1. Dragonkin: The Banished
  2. News

Dragonkin: The Banished News

Break into a new endgame activity: The Test of Will

“Get ready to dive into your character’s psyche as they mentally prepare to face the voices of the dragons.”

Hello Dragon Hunters,

You may have already seen it on our roadmap, our next major update, Nurõrgartt, introduces a whole new endgame activity: the Test of Will.



In this mode, you'll face wave after wave of enemies while dealing with a mix of temporary buffs and debuffs, along with permanent bonuses that last throughout the run.

Each wave gets harder with stronger enemies, but the further you go, the better the rewards.

Whether you're coming back to Dragonkin after a break or just looking for your next challenge, the Nurõrgartt update will be the perfect time to jump back in.

[h2]How does the Test of Will work?[/h2]

The Test of Will is structured into Trials, each one made up of 10 waves of enemies.
Your goal? Push as far as you can to unlock the best rewards possible!

Between each Trial, you’ll choose between 2 portals. Each one offers either a temporary buff or a permanent bonus that lasts for the rest of the Test of Will.



At the start of each new Trial, enemies automatically gain +1 level and a random stat bonus. These effects stack as you progress into the Test of Will.

[h3]Temporary Bonuses[/h3]

These effects only last for one Trial (10 waves), but they have immediate impact.

Temporary bonuses are often powerful and perfect when the difficulty starts ramping up, or if you plan to leave the Test of Will at the end of this Trial.

Here are a few examples of temporary bonuses that may appear:



[h3]Permanent Bonus[/h3]

Permanent bonuses remain active until the end of your Test of Will run.

But to earn one, you’ll need to survive an entire Trial while dealing with a temporary penalty, which can make that Trial especially challenging.

These bonuses are ideal if your goal is to push as far as possible.

Here are a few examples:



[h3]Special Waves[/h3]

Each Trial includes 3 special waves, appearing every 3 waves.

These waves introduce a gimmick that lasts for the duration of the wave. They’re designed to disrupt your rhythm and force you to adapt your strategy.

Here are a few examples:
  • Large movement speed bonus for both characters and enemies
  • Enemy group that continuously heals itself
  • Toxic rain covering the entire arena




[h3]Arena Maps[/h3]

Each Trial takes place on an arena map, with varied topography.

Some maps are more open, while others are tighter, with choke points that limit your movement and force you to rethink your approach to each wave.

A map can either work in your favor or be a disadvantage, so you’ll need to adapt accordingly.



[h3]Risk & Rewards[/h3]

Starting from Trial 3 (after 30 waves), you’ll have the option to exit the Test of Will between two Trials, securing all the rewards accumulated up to that point.



When you finish the Test of Will, you’ll receive several rewards. Of course, the farther you go, the higher the loot quantity and quality:
  • The final chest will contain more loot as you progress through the Trials.

  • The rarity of items also increases: expect higher-quality loot, and greater chances of finding draconic or divine items.

  • Each chest will contain at least one Gift of the Eternal, a new type of reward that we’ll explore more in an upcoming DevBlog.




As usual, you have a total of 6 deaths per session.

If you run out of lives, your attempt is considered a failure, and you’ll lose all the rewards accumulated up until that point.



Each wave requires you to defeat all enemies within a limited time.

Exceeding the time limit is considered a failure, and will immediately end your Test of Will.

[h2]That’s it for today![/h2]

As always, if you encounter any bugs or have feedback to share, you can let us know through our Discord!

We also posted the results of the “Choose the Next Sneak Peek!” event on the server, along with some exclusive content in the #announcements channel. Be sure to check it out!

We hope you enjoy that new endgame activity, and thank you SO SO much for all the incredible support you've shown this game.

Eye on the new City Services and Features

Hello, Dragon Hunters,

Since the start of Early Access, we've been putting a significant amount of effort into improving itemization and specifically its flexibility, a core part of the gameplay experience that we know many of you have been eagerly awaiting.



The Nurõrgartt update introduces 5 new services to unlock in the City of Montescail, along with an entirely new storage system: the Fragment Chest.

These additions will give you greater flexibility and control when building your loadouts.

[h3]To sum up, here what you can expect:[/h3]
  • The Enchanter
  • The Memorialist
  • The Grand Benedictor
  • The Artificer
  • The Arsenal
  • The Fragment Chest

[h3]We are resetting City Points! [/h3]

With the launch of these new features, we’ve decided to reset city points, allowing players to redistribute them freely.

This reset is also a great opportunity to fix any mistakes or experiment with a different upgrade path than the one previously selected.

Please note:

This reset is not a feature, but a one-time adjustment made specifically for the introduction of the new functionalities.

This reset does not include the Abbey, the jailer, the Order, and the Pythia.

Without further ado, let’s deep dive into what’s coming.


[h3]The Enchanter[/h3]



This new service allows you to modify one of the affixes on a piece of equipment or a “modifier” type hexagon on an ancestral fragment.

The Enchanter will reroll the selected affix or modifier, changing both its type and values.

After the first modification, the other affixes or hexagons will be locked, and only the enchanted affix or modifier can be rerolled again.

Please note:
  • Rerolling a Divine affix or hexagon is guaranteed to retain the affix.
  • Draconic affixes cannot be modified/reroll.
  • You have unlimited attempts, but each reroll increases the cost.




[h3]The Memorialist[/h3]



Visiting the Memorialist allows you to permanently inscribe the bonus effect of a skill modifier, taken from a sacrificed skill fragment, onto a piece of equipment.

If a fragment contains multiple modifiers, the Memorialist will randomly select one from those present in the fragment.

The equipment then gains this bonus modifier for the associated skill, as long as it is equipped.

This allows you to benefit from a character or wyrmling skill modifier without having to place the fragment into the ancestral grid.



[h3]The Grand Benedictor (anciently known as the Master of Scales)[/h3]



That new service enables you to manage your Codex of Talents and Skill Modifiers.

By sacrificing legendary and mythic items, as well as fragments of any rarity, you can permanently record bonuses within your Codex.

As your Codex fills up, you'll be able to select one talent and two modifiers from the skill of your choice.



[h3]Artificer[/h3]



That new service allows the transfer of draconic attributes from one piece of equipment to another.

Please note:
  • This process sacrifices the original piece of equipment.
  • You can only transfer Draconic affixes to a piece of equipment of the same type.
  • This is the only way to obtain a Mythical Divine Draconic item, as Mythical items do not drop with the Draconic affixes.


[h3]The Arsenal[/h3]



This new feature allows you to save up to 4 build presets.

You can save your Equipment, including your currently equipped Wyrmling and its armor, but also your Attributes, the Grand Benedictor, and most importantly, your Ancestral Grid!

This new Service should let you experiment freely with different builds without the hassle or fear of losing your layouts.




[h3]Fragment Chest[/h3]

Many players have expressed frustration over the limited storage space for Fragments and we've heard you! That’s why, in the upcoming update we introduce the Fragment chest!

You’ll now find several Fragment chests scattered throughout the city, right alongside the familiar Equipment chest.

Additionally, we're also adding another kind of chest type that provides quick access to the Arsenal.



[h3]That’s it, for now![/h3]

This wraps up our DevBlog on the upcoming City features.

We can’t wait for you to experience all these new Services!

As always, we’re eager to hear your thoughts on everything. You can expect more changes and adjustments throughout Early Access, as we hear your feedback on things.

If you want to have your say or keep up with all our news and updates, feel free to join our Discord or visit the Steam discussions! We do our best to reply to everyone and answer any questions you may have.

And yeah, we’ll keep saying it, but wishlisting our game helps us a ton. If you like our game, spread the word and let your friends know about Dragonkin: The Banished.

See you next week !

Community Spotlight #1

Greetings Dragon Hunters,

Today marks our very first Community Spotlight!

While everyone’s eagerly awaiting the upcoming major update, Nurõrgartt, we wanted to take a moment to highlight some members of our community and what’s been up to since the release of the Early Access on Discord.



Here are a few of our favorite picks:
[h3]Videos[/h3]

We’re always grateful to see new videos from players, and it’s exciting to see how players are exploring Dragonkin. We’ve spotted some fantastic guides and creative builds that we think you’ll enjoy:

[h2]#1[/h2]
https://www.youtube.com/watch?v=GKbgz8cvgLshttps://youtu.be/GKbgz8cvgLs?si=OSCJ0f09KRCLoC80
@idodmg

We couldn’t do that DevBlog without mentioning idodmg that has been making videos over and over for Dragonkin, and we’re so grateful for his enthusiasm! We’re convinced his tips & tricks video will help you!

[h2]#2[/h2]
https://www.youtube.com/watch?v=aiNVgi6CHPQ
@prixm

Prixm is one of our Bug Hunters on our Discord server and there they showcase a Barbarian build on the highest difficulty available!

[h2]#3[/h2]
https://youtu.be/kyEwIK5uEAE?si=0n6n9xb5BNtufthO
@SlashingCreeps

We couldn’t hold ourselves from adding a bit of French to this DevBlog, SlashingCreeps! Check his take on the Oracle.


[h3]Community builds[/h3]

We love looking at the builds of our community and seeing how our players approach the Ancestral Grid differently ; here are some community builds that caught our eye since Early Access launch:

[h2]#1[/h2]
@mumpitzmaster

Mumpitz shows us a Meteoric Projection Barbarian build using the Electric wyrmling, obliterating enemies on its path.

[h2]#2[/h2]
@Wormweed

Wormweed presents us a Knight build using 'Shatterng Shield', creating an electric tornado of shields that can slaughter anyone who gets too close…

[h2]#1[/h2]
[h3]Choose the next sneak peek![/h3]

Happening now on Discord until April 18, 2025, 3:00 PM

Help us decide which sneak peek we’ll reveal for the upcoming customization pack!

We’re giving YOU the power to decide which class gets the next sneak peek for our upcoming customization pack! The choice is between the Knight, Barbarian, and Oracle.

Here’s the deal:
  • Head over to our server and add your vote!
  • At the end of the event we drop the sneak peek for the most voted class.
  • Make sure you get your vote in before time runs out!

[h2]#2[/h2]
[h3]Got Modifier/Skill Ideas? It’s Your Time to Shine![/h3]
Also happening on Discord! For an unlimited amount of time!

Have an idea for an awesome new skill or modifier? Come share your ideas on Discord! We’re really curious to hear what you’d love to see added!

Try to keep it realistic and consider how the existing modifiers and skills in the game will interact with each other.

Here are some ideas that the community has already submitted:



To participate, simply:
  • Lead to ⁠#skills-and-modifiers channel on Discord
  • Specify if it's a skill or a modifier
  • Write your idea and a short comment on what makes it cool, fun or how it can scale

We've got tons of ideas already, but we'd love to pick or get inspired by the ones that you come up with!
We'll also let you know which ones came from the community in our future patch notes.

Disclaimer
  • Skills / Modifiers created and submitted by the community does not mean they will be integrated into the game.
    Similarities to future Skills / Modifiers that make it into the game are fortuitous.
    Basically, it's for fun purposes!

[h3]That’s it for today![/h3]
Thank you for joining us again and keep an eye out for another community spotlight very soon. If you want a chance to be featured, feel free to share your creations with us on Discord!

Until next time!

Unveiling the Environments of Nurõrgartt

Hello, Dragon Hunters!

As the next major update for Dragonkin: The Banished approaches, we’d like to give you a sneak peek at the environments of Nurõrgartt and the new Dragonkin you’ll have to face.

This new biome is defined by two distinct environments: the tundra and Fafnir’s glacier.


[h3]The tundra[/h3]

We love creating environments that are more than just backdrops for your adventure. Each of our levels offers the chance to discover, explore, and fight. The tundra of Nurõrgartt is no exception.

While hunting in the tundra, you’ll come across the Toriel Clan Village, nestled within the fjords, which you can visit and explore.









We designed the tundra’s mountainous plateaus as a cold, inhospitable land where life struggles to survive. Yet, here the Barbarians have managed to survive despite the influence of the White Dragon Lord, but they’re not alone…

[h3]The Walking Charnel[/h3]

One of the most striking threats in this region is the Walking Charnel, a golem-like creature formed of fused armor and skeletons, bound together by ice. When it lets out a chilling roar and slams the ground, it unleashes a devastating shockwave, slowing anyone caught in its path while dealing massive area damage.




[h3]Fafnir’s glacier[/h3]

Deeper in the mountains, in this frozen expanse, the cold bites deep, snow covers echoes of the past, and ice traps ancient ships from another era.

This is a battlefield scarred by countless conflicts, where ruins and remnants of war dot the landscape.









We wanted Fafnir’s Glacier to make players feel the isolation, while also showcasing the raw, untamed beauty of the frozen wilderness and tease the history of these lands.

[h3]The Icebreaker[/h3]

In this realm of endless ice and snow, it was essential to introduce an enemy capable of vanishing beneath the snow and ambushing players with devastating force.





This adds to the constant feeling of danger that looms over players in this harsh environment.

[h3]What else to expect in the upcoming update?[/h3]

There’s a lot coming in the next update! Such as, your hub, the city of Montescail, expanding with new services, and a new endgame activity: the Test of Will.

We’ll share more details very soon in our upcoming DevBlogs! In the meantime, check out our DevBlog on How We Plan Updates During Early Access:
https://store.steampowered.com/news/app/1863430/view/615409552076048002

See you soon!

How do we plan to handle updates during Early Access?

Hello Dragon Hunters,

It’s been 3 weeks since the Early Access launch! Thank you once again for joining us in this adventure.
We receive a great amount of feedback here on Steam but also on Discord.

We receive a great amount of feedback here on Steam but also on Discord. We’re trying our best to answer everyone but as you can guess, that’s not always possible. Though rest assured, we’re reading through every review, post, and discussion!

That's why we're writing this post, to let you know what we are currently working on and explain how we plan to handle updates during Early Access.


[h3]Patches & Updates[/h3]

We're reading all the steam threads and your messages on Discord and currently fixing one issue after the other.

We believe that rather than trickling in small changes every few weeks, it’s more impactful to release larger updates every 2-3 months.

This allows us :
  • To take the time to properly evaluate player feedback and apply changes that truly improve the experience. That includes quality-of-life, bug fixes, and gameplay adjustments.

  • Pack in enough content to make it worth returning to the game for another few dozen hours.

  • And finally, work at a sustainable pace, giving us time to test everything properly before it goes live. We really don’t want to rush out half-baked patches just to hit a schedule.



https://store.steampowered.com/news/app/1863430/view/498314610455086374

[h3]Regarding Quality of Life features[/h3]

During the playtests 3 months ago, for exemple, several players asked for a different camera. This feature was added into Dragonkin. We really want to continue incorporating feedback from our community into our updates.

Since launch there have been many things that players have found annoying or time consuming, as well as suggestions to improve general gameplay.

So we will try to address these one by one.

  • Better visibility of important Fragments and Equipment on the ground.
    (Such as indicators to show whether a character/wyrmling skill is associated with the Fragment. And indicators to show if a drop is Divine, Draconic if not both.)

  • A dedicated chest in town for Fragments (we know you've been asking for it).

  • The addition of guides and tooltips as well as improving existing ones.

  • A notification to alert the player when city XP is earned.
    (Such as when the player collects relics)

  • The ability to share currencies and materials between characters in the same city.


Many players have expressed the wish to save their Ancestral Grid.

This feature will be introduced alongside the Arsenal, allowing you to save preset configurations of your Ancestral Grid but also everything regarding your character (equipment, attributs, passives, wyrmling, etc…), making experimentation much easier.

Additionally, many features are planned for the crafting system, such as the ability to modify an equipment, or transferring Draconic Corruption from one draconic item to another.

These will be gradually introduced over future updates.

For more information regarding this topic, please check: https://store.steampowered.com/news/app/1863430/view/506195274633317929

[h3]How about critical bugs?[/h3]

If a major game-breaking bug / Blocker bug shows up, we’ll push an emergency fix as soon as possible (like we did recently for quest issues).

For standard balance tweaks and minor fixes, we’ll roll those into the larger updates.

[h3]What are the major points we want to work on and address?[/h3]

Here are some key areas we believe require significant updates to address:
  • Lack of impact or weight behind skills.

  • Balance issues with character skills, with some being too weak and others too powerful.

  • Progression balance is off.

  • Enemies populations are not dense enough.

  • Optimization.

[h3]A Message From Us[/h3]

Thank you for all of your kind words, support, and love since we announced the start of our Early Access! We still have a long way to go!

As a small team that has been working on this game for several years, it makes us so happy to see players enjoy the game. From the bottom of our hearts, we truly appreciate all the love and support you have shown us.

[h3]Your feedback helps![/h3]

Keep sending us your feedback - we love to see it, and are listening! We're committed to making Dragonkin: The Banished the best game it can be at our scale.

As always, for any in-game issues/bugs, please report any bugs here on Steam, or in our Discord! All reports are much appreciated, as we continue to work on bug-fixing!

Thanks for being part of this adventure!