Full ReleaseXbox · Switch · PC · PlayStation

RuneScape: Dragonwilds

Jagex · Survival, Open World, Base Building

RELEASE MILESTONES

  1. Early access

    PC

    Tue, Apr 15, 2025

    Released

  2. Full launch

    PC · PlayStation · Xbox · Switch

    Tue, Sep 15, 2026

    Released

Dates from IGDB release data

Overview

On RuneScape's forgotten continent of Ashenfall, dragons have awoken. Gather, build, skill and craft in this co-operative survival adventure. Only by mastering survival and uncovering ancient secrets can you hope to face the ferocious Dragon Queen.

Read more

Embark on quests, level your skills and explore a beautiful hand-crafted world.

This all-new adventure blends high-fantasy and iconic RuneScape lore on a brand new continent. RPG systems reward you with unique abilities and spells as you progress through each skill. Battle legendary RuneScape creatures like Zogres, challenge Black Knights and the entirely new and fearsome Garou, all set to a sweeping soundtrack of reorchestrated RuneScape classics and hours of brand new music.

Locate them, throw down the gauntlet and carve your path to the Dragon Queen herself.

Your progress will be under constant threat from the looming shadow of the Dragons, as you arm yourself and prepare to rise to face them. Follow the trail of destruction and uncover the mysteries of the continent to learn not just how to confront the dragons, but how to overcome them. Prepare potions, craft gear and push yourself to do battle with the most powerful force on the continent.

The smart money's on the dragon. But we do love an underdog!

Summon a spectral axe to fell trees in an instant! Blink away from danger in a cloud of magic. Turn bones into... peaches?

The Anima-rich landscape of Ashenfall offers you a power unlike any other. Conjure a tornado of fish from a lake! Explode ore veins with a snap of your fingers! Journey through the vibrant regions of Ashenfall, discover why wild magic spills from the fractured lands and harness that power to survive!

Like all RuneScape games, community is at the heart of everything we do.

We've shaped our entire roadmap based on player feedback, leading us to launch dedicated servers earlier than planned, introduce new combat and new quest content. Working together we're continuing to develop RuneScape: Dragonwilds. Whether you're adventuring with friends or going it alone, every opinion matters, and it's up to you to help us shape the future of our game.

From the game's Steam store page.

THE GAMEQ VERDICT9,999 reviews analyzed

What players are actually saying

Addictive RuneScape skilling, handy utility magic and easy co-op, held back by stiff combat, a thin late game and lingering bugs.

81% positive on Steam · 34,070 reviews

1. Summary

Dragonwilds is RuneScape's skilling loop moved into an open-world survival crafter in the Valheim mould, and most players like it. The recurring praise is about levelling skills by doing them, the RuneScape monsters, music and references, spells that take the tedium out of chopping and mining, and playing through it with a partner or a small group of friends. Many long-time RuneScape players write that it scratches an old itch, and a good number of newcomers who never played the MMO say they enjoy it anyway. Players who followed early access often say the game improved a lot over that period and credit the developers for steady updates.

The frustrations are just as consistent. Combat is the most common complaint: players describe animation locks, inputs that queue up, enemies that slide into range and stamina that runs out mid-fight. Bugs come next, sharpened by the 1.0 label, with quest blockers, multiplayer glitches, crashes and lost saves that many reviewers expected to be gone by full release. PC performance and an over-bright, high-contrast image put off a share of players within their first hours, and players who reached the last region often found it thin and repetitive. Positive reviews regularly carry the same caveats.

2. What keeps coming up

What players praise
RuneScape skilling and nostalgiaHigh

26% of reviews mention RuneScape, OSRS or RS3 by name, and most of those are fond. Players love that every activity levels its own skill toward 99, that milestones unlock new tools and spells, and that familiar monsters, items, characters and remixed music turn up across the map. Veterans of 15 or 20 years write things like "This is what RuneScape felt like to me in 2006", and several say it is the version of RuneScape they always imagined as kids. Many also stress that it is a survival game first and the MMO only in theme, and newcomers who have never touched RuneScape report enjoying it on its own terms.

The dissent comes from inside the same audience. Some RuneScape players find the connection shallow ("Runescape in name only"), point to missing skills such as Prayer, which arrives in a later update, or say skills stop adding anything meaningful after level 50. Others want a full MMO with trading and a shared world, which the game does not try to be.

Co-op with friends and familyHigh

Playing with others is one of the most repeated reasons to recommend it. Couples, siblings, parents with kids and groups of old RuneScape friends describe splitting roles (one builds and farms, another fights and explores), and players praise crossplay with console friends, dedicated servers, and the fact that a character and its gear travel between worlds. Friends, partners or family come up in 10% of reviews, usually as the reason the game clicked ("VERY FUN WITH FRIENDS"). The caveats concern how co-op works: enemy health scales with the number of players in the world even when they are far apart, crossplay joining fails for some, and a few groups lost progress to multiplayer bugs (see the frustrations below).

Steady updates during early accessMedium

Long-time owners often write that they bounced off the thin early access launch and came back to a much bigger game. "15 months later and I can now happily say this game is in a state leagues beyond where it was" is typical of the reviews that were flipped from negative to positive. Players credit the developers with keeping to a public roadmap, listening to feedback, and keeping the price unchanged at 1.0. A smaller group feels the opposite: that big updates arrive with fresh bugs, or that changes such as the controller radial menu, stamina tweaks or the rune-crafting ratio made things worse.

Base buildingMedium

Building gets mostly warm reviews. Players like the snapping, free placement, the camera spell for building from above, full material refunds when you tear something down, crafting that pulls from nearby chests, and the decoration options; "Building is clean and fun" sums up the tone. Some compare it favourably with Valheim, while a vocal minority says Enshrouded still does it better. The main exception is the stability system, which stops some players from finishing roofs and is covered under frustrations.

Visuals, music and atmosphereMedium

Players regularly call the world beautiful, the biomes distinct and the soundtrack nostalgic, with RuneScape tunes reworked for the setting. Several say it looks better than Valheim. The same visuals also draw technical complaints about bloom, brightness and saturation (see performance and lighting below).

Utility magic that cuts the choresMedium

The rune-powered skill spells are the feature reviewers single out as new for the genre: felling a stand of trees at once, mining a whole node, watering crops, a double jump, teleports and a remote chest. "Need to gather a ton of wood? There's a spell for that." Players describe it as quality of life built into progression. Combat magic is a different story, with mages complaining about only air, fire and water attacks, slow casts and a spell wheel that is awkward mid-fight.

Value for the priceLow

At around $30, many reviewers feel they got their money's worth from dozens of hours of play ("Best 30 dollar game I've ever bought."). A few negative reviews say it is worth buying only on a deep sale.

Where players are split
How it compares with Valheim and EnshroudedHigh

10% of reviews bring up Valheim or Enshrouded, and they split sharply. Fans call it a friendlier, more polished Valheim with better progression, more quality of life and real updates ("It's like Valheim, except the devs actually care."), and some newcomers to the genre say it clicked where Valheim did not. Detractors call it a generic Unreal survival crafter with a RuneScape skin, a "worse Valheim" or a "worse Enshrouded", and say it adds nothing new beyond the magic. Comparisons come up more often in negative reviews (16% of them) than in positive ones (9%).

The grindMedium

The grind divides players along expectations. RuneScape fans often enjoy it and note it is gentler than the MMO ("somehow a runescape game is less grindy than valheim"). Others, especially solo players, say gear tiers ask for too many materials, that some skills such as agility or fishing are slow and offer tiny rewards, and that the end game asks for long farming runs. Several recommend custom world settings or mods to speed things up.

Constant pressure from raids, dragons and survival metersMedium

Goblin warbands raiding your base, hunting parties, lightning strikes and a dragon that keeps flying over your camp are part of the design, and opinions differ. Some like that peace is never guaranteed. Many others find the interruptions tiresome: "If you planned on being the basebuilder/farmer/fisherman, prepare to be interrupted way too often." The dragon flyovers draw specific annoyance because they rarely lead to anything ("It kills the vibes when the dragon swoops by and attempts to intimidate you, but you realize it does nothing"). Hunger, thirst and rest also split players: some call the survival layer light compared with the genre, others find it too demanding, and some want sleeping to skip time.

Playing soloMedium

Solo players report both sides. Some love it as a calm single-player game they can play at their own pace. Others find solo combat punishing, the grind heavier, and the game better suited to groups: "The game is very nice but needs to be played with friends, playing alone it feels kinda boring and stale". Difficulty spikes at each new region, especially the first dragon fight, are a recurring hurdle for solo players.

What frustrates players
Stiff, animation-locked combatHigh

Combat is named in 22% of negative reviews (461 of 2,069), the largest share of any theme counted. The complaints are concrete: attacks and spells cannot be cancelled into a dodge or block, extra button presses queue up and get the player killed, enemies glide into range during their attack animations, ranged enemies hit from far away, stamina runs dry quickly, and fights against groups feel built for one-on-one. Several reviewers say the most reliable tactic is standing on a ledge and shooting down. "The combat is such a large focus throughout this game and it is easily the worst part." Some players feel 1.0 changes to dodging and special attacks made it worse, while a smaller group says combat improved and calls it fun, challenging and Souls-like. Archery bugs (aiming stops working) and the thin mage kit add to it.

Bugs, crashes and a 1.0 that felt unfinishedHigh

Bugs and glitches come up in 14% of negative reviews, and many reviewers tie them to the 1.0 label: "Feels like an early-access." The most damaging reports are progression blockers. Players describe being permanently stuck on main quests, naming the Library puzzle, "Beast in the Sand" and the Black Knight fortress ("Bad game that permanently locks you out of the main quest 40 hours in due to a Library puzzle glitching out"). Others mention corrupted or overwritten saves, keys that stop responding after cutscenes or fast travel, falling through base floors, audio that cuts out in boss fights, crashes on launch after updates, and end-game raid enemies that stop respawning. Even positive reviews often add that it should not have left early access yet, and some 1.0 reviewers say they would revisit after a few months of patches.

PC performance and harsh lightingMedium

Performance complaints often come from players who refunded or quit early. They report low frame rates and stutter on capable hardware ("Frame stuttering every 8 seconds no matter the settings."), heavy reliance on upscaling and frame generation, crashes with frame generation or on some AMD cards, and high CPU and GPU temperatures. Separately, a recurring group cannot get past the image itself: bloom, contrast and saturation that make daylight glaring and shadows near-black, which one player described as "it's like getting flashbanged while having cataracts." Some say no setting fixes it. Other players run it smoothly, including on Steam Deck and handheld PCs.

Clunky inventory, menus and controlsMedium

A long list of interface friction comes up across reviews: a small inventory with both slot and weight limits, no scrolling through the hotbar, a spell wheel instead of hotkeys, keys that are hard-coded and cannot be rebound (players with other layouts are hit hardest), controller buttons that cannot be remapped, and a 1.0 radial menu that replaced the old controller layout. Smaller annoyances include craft notifications that linger on screen and only one player at a time being able to open a chest.

A thin late game and repetitive enemiesMedium

Players who reached the final regions, usually after 50 hours or more, are the ones raising this. They describe reskinned enemies and dungeons, armour sets that share the same bonuses, loot that rarely excites, and a final area that feels assembled from earlier parts. "the game was good up until the desert, and still passable in the desert." The Scorned Wilderness and its raid draw criticism for long runbacks, platforming, and having to farm slow-spawning skeletons and zombies for top-tier gear. A minority enjoyed the final stretch.

Vague quests and hidden recipesLow

Players repeatedly say they had to open the wiki or a video to find quest items and crafting recipes. "The game's quest design is truly awful, They are just so vague and impossible to do without opening the wiki or watching a guide". Quest areas on the map also cover fast-travel points so they cannot be clicked. Some players like the lack of hand-holding.

Corpse runs after deathLow

Dropping your inventory on death and running back to your grave frustrates players, especially solo or when the body lands somewhere dangerous or unreachable. Some report graves disappearing entirely.

Building stability blocks roofsLow

A focused group could not finish even simple roofs because pieces read as unstable, sometimes after adding many support beams. It can be disabled only in custom worlds.

Multiplayer connections and public-world griefingLow

Some players could not join friends because of crossplay or invite-code failures, were disconnected from their own hosted worlds, or saw rubber-banding that made jumps fail. Hosting dedicated servers is described as confusing, and some dislike paying for one. On public worlds, strangers can loot chests and destroy bases while the host is away: "Players can join your public game steal your stuff or destroy your entire base while you are away".

Paid extras, accounts and online requirementsLow

A small number of reviewers, often early access buyers, object to a paid Deluxe upgrade with cosmetics they feel should be in the base game. Others object to linking an Epic account for multiplayer, a data-collection prompt and code-of-conduct screen at launch, and having no full offline mode.

Achievements locked on custom worldsLow

Changing any world setting, even to make the game harder, disables achievements, and some players only found out afterwards.

A thin character creatorLow

Players want more hairstyles, hair and skin colours, and more options for feminine characters, and some are annoyed that a separate character is needed for each game mode.

3. The player conversation

The tone is warm and often nostalgic. Many positive reviews are one-liners ("peak", "Runescape good", "number go up"), while the longer reviews, positive and negative, tend to list the same pros and cons and differ mainly in how much weight they give the combat and the bugs. Many positive reviewers say plainly that the game is flawed but fun, and a good number of negative reviewers say they enjoyed it and are holding a thumbs-down until fixes land. Where reviewers disagree, it is usually over whether those rough edges are acceptable in a full release.

Who raises what follows how far players got. Complaints about performance, lighting and the character creator often come from people who played a few hours and refunded. Combat and grind complaints come from players in the middle of the game. Criticism of the final region, raid respawns and quest blockers comes from players with 50 or more hours, who are also the ones most likely to report finishing the content. Long-time RuneScape players and genre veterans read the game differently: the first group mostly judges it as a RuneScape tribute, the second against Valheim and Enshrouded.

Around 1.0 the conversation shifted. Launch week, the week of September 14, 2026, brought 1,006 reviews in this slice, the busiest week in it, and 74% of them were positive, the lowest weekly share since early June. Bug reports, "not a 1.0" complaints and disappointment with the new final region dominated that wave. The share recovered to 79% the following week and 81% in week three after launch, and over the same period returning early access players kept posting edits that turned old negative reviews positive.

4. What the developers could do

  1. Make combat responsive. Combat is the most cited reason for negative reviews, and players ask specifically for animation cancelling into dodge and block, no queued inputs, and enemies that stop sliding into range mid-swing.
  2. Fix progression blockers and save loss first. Players stuck on the Library puzzle, "Beast in the Sand" or the Black Knight quest after 40 to 60 hours, or who lost saves, write the angriest reviews and often stop playing entirely.
  3. Give PC players control over image and performance. Early refunds cite stutter on strong hardware, frame-generation and AMD crashes, and glaring bloom and contrast that no current setting fixes.
  4. Deepen the late game. Players who finish want more enemy and dungeon variety, distinct armour set bonuses, better loot, and raid enemies that respawn so end-game gear can be farmed.
  5. Open up controls and the interface. Full keyboard and controller rebinding, hotbar scrolling, spell hotkeys and a larger inventory come up again and again from both positive and negative reviewers.
  6. Let players tune world pressure and death. Many ask for options on raid and dragon frequency, gentler corpse recovery, multiplayer scaling based on who is nearby, and achievements that stay enabled on custom worlds.
  7. Point players to quests and recipes in game. A quest log, clearer objectives and map markers that do not cover fast-travel points would answer the players who say they needed the wiki or a video to progress.
  8. Protect hosts on public worlds. Chest and base locks against visitors would address reports of strangers looting and destroying bases while the host is away.

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