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Dragonkin: The Banished News

Hotfix #1 Now Live!

Hello everyone,

We have just deployed a hotfix addressing some issues that were reported by our community, as well as various other bugs that have made their way into the game.

Please report any issues in the #bug-report channel on Discord.

Thanks for your patience, and we appreciate your continued support.

🐛Bug Fixes

Quests
  • Fixed a bug where the Protect the sapper objective in the endgame quest Fire by fire couldn’t be completed


Crafting & Resources
  • Fixed a crash that could occur when trying to reroll a modifier in a fragment at the Enchanter
  • Fixed an issue with Divine ingredients not appearing in Gifts of the Eternal
  • Fixed a bug where the Gift of the Eternal could be empty if the player died immediately after it spawned and could cause a crash


Enemies & Bosses
  • Fixed the Green Mud Brute’s attack animation
  • Fixed a bug where the Elementary Pseudopod had unintended constant shield regeneration
  • Fixed an issue where the "Guardian" elite affix could stack infinitely, making enemies unkillable
  • Adjusted visual effect for the new Frozen Elite Aura for better visual clarity


Fragments, Talents & Skills
  • Fixed an issue with the Safe Distance modifier not being compatible with any skill
  • Fixed the Ice Wyrmling Armor "Okaenos Cobalt Armour" that had a wrong talent
  • Fixed an issue with the passive "Purification" that could trigger infinite crowd control effects under specific conditions


Miscellaneous
  • Fixed an issue with Chaos Hunt parameters resetting to default in some scenarios
  • Fixed an issue when using gamepad in City Customization view when the last focused element was not visible anymore
  • Fixed an issue with the Delete Group Function which would not update properly the menu upon use
  • Fixed an issue with the equipment Shared Chest where the 4th tab being hidden, making the ANY items stored in that tab inaccessible


Localization
  • Fixed a the name for the Sergeant of Fafnir enemy
  • Fixed Alaric’s name displayed incorrectly in one of the story's quest
  • Fixed an issue with an unwanted '+' sign before 'Damage dealt -10%, but +0.5% after finishing each wave in the Test of Will’s trial parameter in the Polish language

Patch Notes : NurÔrgartt

Hello Dragon hunters,

We are delighted to announce that Dragonkin's First Major Update, the NurÔrgartt patch has arrived!

Please take a look at our Trailer:

[previewyoutube][/previewyoutube]

Oh! And Founder Pack 2 is here! Download it right here:

https://store.steampowered.com/app/3594840/Dragonkin_The_Banished__Founder_Pack_2/

This patch introduces our 1st Major Update features and QoL updates requested by the community, along with several bug fixes.

As always, thank you to everyone who reported bugs and provided feedback to us!

Your support is crucial in shaping the future of Dragonkin and thanks to our fans, we’ve been able to go beyond the scope of what was in our initial roadmap.

A quick note regarding Steam Deck support, Dragonkin: The Banished is now officially playable! We’ll continue working toward full compatibility.

Patch notes will feature a [đŸ”„] emoji whenever the change is based on community feedback!

[h3][Highlights][/h3]


  • 6 new character skills
    2 for each class, including: the Knight, the Barbarian, and the Oracle.

  • 3 new Wyrmling skills
    1 for the Ice Wyrmling and 2 for the Toxic Wyrmling.

  • 5 new Services in the City of Montescail
    The Enchanter, The Memorialist, The Grand Benedictor, The Artificer, The Arsenal will be added to your city.

    These are designed to give you more control around your itemization and builds.

  • New Biome: NurĂ”rgartt
    4 new levels in The Tundra and the Glacier environments.

    New dungeon purification: The Ice Cavern.

    New enemies, and bosses to discover.

  • New endgame activity: 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.

  • New kind of reward: Gift of the Eternal
    In our ongoing efforts to enhance player agency and reward progression, we'd like to introduce a new kind of reward: Gift of the Eternal.

    Our goal with that new reward is to provide meaningful choices that respect your time and investment in the game. By allowing you to select rewards that align with your goals, we aim to enhance your gameplay experience and progression satisfaction.​

  • đŸ”„New Storage Chest for Fragments
    Many players have expressed frustration over the limited storage space for Fragments and we've heard you!

    That’s why we introduce the Fragment chest! You’ll now find several Fragment chests scattered throughout the city, right alongside the familiar Equipment chest.

  • 15 new endgame hunts
    New rewards to unlock on the Hunting Board for chaos hunts and for the Gift of the Eternal. Most Hunts happen in the new biome “NurĂ”rgartt”.

  • đŸ”„Progression & loot adjustments
    Your feedback highlighted how the overall level progression, especially between levels 30 to 45 could feel underwhelming and unrewarding.

    With this patch, we’ve taken the first steps to make leveling more satisfying by allowing players to obtain more interesting and high-rarity drops much earlier.

    Our intention is to add more 'wow' moments for the player and make progression before max level feel exciting.

    As such, Divine & Draconic are now available starting at level 1 and Mythical items drop from level 30 instead of 45. The Gift of the Eternal, which can drop in the storyline and offers rarer items, should help reinforce that rewarding sense of progression.

  • đŸ”„Gameplay adjustment
    This patch brings a wide wave of gameplay refinements aimed at making the core experience feel better. As such, we’ve touched many parts of the gameplay.

    Expect: increased enemy density, combat feel and responsiveness, loot visibility, difficulty adjustments, and of course overall skill balance.

  • Quality of Life (QoL) & New options
    We are adding in-game guides, features like level-up notifications, and improving tooltip readability.

    We also really want our players to customize their experience.

    That’s why we’re adding plenty of settings for you to mess around with, such as high-contrast cursor, minimap transparency, camera distance, NPC and Enemy Highlight options, Colorblind mode and more.

  • Founder Pack 2 available
    Dragonkin: The Banished. Founder Pack 2 contains:

    6 exclusive pieces of equipment including a chest and a helmet for your heroes (2 per character)

    6 exclusive visual effects allowing you to add a trail to your Wyrmling.

    The exclusive pack “Day of the Dead Dragon” includes cosmetic elements for your city: statues, roofs, flags and pennants.


[h3][New Features][/h3]

🎼Gameplay

  • 2 New skills for each class, including: the Knight, the Barbarian, and the Oracle

    Knight


    • Compressed Air
      Lothair pulls enemies inward and deals fire damage to them. While this ability has no cooldown and can be cast repeatedly, each use consumes Fuel.

    • Offensive Rempart
      Lothair braces his shield in a chosen direction, channeling for a few seconds. During this time, he gains a huge chunk of armor and delivers continuous strikes in front of him while blocking incoming projectiles from the front.

    Oracle


    • Psychokinesis
      Electrane unleashes a shockwave that pulls enemies after a few seconds, briefly stunning them and dealing physical damage afterwards.

      Vision: Instantly pulls enemies and deals damage, allowing you to use it as a reaction spell.

    • Electric Wall
      Electrane creates a passable electric wall. Enemies that pass through it are slowed and take damage over time while allies who pass through the wall gain increased movement speed.

      Vision: The wall increases in size, letting you cover larger areas and better control chokepoints.

    Barbarian


    • Battering Ram
      Rurik charges in a direction, steering his charge slightly. He deals ice damage to enemies along his path and at the end of the charge explodes in a blizzard of ice damage.

    • Ancestral Totem
      Rurik summons a totem that periodically emits pulses of ice damage to nearby enemies. While active, it empowers the attacks of allies within its radius. The totem can draw enemy aggro and be destroyed.

  • 3 New Wyrmling skills, including: 1 for the ice wyrmling and 2 for the Toxic Wyrmling

    Ice Wyrmling


    • Frigid Wind
      While the Wyrmling inflicts damage over time, has a chance of creating an area that inflicts frostbite the enemies dealing damage over time.

    Toxic Wyrmling


    • Voices of the swarm
      While inflicting damage, the Wyrmling has a chance of creating a line of toxic spit across the screen.

    • Explosive sickness
      While inflicting damage over time, the Wyrmling has a change of hitting the target with an explosion of toxic damage.

  • 5 New Services added to the City of Montescail


    • The Enchanter
      Allows you to modify one of the affixes on a piece of equipment or a “modifier” type hexagon on an ancestral fragment.
    • The Memorialist
      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.

    • The Grand Benedictor
      Allows 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.

    • The Artificer
      Allows you to transfer the draconic attributes from one piece of equipment to another.

    • The Arsenal
      Allows you to save up to 4 build presets.

  • New reward: Gift of the Eternal
  • 15 New endgame hunts, including new parameters for chaos hunts along other rewards
  • đŸ”„Improved combat feel:


    • Added hit animations to most enemies
    • Added screen shake effects when using some skills
    • Added flash effects when using some skills
    • Added more sound effects to skills
    This change was requested by players and aligns with our ongoing goal of improving combat feel. feedback, weight, and impact. More improvements are planned.

    Of course, everything can be adjusted in settings.

  • đŸ”„New Storage: Fragment Chest
  • Added 4 new wing variations in Founder Pack 1
  • New Difficulties unlocked: Calamity II & III
    Calamity III is now the minimum difficulty required to farm Divine ingredients.

    These are used to craft Divine items such as rings, potions and Wyrmling armors, but also modify your freshly acquired Divine gear via the Enchanter or Memorialist.

  • đŸ”„Gold, dust and crafting ingredients are now shared between all characters
    This is a feature a few of our members on Discord suggested.

    Since we want to encourage players to create alts, we decided to allow these resources to be shared across all characters on your account, as long as they are created in the same city.

  • Selling Mythical equipments & fragments to the Dark Merchant now grants Primordial dust


✹Quality of Life (QoL)


  • đŸ”„Tooltips now display at the bottom of the screen when hovering over an item (optional in settings) and Quest item names are underlined for easier identification
  • đŸ”„Added sounds and updated visual effects when a Draconic and Divine items drop on the ground
  • New icons for equipments and Fragments dropped on the ground
    This change aims to make it easier for players to quickly identify valuable or interesting drops. Now, you'll be able to instantly recognize if an item is Divine, Draconic, if not both, or another key rarity without having to pick it up first.

    Previously, players had to pick up equipment to check its stats or fragment to see what it contains, even if they already knew it was Divine, Draconic or a specific size of fragment.


    This wasn’t ideal, especially when the inventory would be filled up pretty fast, forcing players to either drop items on the ground or make trips back to town to sell them.

    We want to respect your time and investment, so you can now spot interesting items at a glance and preview their details when you hover them, before committing to pick them up.

  • đŸ”„Added a notification when earning City Prosperity (XP + level up), this change should help you to keep better track of your City progression
  • Added a level-up animation for both the player and the wyrmling. Additionally, health and mana are fully restored upon leveling up!
  • đŸ”„A summon portal now appears at the start of the endgame hunt, leading to your first quest destination
    This also works for exclusive activity quests like the Dungeon Purification and Test of Will.

  • Added rarity and size filters to the Ancestral Grid keyword search
  • đŸ”„Added buttons and keybinds to sort the Fragment inventory (globally or per page)
  • Loot text for all countable items now shows quantity
  • Added a small animation and sound when the player attempts to pick up loot with a full inventory


đŸ–„ïžMenu & UI


  • Tooltips now display more detailed information, including damage and duration for summoning skills
  • đŸ”„Game Guide has been updated to include all player skills, elite modifiers and the new town services
  • Customization City menu has been improved
  • Added a zooming camera when upgrading or customizing your city, so you can actually see what you're changing
  • Gamepad input for the World Map updated (Select -> DPad Right) and Pause changed (None -> Select)
  • Added more loading screen variations themed to different environments
  • đŸ”„Added Hit flash and Screen Shake settings
  • Added character, npc and enemy highlight options in the option menu
  • Added a Colorblind mode option
  • Added a Large Text Size option
    That option is enabled by default on Steam Deck.
    Please note that some layout issues may still occur on certain menus.

  • Added an option to mute the barks of your character
  • Added a changelog button on the Main Menu for quick access to recent updates
  • Added a Help Button to the Hunting Board
  • The option menu now remembers your last position when closed and reopened
  • The "New" icon is now automatically removed from items when they are sold


[h3][Update][/h3]

🎼Gameplay

Loot

  • đŸ”„Divine & Draconic items are now available starting at level 1
  • đŸ”„Mythical items now drop starting at level 30+ (previously 45+)
  • đŸ”„All rarities (Uncommon, Rare, Legendary, Mythical) are now obtainable 10 levels earlier. This change does not affect fragment drops
  • Draconic & Divine loot rate has been adjusted
  • Reduced loot drop quantity from trash mobs and swarm, in response to increased population
    The current progression system felt too slow and lacked excitement.

    That’s why we’ve made some adjustments to progression and loot based on the feedback many of you shared.

    To address this, we made changes on the loot curves and rates for equipment. With these tweaks we aim to create more memorable moments when you find something “cool”, while also smoothing out the overall itemization as you level up.

    One of the goals here was to reduce the feeling of getting stuck with low or mid rarity gear for too long. And while It’s true that we are lowering the overall drop rates a bit, you’ll now start seeing higher and more varied rarities and kinds of equipment earlier in your progression.

    We also fixed some issues with Divine and Draconic drops, they were showing up way less than intended at low levels, and a little too frequently in endgame.

    While this isn’t a full overhaul of the loot system, with the introduction of Eternal Gifts, earlier access to higher rarities, and new properties that equipment can roll with, we hope these first changes will make the experience feel smoother, more engaging and more fun overall.

    Of course, we’ll be keeping a close eye on how all of this plays out and make changes if needed in the future based on your feedback.

  • Pendants can now be Legendary and Divine
    Legendary pendants grant 1 Talent Point. Divine grant 1 extra Talent Point (+3).

  • Low-tier gear can roll with a talent, and equipment can spawn with a linked mod
  • Loot quality now scales more accurately with difficulty levels
  • đŸ”„Removed the following affixes from equipment slots


      Left & right hand


      • Gold
      • Max health

      Left hand only


      • Elite resistance
      • Thorn damage
      • Block
      • Barrier
      • Reflex
      • Damage reduction

  • Updated skills


      Knight

    • Reworked Knight skill: Shattering Shield to become a larger, scalable AoE with the keyword “Area of Effect” replacing the previous “projectiles” keyword


      Oracle

    • Skills with vision now cost 0 energy (for a short time if channeled)
    • Updated some skills when using Vision:


      • Ethereal darts now immediately shoots around the target on-cast
      • Electric wave now goes faster and returns to its cast position
      • Lightning beam now features a secondary beam behind the Oracle

      Other Skills

    • đŸ”„Updated all skill modifiers with a new intermediary tier (1 > 3 > 7 > 15 > 30)
      Previously, hitting the final 2 tiers felt pretty hard to grab the strongest bonuses.
      To address that issue, we added an intermediary tier to smooth out the progression and give more power-spikes to your build.

      Additionally, bonuses values across all tiers have also been adjusted accordingly.

  • Adjusted keywords and modifier compatibilities on a lot of Character & Wyrmling skills
  • Adjusted summons’ combat AI to be able to fight even when the caster is not nearby, and teleport when too far away
  • Summons are now correctly affected by mods and talents
  • Adjusted stats for all summoning abilities: summoned creatures (soldiers, sentinels, insects) now scale with the damage, armor and health multipliers of the summoning character, including elemental damage multipliers and summon stat bonus
  • Reworked all wyrmling summon skills:


    • The electric wyrmling now summons a frail but friendly harpy that fires piercing projectiles
    • The fire wyrmling’s summon is a friendly damned creature that strikes all-around it
    • The ice wyrmling now summons tougher melee skeletons
    • The toxic wyrmling still summons tons of insects, but they’re no longer invincible (they continue to avoid aggro, though)
      We’ve updated all summoning skills to better scale with the caster’s statistics. We also took this opportunity to make each skill feel more unique.

      We still have some work to do so that every interaction (mostly with passive skills and modifiers) works correctly with summons. If you felt that summon builds were too weak to try before, now is the time to check them out again!

  • Some modifiers can now add keyword to skills, making them compatibles with others modifiers (for example, adding a cooldown to a skill now add the “Cooldown” keyword)


    Crafting

  • Reduced crafting costs for Potions, Rings, Ornamentalist gear, and Wyrmling Armor
    This change should help to make early and mid-game progression smoothe

  • Potion effect quality now scales with rarity, meaning higher rarities give better stats
  • The Dark Merchant now sells common items and starter skill fragments

    Misc.

  • Destructibles can now drop gold, because destroying stuff should be somewhat rewarding
  • All enemies are cleared and spawners disabled when the final room portal appears during dungeon purification

  • Barrier regeneration is now gradual rather than in fixed intervals
  • Players can now interact with each relic only once


⚖ Balance

Knight

  • Show of Force


    • Cooldown removed: 0.5s → 0

  • Blazing Arrow


    • Energy cost reduced: 10 → 0
    • Now deals +20% damage to enemies affected by damage over time

  • Martyr for the Eternal


    • Summon stats increased:


      • Attack: +100%
      • Health: +600%

  • Intense Propulsion


    • Now works with the Double Strike modifier


Oracle

  • Chain Lightning


    • Deals +20% damage to enemies afflicted with a status effect (e.g., stun, slow)

  • Writhing Cyclone


    • Duration increased: 2 loops → 2.5 loops
    • With Vision, now lasts 3.5 loops instead of 2.5 loops

  • Chaotic Armor


    • No longer interrupts other skills
    • Can now be cast during abilities like Lightning Beam

  • Draconic Ally


    • Energy cost reduced: 40 → 20
    • Summon stats updated


      • Attack: +100%
      • Health: -75%
      • Armor: +50%
      • Duration: 30s →s 8s

  • Atomic Storm


    • Cooldown increased: 15s → 20s


  • Ethereal Sentinel


    • Energy cost reduced: 30 → 15
    • Summon stats updated:


      • Attack: +100%

Barbarian


  • Survivor’s Spirit


    • No longer interrupts other skills

  • Resonating Strike, Hailstorm Barrage, Bloody Assault and Wings of Ice


    • Now works with the Double Strike modifier

Wyrmling


  • Electrifying Charge


    • Now has a maximum range and prioritizes closer enemies

  • Winged Invocation


    • Now attacks from afar with piercing projectiles

    • Summon stats updated:


      • Health: +100%
      • Armor: -75%

  • Spontaneous Combustion


    • Cooldown decreased: 2s → 1s
    • Attack coefficient increased: 15% → 25%

  • Redemption of the Damned


    • Now attacks all-around
    • Chance to trigger increased: 5% → 15%
    • Summon stats updated:


      • Health: +500%
      • Armor: -75%

  • Blizzard


    • Smarter homing projectiles
  • Frozen Armour


    • Cooldown increased: 1s → 2s
    • Duration reduced: 1.5s → 1s
    • No longer stacks with itself but now refreshes its duration instead

  • Frost Army


    • Chance to trigger reduced: 50% → 25%
    • Duration increased: 10s → 15s
    • Summon stats updated:


      • Attack: +100%
      • Health: +400%
      • Armor: -75%
  • Poison Strike


    • Attack coefficient increased: 15% → 25%

  • Insect Ally


    • Chance to trigger reduced: 15% → 5%
    • Summon stats updated:


      • Attack: +50%
      • Health: +100%
      • Armor: -75%

Common


  • Adjusted many skills to scale with the “bonus duration” or “dragon bonus duration” stats
  • Nerfed the Potion Debuff affix in endgame hunts: -75% → -50% healing
  • Adjusted elite affixes:


    • Sage affix aura now grants a stronger barrier but reduced max health
    • Healer affix now grants less max health to elite enemies
    • Guardian affix aura now reduces incoming damage from outside the shroud by 50% instead of 100%
    • Nerfed the reflex and thorn-related mutations


đŸ—șEnvironment


  • New Biome: NurĂ”rgartt, including 4 new levels in the Tundra and the Glacier
  • New dungeon purification: the Ice Cavern
  • Added new blocks and lighting for the Jungle and Underwater Dungeons
  • Adjusted the spawn position of various resource spots in certain maps

🐉Enemies & Boss


  • Reworked elusive elite affix (formerly named imperceptible) along with Cursed, Unstable and Siphon affixes
  • Ghoul aura now provides crowd control reduction and bonus maximum health, instead of attack and life drain
  • đŸ”„All biomes now feature a denser population and more variety, especially in endgame
    This should help environments feel more alive and reduce the sense of emptiness.

  • Dungeon population is now more randomized for variety
  • đŸ”„Reduced control duration for enemies with stuns (corrupted oracle, corrupted bandit) and reduced the overall damage of some dangerous enemies
  • Significantly reduced Thorn values on enemies to prevent players from being one-shotted
  • Crawling corruption now erupts passively while moving


✹Quality of Life (QoL)


  • New option to change the camera distance
  • Current difficulty is now displayed above the minimap
  • The battle log is no longer reset between maps
  • Materials are now sorted by their reactive / color type
  • Added a "skip prologue" button in the prologue popup on the first launch


đŸ–„ïžMenu & UI


  • Values in the Stats menu now accurately display the final calculation (Attack, Armor, Attack speed, Barrier
)
  • Added a statistic to display the induced Damage Reduction from the armor score
  • BattleLog:


    • Damage from summons is now registered
    • Now features a DPS column (calculated over 5s)

  • đŸ”„Reordered the skill grid slot tooltip info
  • Added a gamepad input display submenu in the settings
  • Added symbiosis and keyword info to player skill tooltips
  • Highlighted keywords given by symbiosis in tooltips with a color
  • "More information" input action now appears in the action bar when Ctrl is held and more info is available in tooltips
  • Damage numbers in the option menu now appear in three lines for better readability
  • Replaced the text display for Mouse Scroll Up and Down with an icon for better clarity
  • Adjusted the PS5 R3 / L3 and Share button sprites to the correct size
  • Updated gamepad cursor texture
  • Updated the "favorite" icon for equipment and fragments when marked as favorite
  • Various improvements on the world map, including default zoom behavior
  • The character customization menu UX has been improved
  • The recall button is now hidden when in the city
  • Help button added to a few menus (Hunt board, difficulty management, etc
)
  • Skill grid mini-tab slots now have borders to show fragment shape more clearly
  • Health bar update: separated barrier from health
  • Updated the visual of unspent points on attributes and wyrmling menu
  • Multiple stats added for display in the stats menu, because we know you like that
  • Main menu updated: selection step added before choosing a character to play or delete
  • Sort your equipment now ranks items by power
  • "Sort all" button now sorts all inventory tabs
  • "Sort" input action now sorts the current inventory tab
  • Added keyword search highlight animation to the skill grid mini-tab slots
  • Any character skill in symbiosis now has a visual animation in the Ancestral grid on the equipped skill slots


đŸŽ„Cutscenes & VFX


  • Fixed one of the cutscene sub-boss cinematics in the Swamp of Jak’Sara
  • Added new panoramas for the Plains of Domistria


🔊Music & SFX


  • Integrated time out and tier reached visual effects on the Dragon Rift menu in the Dungeon Purification
  • Reworked Barbarian impacts, fixed missing impact on whirlwind
  • Reworked the basic attack sound design impacts of all characters
  • Added and updated audio for loot, UI (user interface) and several chests
    We still have much to do on SFX (UI and more) that will be worked on gradually throughout development.

  • Added sounds to the Oracle’s Vision
  • Reworked and added sounds for characters taking damage and being low-life
  • Added barks to all available characters
    They now have something to say, but you can mute them in the options if you want!

  • Overhaul of hostile sound mix priorities
    Bigger enemies should be more easily distinguished from smaller ones.

🚀Graphics options


  • Added Intel XeSS support
  • Updated NVidia DLSS 3.7.2 to DLSS 4.0.0 (multiple frame generation available for Nvidia 5000 serie GPU)
  • Updated AMD FSR 3.1.0 to FSR 3.1.3
  • Added Dynamic Resolution and minimum screen percentage options for more compatible upscalers
  • Added FSR Frame generation support with compatible upscalers (thanks to the FSR 3.1.3 update)
  • đŸ”„Forced FPS limit to 60 during loading times
  • Added a “Character” quality setting that adjusts the level of detail for all in-game characters and enemies, as well as the number of NPCs visible in the city
    Some graphics options will be reset with the update, so please check them to make sure they match what you want.

[h3][Fixes][/h3]

🐛Bug Fixes

Quests

  • Fixed automatic dialog saving, causing dialogs to replay when changing maps / restarting the game
  • Fixed one of Gerome’s dialogs being played twice during the story
  • Fixed enemies that weren’t attacking during protect events
  • Fixed a bug that replayed the cinematic against the swamp semi-boss Jailanung
  • Fixed swamp villagers being in T-pose during some dialogs
  • Fixed an issue where players could interact with interactables before reaching the objective in the endgame quest “Treasures of the Swamp”
  • Fixed the failed protection objective not resetting correctly in the endgame quest “The Pilgrimage”
  • Fixed an issue where cultists in the swamp of Jak’Sara would ignore the player in the endgame quest, “No more”
  • Fixed an issue where certain enemies were not attacking during protects or wave events
Menu & UI

  • Fixed an issue where items wouldn’t get equipped when dragged onto the character preview
  • Fixed an issue where the BattleLog button would get focused in certain cases after a cinematic
  • Fixed activation issues when using a gamepad, specifically when opening the world map while the quest log was focused
  • Fixed hold buttons showing progress animation even when a city upgrade is locked
  • Fixed an issue that would occur when trying to craft a potion while having no inventory space available
  • Fixed scroll bar issues with mouse interaction on the difficulty selection popup
  • Fixed flickering when placing the cursor between two fragments
  • Fixed a bug where floating fragment count and keyword search wouldn’t update correctly
  • Fixed an issue where the relic count in the world map would sometimes fail to update
  • Fixed an issue with the Ornament slot 4 number not displayed correctly
  • Fixed the position of an inaccessible chest in the plains, making it properly accessible
  • Fixed an issue where difficulty settings wouldn’t persist across menu resets
Combat & skills

  • Merged the behavior of damage over time effects for better consistency and scaling across abilities
  • Fixed an issue causing endless elite spawns during wave-based events
  • Fixed a bug where passive skills would be lost on death if the player met their attribute requirements through equipment
  • Fixed the Barbarian’s Meteoric Projection not triggering some Wyrmling skills
  • Fixed the Barbarian’s War Cry talent, it was not supposed to be already available but is now working properly
  • Fixed the Toxic Wyrmling’s Dark Affliction skill not triggering
  • Fixed the Big Hitter passive skill (bonus damage with reduced attack speed)
  • Fixed the Vengeance potion effect not being applied correctly
  • Fixed a bug that occurred when stacking the Vision of the Oracle class
  • Fixed the elite damage multiplier and resistance not being correctly used in the damage calculations
  • Improved pathfinding for ranged enemies to reduce instances of them getting stuck behind obstacles and walls
  • Fixed infinite range attacks from Dragon Flowers and Mutant Bandits
  • Fixed the fire Elite affix incorrectly applying effects at unlimited range, this affix also now disappears shortly after the Elite’s death
  • Fixed an issue where some elite enemies were not receiving the proper bonus statistics from their affixes
  • Fixed the visual effects of dodge flask augments not adapting to the Wyrmling’s elemental type
  • Fixed lingering remnant visual effects on dead enemies
  • Fixed a bug causing bad interactions between the Barbarian’s jump and boss phase transitions
  • Fixed a positioning issue where the wyrmling would appear in the wrong location after using a teleport skill in combination with a Wyrmling skill
  • Fixed a bug where the healing orb talent wasn’t properly healing
  • Fixed an issue where the Knight’s Rallying Banner wasn’t correctly applying elemental resistances
  • Fixed an issue where the Control talent was not applying the correct number of marks when triggered by very short status effects or continuous stat effects
Miscellaneous

  • Players can no longer die during cinematics
  • Fixed an issue where players had to leave and re-enter the city for newly unlocked upgrades to take effect
  • Hunt augments are now disabled during a story group, as they do not have access to the augments menu in that context
  • Fixed animation issues with Wyrmlings wearing an armor during cinematics
  • Fixed an issue with MyNacon's email validation where valid domains like .co.uk were incorrectly marked as invalid
  • Fixed an issue where torch and brasero light flickering was unnecessarily heavy on CPU usage
  • Fixed a bug where playable characters could still be rotated while dead
  • Fixed an issue where Cyrrha’s panorama would not correctly unlock the associated minimap area
  • Fixed Chaos Hunt generation not selecting the correct biome when using a specific boss rule
  • Fixed visible gameplay visual effect appearing during cutscenes


[h2]Known Issues[/h2]

With the release of the NurÔrgartt update, we're aware of several issues, some more significant than others.

While none are critical enough to delay the update, we’re actively working on a Hotfix scheduled for release next week. This will give us the time we need to thoroughly test the fixes.

As for now:


  • "Fire by Fire" (endgame quest) cannot be completed.

  • "The Gift of the Eternal" does not give Divine Resources.

  • The Safe Distance modifier is currently non-functional.

  • The elite affix "Guardian" can stack indefinitely, potentially preventing enemies from being killed.

  • A crash may occur when rerolling a Hexagon from a Fragment using the Enchanter.

  • Chaos Hunt settings reset after returning to town post-hunt.

  • The Ice Wyrmling Armor "Okaenos Cobalt Armour" has a wrong talent.

  • The "Elementary pseudopod" enemy is incorrectly providing constant shield regeneration


We’d like to inform you of a bug we've identified, that we won't be able to fix in the upcoming hotfix.

In the patch notes, we mention a fix where ranged enemies would sometimes get stuck if there was an obstacle (like a rock) between them and the player, only when the player is standing close to that obstacle. This preventing enemies from chasing the player properly.

However, this fix has inadvertently caused the same issue to affect melee enemies, which was not the case before.

Temporary Workaround:

If you encounter this bug, simply moving around should help "unstick" the enemies and get them back on track.

We appreciate your patience and support while we work to resolve these.

[h2]Your feedback helps![/h2]

Thank you for bringing issues to our attention so we were able to fix them quickly!

As usual, if you come across any further issues or bugs, please report them on Discord so we can investigate and get fixes out! Naughty little bugs! Blame this guy 🐛

Also, we’ll say it again, but we’re building this game alongside the community. So if you have suggestions, we want to hear them. Whether our Discord or the Steam Discussions, we’ll be there!

And with that, see you next time!

NurÔrgartt Update is Coming on May 20th & Patch Teaser!

Hello Dragon Hunter,

[h3]The day is set![/h3]

Dragonkin: The Banished's first major update, NurÔrgartt will be released on May 20th!

We made a new teaser to celebrate the occasion, we hope you're as excited as we are!
Please check it out:

[previewyoutube][/previewyoutube]

The scope of this update went way beyond what we initially envisioned. This was only made possible through the warm and constructive feedback we have been given with these past months. Thank you so much everyone for your support!

Our upcoming patch notes as well as this DevBlog will feature a [đŸ”„] emote whenever the change is based on community feedback!

[h2]NurÔrgartt Update Overview[/h2]

Now let's take a took at the key changes you can expect in our first major update:


  • [h3]6 new character skills[/h3]
2 for each class, including the Knight, the Barbarian, and the Oracle.

To learn more about these new skills, please check our Devblog:
https://store.steampowered.com/news/app/1863430/view/498320947205374001

  • [h3]3 New Wyrmling skills[/h3]
1 for the ice Wyrmling and 2 for the toxic Wyrmling.
  • [h3]5 New Services in the City of Montescail[/h3]
The Enchanter, The Memorialist, The Grand Benedictor, The Artificer, The Arsenal will be added to your city.

These are designed to give you more control around your itemization and builds.

To learn more about these new Services, please check our Devblog:
https://store.steampowered.com/news/app/1863430/view/498319044783374510

  • [h3]New Biome: NurĂ”rgartt[/h3]
2 new environments: The Tundra and the Glacier.

New dungeon: The Ice Cavern.

New enemies, and bosses to discover.

For a deeper dive into the new biome, please check our Devblog:
https://store.steampowered.com/news/app/1863430/view/498317142563751877

  • [h3]New endgame activity: Test of Will[/h3]
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.

To learn more about this new endgame activity, please check our Devblog: https://store.steampowered.com/news/app/1863430/view/498319683381887030

  • [h3]New kind of reward: Gift of the Eternal[/h3]
In our ongoing efforts to enhance player agency and reward progression, we'd like to introduce a new kind of reward: Gift of the Eternal.

Our goal with that new reward is to provide meaningful choices that respect your time and investment in the game. By allowing you to select rewards that align with your goals, we aim to enhance your gameplay experience and progression satisfaction.​

To learn more about it, please check our Devblog:
https://store.steampowered.com/news/app/1863430/view/498319683381887486

  • [h3]đŸ”„New Storage Chest for Fragments[/h3]
Many players have expressed frustration over the limited storage space for Fragments and we've heard you!

That’s why we introduce the Fragment chest!

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

  • [h3]15 New endgame hunts[/h3]
New rewards to unlock on the Hunting Board for chaos hunts and for the Gift of the Eternal. Most Hunts happen in the new biome “NurĂ”rgartt”.​

  • [h3]đŸ”„Progression & loot adjustments[/h3]
Your feedback highlighted how the overall level progression, especially between levels 30 to 45 could feel underwhelming and unrewarding.

With this patch, we’ve taken the first steps to make leveling more satisfying by allowing players to obtain more interesting and high-rarity drops much earlier. Our intention is to add more 'wow' moments for the player and make progression before max level feel exciting.

As such, Divine & Draconic items will be available starting at level 1 and Mythical items at level 30 instead of 45. Also, all rarities (Uncommon, Rare, Legendary, Mythical) are now obtainable 10 levels earlier. This change does not affect Fragment drops.

The Gift of the Eternal, which can drop in the story and offers rarer items, should help reinforce the sense of progression.

  • [h3]đŸ”„Gameplay adjustment[/h3]
This patch brings a wide wave of gameplay refinements aimed at improving the core experience. As such, we’ve reworked many parts of the gameplay.

Expect: increased enemy density and group variety, combat feel (impact) and responsiveness, loot visibility, difficulty adjustments, and of course overall skill balance.

  • [h3]Quality of Life (QoL) & New accessibility options[/h3]
We are adding in-game guides, features like level-up notifications, and improving tooltip readability.

We also really want our players to be able to customize their experience. That’s why we’re adding plenty of settings for you to mess around with, such as high-contrast cursor, minimap transparency, camera distance, NPC and Enemy Highlight options, Colorblind mode and more.

  • [h3]Founder Pack 2 available[/h3]
Dragonkin: The Banished. Founder Pack 2 contains:

6 exclusive pieces of equipment including a chest and a helmet for your heroes (2 per character)

6 exclusive visual effects allowing you to add a trail to your Wyrmling.

The exclusive pack “Day of the Dead Dragon” includes cosmetic elements for your city: statues, roofs, flags and pennants.

A few weeks ago, on Discord, we shared a preview of one of the customisations from Founder Pack 2.

Here's a look at the Dark Prophetic Armour for the Oracle, designed by Agathe Dhondt:



[h2]About the story[/h2]

We realised that it's possible we hadn't been clear enough about when the rest of the story will be released.

[h3]We plan to add the additional story acts when we come out of Early Access and fully release Dragonkin: The Banished.[/h3]

We understand that some players are waiting for this before jumping into the game, and we truly appreciate your patience.

We're eager to hear your thoughts on the prologue and the story so far, feel free to share your opinions with us on Discord! Your feedback means a lot to us, and your feedback has had a huge influencer on the upcoming NurÔrgartt update!

Here a reminder of our roadmap:



[h2]Don't forget your Founder Pack 1[/h2]

In the meantime, don’t forget to download Founder Pack 1 if you haven’t already. This pack will expire on May 20th, 2025, and will be replaced by Founder Pack 2. As a reminder, these are cosmetic gifts that we have prepared for players to mark milestones in our Early Access development journey. Thank you again for joining us.

https://store.steampowered.com/app/3462450/Dragonkin_The_Banished__Founder_Pack_1/

[h2]What's next?[/h2]

As you can expect, our production velocity is at full throttle and the team is working on refining the NurĂ”rgartt update. It’s a long ride, but your overwhelming support goes a long way in keeping the team's motivation high!

We're looking forward to hearing your thoughts on the new systems and changes we've made. We'll be keep an eye on how this update lands while the team starts preparing for our next major update, featuring the introduction of the Tracker. But that's still a little far off, for now...

[h2]We'll see you on May 20th![/h2]

As usual, we encourage you to join us on Discord and of course, we’ll be back next week with a big patch note for when the update goes live!

New Skills & A Small News From Us

Hello Dragon Hunters!

With this first major update, we’re introducing new skills for each class: The Barbarian, the Knight, and the Oracle are each getting 2 new abilities.



Designing new skills is one of the most exciting parts of development for us, these additions are meant to shake up your builds a bit, and provide new tools to destroy your enemies. We hope you’ll find them interesting.

Of course we’d like to add more skills over time, as we mentioned in our Roadmap.

A quick note on the NurĂ”rgartt update: we’re still aiming to release it for Spring!

We’ve seen your questions on Discord and Steam, and we’ll let you know as soon as possible when a date is locked. We appreciate your patience.

That said, let’s break down what’s coming.

[h2]Upcoming skills[/h2]


[h3]Lothair De Montdragon - The Knight[/h3]

Starting with our beloved Knight, we’re giving him new tools to lean into the idea of using defense abilities more proactively, while reinforcing battlefield control.

[h3]Compressed Air[/h3]

Lothair pulls enemies inward and deals fire damage to them. While this ability has no cooldown and can be cast repeatedly, each use consumes Fuel.







[h3]The Best Defence[/h3]

Lothair braces his shield in a chosen direction, channeling for a few seconds. During this time, he gains a huge chunk of armor and delivers continuous strikes in front of him while blocking incoming projectiles from the front.








[h3]Electrane - The Oracle[/h3]

Part of the Oracle’s identity is to control the battlefield by managing space, disrupting enemy movements by slowing them, and creating windows to burst and chain abilities easily.

These new tools double down on that identity, offering more ways to abuse the environment.

[h3]Psychokinesis[/h3]

Electrane unleashes a shockwave that pulls enemies after a few seconds, briefly stunning them and dealing physical damage afterwards.

Vision: Instantly pulls enemies and deals damage, allowing you to use it as a reaction spell.







[h3]Electric Wall[/h3]

Electrane creates a passable electric wall. Enemies that pass through it are slowed and take damage over time while allies who pass through the wall gain increased movement speed.

Vision: The wall increases in size, letting you cover larger areas and better control chokepoints.








[h3]Rurik Haraldson - The Barbarian[/h3]

With his new skills the Barbarian is getting more mobility and utility, while keeping the class’s aggressive flow intact.

[h3]Battering Ram[/h3]

Rurik charges in a direction, steering his charge slightly. He deals ice damage to enemies along his path and at the end of the charge explodes in a blizzard of ice damage.







[h3]Ancestral Totem[/h3]

Rurik summons a totem that periodically emits pulses of ice damage to nearby enemies. While active, it empowers the attacks of allies within its radius. The totem can draw enemy aggro and be destroyed.







[h2]Shattering Shield rework is coming[/h2]

We frequently share progress on our Discord server. If you're already part of our community, you've likely seen this update. But for everyone on Steam who isn’t, here’s a sneak peek at what we recently shared.

As part of the many changes coming in the upcoming major patch, we’ve reworked the visuals for one of the Knight’s abilities: Shattering Shield.







Previously, the ability felt a bit underwhelming and didn’t fully capture the impact and power it was meant to convey. So, we decided to give it a visual overhaul!

We believe the new version of Shattering Shield delivers a more satisfying feel and finally gives the ability the visual impact it deserves. This aligns with our goal of improving combat feel such as feedback, weight and impact, that players have been asking for.

[h2]We reworked the loot preview too![/h2]

Some of you probably noticed that we made a few changes to the loot that drops on the ground.

In the next update, it will be easier to instantly know if a drop is Divine, Draconic, or both. Not only did we add new icons, but we also enhanced the visual effects.Fragments will also show whether they contain a Wyrmling or Character skill.

We’re also giving you a behind-the-scenes on the development process, some of our experiments, iterations, and ideas we scrapped along the way to get the version you see today.

As always, things may change during Early Access as we take your feedback into account.



[h2]That’s it for today![/h2]

We really enjoy sharing our progress with the community, but sometimes we’re unsure of what you would like to see most or know. So feel free to join us on Discord and let us know what interests you, whether it's specific features, behind-the-scenes development, or early previews.

Of course, we can’t share everything, as we want to keep some surprises for later, and some things are still too early to be revealed.

See you soon!

Introducing a New Reward: The Gift of the Eternal

Hello Dragon Hunters,

In our ongoing efforts to enhance player agency and reward progression, we'd like to introduce a new kind of reward: Gift of the Eternal.



Our goal with that new reward is to provide meaningful choices that respect your time and investment in the game.

By allowing you to select rewards that align with your goals, we aim to enhance your gameplay experience and the feeling of overall progression.

[h3]What is a Gift of the Eternal?[/h3]

Like any other equipment, fragments and ingredients, Eternal Gift drops on the ground.



Interacting with an Eternal Gift opens a window where you’ll be given a choice between the following options:
  • Equipment: A weapon or armor piece, randomly selected
  • Ancestral Fragment: Random type and rarity
  • Ingredients: A bundle of 20, randomly selected

Additionally, you'll receive Experience Points for your character.

You have 2 rerolls available, allowing you to refresh your 3 rewards.

Note: Once a selection is confirmed, it is final, and the chosen item will appear directly on the ground.

[h3]Where to find a Gift of the Eternal?[/h3]

Gift of the Eternal can appear during the main storyline and endgame content.



In the Story

Defeating major adversaries such as semi-bosses or bosses will grant you an Eternal Gift, acknowledging your accomplishments.​ Some key events also grant a guaranteed Eternal Gift.

In Endgame Hunts

Each Hunt comprises multiple areas, and the total duration influences the number of potential Gift of the Eternal awarded. Longer, more challenging Hunts yield greater rewards.​

In Dungeon Purifications

At the end of a Dungeon Purification, multiple chests appear. Based on your performance and progression within the dungeon, you increase your chances to obtain an Eternal Gift.​

In the Test of Will
Your performance in the Test of Will determines the number of Gift of the Eternal you are guaranteed to receive upon completion. Higher tiers achieved equate to more Gifts.

For more details, please check our previous Devblog:
https://store.steampowered.com/news/app/1863430/view/498319683381887030

[h3]Target farming by customizing your own Gift of the Eternal[/h3]

To tailor Gift of the Eternal to your preferences, a dedicated customization tab is available on the Hunting Board.

Here, you can adjust parameters to influence the types of rewards offered, aligning them with your current objectives or build requirements.​

These customization options unlock progressively as you complete Hunts.







These options let you target farm deeper into what you’re looking for:



[h2]Thanks for reading![/h2]

Okay, that's all we have for this week.

Thanks again for all the support, it truly means a lot to us! Stay happy, stay healthy, and please remember to take good care of yourself. Enjoy the May day holidays if you have a day off and we’ll be back before you know it.

Sadly, you’ll have to wait just a tad longer before you can try the new features of The City and drop Gift of the Eternal. But worry not, we’ll have a huge Patch Notes ready for you to read in the few weeks, along with even more news to share!

See you next week!