Dragons Die

Dragons Die

About the Game

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

  • Hatch 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 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.

Initial Release