DragonFire: Defense
About the Game
Overview
A replayable, systems-driven defense game where one tweak to XP, attack speed, or enemy composition can flip the entire run. Pick a dragon—Fire, Water, or Electric—and protect your castle/tower through an endless onslaught. Level up to draft perks, loot chests for powerful modifiers, and build/upgrade outer walls to shape the battlefield. The goal is simple: survive as long as you can with smart choices and satisfying synergies.
This is an Early Access experience focused on feel, balance, and clarity. We’re evolving the game with community feedback—expanding content and sharpening the core loop over time.
Core Features (Early Access)
Three distinct dragons with unique passive identities on level-up
Fire: gains Attack Speed each level
Water: gains XP Rate each level
Electric: gains Luck each level
Six enemy types at launch: goblin, elite goblin, boss goblin, splitter goblin, elite splitter goblin, boss titanaboa.
Endless defense runs: defend your castle/tower against scaling waves and escalating compositions.
Level-up draft each time you gain a level: XP Rate, Attack Damage, Attack Speed, Luck, Crit Chance, Crit Damage, Projectile Multiplier, Difficulty.
Loot from chests: modifiers like castle/tower HP boosts and projectile bounce, with more variety planned over time.
Buildable & upgradable walls: fortify the perimeter and funnel enemies to your advantage.
Decision-driven builds: stack perks and items to create glass-cannon crit builds, XP engines, projectile swarm setups, and more.
Looking Ahead (Subject to Change)
We’re exploring more dragons, new enemy families (with fresh behaviors, elites, and bosses), a wider pool of items/relics, deeper wall upgrade paths, optional challenge modifiers, light meta-progression, and ongoing QoL, performance, and localization improvements. Plans may change based on feedback.
Localization
We intend to localize the store text and UI over time. If you’re reading this in English, other languages may be added during Early Access. Community feedback on terminology and readability is welcome via the Steam Community or Discord.
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