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The Dragoness: Command of the Flame News

Five Days to Go!

[h2]The time is almost upon us Commanders![/h2]

The launch of The Dragoness Command of the Flame is just around the corner as we count down the days until release.

We’d like to thank those who have participated in our previous Demos that helped shape the game and ensured The Dragoness: Command of the Flame is the best it can be. For those of you that are just discovering the game, we have several helpful guides to get you started on your adventure across the Drairthir Peninsula.



You play as The Commander, a veteran warrior that has been recruited by the Dragoness to reclaim the war-torn realm of the Drairthir Peninsula from the corrupted Shai-Va. However, upon your arrival, you are hit with a mysterious ailment and will need to gather resources to rebuild the new capital of Niwenborh to regain your full strength.

As the Commander, you’ll have access to various units and magical artifacts to build your army. There are over 40 unique units to recruit and dozens of artifacts to utilise as you take the fight to the Shai-Va in tactical turn-based combat.



While you wait, feel free to watch our handy Natiq’s Guide videos. As your right-hand battle Pangolin, Natiq is here to aid you in your quest and guide you through the dangerous realm. These short but helpful guides will tell you everything you need to know to get started and become a legendary leader.

The Dragoness Command of the Flame launches on September 1, 2022.

- Crazy Goat Games & PQube

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Natiq's Guide: Revival Spells, The Commander's Spellbook, and Artifacts

[h3]Greetings commanders![/h3]

Following on from last week's guide on Quests, Map Exploration, and the Battle System, Natiq Hay-Awan of the noble house of battle pangolins is back with another video! In part 2 of his 3 part series Natiq will be breaking down the mechanics related to Revival Spells, The Commander's Spell Book, and Artifacts.

[previewyoutube][/previewyoutube]

We hope today's lesson has been interesting, Natiq will be back again next week with another guide video when the theme will be Restoring the Capital and Building Your Army.

Remember, The Dragoness: Command of the Flame launches on 1st September, not long to go now!

- Crazy Goat Games & PQube

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The Bestiary - Part 2

[h2]Welcome back to our Bestiary focus, Commanders! [/h2]

In our last update, we took our first look at the many beasts and monsters available for hire in The Dragoness: Command of the Flame.

More specifically, we shone the spotlight on the units that can be recruited from the Forest and Frosthyll camps located in the capital of Niwenborh. From Oaken Ents to Werewolf Grunts, these camps housed some of the hardiest and most fearsome creatures in the entire Drairthir Peninsula!

Today we’ll be looking at the remaining two camps and the units that hail from the sun-scorched Watan and fiery Zildarya regions. You’ll be able to construct these buildings once you’ve progressed to the more dangerous eastern regions in the campaign's second half.

[h3]Ashes to Ashes [/h3]

In the arid wastelands of Watan, a variety of exotic fauna roam the endless sands. Naturally attuned to the heat, the harsh desert sun is nothing to these resilient beasts.

Natiq has been known to visit this region from time to time though he assures the Dragoness it’s merely for “research purposes”.

Giant crab - A tough unit with two lethal claws able to produce viscous saliva that can be cast forth as a long-range projectile. This naturally aggressive crustation can also cast Berserker’s Rage to double the damage of any unit’s next ranged attack, including its own!



Desert Eye - This unique ranged combatant can fire a powerful energy beam directly from its eye ignoring range boundary penalties. Its bulbous, floating form is held aloft by its sharp fins which it can also use to attack by spinning rapidly, damaging any unit adjacent, including friendly units!



Desert Viper - If you need to quickly close the gap on a ranged target, the Desert Viper is an excellent choice thanks to its impressive movement stat. Equipped with dual katanas, this reptilian unit can then dish out some serious damage at close quarters. The Viper also can fulfil a support role by using its Rejuvenation spell to heal a friendly unit for 10 health points over three turns.



Phoenix - The last unit in the Ashen camp is the wonderous Phoenix. Like the Griffon, this winged beast can traverse the battle grid with ease. Naturally evasive, the Phoenix can amplify and share this trait using its Overdrive spell, which increases the dodge percentage of any unit by 10 for four turns.



[h3]Too Hot to Handle [/h3]

Far to the east of the Drairthir Peninsula is the infernal realm of Zildarya. What was once a lush and prosperous land which flourished under the rule of the Regal Dragons, has since become a volcanic hellscape, tainted by the influence of the Shai-Va, with lava flowing through what remains of its ruined cities.

The creatures that can be recruited from the Zildarya camp are suitably demonic and are able to make use of rare and powerful necromancy spells.

Imp – Imps are one of the few creatures in Zildarya who have yet to be corrupted by the Shai-Va’s influence. Despite their small stature, Imps have a surprisingly large shield stat and are capable of harrying enemies with ranged attacks, making them an excellent decoy.



Succubus - The sultry Succubus is a multi-purpose unit, capable of dealing a decent amount of damage from both afar and close-up. However, the Succubus has a relatively small amount of health points, instead relying upon its necromancy spell, Avoidant Sacrifice, which Sacrifices 10 health points to increase a target’s dodge by 80% for two turns.



Dark Skull - One of the more unpredictable units to hail from the Zildarya camp is the Dark Skull. This small, flying, demon has a tiny health pool but can cause a great amount of chaos on the battlefield! Its signature spell, Misplacement, teleports a target six squares away from its current position in a random direction!



Bat – This highly mobile flying terror is capable of dealing massive amounts of close-range damage by employing its Hidden Dagger spell which doubles the damage output of a target’s next melee attack. Multiple bat units can be lethal particularly when you come up against enemy armies with low average shield values!



In our bestiary guide, we have examined the 16 units that can be recruited between quests at the capital, however during your campaign you will discover 40 unique units to bring into your army! We’re really excited to see how you experiment with the wide variety of unit types and the countless strategies and synergies that are possible.



Remember The Dragoness: Command of the Flame launches on 1st September 2022!

- Crazy Goat Games & PQube

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Natiq's Guide: Quests, Map Exploration, and Battle System

[h2]Greetings commanders![/h2]

In preparation for launch on September 1st Natiq Hay-Awan, esteemed member of the noble house of battle pangolins has created a new series of tutorial videos to help guide you through the world of The Dragoness: Command of the Flame.

[h3]Class is in session[/h3]

In part 1, Natiq will be teaching you all you need to know about the core mechanics of quests, map exploration, and the battle system.

[previewyoutube][/previewyoutube]

We hope you’ve enjoyed today’s lesson! Natiq will be back again next week with another guide video in which he'll be focusing on Revival Spells, The Commander’s Spell Book, and Artifacts.

Until then!

- Crazy Goat Games & PQube

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The Bestiary Part 1

[h2]Welcome back, Commanders![/h2]

In one of our previous updates, we looked at the importance of Restoring the Capital of Níwenborh, with its various buildings and structures being vital in your fight against the Shai-Va.

We’ve also explored how to spend your resources to upgrade the Commander and her revival spells. Today we’re switching focus to the units that you will be building your armies with and leading into battle.

In Níwenborh, there are plenty of majestic, deadly, and outright bizarre creatures willing to join the Dragoness’ cause. Before they can be recruited however, these beasts will need a camp in which to train. There are four such camps that can be constructed during the campaign, with each one linked to one of the Drairthir Peninsula’s major regions.

[h3]The Emerald Sea[/h3]

Lush and verdant, the humble Forest Camp is the first recruitment building that you’ll be constructing in the new capital and is home to Centaurs, Tree Ents, Harpies, and Griffons.

During the tutorial, you’ll unlock your first two units from this camp, the Centaur and the Tree Ent, two loyal beasts that you’ll find to be particularly valuable during the early quests.

Centaur – Equipped with their trusty bow and possessing decent manoeuvrability, the noble Centaur is well adapted for ranged combat. Their bow attacks are beholden to effective range bands, so you’ll need to find the sweet spot in order to deal maximum damage. If an enemy unit closes within melee range, Centaur’s will no longer be able to fire their bow and will instead switch to their weaker sword attack. Similarly, if an enemy is too far away then their arrows will be far less effective.



Tree Ent – The venerable Tree Ent is an ancient and ponderous creature capable of devastating close combat attacks. Ents have far more health and shield points than Centaurs, making vastly more durable on the battle grid. Conversely, they are incredibly slow and lacking in initiative which means that they will act later during a round. Ents can however cast the Slow spell which will severely limit an adversary’s movement, allowing them to level the playing field!



Aside from the Centaur and Tree Ent, the following units are also available for recruitment from the Forest Camp.

Harpy – The winged Harpy is an excellent support unit that can quickly change the tide of battle. While Harpies aren’t particularly powerful in direct combat, they have two spells at their disposal which are designed to disrupt and debuff enemy units. Exhaust can be used to decrease a hostile target’s attack power while Blur increases a friendly unit’s dodge %. Both spells last for 3 turns and can make for some interesting and potentially devastating combos when combined with other spells and unit abilities.



Griffon – The majestic Griffon is a highly mobile unit that can fly across the entire battle grid in a single turn. You’ll find the Griffon’s manoeuvrability especially useful for engaging pesky ranged units early on in a battle. It’s speed also means that it can easily escape from danger, which is important considering its below average health and shield!



To bolster its already impressive adaptability, or assist a slower target, the Griffon can cast the Initiative spell to increase a unit’s initiative by 10 for 10 turns.

[h3]An Icy Domain[/h3]

The second recruitment camp that can be constructed at the capital is the icy Frosthyll Camp. The frozen lands north of the Capital are full of terrifying supernatural beings that can add a magical edge to any army. The Frosthyll Camp is the first to introduce spells that affect the entire battlefield, buffing ALL units on the grid. You’ll need to think carefully as to when you deploy these spells as they have the potential to backfire if you’re not careful…

Winter Elf – Similar to the Centaur, the Winter Elf is a ranged combat specialist. At first glance this unit may not appear as powerful as the Centaur, having both weaker attack power and health. However the Winter Elf has access to the wide reaching Reign of Arrows spell with increases the ranged attack of all units on the battle grid by 5 for 3 turns.



Mountain Thing - As its name may suggest, this cavern dwelling monstrosity is a disturbing sight to behold. Despite its grotesque appearance, the Mountain Thing has access to the Flash Heal spell which will restore 10 points of health to a target unit. The Mountain Thing also has a large amount of health so it can be deployed in a more defensive role if you find yourself lacking mana.



Werewolf Grunt – This lupine creature is an incredibly nimble and powerful unit with strong defences making it the perfect choice for fulfilling a tank role within your army. As if its raw strength wasn’t enough, the Werewolf Grunt can unleash Mass Rally to boost the melee attack of all beasts on the grid by 5 for 3 turns.



Undead Soldier - The very definition of a meat shield… even if there isn’t much meat on the bone of this undead horror. While the Undead Soldier lacks attack power, it has one of the largest health pools of any of the recruitable units in the game! These creatures are best used to distract and block enemies from attacking more vulnerable and valuable targets.



[h3]From Camping to Glamping[/h3]

You’ll notice that every time you unlock a new unit, the camp itself will change physically to reflect its growth. Not only will you be unlocking units over time, but each unit within the camp can also be improved with multiple upgrades.



For example, Centaurs can be upgraded with Reinforced Arrows to increase their attack range by 1 and later with the Life Sigil which increases their base health by 2. Some units also make use of the same upgrade, so you’ll quickly be able to get to grips with shaping your army towards a specific strategy.

That’s all for today but stay tuned for our next post where we’ll be exploring the next batch of units from the sun-scorched Ashen and fiery Zildarya camps.
The Dragoness: Command of the Flame launches on 1st September 2022!

- Crazy Goat Games & PQube

Follow PQube Indies on:

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