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Everything you need to know about Online Multiplayer

[p]Hello to all of you Dragon Hunters, and welcome to another dev update![/p][p]As you know, our team has been hard at work on multiplayer and we’re now at the point where we are finally able to tell you more about it! That’s why today, we will break down how multiplayer will work and answer some common questions we’ve been seeing since the beginning of Early Access.[/p][p][/p][p][/p][p]Expect to walk away from this DevBlog with a better understanding of what it will be like when players will get their hands on the multiplayer update.[/p][p][/p][h2]Our Approach[/h2][p]The online multiplayer of Dragonkin will consist of partying with up to 4 players to progress through the story together or to take on high-end content such as the Hunting Board or Chaos Hunts![/p][p]Players will also contribute to the evolution of the City of Montescail that can host up to 50 players. Some people like diving straight into battle and completing story/endgame hunts as much as possible, some prefer endgame activities! From quest completions to gathering relics or crafting, in this way, everyone can feel like they’re contributing in their own right as everything gives XP to the City.[/p][p]Because our philosophy is focused on creating a friend-oriented experience, items you’ve gathered can be shared by putting them in the City’s shared chest or dropped on the ground for your friends to pick up.[/p][p]We’ve chosen this approach instead of a global trade system or player-driven economy as it aligns with our intention of not having Dragonkin be a live-service game, also meaning that it remains fully playable offline.[/p][p]As such, there’s no major gameplay advantage to playing online. In fact, Multiplayer is simply another way to experience the game, mainly for those who want to play alongside friends or develop their city together.[/p][p]If you don’t want the details, here a sum up:[/p][p]
TL;DR:[/p]
  • [p]City Hub: Up to 50 players, with 32 online simultaneously[/p]
  • [p]Quests: Up to 4 players can team up for Story or Endgame content[/p]
  • [p]Shared Progression: Level up the City together[/p]
  • [p]Level Catcher: Lower-level players level up faster if a high-level player is present[/p]
  • [p]Friend-Oriented: Share items freely without global economy[/p]
  • [p]Transfer characters: Move your characters across online and offline Cities anytime[/p]
  • [p]Teleport: Instantly teleport to other players in the party, even mid-quest[/p]
  • [p]Revive: Bring fallen allies back into the fight or after combat[/p]
  • [p]Loots: Drops are for you only (but you can give them to anyone)[/p]
  • [p]Dragonkin can still be played fully offline![/p][p][/p]
[p][/p][h3]City Ownership & City Progression[/h3][p]Online Cities are the main structure that brings players together.[/p][p]Each city can host up to 50 players, with 32 able to be online simultaneously. You can create a city or join an existing one only through invitations from friends.[/p][p]You can have multiple characters in the same online City or across different ones.[/p][p][/p][p]Each City includes a group system.[/p][p]Cities are organized into groups of 4 players, who can play Story or Endgame content together.
Of course, players can move freely between groups as long as there's space.[/p][p]In story group, the progression is shared by any character that joins this group, so you can join at any stage with any character and continue the adventure without losing progress.[/p][p][/p][p]Note: A group is considered locked while it’s being used by a character for the prologue and tutorial, meaning it cannot be joined nor deleted.[/p][p][/p][p]What Happens If the City Owner Leaves or Destroys the City?[/p][p]Because character progression is saved locally, nothing is lost if an Online City is destroyed or if the owner leaves.[/p][p]Your characters remain intact, but they will be in a “non-city” state. The next time you log in with that character, you’ll simply need to either join another city or create a new one. This to ensure that character progress is preserved.[/p][p]It's also worth mentioning that city ownership can be transferred to another player, so it's not necessary for a city to be deleted. [/p][h3]
Managing the City[/h3][p]City Management is accessed via Options > Player Management. From here, you can:[/p]
  • [p]Check who’s online or offline[/p]
  • [p]See each player’s current location[/p]
  • [p]Teleport to friends instantly[/p]
[p][/p][p]Each player has a rank with permissions managed by the owner.[/p][p][/p][p]Transfer your characters anytime across Cities[/p][p]You’ll be able to transfer your characters between cities from online to offline and vice versa.
This can be done anytime from the main menu and without restrictions.[/p][p][/p][p]What do I keep (or not)?[/p][p]You get to keep all your inventory items, resources, and gold.[/p][p]However, you will lose the bonuses you had from your previous City if the new City offers fewer or different bonuses.While you will lose access to your old chests, you’ll gain access to the stashes of the new City you join.[/p][p][/p][h3]Hunt together[/h3][p]Up to 4 players can play together and either progress in the story or tackle endgame hunts.[/p][p]For the Story Quest, it depends on the current stage of the story, which is determined by the progress of the city group.[/p][p]For the Hunting Board, the quest is validated at the end for everyone who participated in the hunt.[/p][p][/p][p]Difficulty & Level Catcher[/p][p]The player who starts the quest sets the difficulty, while enemies scale to the highest-level party member currently in the map, even if they join mid-hunt. As you can expect, the enemy's health scales with the number of players in the quest, as well as XP gain.[/p][p]One thing we’ve been very actively considering during development are:[/p][p]“How can we create a pleasant and seamless experience for players who want to play with their friends?”[/p][p]We know that friends don’t always start the game at the same time or progress at the same pace. It’s important for players to be able to play at the same kind of level, as such, we are introducing a Level Catcher system that benefits all lower-level party members.[/p][p]This system helps players quickly catch up to the power level of their highest-level friend.[/p][p][/p][p]Teleport (almost) anytime, anywhere to your friends![/p][p]From the Player Management tab, you can teleport to your friend at their exact location at any time. This also allows you to teleport directly from anywhere to the map where they’re currently on a quest or in the City.[/p][p]The only exception being during a Dragon Lord fight.[/p][p][/p][p]Revive allies[/p][p]As many of you already know, dying during a quest displays a Death Recap along with a button to revive yourself up to 5 times.[/p][p]That said, any player can also revive another player![/p][p]We’re still working on the details of the death penalty, but we felt it was essential to add this feature to enhance friends' interactions.[/p][p][/p][p]Loots & Resources[/p][p]Each player receives their own loot, adapted to their class, so you won’t have to rush to grab shiny items.[/p][p]Meanwhile, all players can interact with resource nodes and gather their own resources.[/p][p][/p][h3]
Offline inventory & Online chests[/h3][p]Your character and inventory are both stored locally, meaning your personal inventory is saved directly on your PC.[/p][p]In addition to this, when online,  the City has shared chests, which are stored on our servers.[/p][p]Items placed in your private chest can only be accessed by you, while items placed in the shared chest are accessible to everyone in the online City, allowing you to freely share equipment and fragments with your friends.[/p][p][/p][h2]When should you expect the Multiplayer?[/h2][h3]Early 2026 is the target, but we won't rush the game.[/h3][p][/p][p]If you’ve been following our recent announcements, you know we delayed the Multiplayer Update to early 2026 and we know you’re clamoring for the patch date.[/p][p]We still can’t give you a specific date yet, that said here’s where we are at. All the team members are playing multiplayer daily to QA test our most recent build. So far, gameplay is feeling smooth and mostly lag-free with up to 4 players on a hunt.[/p][p]While things are progressing well, there are still plenty of bugs to squash and some remaining stability issues related to multiplayer that we need to iron out.[/p][p]We cannot overstate how important it is to us that multiplayer launches well.[/p][p]A bad initial multiplayer experience would negatively impact everyone’s enjoyment of Dragonkin. We want multiplayer to be fun and stable from day one, even in early access, without players facing random disconnections or game-breaking bugs.[/p][p]Of course, some issues may still arise, but we’ll do our best to address them as quickly as possible.[/p][p]We’re all really looking forward to it and can’t wait to bring you more news about the release date![/p][h3]
Have a wonderful Holiday Season![/h3][p]We hope you’ve enjoyed this deeper dive into the multiplayer and maybe you’ve got a little bit better idea of how the game will feel to play with your friends.[/p][p]Truthfully, we still have a few things to share that we're super excited about, but you'll have to wait until the time is right. For now, though,but for now, it is time for the team to rest.[/p][p][/p][p]Stay happy, stay healthy and have a happy holiday season & a happy New Year![/p][p]See you in 2026![/p][p][/p][p]Got questions for us? Drop us a line here, or feel free to join us Discord.[/p][p][/p]

Steam Awards 2025 Nominations Are Open!

[p]Hello Dragon Hunters,[/p][p]Winter has rolled in and we're reminded that it's never the wrong time to show a little gratitude! In that spirit, we'd like to offer our warmest thanks to all of you for helping make Dragonkin: The Banished a better game throughout Early Access. Thank you all for your feedback and encouragement! [/p][p][/p][p]The Steam Awards 2025 nominations have recently started. We've recently received a fair few positive Steam reviews, and we're very grateful for them. If you feel like Dragonkin: The Banished deserves your votes, we'd love your support![/p][p]There are several categories to choose from, but if we were to suggest only one, it would be:[/p]
  • [p]the "Best Game You Suck At". But obviously, it's up to you which category to choose![/p]
[p][/p][p]As the nominees are determined by the community alone, every vote makes a big difference. Whichever titles you wish to support, we hope you will all participate in big numbers and share some love for your favorite gaming experiences of 2025.[/p][p]Speaking of sharing the love, of you'd like to spread the word about our game:[/p]
  • [p]The best way to get the word out for your favorite games is to review the game on Steam!
    It really does make a huge difference, so thanks for taking the time![/p]
  • [p]Or by telling your friends, especially with the upcoming Multiplayer Update.[/p]
  • [p]Finally, if you want to hang up with with fellow fans (and the devs!), join our Discord Community![/p]
[p][/p][p]Again, your support, patience and optimism means a lot to the team. It drives us in creating the best experience possible, and means the world to us. We also wish you all happy holidays.[/p][p][/p][p]We'll be back before the end of the year with more dev blogs and news, so stay tuned for more. This isn't the last you'll be hearing for our journey with Dragonkin: The Banished.[/p][p]Cheers,[/p][p]- From EKO Software[/p][p][/p]

How Cinematics are made in Dragonkin

[p]Hello Dragon Hunters,[/p][p]Today, we want to share a behind-the-scenes look at Dragonkin’s cinematics.[/p][p]These were all created by Lea Martel in collaboration with our awesome animation, 3D and VFX team too. If you are interested in how they managed to bring cinematics to life, you are in the right place as we are going to dive into details![/p][p][/p][p]But first of all, let’s explain…[/p][p][/p][h3]Why does cinematics matter in a Hack & Slash?[/h3][p]Cinematics are a way to ground the narrative, heighten immersion, and highlight the moments that matter the most.[/p][p]In Dragonkin, we employ a variety of cinematic types, from class or major-encounter introductions, panoramas, and key story moments to emphasize critical events.[/p][p]In ARPGs, players are almost always on the move.[/p][p]They’re either busy tweaking their Ancestral Grid, theorycrafting, or roaming through maps fighting dozens of enemies. Cinematics create a little downtime where the player can have a moment to pause and breathe. After a hard-fought boss fight, for example, a cinematic lets them fully soak in the victory, relish that sense of accomplishment, or appreciate the stakes of the world through characters and boss introductions. Panoramas make the world more grounded and can even help the player to scout the area from afar.[/p][p]Another thing, especially tied to Hack & Slash, is that the camera usually is set above the player, for gameplay purposes. With cinematics we can break that perspective, giving the game a new dimension. By moving the camera closer and framing the world from unfamiliar angles, we can show environments on another lens .[/p][p]Ideally, cinematics are designed to be meaningful and memorable, creating a “wow” moment for the player, reaching a point where the game can “show, not tell” and not rely on solely exposition.[/p][p][/p][h3]What is it like being a Cinematic Artist at EKO?[/h3][p]At EKO, Lea Martel is the creative force behind nearly all the cinematics you experience in Dragonkin.[/p][p]A key principle in cinematic design is treating the camera as an actor in its own right. It’s not just a passive observer, it has weight, presence, and personality.[/p][p]The camera should move through the environment alongside characters, basically “react to the world around it”. This approach ensures that each cinematic feels alive and immersive, rather than simply a sequence of shots.[/p][p]One of the biggest challenges for Dragonkin is creating cinematics directly in the Engine.[/p][p]Unlike pre-rendered cinematics, which offer unlimited control over every frame, real-time engine cinematics come with technical constraints, such as performance limits and complexities, that require creative solutions. These limitations push us to innovate, finding ways to balance technical feasibility with the artistic vision we try to deliver.[/p][p]For example, Lea often has to scout the environment to find camera angles that effectively tell the story and carefully avoid unfinished areas or make new geometry / blocks solely for the cinematic.[/p][h3]Defining the intentions[/h3][p]With that in mind, Lea works closely with our Art Director to define the intentions given to each cutscene. Once this is set, Lea Martel begins the pre-production.[/p][p]The first step is defining the narrative we want to create for our players.[/p][p]Let’s take an existing Dragonkin cinematic and walk through its creation process.[/p][p]During the prologue, players get to try each class, and it was important for us to make an introduction for the player to immediately catch the “them” of each one. The cinematic needed to communicate the class’s personality, what kind of vibe they bring into the world building.[/p][p][/p][h3]So, here's what we’ve done for the Tracker:[/h3][p]The Tracker core fantasy, in-game behavior, and personality is written by Maxime Gonzalès, our narrative designer.[/p][p][/p][p]A bit of lore:[/p][p]"Before the Battle of the Breach, the Qhongirati Trackers were fiercely independent nomads, able to make the most of Dragon's blood. They created mutated beasts to use as mounts, the Draghurss, as well as a fighting style relying on ranged weapons to minimize their disadvantage in number.[/p][p]They make for the most elite archers in the world of Dragonkin."[/p][p]
Key story beats of this sequence are:[/p]
  • [p]Dragonkins make rituals to break the barrier and make Saur Iknog returns[/p]
[p][/p]
  • [p]Allied races unite to stop and repel the dragonkins invasion[/p]
[p][/p][p]This gives us the opportunity to create a sequence to introduce the Trackers as a cavalry force to showcase the mount, emphasizing their mobility and acrobatic fighting style.[/p][p][/p][h3]Putting blocks together![/h3][p]The next step is creating the scene and brainstorming the full sequence, either through a storyboard or directly in the engine, building a timeline.[/p][p]The process usually starts with a rough version, using placeholder cubes, existing animations, and available assets and posing the different actors, such as characters and monsters in the scene.[/p][p]This gives the initial sense of how the scene should look and whether it conveys the story the way we want. This is our first draft![/p][p]Another important consideration we apply to specific cinematics is where the cinematic will play and how to create a seamless transition between the cutscene and gameplay.[/p][p][/p][h3]From the first draft to iterations & polishing[/h3][p]From there, it becomes a collaborative back-and-forth between the cinematic and the technical team. Most of the time the animation team creates custom animations asked by Lea, often complemented by VFX.[/p][p]Lighting is then added, and sound is implemented last to tie everything together.[/p][p]This iterative process ensures each cinematic not only looks polished but also delivers the intended emotion and narrative impact.[/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][h3]Tracker Cinematic Intro[/h3][previewyoutube][/previewyoutube][p][/p][h3]Knight Cinematic Intro[/h3][previewyoutube][/previewyoutube][p][/p][h3]And just like that, our cutscene comes to life![/h3][p]Creating a cutscene is as fun as it is interesting, and as you can guess, what we’ve shared here is only the tip of the iceberg.[/p][p]We hope you enjoyed this peek behind the scenes and the design philosophy that forms the backbone of Dragonkin.[/p][p]Thanks so much for reading![/p][p][/p][p]Discord: https://discord.gg/K2dJ7WuK2f[/p]

Important news about the Multiplayer Update

[p]Hello everyone,[/p][p]We have some important news to share regarding the launch of the Multiplayer update.[/p][p][/p][p]Over the past few months, we’ve been hard at work adding new content like champions, fixing bugs, and implementing features requested by the community.[/p][p]We initially aimed to release our major update in December, but the truth is, we’re not quite ready yet. We’ve fallen behind our original schedule for several reasons, and that's why we'll need to delay the multiplayer update.[/p][p][/p][h3]Here are some insights on where we're at in the development:[/h3][p]Although the multiplayer system is functional, we’re facing stability issues that would negatively impact the player experience if released now.[/p][p]At the same time, by working on improving the core experience and adding new features that weren’t originally planned while still working on the promises in our original roadmap, we created delays.[/p][p]For example, one area we felt needed to be addressed ASAP and that we absolutely wanted to rework in this update was the Generator Spender system and the City Progression. These two aspects have been a source of frustration for many players for differing reasons, often preventing them from fully engaging with the game or leading them to stop playing.[/p][p][/p][p]If you’d like more details on that topic, check our DevBlog:
[dynamiclink][/dynamiclink][/p][p]This delay will also give our team the time needed to thoroughly QA test the build, including both online systems and the new features planned for this update. [/p][p]We know many are waiting for the Multiplayer Update before jumping into Dragonkin, and we don't want new players to lose interest due to systems that have been a pain point for our Early Access players and that are planned to be changed.[/p][p]Focusing on multiple aspects of the game, and our desire to address pain points raised by our community has led to the need for this delay.
[/p][h3]When will the multiplayer update release?[/h3][p]It’s too early for now to share a precise release date.[/p][p]That said, rest assured that we aim to release our multiplayer update early 2026. We’ll update you as soon as we’re able to lock in a new release date. We can’t wait to bring you our 3rd major update and ensure it’s worth the wait. [/p][p]We sincerely apologize for the delay and truly appreciate your understanding.[/p][p]Stay tuned here or in our Discord for more updates on what's next for Dragonkin: The Banished.[/p][p][/p][p]Thank you for your continued support and your patience. [/p]

Designing a more engaging Endgame

[p]Hello Dragon Hunters,[/p][p]Not long ago, we mentioned that the Hunting Board was getting some adjustments, along with a complete visual overhaul.[/p][p][/p][p]Today, we’re excited to finally share some progress and visuals! We’ll also take this opportunity to share our design goals behind these changes, and how it ties into the broader player experience.[/p][p][/p][h3]⚠️Hunting Board rework is planned for the full release[/h3][p][/p][h3]What’s the Hunting Board?[/h3][p]Before diving into the changes, let’s take a moment to explain the Hunting Board for new players.[/p][p]The Hunting Board is what you would consider the endgame of Dragonkin: The Banished.[/p][p]
[/p][p]The Hunting Board offers a series of predefined hunts across different biomes, each with a set minimum difficulty, preset modifiers, and unique rewards to claim.[/p][p]Once you complete your very first hunt, you’ll be able to choose from multiple paths to decide which rewards to unlock next. And, as you might expect, the ultimate goal is to complete the entire board.[/p][p][/p][p]Note: While hunts can be repeated, each reward is only earned the first time a hunt is completed.[/p][p][/p][h3]A New Look & Location!![/h3][p]First off, we’re moving the Hunting Board![/p][p]In the Cathedral of Montescail, a new room will become accessible once you reach the endgame. This space will also play a role after level 50, but we’ll share more details about that in a future DevBlog.[/p][p]
[/p][p][/p][p]While the core concept of the Hunting Board remains the same, you will access the endgame content by interacting with the large table.[/p][p]You’ll start on the first map and choose your path to reach the final hunt and complete it in order to unlockl the next map.[/p][p][/p][p][/p][p][/p][p][/p][p][/p][p]These changes serve the narrative we want to tell. Players should feel like they’re on a journey and the old Hunting Board didn’t capture the sense of ‘tracking’ a foe.[/p][p]We’re confident that this new visual will convey the immersion we’re aiming for.[/p][p][/p][h3]Other Adjustments[/h3]
  • [p]Shorter Hunts[/p]
[p]As we mentioned in a previous DevBlog, we’re making hunts shorter to create more intense and focused sessions. This also gives you more downtime to return to the City to theorycraft, sell, and upgrade your gear.[/p][p]Previously, a single hunt could last up to 40 minutes. From now on, regular hunts will take 10–15 minutes, while final hunts will last 20–25 minutes at most.[/p][p]We’re also reducing unnecessary backtracking that could disrupt the flow of a hunt.[/p][p][/p]
  • [p]More challenge[/p]
[p]To make hunts more engaging, each one will now end with a powerful foe. Regular hunts will feature a sub-boss or champion.[/p][p]At the far end of a map, you’ll face the final hunt, taking on a lord (boss) to unlock the next map and continue your journey.[/p][p]
[/p][h3]Thanks for reading![/h3][p]Okay, that's all we have for today! Let us know what you think about the upcoming changes![/p][p]Special thanks to our Discord Community, whose feedback really helped us focus our efforts in the right direction for these updates![/p][p][/p][p]Oh, and one last thing, it would mean a lot to us if you could please take the time to review Dragonkin![/p][p][/p][p]Thank you so much for reading, have a wonderful day![/p][p]Join us on Discord: https://discord.gg/WrCT2E5kG9[/p][p][/p]