. 4. Each 'zone' has a level thing going on, but you're gonna need to use a dragon a [b]lot[/b] higher level based on my experience. In fact, I can't imagine an advised level dragon succeeding unless you've ascended it and basically reset it to base whilst keeping the old stats. 5. You seem to be able to only loot one dragon egg of each type. After you've discovered it (or all, depending on how many the zone has), you'll only be able to get meat, amulets etc, no eggs. This is key because unless you want to be healing your dragons (and raising vendor prices) manually, you need to let them rest in the lair. I've actually left my energy mostly not upgraded so I can use it all up and get the most of the daily coin allowance (which gets reduced based on left over action points/energy). 6. Each dragon typically has two evolution paths and for each, two talent/skill paths (all seem to reset on ascension, or whatever it's called but you can't, for instance, therefore have both evolved forms at once or keep the pre-evolved one alongside. 7. The game does allow you to claim multiple adventure/journey/battle results at once with one button, which is a big time saver if you have 5 or more going on. Battle do allow you to skip (which is handy). Dungeons usually take two days or more to start but after that you can take your time with them for the most part. It's basically one battle after another with your team health resetting in between.
A clear game that will suit everyone, I really liked it, it’s funny, great sound, I recommend it to everyone, I really liked it
игра в целом не плохая. но вот разработчик который не поставил ограничение фпса до 30-60 кадров это конечно тот ещё чел.= игра в покое под 1200 фпса зашкаливает. и чуть проца кушает. в нвидия панели можно ограничить но ощущения так себе. ну и побольше комфорта в игру, и убрать элементы которые типа левые, надеюсь следующая игра учтёт опыт этой, и станет лучше. по скидке купил за 128 рублей. за эту цену вполне.
这个游戏主要玩法或者说唯一玩法就是养龙,但缺点就是可玩性太少了,我一共玩了三个存档,每个存档都通关了,但只有第一个是手刷的,后面两个纯粹是想看一下更多的龙的种类用鼠标宏刷的,如果能够多增加一些随机性会更好玩
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
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| HYPERGUN | $16.4K | 73 | 63% | $9.99 |
| Dead end Exit 8 | $16.4K | 132 | 75% | $3.99 |
| qop 3 | $16.4K | 543 | 94% | $1.99 |
| Game of Rebirth | $16.4K | 51 | 61% | $11.69 |
| Green Ember: Helmer in the Dragon Tomb | $16.4K | 54 | 96% | $16.99 |
| TypInc. | $16.4K | 96 | 77% | $4.99 |