
Explore the anime-style open world of the Continent of Orbis, brought to life with Unreal Engine 5! Recruit unique companions, unleash spectacular Status Ailment tag-team action, and embark on an epic journey to save the world from the threat of a Dragon reawakened after 60 years.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
About
Lute, a young boy traveling toward Orbis—the first kingdom built by humankind—finds himself swept up in the lives of Johnny, a mercenary, and Castella, an Elf, stumbling headfirst into the chaotic life of a mercenary.
Amid hectic days spent with his colorful companions, a massive shadow looms over the peaceful continent, and Lute's destiny begins to spiral.
Can the boy become the Dragon Sword—the Hero destined to save the continent?
Explore the Continent of Orbis—a radiant, warmly colored fantasy world brought to life with Unreal Engine 5!
■ A Living, Breathing Open World
Venture across beautiful meadows, secret cellars beneath watchtowers, treasure-filled deep seas, and hidden caves and dungeons—all yours to explore on foot.
■ Reliable Adventure Companions
Travel with trusty allies and adorable collectible companions called Familiars that aid you on your journey.
■ Where Everyday Life Becomes an Adventure
Combine ingredients found across the continent to create new dishes through Cooking, solve the problems of local residents, and become a true member of Orbis.
Experience the spectacular tag-team action unique to Dragon Sword.
■ Status Ailments and Signal Skills
Each of the 19 Heroes possesses distinct Status Ailment abilities. Stack Status Ailments with Active Skills, then chain devastating combos with powerful Signal Skills for an exhilarating combat experience.
■ Endless Signal Switching
Heroes weave in and out of battle in endless combo chains through Switching Signals! Build your own team with diverse combinations and craft your ultimate stylish combat.
From allies who fight alongside you to village guards, every character in Orbis carries a story of their own.
■ Heroes with Deep Narratives
Discover factions entangled in complex interests and the hidden depths of the Heroes within them.
■ Characters Brimming with Personality
From an eccentric Elf who studies archaeology to a mysterious girl who traverses dimensions—forge bonds with a colorful cast and draw closer to the truth of the world.
Long ago, a Dragon brought the continent to the brink of destruction, and six Heroes rose to save it.
Now, 60 years later, a Dragon has appeared once more on the peaceful Continent of Orbis.
You will take on a critical quest to find the Heroes of old and confront the returning Dragon's threat. Tracing the footsteps of the legendary Heroes across the continent, you will uncover their hidden secrets.
Until the boy Lute and his mercenary band rise to become the Heroes who will save the continent—
Can they truly become the Dragon Sword, saviors of the continent, or will fate lead them down a different path?
Join them on this arduous journey and find out!
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Updates
Engagement
Reviews
Themes across 2376 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
DragonSword: Awakening is a title I genuinely wanted to love. The premise of an open-world, anime-style action RPG entirely stripped of predatory monetization and stamina gates sounds like an instant win on paper. However, removing the gacha framework also strips away the smoke and mirrors, exposing a core gameplay loop that simply cannot compete with the polish, mechanical depth, or kinetic combat of the genre titans, whether it is Genshin Impact, Zenless Zone Zero, or Wuthering Waves. Its single biggest selling point is that it is a buy-to-play experience, but beyond that single distinction, the game fails to innovate in any meaningful way. Judged strictly as a gacha title, it would be considered mediocre at best; judged as a standalone premium action RPG, its structural shortcomings become impossible to ignore. The cracks show earliest in the combat design. Moment-to-moment encounters feel generic, plagued by a lack of expressive mechanical identity. Elemental and status effects do not interlock or stack in ways that reward creative synergy, leaving the combat flow feeling static and uninspired. Pushing into the mid-tier difficulties of the Gates quickly turns the progression into an endurance test, where difficulty scaling relies almost entirely on turning encounters into tedious damage sponges rather than introducing smarter mechanics. Even matching elemental weaknesses to enemy profiles yields little tangible impact, and while the roster of foes appears varied on the surface, their behavior and attack choreography lack distinct personality. The narrative fares no better, delivering a standard fantasy storyline that lacks the pacing, emotional stakes, or memorable story beats needed to stay engaging. By the ten-hour mark, the plot struggled to justify the time investment. While the visual craft behind the character models and animations is undeniably clean, and a few party members like Johnny inject some much-needed charm, the broader cast remains confined to rigid archetypes with little agency beyond pushing the plot forward. To the developers' credit, the technical execution is commendable. Optimization is rock solid, running smoothly across the board, and the visual presentation is polished even if the overall art direction plays it too safe. There is a deeply admirable ambition in trying to offer an honest, non-predatory alternative in a space dominated by multi-million-dollar live-service budgets. But good intentions and fair monetization cannot substitute for mechanical depth, compelling combat, and a narrative that pulls you in. DragonSword: Awakening is not an outright terrible game, but it lacks the identity and richness necessary to make it worth your time. Verdict: 5/10 (Not Recommended)
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Latest in each market: best KR #75, worst JP #100 · 12 markets collected
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Korean*, Simplified Chinese, Traditional Chinese, French, German, Spanish - Spain, Russian, Thai, Portuguese - Brazil*languages with full audio support
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Hours played at review time, across 2.4K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h1]又一款MMO改单机,《龙之剑:觉醒》究竟质量如何?[/h1] 先说结论:如果你冲着《龙之谷》的“动作之魂”而来,98块钱绝对不亏; 如果你想体验一部媲美《巫师3》的史诗叙事,那可能会有些失望。 在《红色沙漠》取得现象级成功之后,又一款由韩国工作室Hound13开发的开放世界动作RPG《龙之剑:觉醒》来了。 在2026年7月这个神仙打架的档期,它硬生生杀出了一条血路。上线24小时便拿下Steam国区畅销榜首、全球畅销榜第四。 在Steam上,游戏收获了超过5600条评测,好评率目前全球90%、国区85%——用国区高赞玩家的评论来说:任何没有大型宣发的80%好评游戏在我这都是靠谱的。 [h2]来自《龙之谷》的远房表弟[/h2] 如果你曾为《龙之谷》里那种浮空连击、闪避反击的爽快感着迷,那你一定会对《龙之剑:觉醒》产生天然的亲切感。 类似于《红色沙漠》脱胎于韩国运营已久的经典MMO《黑色沙漠》,《龙之剑:觉醒》同样有一个名为《龙之谷》的前辈。 这款游戏由《龙之谷》之父朴正植领衔的韩国工作室Hound13开发。 团队在开发过程中吸取了《龙之谷》和《百魂战记》的经验。但请注意,这不是《龙之谷2》——开发团队中虽有部分成员曾参与《龙之谷》的开发,但《龙之剑:觉醒》是一个完全独立的IP。 不过《黑色沙漠》在开发之初就有“做一款单机游戏”的远景,但《龙之剑:觉醒》的命运则完成时一个意外。 这款游戏最初是按照“长线运营服务型游戏(GaaS)”立项的免费抽卡手游,后因开发商与原发行商Webzen产生合约纠纷而停运。团队收回IP后,将游戏全盘重构,彻底转型为买断制单机。 有媒体统计,这次转型从决策到Demo上线,最多只用了3个月时间。,与其说这是一次商业模式的“创新”,不如说是一场被逼到绝路的“断尾求生”。 正是这段曲折的经历,造就了这款游戏身上那种“拧巴”的气质——它有着端游的皮,却藏着一颗手游的心。 [h2]展现出来的优点:战斗手感,确实有东西[/h2] 在《龙之剑:觉醒》的开头,我们遇到一个被哥布林围攻的女精灵——是非常本子的展开,这确实是一个非常典型的日式异世界的故事:冒险者小队、公会、地牢、副本,该有的都有。 黑皮女精灵卡斯特拉(傲娇)是来自红毛乔尼(莽撞、狂妄)的队伍,然后红毛就邀请你入队,去接冒险者公会的任务——作为部分教学引导的目的,需要从送快递、找羊开始。 不过这个阶段就开始展示本作虽然是MMO,但是没那么公式化:发布任务的妹子艾莉的话半真半假,最终还把你导向了一个(如果完全没加点就会)危险的蜘蛛洞。 不过这个部分也可以看到本作最大的优点,它毫无争议地落在战斗系统上。 游戏的战斗围绕“三人小队切换”和“QTE信号技能”展开。每个角色拥有两个主动技能,能打出不同的异常状态。 当异常状态触发时,场上和待命的角色都会亮起“信号技能”提示——只要在合适的时机按下对应按键,就能触发一套行云流水的切换+连击。 这套系统绝非简单的技能堆砌。它融合了格斗游戏的击飞浮空连段,以及类似《怪物猎人》等狩猎游戏的 “骑乘怪物”机制——部分角色在攻击巨型Boss时,信号技能会变成“攀上怪物身躯进行刺击”的特殊动作。 配合场景的无缝切换,战斗体验除了“卡肉”(没有明显的削韧感),已经几乎无可挑剔。 近年来很难见到一款二次元ARPG,能把依托切换式QTE系统带来的不间断密集战斗打磨得如此成熟。 此外,游戏画面大概两说:近处的建模精度确实不太行,可以说不如原神。 但采用虚幻引擎5打造的动画风开放世界,画面精致治愈,角色建模与场景氛围辨识度极高。 [h2]完全手游化的世界构成和养成[/h2] 然而,当你放下手柄,开始探索这个世界时,手游的“余毒”就开始发作了: 点开UI,是手游的UI; 然后是养成系统的“原神化”——从美术风格到UI设计再到养成体系,大部分功能框架“都是照着《原神》借鉴的”,包含类似命座(觉醒系统)和圣遗物的系统。 游戏中的“觉醒系统”最高六阶,每阶解锁专属被动与属性加成,高阶觉醒能直接改变角色机制,高阶觉醒需要消耗大量资源。 点开角色,发现装备强化消耗水晶、技能升级靠吃书、到一定等级需要特定物品觉醒、技能升级需要百战古卷...... 此外游戏也并不存在“主角”或者“主角小队”的说法,比如剧情上和主角团对着干的罗克茜直接可以用兑换券抽出来——是的,类似于《碧蓝幻想relink》,并不需要抽卡,是直接精准兑换。 国区定价98元为全球最低,并且是买断制、无内购、无抽卡——所有角色均可通过主线流程免费解锁。 总得来说,这套东西对于单机玩家非常陌生,不过对于手游玩家可太熟悉了。 不过作为原本的手游改,《龙之剑:觉醒》内容充实度存在一定程度的缩水。 目前游戏仅开放了“奥比斯”区域。开放世界地图虽大,但互动机关与支线任务设计相对单调。 最后是角色设计的“二游思维”。 每个角色只有两个主动技能。这套“节俭”的技能设置,本质上是把一个角色的连招拆成了三个角色,为抽卡系统做了特化。 为了增强角色魅力,每个角色触发QTE时都会摆一个美美的Pose。但问题是,游戏至今没有加入视角锁定功能,连招过程中视角被频繁拉扯,高光特写反而成了拖累。 简单说,《龙之剑:觉醒》给人的感觉,更像是一款“去掉了付费内容的手游”,或者“二游陪伴服”。它不是一款纯正的PC单机,而是一具被强行塞进单机外壳的、曾经属于手游的灵魂。 [h2]98块钱,买一个“龙之谷”单机体验的周末[/h2] 《龙之剑:觉醒》大概是一款好、但是又没那么好的二游:它战斗确实爽、骑宠跑酷也非常舒服,但世界整体内容做的并不算精细,未来能否保持高质量更新也不可知。 如果你是《龙之谷》老玩家,那这98块肯定不亏,如果你是《碧蓝幻想:relink》的受众,这款游戏一定程度上也算是适合的。 不过对于传统JRPG爱好者,可能就需要稍微掂量一下,自己是否吃得惯这种“网游改单机”的套餐了。
This game was fun but I just lost 47 hours worth of play because my save game was randomly corrupted. I tried the common fixes such as "verifying integrity" and I can't seem to recover it.
Genshin Impact without the Genshin and with way more impact Quite good game
If you come from playing Wuthering waves, Neverness to Everness or such modern gacha games, your not going to like this all that much. It feels like the devs started making this after genshin impact came out which means theres barely any QoL features in it. It had one of the worst UI I have ever seen with very roundabout ways. The devs knew this game would not sell on Gacha market thus decided that rather then to rework the whole thing, to just release it on steam with a set price and I do think that was a very smart move. If this game came out as a gacha game with games like WuWa, NTE, Genshin, HSR, ZZZ and so on the game would flop really hard and die out very quick. First, you cant climb unless your on a mount. Your mount cannot speed up during climbing. literally. its a very slow paced walk. 2nd, your character could get stopped by a inch of wrongly placed wood. I had a time where I had to reassemble a statue of a goddess. I had to bring 3 missing pieces. I grabbed the head and was heading back only to get stuck by a wrongly placed bridge that stopped my walking and it was like 30cm off the ground. You cannot run while carrying the pieces of the statue too. And the statue is on a hill while the other piece is on another hill. Pretty far. Very annoying IMO. 3rd, The dodge roll is very very weird. Your going to still get hit when your dodge animation is playing. There are no Iframes. But in exchange enemies cannot change their attack direction or projectile direction. its not going to home in to you. 4th, There is currently ONE character that heals. And the heal absolutely sucks. its a healing circle that heals whoever is on the circle. But the duration is so ♥♥♥♥♥♥♥ short that only MC and whoever comes next can heal and its not even a time ticked heal, its just 1 heal. Is it lots of heal? No, its so miniscule you can ignore it. 5th, world feels empty. But its not only DS:A problem. it has been a problem for alot of other gacha games. WuWa had them too during its early days and they filled it more after 2.0 update, which I barely expect this game to do so. 6th, The MC honestly sucks. He looks generic, has a very generic MC attitude, personality and looks. And he gets overshadowed by his "Mercenary captain" who acts like a spoiled child. He seems more main character-y then the MC. It honestly sucks. I can commend decent combat, but everything else feels very lacking or under developed. Is it worth your money? Probably. for 30$ its not that bad. As a gacha game? Terrible. Devs are smart not to release this as one. And would like to commend them for not being another "predatory" company. If you do not enjoy Genshin Impact all that much, your probably not going to enjoy this all that much as well. Though give it a shot and play for 120 minutes and see if its good. Refund it if you hate it. Afterall its just a review. You have to try it for yourself to actually feel what the game is about. 2 hours is about enough to see how the game is going to be moving forward. Honestly expected more, but its okay. 5/10. Would I refund the game if I played less then 2 hours? Naa. Its not that bad. If the developers are going to continue updates and push out some reworks on mechanics I think the game could be way better then it is. Its a good enough of a game to enjoy when you have no games to play. I would not say its a 30$ well spent but I also wouldn't say its a 30$ better thrown to fire. Its [b] 30$ normally spent [/b]
该游戏作者喜欢删评论,凡是喜欢删评论的作品通通差评,你可以再给我一个黄信,我就要说
Generic soulless garbage. Just play anything else.
Avete mai desiderato il gameplay loop di Genshin Impact\Wuthering Waves ma privo della monnezza gacha? Se no, significa che avete ancora un briciolo di sanità mentale e sono molto contento per voi. In caso contrario, benvenuti nel club di quelli che si sono bruciati l'ultimo neurone e trovano divertente il farmare a iosa per potenziare i propri personaggi. Dragonsword: Awakening non sarà il titolo che ricorderete negli anni a venire, ma sicuramente quella che ho il piacere di definire una gradita sorpresa. Nato da uno scambio di screzi tra Hound 13 e il vecchio publisher, il gioco inizialmente doveva essere l'ennesimo live service gacha, ma così non è stato: il gioco, come già accennato, è una versione offline di un mobage open world e in quanto tale presenta la medesima struttura dei titoli citati in capo di recensione, ma priva di qualsivoglia limitazione derivante dalla monetizzazione aggressiva che spesso inficia queste produzioni. Quindi in soldoni, si affrontano quest, si esplora il mondo e si combattono mostri con un combat system che mi ha piacevolmente sorpreso pur non presentando i tecnicismi a cui roba come WuWa mi ha abituato. Il tutto mentre si cerca di portare su la propria squadra farmando boss e mini-dungeon per ottenere materiali utili e pezzi di equipaggiamento le cui statistiche sono dettate dall'rng (non temete però, c'è modo di controllarne i risultati e in caso rerollare per una build ottimale). Tutti i personaggi sono sbloccabili in-game e non sono presenti microtransazioni di sorta, il gioco è godibile nella sua interezza senza spendere un centesimo oltre ai soldi sborsati per l'acquisto. C'è chi magari potrebbe storcere il naso di fronte un numero di dlc cosmetici abbastanza importante, ma a conti fatti si tratta di roba estetica dal costo nemmeno così proibitivo. Bisogna considerare che il gioco non è stato creato da una compagnia multimilionaria, bensì da un team di soli 40 sviluppatori che hanno fatto i salti mortali per rilasciarlo. In definitiva Dragonsword: Awakening mi ha molto sorpreso in positivo: un gioco che non si prende troppo sul serio e che può regalare diverse ore di divertimento (la main quest si finisce in una ventina d'ore, ma tutto il contenuto secondario dovrebbe portarvene via un centinaio). Inoltre sta venendo aggiornato costantemente e sono in arrivo altri personaggi, mappe e quest. Consigliatissimo!
结合了手机游戏和次品动作游戏的所有缺点。只是因为开发商无力维持原有的手游计划而被迫单机化的早产儿。 -手游中你的角色命座/突破不高,你可以去抽卡,而这个游戏因为取消了Gacha,如果你练错人,主线卡了你突破/命座进度,你练错人只能忍。 -手游中的弱势角色无法上场,它也一样,然而手游中的弱势角色往往白送满突破不会练错人。 -单机劣质游戏最劣质的,不通关主线解限任务关卡,就不能刷更高级内容的日本共斗游戏糟粕,它把糟粕学的炉火纯青。 -相当于恢复药品的料理在《原神》并不是必须,而它强制要求你满地捡东西,还学了配方不公开无提示让你慢慢摸索,我寻思现实上技术学校考厨师证也不是一个人瞎琢磨的下来的吧?所以几乎所有认真玩的人都在作弊修改999食物。 -敌人的迷之hitbox和空气判定到处都是,这个游戏根本没指望你认真玩动作游戏,就是希望你叠够高攻击力去硬撞比谁先秒杀对方。 -我知道游戏被迫放弃盈利计划而改成止损用的单机版会让制作组满脑子和重仓投资过LUNA币一样的怨气,但是把自己代入怪去看着玩家倒霉属于基本品控都烂掉的行为。 -所以后期玩法单调,地图太小,容易跳出其实一点也不出意外,这款游戏除了二次元的美术素材外,很多合格的独立游戏都比它做的好。 -你可以说二游加单机加开放世界天然等于正确,但这不是评论游戏质量的标准。 It combines all the drawbacks of mobile games and crappy action games. It’s basically a premature baby forced into a single-player format to stop losses because the developer couldn’t maintain the original mobile game plan. - In mobile games, if your character isn’t highly ranked, you can go for a gacha summon, but this game scrapped the gacha. If you train the wrong character, get stuck in the main story, you just have to deal with it. - Weak characters that can’t be used in mobile games are the same here, but in mobile games, weak characters often get maxed out for free, so you don’t usually mess up. - The worst of bad single-player games is the Japanese co-op game trash where you can’t farm higher-level content unless you clear the main story and unlock tasks; this game has mastered that trash completely. - Recovery food in Genshin isn’t required, but this game forces you to pick up everything and makes you figure out recipes with no hints. I mean, in real life, you don’t just wing getting a chef certificate at a tech school, right? So almost everyone who plays seriously ends up cheating and editing food to 999. - Enemies have weird hitboxes and ghost detection everywhere; this game doesn’t expect you to seriously play an action game, it just wants you to stack enough attack power to see who can one-shot first. - I get it, the devs were forced to scrap the monetization plan and release a single-player stop-loss version, so they’re probably bitter like someone heavily invested in LUNA coin. But taking it out on players and watching them suffer is basic quality control failing. - So the later gameplay is monotonous, the maps are tiny, and it’s easy to CTD—it’s really no surprise. Apart from some decent anime-style art, many competent indie games do this better. - You can say ‘no gacha plus anime-game plus open world naturally equals political correctness,’ but that’s not how you judge game quality.
Für 29,99€ TOP Videospiel, einfach der Hammer, macht so viel Spaß Aber leider kein coop Story Modus, es geht wenn nur Raid / Unterwerfung zusammen
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
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Where this game's players are, estimated from review languages.
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