Compare Drakensang prices across 50+ stores and find the best deal. Developed by Radon Labs. Published by DTP Entertainment. Released on 3/9/2009. Available on PC. Genres: RPG. Metacritic score: 75/100.

If your RPG backlog has a Baldur's Gate-shaped hole and you have the patience to learn a ruleset that predates most Western CRPG fans' awareness, Drakensang is a slow-burning reward worth digging out.

I have a soft spot for CRPGs that arrive quietly and expect you to do the reading, and Drakensang is exactly that kind of game. Radon Labs built this around The Dark Eye, Germany's dominant pen-and-paper system, and the 4th edition ruleset bleeds into every mechanic. Every action from picking a lock to casting a fireball resolves through dice rolls calculated under the hood, with triple-attribute checks determining success. It feels alien at first if your entire CRPG vocabulary is D&D-derived, but once the logic clicks, you start to appreciate how tightly the numbers tie the world together. Character creation gives you twenty classes to choose from, covering familiar ground like Fighters and Battle Mages as well as more unusual options like dwarven Prospectors and Charlatans. Races constrain which classes are available, so an elf is locked into Ranger, Fighter, or Spellweaver roles. Magic runs on Astral Energy, a resource that regenerates slowly or gets topped up with potions, and spell effectiveness scales with the power level you choose to spend, so resource management has actual stakes rather than being a cooldown formality. Combat is real-time with pause, with each action consuming a set number of time units, meaning you can queue orders mid-fight when the situation gets complicated. Boss encounters and rare monster fights genuinely demand that pause button and some lateral thinking, including the occasional "retreat and come back stronger" moment that every honest RPG should have. The story takes place in and around Ferdok, a trading city shaken by a series of murders that pulls your character into a much larger conspiracy touching on dragons and ancient power. Longtime players of the Realms of Arkania trilogy from the 1990s will feel the connective tissue of the lore immediately. The plot leans heavily on familiar fantasy scaffolding: the chosen nobody, the gruff dwarf, the aloof elf, the mysterious mage who acts uncannily like Gandalf. The writing has enough clever detours and red herrings to keep the main thread engaging, but anyone who finished Disco Elysium last week will notice the moral palette here is quite flat. Choices exist, but they rarely reshape the outcome in meaningful ways, and the story has one ending. What it does have is a surprisingly dense side-quest layer that can swallow hours, though a few of those quests tip toward the filler-heavy territory I personally find hard to defend. The companion system deserves a specific callout, and not an entirely flattering one. You recruit a cast that ranges from elf rangers to dwarf mercenaries to amazons, but companions left at home continue earning experience at the same rate as your active party. That design choice gutted any real incentive to commit to a roster, which softens the party-composition stakes that should be one of this game's core tensions. The camera is another persistent frustration, locking tightly onto the party leader in indoor spaces and requiring constant manual rotation outdoors through dense foliage. It was a noted complaint at launch and remains one today. What Drakensang does right, it does quietly well. The world of Aventuria is atmospheric and dense with incidental detail: NPC conversations that float as text above heads, ambient orchestration that does more than you would expect from a modest development budget, and environments that clearly came from a team that had spent years living inside the source material. The English voice acting is competent, even if it covers only a fraction of the total dialogue. At Metacritic 75 from critics and a 9.1 from user scores, the split tells you everything: critics noticed the rough edges, players who surrendered to the pace and the systems found something genuinely satisfying underneath. Monika, Scout Team

Drakensang
RPG

Drakensang

Mar 9, 2009Radon LabsDTP Entertainment
GamerScout Says

If your RPG backlog has a Baldur's Gate-shaped hole and you have the patience to learn a ruleset that predates most Western CRPG fans' awareness, Drakensang is a slow-burning reward worth digging out.

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About Drakensang

I have a soft spot for CRPGs that arrive quietly and expect you to do the reading, and Drakensang is exactly that kind of game. Radon Labs built this around The Dark Eye, Germany's dominant pen-and-paper system, and the 4th edition ruleset bleeds into every mechanic. Every action from picking a lock to casting a fireball resolves through dice rolls calculated under the hood, with triple-attribute checks determining success. It feels alien at first if your entire CRPG vocabulary is D&D-derived, but once the logic clicks, you start to appreciate how tightly the numbers tie the world together. Character creation gives you twenty classes to choose from, covering familiar ground like Fighters and Battle Mages as well as more unusual options like dwarven Prospectors and Charlatans. Races constrain which classes are available, so an elf is locked into Ranger, Fighter, or Spellweaver roles. Magic runs on Astral Energy, a resource that regenerates slowly or gets topped up with potions, and spell effectiveness scales with the power level you choose to spend, so resource management has actual stakes rather than being a cooldown formality. Combat is real-time with pause, with each action consuming a set number of time units, meaning you can queue orders mid-fight when the situation gets complicated. Boss encounters and rare monster fights genuinely demand that pause button and some lateral thinking, including the occasional "retreat and come back stronger" moment that every honest RPG should have. The story takes place in and around Ferdok, a trading city shaken by a series of murders that pulls your character into a much larger conspiracy touching on dragons and ancient power. Longtime players of the Realms of Arkania trilogy from the 1990s will feel the connective tissue of the lore immediately. The plot leans heavily on familiar fantasy scaffolding: the chosen nobody, the gruff dwarf, the aloof elf, the mysterious mage who acts uncannily like Gandalf. The writing has enough clever detours and red herrings to keep the main thread engaging, but anyone who finished Disco Elysium last week will notice the moral palette here is quite flat. Choices exist, but they rarely reshape the outcome in meaningful ways, and the story has one ending. What it does have is a surprisingly dense side-quest layer that can swallow hours, though a few of those quests tip toward the filler-heavy territory I personally find hard to defend. The companion system deserves a specific callout, and not an entirely flattering one. You recruit a cast that ranges from elf rangers to dwarf mercenaries to amazons, but companions left at home continue earning experience at the same rate as your active party. That design choice gutted any real incentive to commit to a roster, which softens the party-composition stakes that should be one of this game's core tensions. The camera is another persistent frustration, locking tightly onto the party leader in indoor spaces and requiring constant manual rotation outdoors through dense foliage. It was a noted complaint at launch and remains one today. What Drakensang does right, it does quietly well. The world of Aventuria is atmospheric and dense with incidental detail: NPC conversations that float as text above heads, ambient orchestration that does more than you would expect from a modest development budget, and environments that clearly came from a team that had spent years living inside the source material. The English voice acting is competent, even if it covers only a fraction of the total dialogue. At Metacritic 75 from critics and a 9.1 from user scores, the split tells you everything: critics noticed the rough edges, players who surrendered to the pace and the systems found something genuinely satisfying underneath. Monika, Scout Team

Tags

singleplayertier:aaaThe Dark EyePen-and-Paper RulesReal-Time With PauseAstral Energy SystemParty CompositionTriple-Attribute ChecksOld-School CRPGFerdokLinear NarrativeDice-Roll Resolution

System Requirements

Minimum

OS
Windows XP / Vista
Sound
DirectX® 9c compatible sound card
Memory
1536 MB RAM
Graphics
NVIDIA GeForce 6600 GT with 256 MB RAM or similar video card
Processor
Pentium® IV 2.4 GHz or better processor
Hard Drive
6 GB Hard Drive Space

Recommended

OS
Windows XP / Vista
Sound
DirectX® 9c compatible Sound Card
Memory
2 GB RAM for Windows® XP, 3 GB RAM for Windows® Vista
Graphics
NVIDIA GeForce 8800 or similar video card
Processor
Intel® Core™ 2 Duo E8200 2.6 GHz or better processor
Hard Drive
10 GB Hard Drive Space

Reviews & Ratings

Metacritic
75

Game Info

Developer
Radon Labs
Publisher
DTP Entertainment
Release Date
Mar 9, 2009

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