Compara los precios de Dragon Is Dead en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por TeamSuneat. Publicado por PM Studios, inc.. Lanzado el 6/6/2025. Disponible en PC, Xbox. Géneros: Action, Indie, RPG.

Gorgeous dark-fantasy pixel art wrapped around a loot-obsessed roguelite that plays like Dead Cells met Diablo in a corrupted side-scrolling nightmare - deeply satisfying combat, genuinely rough edges.

I kept telling myself one more run. That is the clearest thing I can say about Dragon Is Dead up front, and it matters more than any score. TeamSuneat's 2D roguelite launched out of Early Access in June 2025 carrying real ambition: three distinct playable Successors, a loot system dense enough to rival an action-RPG, class skill trees that reset each run, and a rune-crafting layer that lets you forge Legendary and Mythic gear between attempts. On paper that sounds like it could collapse under its own weight. In practice the combat holds the whole thing together just well enough to keep you chasing one more biome. The three Successors feel genuinely different from one another. The Spellblade is an elemental hybrid who juggles fire, frost, and lightning across close and mid-range attacks, letting you mix elements freely or go full pyromancer if that suits your mood. The Berserker trades its own health for brutal melee damage, a high-risk style that rewards aggression. The Hunter sits at range and stacks damage-over-time. Progression you earn outside of combat carries across all three, with the exception of class-specific weapons and accessories, so switching does not feel like starting from zero. The dodge mechanic deserves a specific mention: it has just enough invincibility frames to reward timing without making you feel untouchable. Reading telegraphed attacks, positioning for mana recovery through basic hits, and rationing your technique cooldowns is a careful little dance that gets satisfying fast. Where Dragon Is Dead stumbles is in the parts that surround that combat. The level structure is largely linear, with most areas following the same rhythm: clear enemies across a handful of rooms, then face a boss. There are no branching paths, hidden shortcuts, or meaningful secrets tucked into the geometry. The bosses themselves are the visual high point of the game, each with striking pixel-art designs tied to their biome, but once you have learned a pattern, the challenge shifts from skill to build strength rather than staying genuinely threatening. The story, set in the corrupted world left behind by the fallen black dragon Guernian, has an interesting premise hiding beneath dialogue that lands closer to placeholder text in places. Do not come here for the narrative. The music, too, has drawn criticism for being repetitive, and some players have noted bugs with affix interactions in complex late-game builds. The UI is workable but underdeveloped in how it explains synergies. The loot layer is where the game earns its replay hours. Up to twelve gear slots, nine artifacts slottable from a pool with set bonuses you have to actively choose between, four essence items, runes you craft from stones dropped by elites and bosses: late-game builds reach a point of genuine complexity that rewards theorycrafting between sessions. Gear persists through death, so each run begins on slightly firmer footing. The tension between that permanent progression and the skill-tree reset each run is what keeps the loop breathing. Players who enjoy constructing a build across multiple attempts, testing interactions, and occasionally discovering that two items create something unexpectedly powerful will find real mileage here. Dragon Is Dead is not a complete package by any generous reading. Its roguelite structure lacks the procedural variety to mask repetition over many hours, and the writing will not linger with you. But the pixel artistry is genuinely beautiful, the combat is tight and responsive in all the ways that count, and the artifact-and-rune ecosystem scratches an itch that very few side-scrollers even attempt. If you can forgive a thin world for the sake of a satisfying loop, this one earns its runs. Kai, Scout Team

Dragon Is Dead

Dragon Is Dead

6 jun 2025TeamSuneatPM Studios, inc.
GamerScout opina

Gorgeous dark-fantasy pixel art wrapped around a loot-obsessed roguelite that plays like Dead Cells met Diablo in a corrupted side-scrolling nightmare - deeply satisfying combat, genuinely rough edges.

PCXbox
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Mínimo histórico: €10.93

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Acerca de Dragon Is Dead

I kept telling myself one more run. That is the clearest thing I can say about Dragon Is Dead up front, and it matters more than any score. TeamSuneat's 2D roguelite launched out of Early Access in June 2025 carrying real ambition: three distinct playable Successors, a loot system dense enough to rival an action-RPG, class skill trees that reset each run, and a rune-crafting layer that lets you forge Legendary and Mythic gear between attempts. On paper that sounds like it could collapse under its own weight. In practice the combat holds the whole thing together just well enough to keep you chasing one more biome. The three Successors feel genuinely different from one another. The Spellblade is an elemental hybrid who juggles fire, frost, and lightning across close and mid-range attacks, letting you mix elements freely or go full pyromancer if that suits your mood. The Berserker trades its own health for brutal melee damage, a high-risk style that rewards aggression. The Hunter sits at range and stacks damage-over-time. Progression you earn outside of combat carries across all three, with the exception of class-specific weapons and accessories, so switching does not feel like starting from zero. The dodge mechanic deserves a specific mention: it has just enough invincibility frames to reward timing without making you feel untouchable. Reading telegraphed attacks, positioning for mana recovery through basic hits, and rationing your technique cooldowns is a careful little dance that gets satisfying fast. Where Dragon Is Dead stumbles is in the parts that surround that combat. The level structure is largely linear, with most areas following the same rhythm: clear enemies across a handful of rooms, then face a boss. There are no branching paths, hidden shortcuts, or meaningful secrets tucked into the geometry. The bosses themselves are the visual high point of the game, each with striking pixel-art designs tied to their biome, but once you have learned a pattern, the challenge shifts from skill to build strength rather than staying genuinely threatening. The story, set in the corrupted world left behind by the fallen black dragon Guernian, has an interesting premise hiding beneath dialogue that lands closer to placeholder text in places. Do not come here for the narrative. The music, too, has drawn criticism for being repetitive, and some players have noted bugs with affix interactions in complex late-game builds. The UI is workable but underdeveloped in how it explains synergies. The loot layer is where the game earns its replay hours. Up to twelve gear slots, nine artifacts slottable from a pool with set bonuses you have to actively choose between, four essence items, runes you craft from stones dropped by elites and bosses: late-game builds reach a point of genuine complexity that rewards theorycrafting between sessions. Gear persists through death, so each run begins on slightly firmer footing. The tension between that permanent progression and the skill-tree reset each run is what keeps the loop breathing. Players who enjoy constructing a build across multiple attempts, testing interactions, and occasionally discovering that two items create something unexpectedly powerful will find real mileage here. Dragon Is Dead is not a complete package by any generous reading. Its roguelite structure lacks the procedural variety to mask repetition over many hours, and the writing will not linger with you. But the pixel artistry is genuinely beautiful, the combat is tight and responsive in all the ways that count, and the artifact-and-rune ecosystem scratches an itch that very few side-scrollers even attempt. If you can forgive a thin world for the sake of a satisfying loop, this one earns its runs.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayerachievementscontroller-supportcloud-savestier:aaaArtifact SynergiesPersistent Gear ProgressionThree-Class SystemRune CraftingBoss-FocusedMana-on-Hit CombatController RecommendedLate-Game Build Depth

Requisitos del sistema

Mínimos

OS
windows 10+
Memory
4 GB RAM
DirectX
Version 11
Storage
1 GB available space
Graphics
Nvidia 450 Gts / Radeon HD 5750 or better
Processor
Dual Core from Intel or AMD at 2.8 GHz

Recomendados

OS
windows 10+
Memory
8 GB RAM
DirectX
Version 12
Storage
2 GB available space
Graphics
Nvidia GTX 460 / Radeon HD 7800 or better
Processor
Dual Core from Intel or AMD at 2.8 GHz

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Información del juego

Desarrolladora
TeamSuneat
Distribuidora
PM Studios, inc.
Fecha de lanzamiento
6 jun 2025

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¿En qué plataformas está disponible Dragon Is Dead?

Dragon Is Dead está disponible en PC, Xbox.

¿Cuándo se lanzó Dragon Is Dead?

Dragon Is Dead se lanzó el 6 de junio de 2025.

¿Quién desarrolló Dragon Is Dead?

Dragon Is Dead fue desarrollado por TeamSuneat y publicado por PM Studios, inc..