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Drakantos News

Closed Beta - Information

Hey everyone! The wait is almost over. Our Closed Beta is just around the corner! We’re super excited to finally see you playing Drakantos! 😄

[previewyoutube][/previewyoutube]
[h3]The beta weekend will run from July 25 to 27, starting at 9 AM ET on Friday.[/h3]

Request Access
Originally posted by notes
If you haven’t already, request access now through our steam page.

APPLY NOW HERE




  • 📩 Players who get in will receive a friend invite and that friend can pass it on to someone else, too! Just make sure you’ve been Steam friends for at least 30 days to send the invite (Steam rules).

  • There will be four server regions available during the beta: NA, SA, EU and AS. Note: Once you select a region, you won’t be able to change it during this test. (Don’t worry, server transfers will be possible when the game officially launches.)

  • We'll draw the first wave of participants on July 25. Those selected will receive an email from Steam. We'll be scaling the servers and sending more invites throughout the beta. If you're not picked right away, don't worry, you still have a chance to get in.

  • Only English and Portuguese will be available as supported languages during this first beta. More languages will be added in future stages, but for now, all in-game text and UI will be limited to those two.

  • As expected, progress will not carry over to the full release. This is a test, so everything will be wiped afterward.

  • This is our very first beta, and with so many players joining, there may be some technical issues or bugs, that’s part of the process. We’ll work to fix anything as quickly as possible.

The most important part of this test is your feedback. It’s incredibly valuable and will help us shape and improve the game moving forward. Especially because Drakantos is a very unique MMORPG and your experience will help us make it even better. ❤️




Since this is our very first test and it only runs for 3 days, we’ve focused the content on the beginning of the game. You’ll be able to explore the first area, right before reaching Kasteron, the human capital. This helps us test the starting experience, progression flow and early systems with as much player feedback as possible.

In this beta, all players will have access to 15 heroes right from the start: Liam, Marly, Zeugladius, Reya, Yura, Ojore, Thomas, Byron, Iris, Ozul, Faendar, Arryn, Orbryn, Yuki and Korz. You can see the gameplay teaser of some of them here.



Feel free to try them all, in Drakantos, you don’t need to create a new character just to play another class. Instead, each “class” is a hero, complete with their own abilities, lore and personality.

You can unlock all heroes in your account and freely swap between them whenever you want. Their level and gear don’t carry over between heroes, but there’s a lot of cross-progression. Artifacts, trophies and their upgrades are shared across your account, as well as cosmetics like mounts and pets.



Most importantly, once one of your heroes reaches a certain level and power, endgame accessories become shared, so you won’t need to re-farm endgame gear for every hero. This makes it much easier to have a pool of heroes and use them based on the content, boss or PvP mode you’re playing. If you prefer to stick with just one hero, you can, but the game fully supports and encourages players to have multiple ones.

Even if only the first region is available, you can still reach Rank 5 of the Adventurers Guild (the full game goes up to Rank 14). That means you'll have access to a huge variety of enemies, mini-bosses and dungeons, since each rank introduces new challenges and content. It's a great way to get a feel for the progression and diversity the game has to offer.



We currently have 16 major bosses, but since they are part of the endgame, they normally start appearing from Rank 8 onward. For the beta, though, we’ve tuned one of them down to be accessible at Rank 5, so you can get a taste of what’s coming later in the journey. 🔥




We’ve put together a FAQ on our Discord that explains more about some of the game’s main systems. You can find the direct links to each explanation here:
Thanks again for everything. Your support keeps us going! 🚀

[hr][/hr]🎙️Content creators, apply to get keys here: https://www.lurkit.com/campaigns/drakantos-closed-beta

Closed Beta Weekend - Applications Open!

Hi Everyone!

We’re super excited to announce that our Closed Beta is happening on July 25th, 26th and 27th and you can already sign up to join.

To participate, hit the “Request Access” button on our Steam page. We’ll draw participants from those who applied.

APPLY NOW HERE

Important: We want to enable a new option in the Steam system that allows you to invite a friend if you receive a key. However, this system is still in beta on Steam, so there's no guarantee it will be ready in time. If you plan to play with one or more friends, we recommend adding them on Steam now, since you need to have at least 30 days of friendship to be able to send an invite.

During the playtest, you’ll be free to stream, record, and watch others playing as much as you like!

We’ll also share more details closer to the date, including which heroes will be available, official livestreams and more.

Content Creators: We shared a special post here, but we’re kicking off our Content Creator Program! It’s still taking shape, but you can already apply to be part of it here: https://creators.drakantos.com/

Thanks again for all your support! ❤️

See you next time! 👋

Content Creator Program




Our Creator Program is now live! Apply here: https://creators.drakantos.com

To Apply only for our Closed Beta: https://www.lurkit.com/campaigns/drakantos-closed-beta

Devlog - New Systems, Mini Bosses, and more!

Hi Everyone!

Welcome to this devlog update! We took a short break over the holidays to recharge and gather even more exciting updates. Now, we are ready to share our progress and give you some insights into our development process. We know many of you are eagerly awaiting the game and news about the beta release date, so we will share everything that is on our mind and be transparent about the development process.

Before we dive in, we invite you to join our Discord to get news firsthand!


[hr][/hr]
In this devlog video, we featured Yuki! She is a tank, but rather than relying on bulk and blocking attacks, the little kitsune excels through agility and mobility. Many of her damage abilities also serve as evasion tools, letting her avoid harm while staying on the offensive. Her ice powers provide strong crowd control, keeping enemies at bay.

[previewyoutube][/previewyoutube]



The game has been delayed since its first announcement because its scope has expanded significantly. Our original plan was much simpler, but our passion for the project inspired us to add many new features along the way. Our goal is not only to create an exceptional game but also to set a new standard for a 2D MMORPG.

We have made several improvements to our original plan to enhance the game. Here are some of the major features that have evolved over time:
  • Customization
    Initially, the game was designed to offer only skins for each hero, similar to League of Legends. Today, players can not only choose different skins but also customize every hero’s colors using in-game dyes (hair, clothes, armor, etc.). Additionally, we have added options such as various hairstyles, helmets and armor pieces, allowing each skin to have a unique look.

  • Mounts and Pets
    We introduced both mounts and pets because they add an extra layer of excitement to the gameplay. Players now enjoy the thrill of hunting for rare cosmetics in the open world. Boss drops are even more rewarding with the inclusion of exclusive mounts and pets. For players who are not typically interested in such things, these still become valuable in player trading due to their rarity.

  • Open World
    The original plan for the game was more of a "dungeon crawler," with cities serving as lobbies and missions or dungeons forming the core gameplay. We expanded this idea by adding a vast open world that encourages exploration, offers hidden chests, engaging quests and secret locations where players can discover things and even mounts and pets locations. Although the "dungeon crawler" aspect of the game still plays a significant role, the open world creates a richer and more immersive experience.

  • Artifacts and Trophies
    Heroes were originally able to customize their build with orbs alone, but we felt this approach was somewhat limited. That is why we introduced artifacts that grant two additional active skills and trophies that provide two passive abilities. With these new options, we created around 200 active skills along with many passive skills. This gives players more freedom to shape their builds and opens up new possibilities for unique rewards and future updates!

  • Mini Bosses
    Although the game originally featured many complex boss encounters in the endgame, we believe that exciting challenges should be part of early levels and regular missions as well. That is why we have introduced and continue to add a large number of mini bosses throughout the game. We feel that these encounters are essential to making the leveling experience more dynamic and engaging.

These examples represent just a few of the major enhancements we have added during development. Many smaller improvements were implemented as well, and together they have greatly improved the game. While these additions have increased development time, we are confident that the results will be well worth the wait.

[hr][/hr]


Now, let's review what we've accomplished over the past few months and what’s left to do before the beta!
  • We completed the entire system and configs for all upgrades of Equipment, Artifacts, and Trophies (those were hundreds of recipes).

  • All loot tables have been finalized for enemies, missions, and bosses, covering every type of reward, including equipment, artifacts, orbs, and and tons of different cosmetics.

  • We finalized all the experience gains for enemies, missions, and bosses.

  • As we mentioned in the previous devlog, we completed customization for 10 heroes. This time we added 7 more, making a total of 17 heroes ready to customize.



  • We completed and configured the Open World enemies loots.

  • The last set of pets we planned to add is finished, totaling 195 pets to collect. There will be no more additions for the release.



  • We finished and balanced additional enemies, including many new mini bosses and standard monsters like demons, succubus, and reavers.

    Which one did you like the most? Share in the comments!
  • We completed and polished many Adventurer Guild missions and created new maps.

  • Some Open World quests were completed.

  • The mission victory screen is complete, including rewards and experience. The Death and Retry screens have also been done.

  • We finished 4 new Orbs for each hero, for their defensive abilities.

  • Our cinematic system is now in place, helping us design improved quests and cinematic sequences.

  • We completed many new mounts, though some exclusive ones are still in progress. Each endgame boss will drop a rare, exclusive mount and pet. In the coming weeks, all planned mounts will be ready!



  • 10 new artifacts, which were needed to balance some rewards, especially for bosses, have been added.

  • The Quest Log system is fully implemented, along with its tracking feature.

  • The Databook is finished, featuring the lore of locations and NPCs you interact with.

  • We completed the Bestiary! It provides the lore of various monsters and tracks the number of monsters defeated.

  • Some of the Story quests were completed along with their cinematics.

  • The Achievements system is now complete! It tracks your progress and milestones, rewarding you for various challenges and accomplishments throughout the game.

  • All the new arts for Emotes are complete. They’re now in pixel art instead of regular 2D and will follow the hero’s customized colors.



  • We finished the NPC shop system.

  • The Story Replay system is now fully set up, letting you replay cinematics and unlock them as you progress through the story.

  • We completed the Adventurers Guild credits system. This in-game shop refreshes monthly and offers a variety of rewards in exchange for credits. Players can earn these credits only by completing Guild missions, making it an engaging way to reward regular participation.

  • The new Ticket system is also ready. Tickets can be exchanged for guild credits and used during missions to activate temporary effects. These effects vary widely. For example, the Growth Ticket boosts your experience gains, while the Soulbound Ticket significantly increases drop rates but locks the dropped items to your account.

  • We finalized several internal systems, including multi-instanced parties and a multi-instanced open world with different difficulties.

Our focus is now entirely on developing the Story, Open World and its Quests. In short, these are the final elements needed to complete. Although this part of the game remains in its early stages, it is the only major missing element at this point. As we mentioned in previous devlogs, nearly every gameplay aspect such as heroes and enemies has been completed and polished. However, the addition of the Open World introduced several extra tasks that we must address to ensure everything works seamlessly.

[h5]Beta[/h5]We plan on doing an alpha internally with our team in march and then a Closed Beta in July. We will share more details when the time comes, because things can go off the rails, but hopefully this will not be the case!😅
[hr][/hr]Thanks for reading all the way through! We’ll keep working hard to make the game more complete each time. If you can support us by sharing this devlog and giving it a thumbs up, it would help us a lot. ❤️

See you next time! 👋

https://store.steampowered.com/app/2454980/Drakantos/

Devlog - Customization, Open World and More

Hi Everyone!

For the past three months, we’ve been working hard, and we are pumped to walk you through some of the cool things we have developed! But, before we dive in, we would like to extend an invitation to join our Discord. We're constantly sharing teasers and chatting with our community there. Come say hi! 👋


[hr][/hr]
In this devlog video, we featured Marly, a priest who can heal and uses holy shields to protect her allies while dealing damage. She excels in AOE attacks and defensive abilities. We also highlighted the elf Irhaal, an agile damage dealer who wields a twinblade and specializes in fast, fluid combat. Additionally, we gave a brief glimpse of the Open World features!

[previewyoutube][/previewyoutube]
Now, let's cover more of the things we developed during this period:



We have big news about customization options! Many of you asked for more ways to make your hero stand out, so we developed a system where each hero skin has unlockable styles. Our goal is to ensure everyone feels unique!

These styles can include different hairstyles, hoods, helmets, armor variations, and other details. Additionally, you can use dyes to customize each part of your hero, with color palettes varying based on the material, making it highly customizable!🔥

Example: Orbryn and Byron - different styles in their "default skins"🧙🏻‍♂️



In the game, character colors will be locked by default, and players can unlock them using dyes, which are obtainable through rewards and gameplay. These dyes are tradable, making them valuable even for players who may not want to customize their looks, as they can be traded or sold to others.





We’re launching with at least six styles per hero. We’ve already completed this system for 10 heroes, including a skin for Mohazus (and remember, if a hero has a skin, it can also have several different styles for that skin).

On the left, Mohazus' "default skin" with a different style. On the right, Mohazus' skin, which will also have different styles.



The development team is fully focused on the Open World and Story, which are the least developed areas. That's because we first prioritized core gameplay mechanics, enemies, bosses, and Adventurers Guild missions. Those are now almost done and shifted down in priority.

  • We're working on the world map, adding progression, and connecting cities with their surroundings to encourage exploration and player engagement. We’re also introducing various exploration mechanics such as chests and puzzles, and numerous unlockables like the grappling hook, city teleporters, or tools for gathering resources like ores and wood.

  • We have revised all the World Lore and each hero/npcs backgrounds. We've also revamped our cinematic system to display cutscenes as you progress in the story.




  • Lots of improvements were made to the NPC system. We added some small touches to the dialogue system like new visual interactions, icons, shops, a forge for upgrades and even crafting.
  • We’ve also completed hundreds of items that will drop from enemies and missions. Soon, we’ll begin distributing these rewards in loot and missions, as well as artifact upgrade recipes and other refinements.

  • We’ve created new artifacts that let you temporarily switch to another hero on your account, allowing you to create powerful combos and synergy with your current hero. This enables strong burst damage and provides the flexibility to enhance your strategy during challenging encounters.
    Note: For those who might not know, artifacts add 2 new skills that are unlocked in your account and can be used by almost any hero. (We have over 200+ artifacts already, so you can pursue them and create different builds accordingly to the content you're facing!)

  • Some of the Coliseum events are now complete. These solo survival challenges can appear randomly from time to time. You’ll face waves of enemies, and at the end, you must defeat a champion to prove your worth. Do you have what it takes to emerge victorious?





  • We have finished two major bosses. Each of these major bosses has at least 3-4 stages and a variety of unique mechanics and attacks. We don't want to spoil them too much yet, so we will leave them to your imagination.

  • Speaking of bosses, we finished tons of minibosses that will appear as bounties in the Adventurers Guild missions. Basically, every mission will have its own set of bounty bosses. We showed some of them before, but these are the new ones we did recently!





Which one did you like the most? Share in the comments!





  • Adorable new companions are now complete! Some of them were winners from our “Create a Pet” contest. With 150 pets ready for launch, we’re done adding new ones for now, though we may introduce more as special rewards in the future.


  • We’ll also introduce some special pets that you'll nurture from their very first steps. Take a sneak peek:
  • We’ve finalized how you can get pets in the wild: you need to get or cook a treat and simply give it to them. If they like it, they’ll become yours. It’s a simple but cool feature! 🥩


That’s all for now, folks! Thank you all for reading this far. We’ll keep working hard to make the game more complete each time. If you can support us by sharing this devlog and giving it a thumbs up, it would help us a lot.

See you next time! 👋

https://store.steampowered.com/app/2454980/Drakantos/