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.
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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