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    Dragonkin: The Banished

    Dragonkin: The Banished

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    Early Access: Tracker

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

    The previous Dragonkin: The Banished content update - Early Access: Tracker - has started Tue, 16 Sep 2025 00:00:00 GMT

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

    The official end date of the previous Dragonkin: The Banished content update has not been announced yet.

    Started 46 days ago
    Next

    Early Access: Multiplayer

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

    The official launch date of the next Dragonkin: The Banished content update has not been announced yet. It is likely starting Winter

    Winter

    Statistics

    N/A days
    Average Duration
    3.76
    Average Per Year
    12:00 AM UTC
    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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    Game news

    What awaits you in the Rework of the City of Montescail

    Hello Dragon hunters, The City of Montescail offers great freedom, allowing each player to shape their city's development as they wish. However some players get left behind, opting for upgrade paths that hinder their progression in certain aspects. So for our next update, we'll be redesigning city progression to be more guided, yet still flexible, so that everyone can fully enjoy the experience from the very beginning and to avoid the sense that you've made the wrong choices. To better understand the issues that led us to rethink the city: https://store.steampowered.com/news/app/1863430/view/511846967442145619 Identifying the Problem While the current system allows for complete customization of progression and adds a layer of strategic complexity, it requires a solid understanding of the game and a certain level of engagement to make sense of the city's upgrades. But this isn’t for everyone, especially for players less familiar with ARPGs , who are looking for a more accessible and less demanding experience. Our goal is to strike a balance between: How can we help players quickly discover all the mechanics? How can we guide players so they don’t miss essential services? How can we maintain a sense of freedom in the city’s development? Faster Progression We know that the first few hours of gameplay are crucial, this is when you learn the basics and decide whether you want to continue. Until now, levelling could feel a bit slow. That’s why we’re increasing the city’s experience gain by at least 30% . This change aims to let players access the core mechanics of Dragonkin earlier, without overwhelming them with information. Designing a more Linear Progression Until now, you could ‘almost’ unlock services in any order, and unlocking them was entirely optional. This meant you could invest your upgrade points elsewhere… at the risk of missing a essential services for your first character’s progression. To fix this, we opted for a more linear progression. Each service unlocks at the point where it becomes relevant to your character’s powerspikes. For example: The Jeweler will be accessible (almost) from the very beginning. The Ornamentalist will appear later, when your city has reached a stage where their utility becomes more meaningful. Adding an Upgrade Tree Although this approach makes progression a bit more guided by automatically unlocking certain services, we want players to retain freedom through an upgrade tree . This will allow you to decide how to develop each service. Initially, our idea was to centralize all functionalities into a single tree, combining both service unlocks and their upgrades, while also grouping all city districts into one unified tree. While the concept wasn’t bad in itself, we quickly realized it would have required replacing the 3D City of Montescail with a 2D menu. A flat interface would have far less visual impact and wouldn’t serve the narrative design or immersion we aim to deliver to players. We therefore ultimately opted for an upgrade tree dedicated solely to service upgrades. For example, while the Apothecary will be unlocked without spending points, players can choose whether to prioritize developing new potion effects or improving their rarity. Please note that all the values such as X points are subject to changes are not final. New Service : Divine Familiar Among the Quality of Life suggestions we received, one idea was to auto-pick up gold and crafting materials, so here it is! How does it works? The Divine Familiar is tied to a City upgrade. Once unlocked, an ally sent by the Eternal will assist you in gathering gold and resources around you. Note: For our players that prefer picking up resources themselves, no worries, you can either skip the upgrade or disable it at anytime. More Upgrades Just like characters, the City can now reach level 50 and will have a total of 50 upgrades, roughly ten more than before. This, of course, includes the much-anticipated divine familiar! Originally, we planned to add upgrades such as cost reductions for the Enchanter or the Memorialist, but we realized that wasn’t very exciting. It’s important that the upgrades you choose to invest in are fun and worthwhile, so that you can say: “This looks interesting, I want to try it” or “Yes, this is worth it.” That’s why we are exploring other types of upgrades. For example, the enchanter could have a higher chance of achieving maximum rarity on a modifier or affix score. meanwhile, the memorialist would no longer destroy the provided fragment, allowing it to be reused. As for the rest, we’ll leave you surprises whenever you'll get your hands on it. That's it for today! We’ve read your comments on our latest DevBlog regarding the upcoming changes, and we wanted to address some of the major points based on your feedback. We’re deeply grateful to every player who has been following us through the trials of development. And if you’ve just joined us, welcome, fellow hunter! Thank you again for your unwavering support and see you on Discord!

    What are the major points we want to work on and address?

    Hello Dragon hunters, Today, we’d like to give you more visibility into what’s coming next by sharing our plans for both the multiplayer update and full release. We’ve been reviewing player feedback and collaborating with our community to understand your needs and expectations. With that in mind, here’s a summary of the major points we’re focusing on and addressing, along with our reasoning for each. Generator / Spenders Concerns Many players get frustrated by the generator system early on and stop playing. Therefore, they never reach the point where progression and better fragments and equipment would make those generators less necessary. We are reworking the system so that resource-based skills are much less resource-dependent early in the game. Obviously, to maintain aspects of theorycrafting and optimization, we are considering a system where resource requirements evolve, and where new modifiers to link on your skills will allow you to manage those costs. We’re still very early in the process, and we genuinely want to hear your thoughts on both the generator/spender and a spender-only system. ⚠️ Note: We aren’t sure yet if we’ll be able to implement the changes we have in mind for the multiplayer update, but rest assured that if not, they will be addressed in the full release. Smoother Progression & Pendants At the beginning of Early Access, many of you told us that progression just didn’t feel right. It was slow, and not nearly as exciting or rewarding as it should be. To start with, in the Nurõrgartt major update, we improved the overall loot drops, aiming for a more exciting progression, especially at lower levels. We adjusted the loot curves for players to find more high-rarity drops earlier and introduced the Eternal’s Gift . We also made further adjustments in the Tracker major update by increasing the drop rate of high-quality items, reworking the importance of item level versus rarities and adding a Quest Reward system. That said, there were still some outliers we’re working on improving. While overall itemization is now close to a satisfying point based on your feedback, leveling speed remains too slow for many of you. So, here’s what’s next: We're accelerating both character and city leveling by at least 30% faster. We’re also giving a bit of attention to fragments by reworking the loot tables for players to find better and more interesting ones earlier in their playthrough. Players will also be able to rotate fragments, which we hope should make theorycrafting easier at every stage of the game and smooth the character progression. As part of these updates, bosses will now drop two Gifts of the Eternal , giving them the greater sense of importance they deserve. Another issue we’re tackling is that some players can't find specific skills even after several hours of play. This will be addressed alongside the rework of the City of Montescail. For more details, check the section below. What about pendants? Pendants have been a hot topic, both internally within the team and among players. One key realization from your feedback is how difficult Pendants are to obtain. In many cases, players would reach the endgame or advanced character progression before ever finding their first pendant. While Pendants are meant to feel special and rare, they shouldn’t be so hard to acquire, so here are the changes we are planning to make to improve this: Pendants will now have an increased drop rate. Champions and semi-bosses will now drop Pendants. We hope these changes make Pendants more accessible. Ultimately, we want players to acquire their first Pendant before reaching endgame content. There is still a lot more to do to improve the progression though! So, rest assured we’ll be monitoring how these changes are received once you get your hands on the multiplayer update and will make adjustments as needed. ⚠️ Note: Changes regarding the progression are planned to be included in the multiplayer update! City of Montescail Rework If there’s one thing the City struggles with, it’s being confusing when it comes to which upgrades players should choose. Our intention was always to give players the freedom to shape their progression experience according to their preferences. However, we recognize that some upgrades and buildings are too important to miss. If a player doesn’t invest in a rather important upgrade early on, it could lead to a frustrating experience, especially since we don’t allow our players to refund their city points. A single mistake could then negatively affect the player experience for a long time, especially since the progression was slow. Another downside, tied to the slow progression, is that as you level up, you unlock increasingly interesting and powerful upgrades and services, but players often don’t have enough points to invest in all of them. This forces difficult choices. For example, you might skip upgrading your Apothecary and end up with low-rarity potions because gaining access to the Ornamentalist, which provides a more impactful powerspike by increasing your talent points, feels more enticing. This creates a dilemma: do you upgrade your potions, essential for comfort, or pursue new upgrades that increase your power? We understand that this kind of progression can feel harsh and frustrating. While we are increasing City XP by roughly 30%, it doesn’t fully solve the issue. Why don’t we just add a city reset option? It’s not that simple. Unfortunately, from a balance perspective, allowing players to refund city points could disrupt game mechanics. For example, players could invest points to craft high-quality rings or potions, then reset their points and invest elsewhere. We think that kind of exploit would undermine the progression system and game balance. What are we doing to address this issue? We’ve decided to rework the City progression itself! Instead of giving players complete freedom, we’re introducing a more linear progression. Each service will now unlock at a specific city level, aligned with when it’s intended to be accessed. Don’t worry, you’ll still have choices to make, as we’re adding an upgrade tree that lets you decide which services you want to upgrade along the way. With this approach, we aim to solve the problem of ‘wrong’ investments by providing more guidance, while still allowing players to unlock all services and maintain flexibility in how they develop their city. We’ll soon show how it works in detail, with visuals, in a future DevBlog, so keep an eye on our news. A new upgrade is on its way! On a side note, we add a requested Quality of Life feature suggested by our community Auto-pick up gold and crafting materials We’re adding a City upgrade that will allow you to unlock a pet : The Divine Familiar Once unlocked, an ally sent by the Eternal will assist you in gathering gold and resources around you. Also, for our players that prefer picking up resources themselves, no worries, you can either skip the upgrade or disable it anytime! ⚠️ Note: Expect the full rework of the City for the multiplayer update. Endgame hunts are too long Many players are reporting that Endgame hunts are too long and repetitive. Normally when this is the case, the main reason is due to other concerns such as excessive travel between objectives or insufficient challenges and rewards which link to the lack of entertaining content in the area. We understand that spending 40 minutes in a single hunt chaining quests can feel drawn-out. That’s why we’re working on shorter hunts (about half the current length if not less) by reducing unnecessary backtracking to make the experience feel more dynamic and adding champions and semi-bosses to each hunts. These improvements will apply to ALL hunts that exist in the Hunting Board that will also receive a visual overhaul. ⚠️ Note: Endgames hunts changes are planned for the full release. Endless post-endgame progression In some ARPGs, an endless progression mechanic is part of the endgame experience. Systems like Paragon Boards in Diablo allow players to endlessly enhance their characters, providing meaningful stat boosts, unique perks that help tackle the high-level content. With Dragonkin full release, we aim to implement a similar system that keeps the endgame engaging and rewarding. As we are still in the early stages of developing our post-50 progression system, we don’t have anything to reveal just yet. Rest assured, though, we’ll get back to this topic and share more details as soon as we have something to show. ⚠️ Note: Post-endgame progression is scheduled to be part of the full release. A word on Multiplayer Our progress on multiplayer is moving at a steady pace. We’re still working out the details of the system, but we’re mostly there in terms of how it will work. We know many players are waiting for it and will have questions, so we want to make sure everything is clear before sharing more. ⚠️ Note: Expect a dedicated DevBlog next month! Transparency and Moving Forward We remain committed to being as transparent with our player base as possible and felt this behind the scenes was necessary. We want our players to know what our team is working on and what to expect so they can provide feedback or simply share their thoughts. As we continue to work on the multiplayer update, we're committed to ensure that Dragonkin: The Banished delivers the best possible experience for our dedicated community. We truly appreciate the passion and feedback we’ve received and will continue to consider the community’s voice to find the best path forward! As always, expect more news on your progress, so make sure you stay tuned to our Steam page and Discord for updates. See you soon! Discord: https://discord.gg/WrCT2E5kG9

    Everything you need to know about Couch Co-Op!

    Hello everyone, As you may know, the team is fully focused on the implementation of the multiplayer at the moment, as well as the Couch Co-Op mode for Dragonkin: The Banished . With each blog, we try to explore a different aspect of the game and this time, we’d like to share more about Couch Co-Op and provide a comprehensive breakdown of this upcoming mode. When is it planned? Couch Co-Op will arrive at the Full release , launching alongside the console versions. How does it works? First of all, Dragonkin: The Banished will be fully playable in Couch Co-Op with up to 2 players . To sum up , as you would expect from a co-op mode, both players can freely open their own inventory, mess around with their Ancestral Grid, visit each Service of the City, and more… The only exception: Player 1 controls the main menus, settings, world map, and the Hunting Board menus. No couch? No problem! You will be able to play Dragonkin: The Banished together with "Steam Remote Play". What are the requirements? 1 Dragonkin: The Banished copy running on 1 device 2 Controllers OR 1 M&K + 1 Controller Note: All characters belong to the same account. When the second player joins, they can choose an existing character from the save or create a new one. Prologue & Invitations Both the prologue and tutorial remain solo, but once you reach the City of Montescail, a second player can join at any time, even during quests and activities. The second player either needs to pick an existing character from the account or can create a new one. Gameplay Details Don't have much time to read? We’ve got you covered! Here a Quick Summary : Shared Screen Player Indicators (available in both co-op and single-player) Targeting Indicator (displays which enemy is targeted by a player is currently targeting) Both players fast-travel together in the City Auto-Follow on the active player whenever the other player goes AFK Each player can open and navigate menus independently The edges of the screen flash red on the side of the player taking damage Players have their own Battle Log Loot is assigned but can be picked up by anyone and placed in the correct inventory When a player falls in battle, the other player can revive them Each player has their own Death Log and appears when both players are down For the details: Both players share the same screen, If one player moves too far, the player will get stuck. To make things clearer in combat, each player is assigned a unique color, displayed as a ring at their feet. Since it's a feature our community’s been asking for... 🔥We’re bringing the same option for single-player, so your character stands out more! We're also adding a targeting indicator so you can follow which enemy your friend is focusing on. When using the fast travel in the City, both players teleport together to the desired location. To keep it smooth, when a player becomes inactive, they will automatically start following the active player after a few seconds. Each player can open menus independently (except full-screen menus). Note: You can still compare gear with TAB on PC or Y on controller. In combat, your side of the screen flashes red whenever you take damage. The Battle Log is available to both players and displays information relevant to the one who opens it. Loot is assigned to specific players; anyone can pick it up, but it goes directly into the right inventory. Also, all resources and currencies are shared between players as it comes from the same account. When a player falls in battle, they can be revived by their partner. The death screen appears if both players are down, and each has their own death log. What's next? And that’s a wrap on the Couch Co-op DevBlog! Next on our agenda is a focus on the "major points we want to work on and address" , as well as some news we haven't mentioned before for the multiplayer update. Stay tuned! We keep saying it, but hearing what players have to say and understanding what they want not only improves this game, but also helps shape the game in the future. The more we understand our players, the better we can make games for them. So, to everyone's played, shared feedback, and been part of this journey - thank you. Beyond that, if you got any questions for the development team, or requests for future DevBlogs, join our Discord or find us on Steam forums. See you next time! Discord: https://discord.gg/WrCT2E5kG9

    Focus on Draghurss

    Hello dragon hunters, Since the beginning of the Tracker update, you’ve been sharing your thoughts on the new class. Some of you are going for a more roguish playstyle thanks to her melee abilities, others embracing her archer playstyle if not going for hybrid builds. However, we’d like to highlight a lesser-known aspect of the Tracker that was important during the design process: the Draghurss. For the Qhongirat Clan, fighting while mounted is core to a Tracker’s identity. In today’s DevBlog, we’ll explain how this mount shaped the design of its associated skills and talents, and share with you 3 builds that put those abilities into practice. Making skills & talents We always have many skills and talents we’d like to add for each class, so when picking a new one, we focus on what best fits the class’s playstyle and needs. As we just mentioned, one of the elements that define the Tracker design wise, definitely is the Draghurss you probably met in the prologue. How do we translate that idea into actual abilities? It quickly made sense to let the Tracker summon a Draghurss into battle that fights alongside the player. From this idea came the skill Draghurss’s Call and the talent Pack Hunter . At the same time, we wanted players to eventually ride a Draghurss, which led to Mounted Hunt . Figuring out how it should function, and how useful it would feel in practice, was more complex and required several iterations. A side note about talents: We strongly believe that talents add a massive amount of depth and satisfaction to gameplay by creating extra layers to player interaction. Draghurss’s Call Draghurss’s Call build showcase This endgame build uses a set of ranged skills as the main damage dealer and enabler, allowing the player to stay at a safe range while summoning Draghurss and insects to increase the overall damage output. To support our main damage, we use Draghurss’s Call modified by the wyrmling skill Insect Ally , this to summon an Insect unit alongside the Draghuss. Obviously, many Bonus Summon modifiers are added to both Draghurss’s Call and Insect Ally to increase the total number of summons each skill can generate. Pack Hunter Aside from putting traps on the ground, Pack Hunter also triggers whenever a crowd control effect is applied to an enemy. This summons Draghurss to appear temporarily, passing through enemies and dealing damage. Pack Hunter build showcase (By Bunzine) This endgame build uses Treacherous Rain as the main damage dealer , while all other skills can be anything, usually leaning towards utility skills meant to improve survivability and / or increase mobility. How does Treacherous Rain synergize with Pack Hunter ? Combined with the Safe Distance modifier for even more control, it turns every instance of Treacherous Rain into an area that maximizes the chance for Pack Hunter to proc, allowing multiple Draghurss to be summoned. Every arrow continuously stacks Control Marks dealing extra damage. Mounted Hunt Mounted Hunt definitely is tailored for exploration and moves fast across the map. However, besides pure mobility, what does the player need or want while exploring? When navigating, the player might get caught by enemies. In some games, a single hit or a damage threshold can knock you off your mount, but in Dragonkin we felt that would be too frustrating. Instead, while mounted, the player can move through enemies and take damage without being dismounted. On top of that, you take less damage from DoTs (damage-over-time) It might not seem like much at first, since most damage comes from direct attacks, but with enough Reflex, which the Tracker naturally stack, part of that damage is converted into DoTs, making this reduction quite noticeable. When does the Dismount happen then? The player can dismount whenever a skill is used, turning Mounted Hunt into both a combo finisher and a repositioning tool in combat. It’s worth mentioning that any crowd control that affects the player can dismount. Currently, the skills that trigger Mounted Hunt are Blinding Retreat , Acrobatic Strike , Merciless Evasion , and of course, the fan-favorite Dance of Daggers. Mounted Hunt build showcase This mid-game build focuses on a set of melee skills as the main damage dealers, while Mounted Hunt serves as both a disengage finisher and a high-mobility roaming ability. The combo revolves around using Blinding Retreat as our enabler for Mounted Hunt , letting the Tracker disengage while dealing damage. The goal is to take advantage of the Tracker’s innate ability, Targeting , as much as possible. To do this, we pair Blinding Retreat with the new modifier Lightning Mark . Each time Blinding Retreat is used, it applies a layer of marks, which immediately triggers Targeting . A few seconds later, when the Blinding Retreat trap detonates and deals damage, enemies are marked again, allowing Targeting to activate a second time, eventually executing enemies. While this particular synergy isn’t intended to deal with tougher enemies like elites, champions, or bosses, it’s rather effective when dealing with swarms of weaker enemies. Closing thoughts Most skills got designed a few years ago and potential builds and main interactions are planned by our Lead Game Designer beforehand, imagining what kind of character builds you can make. That said, it happens that skills or talent like Dance of Dagger and Mounted hunt are integrated later leading to several adjustments to retroactively work. At times, multiple iterations are necessary to refine the design and prevent significant balance issues. We hope our community on Discord will be a huge aid to uncover problematic interactions that need to be rebalanced or simply get our attention on unpopular skills.

    Archival Seasons

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