
On RuneScape's forgotten continent of Ashenfall, dragons have awoken. Gather, build, skill and craft in this co-operative survival adventure. Only by mastering survival and uncovering ancient secrets can you hope to face the ferocious Dragon Queen.
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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


Embark on quests, level your skills and explore a beautiful hand-crafted world.
This all-new adventure blends high-fantasy and iconic RuneScape lore on a brand new continent. RPG systems reward you with unique abilities and spells as you progress through each skill. Battle legendary RuneScape creatures like Zogres, challenge Black Knights and the entirely new and fearsome Garou, all set to a sweeping soundtrack of reorchestrated RuneScape classics and hours of brand new music.

Locate them, throw down the gauntlet and carve your path to the Dragon Queen herself.
Your progress will be under constant threat from the looming shadow of the Dragons, as you arm yourself and prepare to rise to face them. Follow the trail of destruction and uncover the mysteries of the continent to learn not just how to confront the dragons, but how to overcome them. Prepare potions, craft gear and push yourself to do battle with the most powerful force on the continent.
The smart money's on the dragon. But we do love an underdog!

Summon a spectral axe to fell trees in an instant! Blink away from danger in a cloud of magic. Turn bones into... peaches?
The Anima-rich landscape of Ashenfall offers you a power unlike any other. Conjure a tornado of fish from a lake! Explode ore veins with a snap of your fingers! Journey through the vibrant regions of Ashenfall, discover why wild magic spills from the fractured lands and harness that power to survive!

Like all RuneScape games, community is at the heart of everything we do.
We've shaped our entire roadmap based on player feedback, leading us to launch dedicated servers earlier than planned, introduce new combat and new quest content. Working together we're continuing to develop RuneScape: Dragonwilds. Whether you're adventuring with friends or going it alone, every opinion matters, and it's up to you to help us shape the future of our game.
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 2437 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
法术系统很有意思,但除此之外全是缺点,其实法术也有点蠢。 1.施法前摇过长,特别打架的时候,放不出来附魔。 2.任务引导烂成一坨,算是我玩过这么多沙盒生存里最烂的,点名沙漠的找斥候任务,找了两个斥候最后一个找了10分钟没看到在哪,最后发现是烧焦墙壁上的痕迹不是人,一点高亮一点提示没有。 3.升级完全没有动力,法术就那几个,后面几十级就给点蚊子腿加成,何意味我问你,何意味。 4.战斗系统也很垃圾,但是说是在改就懒得喷了。 5.小怪逆天索敌,大量堆怪的情况下小怪还猛追3条街,某些动物类敌人跑的还比角色快,不知道怎么想的。 6.逆天配方引导,没点英灵神殿基础还真不知道你那些B材料放哪个工作台要怎么合成,日志配方书里也有错误,就离谱。 7.法术甚至都不合理,耕作法术能法术浇水,却不能法术施肥,给解锁一个大堆肥桶,有什么用我请问? 什么其他罗盘没有高低显示,背包太小,存储东西不能选定某样不参与快捷存储一系列细碎问题更是数不胜数,总的来说这个游戏是我玩了那么多生存建造里玩的最让我力竭的一个。 这个游戏真的完美诠释了1级用木棍打小龙虾100级用附魔木棍打变异小龙虾。
What do you expect from a good survival RPG? Well, I expect to have solid progression, engaging quests, varied combat, plenty of crafting recipes, a well-designed building system, balanced difficulty, and enemies that aren’t just damage sponges. This game has none of those. Instead, it offers generic content, excessive grind, and clunky progression.
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Latest in each market: best UK #6, worst RU #97 · 14 markets collected
US · last 30 days
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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, Spanish - Latin America, Portuguese - Brazil, Simplified Chinese, Japanese, Korean, Traditional Chinese
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 2.5K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
2026年7月遊玩 簡單而言, 是縫合怪遊戲但縫得不好, 看似有不少系統, 但是設計的邏輯都不好, 不自洽, 成長曲線又不平滑, 官方已宣佈2026年10月推出正式版, 對其改進多少暫時不抱正面期望 戰鬥系統 ※提供3種方式: 近戰, 弓箭, 魔法, 隨時更換裝備切換 ※戰力像夜族掘起(V Rising)一樣, 看裝備等級 ※近戰參考類魂, 有體力條管理, 有招架, 有無敵幀閃避等戰鬥動作 ※存在某些BUG像單次輸入卻反饋兩次, 幽靈傷害(沒有攻擊卻有傷害)等等, 官方都將會更正 ※手感一般,怪物的攻擊前置提示不夠, 很影響彈反及格擋的手感, 因為要記住動作而不是單純看前置提示作出反應 ※怪物被連擊後會做一個急速沒有提示的反擊動作, 該傷害非常高, 正常邏輯應該是反擊後作出一個高傷害的攻擊, 以懲罰繼續貪刀的玩家 ※整個近戰系統都依靠背誦怪物動作及該動作的冷卻去進行, 沒有良好的交互感, 這是很難在短時間改良的 裝備系統 ※裝備的升級路徑很差, 每個新章節都要重造一次新武器, 沒有升級選項 ※每次升級要採集的資源來來去去都差不多(鐵,絲,皮,樹木), 只是每章節換成升級版本 ※武器的升級大多都只是改變數值, 只有偶然幾款有特效, 但因裝備等級的原因不能拿去下章節使用 ※套裝的效果很無趣, 由始至終只有3種套裝效果(近戰弓箭魔法各一,永不改變) ※裝備系統的無趣可以看出設計師功力不足 ※簡單舉例, 弓箭套裝增加潛行速度, 但遊戲鼓勵潛行的元素為0, 及技能樹沒有一處為潛行做強化, 完全是設計失誤 ※獲取特殊裝備大多只解鎖配方, 要拿到成品需要自己製造一次, 純純折磨 ※不少特殊裝備獲得時機都在該章節的後期, 但是下一章節又要更換成下一章節的新裝備 3種派別的經濟不平衡 ※弓箭製造成本太高, 需要使用該章節的金屬(屬前期珍貴資源), 而箭跟弩是兩種不同的彈藥 ※小怪有分別針對箭跟弩的抗性, 所以要同時準備箭跟弩, 非常昂貴及耗時 ※近戰只需要做1把便可,遇上抗性可以通過附上不同的屬性解決 ※盾牌最後升級, 因為有"風暴之盾"魔法, 可以於格檔時無視敵人傷害 ※魔法雖然要符文作為彈藥, 但是由此至終都用同一款, 不需要每個新章節重造, 而且製作非常簡單 ※總括而言, 魔法體驗最高, 近戰次之, 弓箭最後 等級系統 ※幾乎所有能做的事都有技能等級,可以升級至99, 中間有不少特性可以升級獲取 ※所有技能升級都可解鎖該技能的魔法, 像伐木,挖礦都有魔法可以一次大量採集, 很有爽感 ※但大部份技能等級在50之後基本上都沒什麼意義 ※例如建築的等級其實是沒什麼意思的, 一款生建遊戲卻把不同建築物用等級鎖住, 其實是不太好的設計 生產技能 ※釣魚的小遊戲, 在遊戲中算比較有趣的, ※但是獎勵跟經驗都給得非常少 (完成一次只釣1~2條魚), ※效率非常低, 花出的精力卻是所有生產技能中最高 ※農作技能非常折磨 ※首先每塊新農田要先除草, 除草一層要鏟5次, 但要鏟3層, 所以每塊新田要鏟15次 ※種植後草還可能再長回來 (植物會死掉, 什麼都沒有) ※每塊田可放一棵種子, 每塊田需要澆水5次 ※每款田可能會生病, 需要逐塊田去救 ※每款田可以施肥提高產能, 同樣要施肥5次 ※澆水跟生病中後期可以用魔法解決, 但是施肥跟除草不能 ※鏟子分等級, 有耐久, 影響鏟草速度 ※水壺也分等級, 影響澆水速度, 跟牧場物語一樣, 純純浪費時間 ※其他遊戲會有自動化採集系統, 這款因為設計了魔法所以通通都沒有, 所以魔法的存在變相落後了 工藝及建築系統 ※內核為英靈神殿(Valheim) ※建築物風格及建築系統很像, 要看材料的支撐度, ※不可隨便改變地形, 地面平整通過放置地台進行, 比較簡單美觀 ※生產設備生產後的東西會直接噴地上 ※其他遊戲可能有自動化流程生產及材料分類系統, 這款都沒有 隨機事件 ※有怪物攻打家園, 夜晚被小怪追殺, 飛龍隨機在地圖噴毒等等 怪物設計 ※對每隻小怪都不能掉以輕心, 近戰小怪的攻擊性非常強, 遇上2隻已經很難處理 ※初期遠程小怪已經懂得判斷你現在前進的方向預先瞄準該位置, 不是白兵的等級 ※但怪物AI不聰明, 高低差的Pathing AI很差, 只要學會像Fortnite 一樣善用建築物便可以較輕鬆對付 (但是中後期有一章節整個地圖都不能建造) ※怪物換皮感太重, 像不同皮膚的老鼠,狼,戰士,弓手,法師在不同章節中反反覆覆出現 物品欄 ※有重量限制, 有物品欄限制 ※重量可以通過唯一一款腿部裝備增加(只有等級1, 防禦力完全不夠後期使用) ※物品欄只有通過中期坐騎系統增加 ※部份物品的重量(如礦石)可以通過技能升級而減少, 但是也有不少很重的物品是不能減少 藥水及消耗品 ※不少藥水都只提供不同技能的經驗值加成 ※影響戰鬥力的藥水只有2款, 近戰魔法各1, 弓箭沒有 ※同時只生效一款藥水 ※另外飲不同的水也會提供不同特性, 當中最重要的可能是減少對應系統的體力消耗(例如近戰,弓箭,魔法,回避等等的體力消耗) ※種類非常多,太複雜,設計師偏偏不把經驗藥水統統歸納為一支,要拆分為每個技能一支(如果把進階藥水也算進去則是2支), 純純折磨玩家 紙娃娃系統 ※遊戲沒染色系統, 大部份裝備都是固定顏色 ※建物也是固定顏色 ※中後期有些披風可以有多種顏色更換(需要農代幣), 但可選度有限, 而且沒法預覽
Yeah it's pretty fun, like a polished Valheim with more enjoyable skilling.
Has potential, but has hard locked my pc 3 times now. Thumbs down for now.
This still needs a lot of work and has a huge emphasis on being in an Alpha state; you will encounter crashes and freezes and other events of the sorts- However, this is still really fun to play and build. I personally enjoyed base building the most and found it to be fairly easy to get along with when creating some more thoughtful structures without feeling completely restricted. Combat is severely unbalanced between the types with Ranged suffering the most such as being underpowered and relying on low-grade tactics such as air-walking into a corner of the room and firing arrows for 5 minutes straight without moving a step. With consideration that this is an obviously unfinished project I can certainly say this is still fun and enjoyable with friends.
I can no longer Spin to Win, this has completely blown my Power Fantasy, Games are meant to be fun. This isnt anymore.
"lets turn the newest area in the most hated runescape skill"
you need a friend to play with you together.
just bad valheim, skip it unless you are a runescape simp
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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