
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.
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


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 2565 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Its good
Rating: 9.2/10 Dragonwilds has been one of the most enjoyable survival games I’ve played recently. The exploration, crafting, combat, and RuneScape atmosphere keep me wanting to play more. Pros Beautiful world with lots to explore Fun crafting and progression Satisfying combat and upgrades Strong RuneScape feeling Always something new to discover Cons Some quests are confusing Objectives and locations are not always explained clearly Gathering certain materials can become repetitive Overall, Dragonwilds is addictive, rewarding, and full of potential. Even with a few frustrating quests, I would still easily rate it above a 9/10.
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Latest in each market: best CA #6, worst RU #90 · 14 markets collected
US · last 30 days
Genres
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, 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 2.6K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
In het beginsel dacht ik dat het een gewone spel zou zijn. Na 100 uur gespeeld te hebben kan ik met zekerheid zeggen dat het zeker mijn geld waard was. Graphics zijn echt mooi en er zit een duidelijke (goede) verhaallijn in. Kortom: Een spel waarin men kan verdwalen. Aanrader 👌
30+ hours in so far, playing both solo and with a friend, and I'm thoroughly enjoying Dragonwilds. I've taken my time exploring, building, gathering, and progressing into the Whispering Swamp, and the foundation of this game is fantastic. My biggest concerns are almost entirely UX/responsiveness related: Combat responsiveness is by far the biggest issue. Attacking, casting, getting up/recovering, moving out of danger, and switching runes can leave the character feeling locked for too long. I understand attacks need commitment and weight, but weight and unresponsiveness aren't the same thing. If I start a swing/cast and suddenly need to move, movement should be able to cancel the action—lose the attack, spend extra stamina if necessary, but let player input take priority. Right now it can feel like the controls temporarily stop listening rather than the character naturally having momentum. Rune switching also needs to be considerably faster, especially during/immediately after combat. There are times I've already killed an enemy and still can't smoothly scroll to another rune. The elemental icons should also be color-coded (fire red/orange, water blue, earth green/brown, etc.) for instant recognition, with the icon positioned before the quantity/value (left side). Inventory/container interaction needs quicker transfers. Dragging everything between inventories/chests/crafting stations gets tedious when the intended destination is obvious. A simple click/right-click/modifier-click should instantly transfer items, while drag-and-drop can remain for manual organization. Co-op desperately needs temporary ground pings. Let us quickly mark "over here," an enemy, resource, destination, etc. for a few seconds. Making the ping appear as a rune/magical glyph would fit Dragonwilds perfectly. Crafting/growing objects should show progress when approached/hovered. Cooking timers, growth percentages, processing time, compost progress, etc. should be visible contextually without opening every station. The game already does this nicely with things like rain-catcher quantities. Extend that UX language elsewhere! Overall, I genuinely love the game. The world is beautiful, progression feels rewarding, and after 30+ hours I'm still enjoying taking my time rather than rushing through it. The biggest opportunity IMO is simply reducing friction between player intent and player action. Combat, rune switching, inventory management, and contextual information should feel immediate and intuitive. Dragonwilds already has the hard part: a game I want to keep playing. A strong responsiveness/UX pass could make it feel substantially better without changing what makes it special.
AWSOME
this game is fire
Nao [e um valheim mas da pro gasto
Having sunk 356 hours into the game, i can easily say dragonwilds is a fun co-op survival game with alot of meat and potatoes to it. While its not perfect by anymeans the team seems dedicated to making updates (usually every month) post its 1.0 launch on september 15th. The dedication the team has to making a fun survival game with the rs3/osrs feel is felt across the board. Included bellow is some postives and negatives in regard to the state the game is in as of *Sept 4th 2026* [Pre 1.0] + Quick Development Cycle + Melee/Magic Combat feels fluid + Beautiful Rendering / Stylized Graphics + Progression Feels good + Most skills feel rounded + Crafting Mechanics feel good + Difficulty on bosses feels moderate + Amazing Co-op Game - Ranged combat feels bland - Frequency of Warbands/Hunts feel too frequent (Can be adjusted via custom game mode) - Variety of Weapons/armors (Devs have spoken about adding stuff in 1.0 and post 1.0) - Certain skill trees are currently bland or empty (1.0 is said to change this) - Solo play feels boring (Very much a co-op game)
The game is filled with mechanics that the sole purpose is to annoy the players with no really addition to the gameplay. The multiplayer aspect is half baked to a point that playing with more people make it more annoying than anything, I feel like the team that made this game never player anything CO-OP. Half of the bosses encounters that I had were glitched with the NPC not even moving.
Esta bueno, personalmente no he tenido bugs y siento que valió el precio
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.
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