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    Dragonkin: The Banished

    Dragonkin: The Banished

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    Early Access: Nurõrgartt

    When has the previous Dragonkin: The Banished content update started?

    The previous Dragonkin: The Banished content update - Early Access: Nurõrgartt - has started Mon, 19 May 2025 00:00:00 GMT

    When is the previous Dragonkin: The Banished content update ending?

    The previous Dragonkin: The Banished content update - Early Access: Nurõrgartt - is ending Mon, 15 Sep 2025 23:59:00 GMT

    Started 118 days ago
    3 days left
    Next

    Early Access: Tracker

    When does the next Dragonkin: The Banished content update start?

    The next Dragonkin: The Banished content update - Early Access: Tracker - starts Tue, 16 Sep 2025 00:00:00 GMT

    StartsSep 16, 24:00 UTC
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    Statistics

    98 days
    Average Duration
    3.76
    Average Per Year
    12:00 AM
    Usual Start Time
    120 days
    Max Duration
    Early Access: Nurõrgartt
    74 days
    Min Duration
    Early Access: Launch
    Calculations based on 3 confirmed historical entries. Oldest season in aRPG Timeline's archive started March 6, 2025.

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    Steam News

    Tracker Update is Coming on September 16th & Patch Teaser!

    Hello Dragon Hunters! The hunt begins on September 16th! The announcement is accompanied by a whole new teaser! We hope you're as excited as we are! If you want to help in bringing more eyeballs to the Tracker Update , the best way is always to leave a comment on the video on YouTube, and share our DevBlogs. As usual, our upcoming patch notes as well as this DevBlog will feature a \[🔥] emote whenever the change is based on community feedback! Tracker Update Overview It’s been a long time since our latest update on the Tracker Update , so here’s a recap of what you can expect: New Class: Qara Tani, the Tracker Named Qara Tani, is a tracker from the Qhongirat, using the advanced archery techniques of her clan along with a deadly poison derived from the blood of a Green Dragon. As a Dragon hunter, she is able to wield all the martial techniques of her clan, ranging from formidable close-combat skills to powerful ranged attacks. Her specialty: striking without being struck. Coming with a total of 17 skills. To learn more about the Tracker, please check our Devblog: https://store.steampowered.com/news/app/1863430/view/544486109101425001 New Skills for each class 2 new skills for each class, including the Knight, the Barbarian, and the Oracle. 17 skills for the Tracker. To learn more about these new skills, please check our Devblog: https://store.steampowered.com/news/app/1863430/view/498325386812195979 New Biome: Erde-nòr 2 new regions: The Volcanic Plains of Koleos & The Resurgence Stronghold New dungeon purification: The Catacombs of Fire New enemies and bosses to discover. To learn more about the new biome, please check our Devblog: https://store.steampowered.com/news/app/1863430/view/498323476114834553 New Modifiers 9 new modifiers, including specific class modifiers and common modifiers. New Endgame content & Draconic Tarot New endgame hunts, dungeons, enemies, bosses, and of course rewards to claim! With the Draconic Tarot, you will be able to customize your Chaos Hunts modifiers. New City feature: The Draconic Atlas The Draconic Atlas is designed to help you learn more about the enemies you encountered during your hunts while providing passive bonuses that apply to all characters tied to the same City. To learn more about the Draconic Tarot & Draconic Atlas: https://store.steampowered.com/news/app/1863430/view/498324752822173944 New Enemy Type: Champions The Champions are new enemies you’ll be able to find on quests. These champions are now encountered at the end of an endgame hunt, replacing our old elite dragons. For now, only the newest hunts feature champions, with almost each new hunt having an exclusive enemy. To learn more about the Champions: https://store.steampowered.com/news/app/1863430/view/498327545507219312 🔥New Quality of Life (QoL) features: Loot Filter, Death Recap, and more… With the loot filter, you’ll be able to create templates, set rules, and sort them by priority. But also, hide, display, or highlight specific types of items. The Death Recap will help you to interpret what caused you to die. To learn more about the these new features: https://store.steampowered.com/news/app/1863430/view/498325386812198381 Founder Pack 3 available Dragonkin: The Banished. Founder Pack 3 contains: 6 exclusive pieces of equipment including a chest and a helmet for the Knight, Oracle and Barbarian. 6 exclusive pieces of equipment including 3 chests and 3 helmets for the Tracker. 2 exclusive death visual effects for your character. The exclusive pack “Springtime Alliance” includes cosmetic elements for your city: statues, roofs, flags and pennants. Here's a look at the Cursed swamp realistic armour for the Tracker, designed by Aurélien Mauranne : Don't forget your Founder Pack 2 In the meantime, don’t forget to download Founder Pack 2 if you haven’t already. This pack will expire on September 16th, 2025 , and will be replaced by Founder Pack 3 . As a reminder, these are cosmetic gifts that we have prepared for players to mark milestones in our Early Access development journey. https://store.steampowered.com/app/3594840/Dragonkin_The_Banished__Founder_Pack_2/ Towards the Multiplayer Update . . . We’re grateful for all the support and feedback the game has received over the past months, which has made it possible for us to improve the game together with you. We hope this gives our devoted players plenty of reasons to revisit Dragonkin: The Banished , and encourage new players to join the hunt, especially since we know many were waiting for the Tracker class to jump into our game. We’ll be back soon with more updates, specifically on the multiplayer. See you!

    Meet Daniel Sadowski, composer for Dragonkin: The Banished

    Greetings Dragon hunters, We’re thrilled to share with you an exclusive interview with Daniel Sadowski , the composer of the D ragonkin: The Banished soundtrack. Daniel will talk about his inspirations, process and also the difficulties he overcame during musical journey. Find the Album on Youtube , Spotify , Apple Music , Amazon Music and Deezer Hello Daniel! Let's begin this interview with a short introduction. Hello everyone, I fell in love with music when I was about 8 years old. I got my first Yamaha keyboard as a gift from my parents, and the next day I wrote my first song. So I always naturally had the drive and inspiration to want to compose and write music from scratch. Music was always in my life through school and during college, I played in various rock alternative bands. I also started a new Hip-Hop Pop RnB record label in 2000. In 2006 I landed my first known video game called Roboblitz. It was one of the first XBOX Live Arcade games. It was also the first XBOX game to use the Unreal Engine at that time. The game went on to become successful, and I got some recognition for the music, and it went on to win all kinds of awards. So from that point on, I have been working on different video games, and the occasional movie / film. How did you start music and how did you end up working on Dragonkin: The Banished? In 2013, I had the privilege of working with Eko Software on their game, “How to Survive.” I also worked on a couple of other titles with them. I feel that the graphics and style of their games always clicked well with my music style. We stayed in touch over the years, and recently they approached me to score Dragonkin: The Banished. In the past I have worked on many different fantasy games as well, and I developed my own style and sound when it comes to Fantasy games, so this helped give them faith in my ability to score Dragonkin. And what can you tell about your involvement in Dragonkin: The Banished? Eko Software brought me on to the game, when the game was pretty early in development. I had been playing the early version, so I was able to see a lot of the gameplay and levels as they were being designed. I was super excited to be involved with Dragonkin, because I love the fantasy genre, as it allows me to do some really interesting music. The team at Eko Software has been very supportive and we have had a great partnership. What were the sources of inspiration behind Dragonkin: the Banished' soundtrack? The inspiration for the music definitely came from seeing the game and playing it. Dragonkin has so many cool aspects to it. From the unique level design and graphics, to all of the awesome dragons, and rich story, all of these aspects influenced my music. When composing music for a game, what should a Composer always keep in mind? For me the one thing that I always try to make sure of, is that the music is working with and accommodating the game, but not overtaking it, or getting too much in the way if that makes sense. The music should support the gameplay and add to it, but not overstep and take over the game. As a composer, we are the person in the background, trying to add to the game and make it more powerful and emotional. But I feel that we should “blend in with” the game as opposed to overtake it. What was the biggest challenge you had to deal with when working on the game soundtrack? Almost all game development can take a lot of time. These games are huge and they take a lot of time and patience to craft something of quality. So sometimes as with Dragonkin, you will write some music, and then you will have to be patient and wait for the next milestone and the next music requests to come up, which can take a while. So it's about keeping the inspiration and energy of the game soundtrack going, even when you have pauses in between the music. Is there a particular track from the OST that you’re especially proud of or would like to highlight? I’m very happy with and proud of every single track. I love the Order District Music because it was one of the first tracks I composed for the game, and it really captures the essence of Dragonkin. I love the choir parts I came up with on that track. It really sets the mood for what's to come in this grand adventure. https://youtu.be/LfULvAkIoww?si=9ancr1zkaUwQal6x What kind of tone or feeling did you want to express with this track? The Order District Music had to capture the feeling of being in an Epic City, and also it had to capture the essence of Dragonkin and the grand adventure you are about to embark on. The religious undertones of the choirs help sell this idea that there are many sacred things in Dragonkin. It also sells the feeling of anticipation, and what is to come. So there was a lot of thought and layers of ideas that went into this track to do this. How long did it take to compose the soundtrack? I started around September of 2023, and then finished the very last music tracks in April of 2025. During this time you are not composing every day there can be long pauses in between as the game is getting finished. But this is the total amount of time that I worked on the music for, on and off. Any last words? I just wanted to say that I am very humbled and proud to be a part of such a cool game. It was my dream as a composer to always work on epic projects with epic worlds that tell epic stories. Dragonkin checks all of these boxes. I wanted to especially thank Eko Software for bringing me on to be part of this grand adventure with them. They truly are a cool company to work with. Every single person at Eko Software is super passionate about the games that they work on, and it's great to be part of that passion. Follow Daniel Sadowski Website: https://www.soundrama.com Instagram: https://www.instagram.com/sadowski_daniel/ Facebook: https://www.facebook.com/daniel.sadowski.35 LinkedIn : https://www.linkedin.com/in/danielsadowskiwa/ Discord: @danielsadowski YouTube Music: https://music.youtube.com/channel/UC5HXB5a-UFDlHqdRyIrRtlQ

    From Concept to 3D - Props in Dragonkin

    Hey Dragon Hunters, We’re back with another Dev Blog, and this time, we want to take you on a little journey through the creation of two of our favorite quest props. We hope you’ll appreciate the exploration of the process and get a better understanding of everything that goes into bringing the world of Dragonkin: The Banished to life. From Concept to 2D Let’s take a look at 2 of Pierre Huot ’s favorite 3D models: The Automatic Bridge & The Platform The Automatic Bridge Concept We knew this bridge had to feel like a war siege piece, something heavy, yet transportable and built for the battlefield. But beyond that, we needed to figure out how we wanted to make it look and work. In the scenario made by our Level Designer, Léo Brover , the player’s mission is to defend a position, holding back waves of dragonkin while the Alliance slowly deploys the bridge. Because of this, it wouldn’t make sense for the bridge to deploy instantly, if it did, we would lose that intention of “buying time”. Another factor is that a simple wooden bridge would never survive the wild lands of Erde-nòr . It would have to be made not only from solid materials but also be fireproof. We imagined the Automatic Bridge as something specifically developed to overcome the volcanic region’s treacherous terrain, designed to span chasms and rivers of lava. With all of that in mind, Pierre began sketching the first concepts of how that piece of engineering should work in-game, also earning a code name: The Automatic Bridge. After several design sessions and a few iterations, Pierre and Léo finally got the Automatic Bridge to fire large arrows attached to ropes, which would lodge themselves on the opposite side. Then, steel planks would stack one by one, gradually forming the path. This approach solved the first challenge of “buying time,” as the bridge would deploy itself at a rather slow pace. From there, Pierre began the 2D art of the Automatic Bridge . The Platform Concept Léo Brover envisioned a challenge linked to a quest in which the player must remain on a platform until a chest is unlocked. The runes on the platform would light up, dealing damage to the player standing on the lit runes. This concept then served as the basis for the 2D work, where Pierre began drawing the platform, its runes, and its color. Taking Shape in 3D Then Pierre worked to translate the shapes, materials, and style into a fully-realized model that fits within the game’s world and technical limits. That’s what we call the modelling process and mapping process! This means thinking about everything from how big the Automatic Bridge & The Platform should be, to the kind of textures and polygons we’ll use. Once everything is set, the artist begins a process known as “baking,” which records details like the mesh’s edges and occlusion. After that, the texture is applied. Bringing the Automatic Bridge & The Platform to Life Once the 3D models were complete, it was time to bring it to life! During the process, Léo faced a particular technical challenge and he had to separate the steel planks from the structure in a separate animation sequence so they could stack one by one along the wires. And that’s it for today We hope you’ve enjoyed having a closer look behind the scenes of Dragonkin: The Banished . See you soon!

    Polishing the Tracker Update: Tooltips, UI & More...

    Hey Dragon hunters, and welcome to another Dev Blog! Over the past few weeks, the team have been working on any reminding bugs you've reported as well as polishing the content of the Tracker Update. Meanwhile, we’ve officially started working on multiplayer integration, which will be the focus of our 3rd major update. With that, let’s take a closer look at what changed… Polishing Tooltips One of the requests we’ve received from the community was for more transparent and detailed tooltips, and if you’ve been following our recent DevBlogs, you know we’ve been working on it. TLDR We enhanced the visibility and readability of tooltips, removed item score, and added actual numerical values. Better Chests We have been working on making chests scattered around the map more visible. Now, chests should be much easier to spot! On top of that, we’re making chests a bit more interesting, as these will now have a slight chance to drop legendary or mythical equipment, which wasn’t the case before. We hope this will makes picking them up feel a bit more worthwhile. User Interface tweaks & New art Our Graphic Designer , Bastien Limelette , has been busy adding new visuals, polishing the UI (User Interface) to make it more unique to each class. Now each character got a different visual when opening the inventory, a small touch, we think adds some flavor. Along those lines, each class now has unique ring art, including their upgrades. That said, regardless of the visual appearance, all rings are transferable and can be worn by any class (e.g., you can equip a ring with the Oracle visual on a Knight). We’re polishing up the quest log to make it easier to read and quicker to understand. That’s it for today We hope you enjoyed the read! We have a lot of improvements coming and we did polish UI elements here and there we didn't show but you'll discover in the Tracker Update. If you like what you see and feel like spreading the word about Dragonkin , don’t hesitate to share your DevBlogs! Also, feel free to come say hi on Discord! Until next time… Cheers!

    Archival Seasons

    Early Access: Nurõrgartt
    Started May 19, 2025Ended Sep 15, 2025120 days
    Early Access: Launch
    Started Mar 6, 2025Ended May 19, 202574 days