1. Dragonkin: The Banished
  2. News

Dragonkin: The Banished News

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]

What are the major points we want to work on and address?

[p]Hello Dragon hunters,[/p][p]Today, we’d like to give you more visibility into what’s coming next by sharing our plans for both the multiplayer update and full release.[/p][p][/p][p]We’ve been reviewing player feedback and collaborating with our community to understand your needs and expectations. With that in mind, here’s a summary of the major points we’re focusing on and addressing, along with our reasoning for each.[/p][p][/p][h3]Generator / Spenders Concerns[/h3][p][/p][p]Many players get frustrated by the generator system early on and stop playing. Therefore, they never reach the point where progression and better fragments and equipment would make those generators less necessary.[/p][p]We are reworking the system so that resource-based skills are much less resource-dependent early in the game. Obviously, to maintain aspects of theorycrafting and optimization, we are considering a system where resource requirements evolve, and where new modifiers to link on your skills will allow you to manage those costs.[/p][p]We’re still very early in the process, and we genuinely want to hear your thoughts on both the generator/spender and a spender-only system.[/p][p]⚠️ Note: We aren’t sure yet if we’ll be able to implement the changes we have in mind for the multiplayer update, but rest assured that if not, they will be addressed in the full release.[/p][p][/p][h3]Smoother Progression & Pendants[/h3][p][/p][p]At the beginning of Early Access, many of you told us that progression just didn’t feel right. It was slow, and not nearly as exciting or rewarding as it should be.[/p][p]To start with, in the Nurõrgartt major update, we improved the overall loot drops, aiming for a more exciting progression, especially at lower levels. We adjusted the loot curves for players to find more high-rarity drops earlier and introduced the Eternal’s Gift.[/p][p]We also made further adjustments in the Tracker major update by increasing the drop rate of high-quality items, reworking the importance of item level versus rarities and adding a Quest Reward system.[/p][p]That said, there were still some outliers we’re working on improving. While overall itemization is now close to a satisfying point based on your feedback, leveling speed remains too slow for many of you.[/p][p][/p][p]So, here’s what’s next:[/p]
  • [p]We're accelerating both character and city leveling by at least 30% faster.[/p][p][/p]
  • [p]We’re also giving a bit of attention to fragments by reworking the loot tables for players to find better and more interesting ones earlier in their playthrough. Players will also be able to rotate fragments, which we hope should make theorycrafting easier at every stage of the game and smooth the character progression.[/p][p][/p]
  • [p]As part of these updates, bosses will now drop two Gifts of the Eternal, giving them the greater sense of importance they deserve.[/p][p][/p]
  • [p]Another issue we’re tackling is that some players can't find specific skills even after several hours of play. This will be addressed alongside the rework of the City of Montescail. For more details, check the section below.[/p][p][/p]
[p]What about pendants?[/p][p][/p][p]Pendants have been a hot topic, both internally within the team and among players.[/p][p]One key realization from your feedback is how difficult Pendants are to obtain. In many cases, players would reach the endgame or advanced character progression before ever finding their first pendant.[/p][p]While Pendants are meant to feel special and rare, they shouldn’t be so hard to acquire, so here are the changes we are planning to make to improve this:[/p]
  • [p]Pendants will now have an increased drop rate.[/p]
  • [p]Champions and semi-bosses will now drop Pendants.[/p]
[p]We hope these changes make Pendants more accessible. Ultimately, we want players to acquire their first Pendant before reaching endgame content.[/p][p]There is still a lot more to do to improve the progression though! So, rest assured we’ll be monitoring how these changes are received once you get your hands on the multiplayer update and will make adjustments as needed.[/p][p]⚠️ Note: Changes regarding the progression are planned to be included in the multiplayer update![/p][p][/p][h3]City of Montescail Rework[/h3][p][/p][p]If there’s one thing the City struggles with, it’s being confusing when it comes to which upgrades players should choose.[/p][p]Our intention was always to give players the freedom to shape their progression experience according to their preferences. However, we recognize that some upgrades and buildings are too important to miss.[/p][p]If a player doesn’t invest in a rather important upgrade early on, it could lead to a frustrating experience, especially since we don’t allow our players to refund their city points. A single mistake could then negatively affect the player experience for a long time, especially since the progression was slow.[/p][p]Another downside, tied to the slow progression, is that as you level up, you unlock increasingly interesting and powerful upgrades and services, but players often don’t have enough points to invest in all of them.[/p][p]This forces difficult choices. For example, you might skip upgrading your Apothecary and end up with low-rarity potions because gaining access to the Ornamentalist, which provides a more impactful powerspike by increasing your talent points, feels more enticing.[/p][p]This creates a dilemma: do you upgrade your potions, essential for comfort, or pursue new upgrades that increase your power? We understand that this kind of progression can feel harsh and frustrating.[/p][p]While we are increasing City XP by roughly 30%, it doesn’t fully solve the issue.[/p][p][/p][p]Why don’t we just add a city reset option?[/p][p][/p][p]It’s not that simple.[/p][p]Unfortunately, from a balance perspective, allowing players to refund city points could disrupt game mechanics. For example, players could invest points to craft high-quality rings or potions, then reset their points and invest elsewhere.[/p][p]We think that kind of exploit would undermine the progression system and game balance.[/p][p][/p][p]What are we doing to address this issue?[/p][p] We’ve decided to rework the City progression itself![/p][p]Instead of giving players complete freedom, we’re introducing a more linear progression. Each service will now unlock at a specific city level, aligned with when it’s intended to be accessed.[/p][p]Don’t worry, you’ll still have choices to make, as we’re adding an upgrade tree that lets you decide which services you want to upgrade along the way.[/p][p]With this approach, we aim to solve the problem of ‘wrong’ investments by providing more guidance, while still allowing players to unlock all services and maintain flexibility in how they develop their city.[/p][p]We’ll soon show how it works in detail, with visuals, in a future DevBlog, so keep an eye on our news.[/p][p][/p][p]A new upgrade is on its way!
[/p][p]On a side note, we add a requested Quality of Life feature suggested by our community[/p]
  • [p]Auto-pick up gold and crafting materials[/p]
[p]We’re adding a City upgrade that will allow you to unlock a pet : The Divine Familiar [/p][p]Once unlocked, an ally sent by the Eternal will assist you in gathering gold and resources around you. Also, for our players that prefer picking up resources themselves, no worries, you can either skip the upgrade or disable it anytime![/p][p]⚠️ Note: Expect the full rework of the City for the multiplayer update.[/p][p][/p][h3]Endgame hunts are too long[/h3][p][/p][p]Many players are reporting that Endgame hunts are too long and repetitive.[/p][p]Normally when this is the case, the main reason is due to other concerns such as excessive travel between objectives or insufficient challenges and rewards which link to the lack of entertaining content in the area.[/p][p]We understand that spending 40 minutes in a single hunt chaining quests can feel drawn-out. That’s why we’re working on shorter hunts (about half the current length if not less) by reducing unnecessary backtracking to make the experience feel more dynamic and adding champions and semi-bosses to each hunts.[/p][p]These improvements will apply to ALL hunts that exist in the Hunting Board that will also receive a visual overhaul.[/p][p]⚠️ Note: Endgames hunts changes are planned for the full release.[/p][p][/p][h3]Endless post-endgame progression[/h3][p][/p][p]In some ARPGs, an endless progression mechanic is part of the endgame experience. Systems like Paragon Boards in Diablo allow players to endlessly enhance their characters, providing meaningful stat boosts, unique perks that help tackle the high-level content.[/p][p]With Dragonkin full release, we aim to implement a similar system that keeps the endgame engaging and rewarding.[/p][p]As we are still in the early stages of developing our post-50 progression system, we don’t have anything to reveal just yet. Rest assured, though, we’ll get back to this topic and share more details as soon as we have something to show.[/p][p]⚠️ Note: Post-endgame progression is scheduled to be part of the full release.[/p][p][/p][h3]A word on Multiplayer[/h3][p][/p][p]Our progress on multiplayer is moving at a steady pace. We’re still working out the details of the system, but we’re mostly there in terms of how it will work.[/p][p]We know many players are waiting for it and will have questions, so we want to make sure everything is clear before sharing more.[/p][p]⚠️ Note: Expect a dedicated DevBlog next month!
[/p][h3]Transparency and Moving Forward[/h3][p][/p][p]We remain committed to being as transparent with our player base as possible and felt this behind the scenes was necessary. We want our players to know what our team is working on and what to expect so they can provide feedback or simply share their thoughts.[/p][p]As we continue to work on the multiplayer update, we're committed to ensure that Dragonkin: The Banished delivers the best possible experience for our dedicated community.[/p][p]We truly appreciate the passion and feedback we’ve received and will continue to consider the community’s voice to find the best path forward! As always, expect more news on your progress, so make sure you stay tuned to our Steam page  and Discord for updates.[/p][p][/p][p]See you soon![/p][p][/p][p]Discord: https://discord.gg/WrCT2E5kG9[/p]