
Dragon Eclipse
Sitting at a split Steam verdict around 60-62% positive, Dragon Eclipse earns that division: the auto-battler-plus-deck-builder fusion is genuinely clever, but it demands patience before it clicks.
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My first few runs in Dragon Eclipse felt like someone handed me a half-translated rulebook. Cards, Mystlings, Tamer passives, resource routing, a ticking Eclipse timer cutting off chunks of the map before I could finish exploring - there is a lot landing on you at once, and the game does not pace the reveals gently. If your tolerance for early-run opacity is low, that friction will absolutely colour your opinion. Stick past it, though, and a surprisingly well-constructed decision space opens up. The core loop works like this: you pick a Tamer whose passive shapes your entire run's strategic identity, then assemble a team of three Mystlings, each contributing unique stats, a starting card, and a personal ability pool. Battles play out auto-battler style - you set up your cards pre-fight and the Mystlings execute - but the pre-battle deck curation is where the real thinking happens. Combo routing between a Mystling's evolving ability set and the cards you have drafted from battles, side events, and shop encounters gives each run a genuinely different texture. The Acid debuff, the Enchant Arena mechanic (which lets you slot persistent positional effects onto the 3x3 combat grid), and the Blessings freeze system that lets you lock a buff for later purchase all add resource-management wrinkles that strategy-minded players will appreciate. Post-launch updates from Fardust have clearly been active: new enemies like the Siren and Dogring were added, the Enchant Arena system arrived as a major content push, and the Eclipse Crystal leaderboard gives endgame players a damage-race target once the boss is down. The criticisms circling in the community are not trivial. A recurring complaint among negative reviewers is that despite the variety of card options and Mystling synergies available, late encounters tend to reduce down to raw damage throughput. If your combo engine does not reach a certain damage threshold, the Eclipse timer punishes you before build diversity can express itself properly. Tamer viability also appears uneven - community guides ranking Tamer utility already exist, which signals that the design space is not yet balanced. The on-ramp issue flagged by multiple players is real: the volume of mechanics competing for your attention at run-start is steep for a game tagged as Casual on Steam, and that tag is doing some wishful thinking. For strategy players who like creature-collector hybrids - think somewhere between Slay the Spire's card discipline and a lighter Teamfight Tactics drafting rhythm - Dragon Eclipse has enough going on to hold attention across multiple runs. The visual presentation is clean and the Mystling art carries genuine charm. Fardust is still iterating, patch notes show consistent engagement with community feedback, and the meta looks like it has room to grow. It is not a deep-cuts genre classic yet, but for the price point it sits at, the combo ceiling is higher than the mixed score implies.

Strategy & simulation
Etiquetas
Requisitos del sistema
Mínimos
- OS
- Windows 7/8/10 64-bit
- Memory
- 4 GB RAM
- DirectX
- Version 11
- Storage
- 4 GB available space
- Graphics
- GTX 750 / Radeon HD 7770
- Processor
- Intel® Core™ i5-4500K
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Información del juego
- Desarrolladora
- Fardust
- Distribuidora
- Awaken Realms
- Fecha de lanzamiento
- 5 dic 2024
