1. Dragonkin: The Banished
  2. News

Dragonkin: The Banished News

Steam Awards 2025 Nominations Are Open!

[p]Hello Dragon Hunters,[/p][p]Winter has rolled in and we're reminded that it's never the wrong time to show a little gratitude! In that spirit, we'd like to offer our warmest thanks to all of you for helping make Dragonkin: The Banished a better game throughout Early Access. Thank you all for your feedback and encouragement! [/p][p][/p][p]The Steam Awards 2025 nominations have recently started. We've recently received a fair few positive Steam reviews, and we're very grateful for them. If you feel like Dragonkin: The Banished deserves your votes, we'd love your support![/p][p]There are several categories to choose from, but if we were to suggest only one, it would be:[/p]
  • [p]the "Best Game You Suck At". But obviously, it's up to you which category to choose![/p]
[p][/p][p]As the nominees are determined by the community alone, every vote makes a big difference. Whichever titles you wish to support, we hope you will all participate in big numbers and share some love for your favorite gaming experiences of 2025.[/p][p]Speaking of sharing the love, of you'd like to spread the word about our game:[/p]
  • [p]The best way to get the word out for your favorite games is to review the game on Steam!
    It really does make a huge difference, so thanks for taking the time![/p]
  • [p]Or by telling your friends, especially with the upcoming Multiplayer Update.[/p]
  • [p]Finally, if you want to hang up with with fellow fans (and the devs!), join our Discord Community![/p]
[p][/p][p]Again, your support, patience and optimism means a lot to the team. It drives us in creating the best experience possible, and means the world to us. We also wish you all happy holidays.[/p][p][/p][p]We'll be back before the end of the year with more dev blogs and news, so stay tuned for more. This isn't the last you'll be hearing for our journey with Dragonkin: The Banished.[/p][p]Cheers,[/p][p]- From EKO Software[/p][p][/p]

How Cinematics are made in Dragonkin

[p]Hello Dragon Hunters,[/p][p]Today, we want to share a behind-the-scenes look at Dragonkin’s cinematics.[/p][p]These were all created by Lea Martel in collaboration with our awesome animation, 3D and VFX team too. If you are interested in how they managed to bring cinematics to life, you are in the right place as we are going to dive into details![/p][p][/p][p]But first of all, let’s explain…[/p][p][/p][h3]Why does cinematics matter in a Hack & Slash?[/h3][p]Cinematics are a way to ground the narrative, heighten immersion, and highlight the moments that matter the most.[/p][p]In Dragonkin, we employ a variety of cinematic types, from class or major-encounter introductions, panoramas, and key story moments to emphasize critical events.[/p][p]In ARPGs, players are almost always on the move.[/p][p]They’re either busy tweaking their Ancestral Grid, theorycrafting, or roaming through maps fighting dozens of enemies. Cinematics create a little downtime where the player can have a moment to pause and breathe. After a hard-fought boss fight, for example, a cinematic lets them fully soak in the victory, relish that sense of accomplishment, or appreciate the stakes of the world through characters and boss introductions. Panoramas make the world more grounded and can even help the player to scout the area from afar.[/p][p]Another thing, especially tied to Hack & Slash, is that the camera usually is set above the player, for gameplay purposes. With cinematics we can break that perspective, giving the game a new dimension. By moving the camera closer and framing the world from unfamiliar angles, we can show environments on another lens .[/p][p]Ideally, cinematics are designed to be meaningful and memorable, creating a “wow” moment for the player, reaching a point where the game can “show, not tell” and not rely on solely exposition.[/p][p][/p][h3]What is it like being a Cinematic Artist at EKO?[/h3][p]At EKO, Lea Martel is the creative force behind nearly all the cinematics you experience in Dragonkin.[/p][p]A key principle in cinematic design is treating the camera as an actor in its own right. It’s not just a passive observer, it has weight, presence, and personality.[/p][p]The camera should move through the environment alongside characters, basically “react to the world around it”. This approach ensures that each cinematic feels alive and immersive, rather than simply a sequence of shots.[/p][p]One of the biggest challenges for Dragonkin is creating cinematics directly in the Engine.[/p][p]Unlike pre-rendered cinematics, which offer unlimited control over every frame, real-time engine cinematics come with technical constraints, such as performance limits and complexities, that require creative solutions. These limitations push us to innovate, finding ways to balance technical feasibility with the artistic vision we try to deliver.[/p][p]For example, Lea often has to scout the environment to find camera angles that effectively tell the story and carefully avoid unfinished areas or make new geometry / blocks solely for the cinematic.[/p][h3]Defining the intentions[/h3][p]With that in mind, Lea works closely with our Art Director to define the intentions given to each cutscene. Once this is set, Lea Martel begins the pre-production.[/p][p]The first step is defining the narrative we want to create for our players.[/p][p]Let’s take an existing Dragonkin cinematic and walk through its creation process.[/p][p]During the prologue, players get to try each class, and it was important for us to make an introduction for the player to immediately catch the “them” of each one. The cinematic needed to communicate the class’s personality, what kind of vibe they bring into the world building.[/p][p][/p][h3]So, here's what we’ve done for the Tracker:[/h3][p]The Tracker core fantasy, in-game behavior, and personality is written by Maxime Gonzalès, our narrative designer.[/p][p][/p][p]A bit of lore:[/p][p]"Before the Battle of the Breach, the Qhongirati Trackers were fiercely independent nomads, able to make the most of Dragon's blood. They created mutated beasts to use as mounts, the Draghurss, as well as a fighting style relying on ranged weapons to minimize their disadvantage in number.[/p][p]They make for the most elite archers in the world of Dragonkin."[/p][p]
Key story beats of this sequence are:[/p]
  • [p]Dragonkins make rituals to break the barrier and make Saur Iknog returns[/p]
[p][/p]
  • [p]Allied races unite to stop and repel the dragonkins invasion[/p]
[p][/p][p]This gives us the opportunity to create a sequence to introduce the Trackers as a cavalry force to showcase the mount, emphasizing their mobility and acrobatic fighting style.[/p][p][/p][h3]Putting blocks together![/h3][p]The next step is creating the scene and brainstorming the full sequence, either through a storyboard or directly in the engine, building a timeline.[/p][p]The process usually starts with a rough version, using placeholder cubes, existing animations, and available assets and posing the different actors, such as characters and monsters in the scene.[/p][p]This gives the initial sense of how the scene should look and whether it conveys the story the way we want. This is our first draft![/p][p]Another important consideration we apply to specific cinematics is where the cinematic will play and how to create a seamless transition between the cutscene and gameplay.[/p][p][/p][h3]From the first draft to iterations & polishing[/h3][p]From there, it becomes a collaborative back-and-forth between the cinematic and the technical team. Most of the time the animation team creates custom animations asked by Lea, often complemented by VFX.[/p][p]Lighting is then added, and sound is implemented last to tie everything together.[/p][p]This iterative process ensures each cinematic not only looks polished but also delivers the intended emotion and narrative impact.[/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][h3]Tracker Cinematic Intro[/h3][previewyoutube][/previewyoutube][p][/p][h3]Knight Cinematic Intro[/h3][previewyoutube][/previewyoutube][p][/p][h3]And just like that, our cutscene comes to life![/h3][p]Creating a cutscene is as fun as it is interesting, and as you can guess, what we’ve shared here is only the tip of the iceberg.[/p][p]We hope you enjoyed this peek behind the scenes and the design philosophy that forms the backbone of Dragonkin.[/p][p]Thanks so much for reading![/p][p][/p][p]Discord: https://discord.gg/K2dJ7WuK2f[/p]

Important news about the Multiplayer Update

[p]Hello everyone,[/p][p]We have some important news to share regarding the launch of the Multiplayer update.[/p][p][/p][p]Over the past few months, we’ve been hard at work adding new content like champions, fixing bugs, and implementing features requested by the community.[/p][p]We initially aimed to release our major update in December, but the truth is, we’re not quite ready yet. We’ve fallen behind our original schedule for several reasons, and that's why we'll need to delay the multiplayer update.[/p][p][/p][h3]Here are some insights on where we're at in the development:[/h3][p]Although the multiplayer system is functional, we’re facing stability issues that would negatively impact the player experience if released now.[/p][p]At the same time, by working on improving the core experience and adding new features that weren’t originally planned while still working on the promises in our original roadmap, we created delays.[/p][p]For example, one area we felt needed to be addressed ASAP and that we absolutely wanted to rework in this update was the Generator Spender system and the City Progression. These two aspects have been a source of frustration for many players for differing reasons, often preventing them from fully engaging with the game or leading them to stop playing.[/p][p][/p][p]If you’d like more details on that topic, check our DevBlog:
[dynamiclink][/dynamiclink][/p][p]This delay will also give our team the time needed to thoroughly QA test the build, including both online systems and the new features planned for this update. [/p][p]We know many are waiting for the Multiplayer Update before jumping into Dragonkin, and we don't want new players to lose interest due to systems that have been a pain point for our Early Access players and that are planned to be changed.[/p][p]Focusing on multiple aspects of the game, and our desire to address pain points raised by our community has led to the need for this delay.
[/p][h3]When will the multiplayer update release?[/h3][p]It’s too early for now to share a precise release date.[/p][p]That said, rest assured that we aim to release our multiplayer update early 2026. We’ll update you as soon as we’re able to lock in a new release date. We can’t wait to bring you our 3rd major update and ensure it’s worth the wait. [/p][p]We sincerely apologize for the delay and truly appreciate your understanding.[/p][p]Stay tuned here or in our Discord for more updates on what's next for Dragonkin: The Banished.[/p][p][/p][p]Thank you for your continued support and your patience. [/p]

Designing a more engaging Endgame

[p]Hello Dragon Hunters,[/p][p]Not long ago, we mentioned that the Hunting Board was getting some adjustments, along with a complete visual overhaul.[/p][p][/p][p]Today, we’re excited to finally share some progress and visuals! We’ll also take this opportunity to share our design goals behind these changes, and how it ties into the broader player experience.[/p][p][/p][h3]⚠️Hunting Board rework is planned for the full release[/h3][p][/p][h3]What’s the Hunting Board?[/h3][p]Before diving into the changes, let’s take a moment to explain the Hunting Board for new players.[/p][p]The Hunting Board is what you would consider the endgame of Dragonkin: The Banished.[/p][p]
[/p][p]The Hunting Board offers a series of predefined hunts across different biomes, each with a set minimum difficulty, preset modifiers, and unique rewards to claim.[/p][p]Once you complete your very first hunt, you’ll be able to choose from multiple paths to decide which rewards to unlock next. And, as you might expect, the ultimate goal is to complete the entire board.[/p][p][/p][p]Note: While hunts can be repeated, each reward is only earned the first time a hunt is completed.[/p][p][/p][h3]A New Look & Location!![/h3][p]First off, we’re moving the Hunting Board![/p][p]In the Cathedral of Montescail, a new room will become accessible once you reach the endgame. This space will also play a role after level 50, but we’ll share more details about that in a future DevBlog.[/p][p]
[/p][p][/p][p]While the core concept of the Hunting Board remains the same, you will access the endgame content by interacting with the large table.[/p][p]You’ll start on the first map and choose your path to reach the final hunt and complete it in order to unlockl the next map.[/p][p][/p][p][/p][p][/p][p][/p][p][/p][p]These changes serve the narrative we want to tell. Players should feel like they’re on a journey and the old Hunting Board didn’t capture the sense of ‘tracking’ a foe.[/p][p]We’re confident that this new visual will convey the immersion we’re aiming for.[/p][p][/p][h3]Other Adjustments[/h3]
  • [p]Shorter Hunts[/p]
[p]As we mentioned in a previous DevBlog, we’re making hunts shorter to create more intense and focused sessions. This also gives you more downtime to return to the City to theorycraft, sell, and upgrade your gear.[/p][p]Previously, a single hunt could last up to 40 minutes. From now on, regular hunts will take 10–15 minutes, while final hunts will last 20–25 minutes at most.[/p][p]We’re also reducing unnecessary backtracking that could disrupt the flow of a hunt.[/p][p][/p]
  • [p]More challenge[/p]
[p]To make hunts more engaging, each one will now end with a powerful foe. Regular hunts will feature a sub-boss or champion.[/p][p]At the far end of a map, you’ll face the final hunt, taking on a lord (boss) to unlock the next map and continue your journey.[/p][p]
[/p][h3]Thanks for reading![/h3][p]Okay, that's all we have for today! Let us know what you think about the upcoming changes![/p][p]Special thanks to our Discord Community, whose feedback really helped us focus our efforts in the right direction for these updates![/p][p][/p][p]Oh, and one last thing, it would mean a lot to us if you could please take the time to review Dragonkin![/p][p][/p][p]Thank you so much for reading, have a wonderful day![/p][p]Join us on Discord: https://discord.gg/WrCT2E5kG9[/p][p][/p]

What awaits you in the Rework of the City of Montescail

[p]Hello Dragon hunters,[/p][p]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.[/p][p]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.[/p][p][/p][p]To better understand the issues that led us to rethink the city:[/p][p][dynamiclink][/dynamiclink][/p][h3]Identifying the Problem[/h3][p]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.[/p][p]But this isn’t for everyone, especially for players less familiar with ARPGs, who are looking for a more accessible and less demanding experience.[/p][p][/p][p]Our goal is to strike a balance between:[/p]
  • [p]How can we help players quickly discover all the mechanics?[/p]
  • [p]How can we guide players so they don’t miss essential services?[/p]
  • [p]How can we maintain a sense of freedom in the city’s development?[/p]
[p][/p][h3]Faster Progression[/h3][p]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.[/p][p]That’s why we’re increasing the city’s experience gain by at least 30%.[/p][p]This change aims to let players access the core mechanics of Dragonkin earlier, without overwhelming them with information.[/p][p][/p][h3]Designing a more Linear Progression[/h3][p]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.[/p][p]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.[/p][p][/p][p]For example:[/p]
  • [p]The Jeweler will be accessible (almost) from the very beginning.[/p]
  • [p]The Ornamentalist will appear later, when your city has reached a stage where their utility becomes more meaningful.[/p]
[p][/p][p][/p][h3]Adding an Upgrade Tree[/h3][p]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.[/p][p]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.[/p][p]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.[/p][p]We therefore ultimately opted for an upgrade tree dedicated solely to service upgrades.[/p][p]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.
[/p][p][/p][p]Please note that all the values such as X points are subject to changes are not final.[/p][p][/p][h3]New Service : Divine Familiar[/h3][p]Among the Quality of Life suggestions we received, one idea was to auto-pick up gold and crafting materials, so here it is![/p][p][/p][p]How does it works?[/p][p]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.[/p][p][/p][p][/p][p]Note: For our players that prefer picking up resources themselves, no worries, you can either skip the upgrade or disable it at anytime.[/p][p][/p][h3]More Upgrades[/h3][p]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![/p][p]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.”[/p][p][/p][p]That’s why we are exploring other types of upgrades.[/p][p]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.[/p][p][/p][p]As for the rest, we’ll leave you surprises whenever you'll get your hands on it.[/p][p][/p][h3]That's it for today![/h3][p]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.[/p][p]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![/p][p][/p][p]Thank you again for your unwavering support and see you on Discord![/p]