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Dragons Die

adarkfable · adarkfable

Dragons Die

gameAppID 4693930Coming soon
Release date{"coming_soon":true,"date":"Coming soon"}

Game Charts

Player statistics

Default: last 7 days, hourly. · Stale · Range: 7/14/2026, 10:17:30 PM - 8/20/2026, 8:20:16 AM

Current Players0
24h Peak0
All-Time Peak0
24h Player-Hours0 h

No Game Charts history available yet.

Player History

PeriodAvg. PlayersGain (total)Gain (%)Peak Players
Last 24 Hours000%0
Last 7 Days000%0
Last 30 Days000%0
Last 12 Months000%0
2026-08000%0
2026-07000%0

Details

Developeradarkfable
Publisheradarkfable
FreeNo
Required ageNone

Permadeath strategy about a flight of named dragons, a small dragon named Peggs who minds the eggs, and the long table that remembers everyone who didn't come home. Every dragon falls. Their names stay carved. Their bones arm the next flight. Hunt the reach. Carry them home.

DRAGONS DIE. THEIR NAMES DON'T.The Hush silenced the world. Every dragon fell. Peggs — small, alone, half-grown — hid the eggs and waited. For a long time, nothing hatched. Then yours did. Dragons Die is a permadeath tactical roguelite about leading a flight of named dragons out into a dead-quiet reach, fighting the things that came after the silence, and bringing your flight home — name by name, bone by bone, song by song. Every dragon you hatch has a name, a voice, and a chair at the long table. Every dragon dies eventually. Their names stay carved. Their bones arm the next flight. The hold lights its hearth one more time. The loopHatch dragons across twelve classes — from the bone-armored Anvilhead to the chain-breath Stormfang. Peggs sings them awake. Fly out across procedurally-shaped regions. Pick your supply, your formation, your wing directives. Fight in real-time tactical squad combat with element-coded breath weapons, bond bonuses, and crit slow-mo. Lose some. Permadeath is the contract. The dragons who fall today were always going to. Come home before the hearth goes cold. Carve their names. Carry their bones. Hold their songs. Build the legacy across runs. Three save slots, persistent meta-progression, and a clutch book that remembers every dragon you ever hatched. The hold remembersThe Long Table is a persistent memorial that stays full across every run. Every name carves itself into the wood when a dragon falls. Every empty chair has a story. Hover a name to see how they went and what they said. The table doesn't forget.

Genres and categories

StrategySingle-playerFamily Sharing

Platforms and requirements

windows: yesmac: yeslinux: no
PC
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Mac
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Linux
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Ratings and content

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igrs{"rating_generated":"1","rating":"3","required_age":"0","banned":"0","use_age_gate":"0","descriptors":""}
Show raw AppDetails
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      "detailed_description": "<h2 class=\"bb_tag\" >DRAGONS DIE. THEIR NAMES DON'T.</h2><p class=\"bb_paragraph\" >The Hush silenced the world. Every dragon fell. Peggs — small, alone,</p><p class=\"bb_paragraph\" >half-grown — hid the eggs and waited.</p><p class=\"bb_paragraph\" >For a long time, nothing hatched.</p><p class=\"bb_paragraph\" >Then yours did.</p><p class=\"bb_paragraph\" ><strong>Dragons Die</strong> is a permadeath tactical roguelite about</p><p class=\"bb_paragraph\" >leading a flight of named dragons out into a dead-quiet reach, fighting</p><p class=\"bb_paragraph\" >the things that came after the silence, and bringing your flight home —</p><p class=\"bb_paragraph\" >name by name, bone by bone, song by song.</p><p class=\"bb_paragraph\" >Every dragon you hatch has a name, a voice, and a chair at the long</p><p class=\"bb_paragraph\" >table. Every dragon dies eventually. Their names stay carved. Their</p><p class=\"bb_paragraph\" >bones arm the next flight. The hold lights its hearth one more time.</p><h2 class=\"bb_tag\" >The loop</h2><ul class=\"bb_ul\"><li><p class=\"bb_paragraph\" ><strong>Hatch</strong> dragons across twelve classes — from the bone-armored</p></li></ul><p class=\"bb_paragraph\" >Anvilhead to the chain-breath Stormfang. Peggs sings them awake.</p><ul class=\"bb_ul\"><li><p class=\"bb_paragraph\" ><strong>Fly out</strong> across procedurally-shaped regions. Pick your supply,</p></li></ul><p class=\"bb_paragraph\" >your formation, your wing directives.</p><ul class=\"bb_ul\"><li><p class=\"bb_paragraph\" ><strong>Fight</strong> in real-time tactical squad combat with element-coded</p></li></ul><p class=\"bb_paragraph\" >breath weapons, bond bonuses, and crit slow-mo.</p><ul class=\"bb_ul\"><li><p class=\"bb_paragraph\" ><strong>Lose some.</strong> Permadeath is the contract. The dragons who fall</p></li></ul><p class=\"bb_paragraph\" >today were always going to.</p><ul class=\"bb_ul\"><li><p class=\"bb_paragraph\" ><strong>Come home</strong> before the hearth goes cold. Carve their names.</p></li></ul><p class=\"bb_paragraph\" >Carry their bones. Hold their songs.</p><ul class=\"bb_ul\"><li><p class=\"bb_paragraph\" ><strong>Build the legacy</strong> across runs. Three save slots, persistent</p></li></ul><p class=\"bb_paragraph\" >meta-progression, and a clutch book that remembers every dragon you</p><p class=\"bb_paragraph\" >ever hatched.</p><p class=\"bb_paragraph\" ></p><h2 class=\"bb_tag\" >The hold remembers</h2><p class=\"bb_paragraph\" >The Long Table is a persistent memorial that stays full across every</p><p class=\"bb_paragraph\" >run. Every name carves itself into the wood when a dragon falls. Every</p><p class=\"bb_paragraph\" >empty chair has a story. Hover a name to see how they went and what</p><p class=\"bb_paragraph\" >they said. The table doesn't forget.</p><h2 class=\"bb_tag\" ></h2>",
      "about_the_game": "<h2 class=\"bb_tag\" >DRAGONS DIE. THEIR NAMES DON'T.</h2><p class=\"bb_paragraph\" >The Hush silenced the world. Every dragon fell. Peggs — small, alone,</p><p class=\"bb_paragraph\" >half-grown — hid the eggs and waited.</p><p class=\"bb_paragraph\" >For a long time, nothing hatched.</p><p class=\"bb_paragraph\" >Then yours did.</p><p class=\"bb_paragraph\" ><strong>Dragons Die</strong> is a permadeath tactical roguelite about</p><p class=\"bb_paragraph\" >leading a flight of named dragons out into a dead-quiet reach, fighting</p><p class=\"bb_paragraph\" >the things that came after the silence, and bringing your flight home —</p><p class=\"bb_paragraph\" >name by name, bone by bone, song by song.</p><p class=\"bb_paragraph\" >Every dragon you hatch has a name, a voice, and a chair at the long</p><p class=\"bb_paragraph\" >table. Every dragon dies eventually. Their names stay carved. Their</p><p class=\"bb_paragraph\" >bones arm the next flight. The hold lights its hearth one more time.</p><h2 class=\"bb_tag\" >The loop</h2><ul class=\"bb_ul\"><li><p class=\"bb_paragraph\" ><strong>Hatch</strong> dragons across twelve classes — from the bone-armored</p></li></ul><p class=\"bb_paragraph\" >Anvilhead to the chain-breath Stormfang. Peggs sings them awake.</p><ul class=\"bb_ul\"><li><p class=\"bb_paragraph\" ><strong>Fly out</strong> across procedurally-shaped regions. Pick your supply,</p></li></ul><p class=\"bb_paragraph\" >your formation, your wing directives.</p><ul class=\"bb_ul\"><li><p class=\"bb_paragraph\" ><strong>Fight</strong> in real-time tactical squad combat with element-coded</p></li></ul><p class=\"bb_paragraph\" >breath weapons, bond bonuses, and crit slow-mo.</p><ul class=\"bb_ul\"><li><p class=\"bb_paragraph\" ><strong>Lose some.</strong> Permadeath is the contract. The dragons who fall</p></li></ul><p class=\"bb_paragraph\" >today were always going to.</p><ul class=\"bb_ul\"><li><p class=\"bb_paragraph\" ><strong>Come home</strong> before the hearth goes cold. Carve their names.</p></li></ul><p class=\"bb_paragraph\" >Carry their bones. Hold their songs.</p><ul class=\"bb_ul\"><li><p class=\"bb_paragraph\" ><strong>Build the legacy</strong> across runs. Three save slots, persistent</p></li></ul><p class=\"bb_paragraph\" >meta-progression, and a clutch book that remembers every dragon you</p><p class=\"bb_paragraph\" >ever hatched.</p><p class=\"bb_paragraph\" ></p><h2 class=\"bb_tag\" >The hold remembers</h2><p class=\"bb_paragraph\" >The Long Table is a persistent memorial that stays full across every</p><p class=\"bb_paragraph\" >run. Every name carves itself into the wood when a dragon falls. Every</p><p class=\"bb_paragraph\" >empty chair has a story. Hover a name to see how they went and what</p><p class=\"bb_paragraph\" >they said. The table doesn't forget.</p><h2 class=\"bb_tag\" ></h2>",
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