Dragons Die
Dragons Die
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 loop
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Hatch dragons across twelve classes — from the bone-armored
Anvilhead to the chain-breath Stormfang. Peggs sings them awake.
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Fly out across procedurally-shaped regions. Pick your supply,
your formation, your wing directives.
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Fight in real-time tactical squad combat with element-coded
breath weapons, bond bonuses, and crit slow-mo.
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Lose some. Permadeath is the contract. The dragons who fall
today were always going to.
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Come home before the hearth goes cold. Carve their names.
Carry their bones. Hold their songs.
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Build the legacy across runs. Three save slots, persistent
meta-progression, and a clutch book that remembers every dragon you
ever hatched.
The hold remembers
The 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.
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