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Dragonwake

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Dragonwake

Mr Crops · Published by Mr Crops · Official site ↗

8 user reviews — 63% positive (8 reviews)

Last updated 28 Sept 2026

A solo old-school D&D-inspired ASCII roguelike set in Valoria, with race and class, spells, quests, dangerous dungeon crawls, and a primordial dragon stirring.

DJCTQ lFull Controller Support

£7.15

Lowest price we've ever recorded

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Price history

5 Sept 2026Lowest: £7.15 · Highest: £7.1513 Oct 2026

RPG, Strategy · 2026 · More £5 - £15 games

About this game

Dragonwake is an ASCII roguelike set in Valoria, the land once ruled by the old empire of Istaris before the Starfall. Your heirloom, a blackglass star amulet, draws you there just as the primordial dragon begins to stir.

Dragonwake is built to feel like a solo old-school D&D-inspired campaign in roguelike form: race, class, attributes, saves, spells, quests, towns, ruins, and dangerous dungeon crawls. The rules aim for a 1e/2e-era feel, modified for smooth roguelike play.

Embark on a long and detailed quest line across an expansive world map, with towns, quest hubs, caves, tombs, mines, towers, keeps, old ruins, and plenty of replayability. Choose a race and class, then begin your road toward the Sundering Scar. Good luck.

Features

  • Races: Human, Dwarf, Elf, Half-Elf, Halfling, Gnome, Half-Orc.
  • Classes: Fighter, Paladin, Rogue, Cleric, Ranger, Druid, Wizard, Sorcerer.
  • Skills: Apothecary, Appraisal, Arcana, Athletics, Awareness, First Aid, Handiwork, Lore, Presence, Stealth, Survival, Thievery.
  • Unique per-class level perks, weapon proficiencies, and active class actions.
  • Core roguelike systems: artifacts, curses, hunger, corpse eating, potions, scrolls, wands, spells, resistances, and 8-way turn-based combat.
  • Adventurer Tools: ropes, pitons, bear traps, caltrops, oil flasks, nets, lockpicks, acid vials, oils and pastes, tool kits, and more.
  • World Map: travel across Valoria, visit towns and quest hubs, and delve into caves, tombs, mines, towers, keeps, and scarred old ruins.
  • Adventure Mode: more RPG-like play style where you can save the game at inns and camp.

System Requirements

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Minimum

Minimum:
  • OS: Windows 95
  • Processor: 1.0Ghz
  • Memory: 256 MB RAM
  • Graphics: Any
  • Storage: 512 MB available space
  • Sound Card: Any

Recommended

Recommended:
  • OS: 1.0Ghz
  • Processor: 1.0Ghz
  • Memory: 512 MB RAM
  • Graphics: Any
  • Storage: 512 MB available space
  • Sound Card: Any

Supported Languages

English, French, Italian, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese

Latest news

  • Patch NotesOfficial

    Localization and Early-Game Balance (v143)

    Localization and Early-Game Balance (v143) This small update completes Dragonwake's current localization coverage, improves procedural safe sites, and smooths out several early encounters. Localization Completed translation coverage for all current game text across every supported language. Added localized text for the latest monsters, locations, services, quests, and game modes. Gameplay and Balance Added the new low-level Ragged Zombie and expanded early undead encounters. Rebalanced skeletons to be more brittle, while zombies are tougher but less accurate. Softened several early-game outliers, including giant fire beetles, giant rats, wild dogs, dire bats, and low-level duergar. Procedural safe sites now provide their intended shops, lodging, supplies, and music. Fixes Fixed Expedition dungeons sometimes failing to remain populated. Fixed undead activity on graveyard surface areas. Fixed "restart same character" failing to preserve the complete run setup.
    Read full article on Community Announcements (kalin)
  • AnnouncementsOfficial

    Expedition, Dungeon Dive, and Custom Runs (v142)

    Expedition, Dungeon Dive, and Custom Runs (v142) Saves from v138 are not compatible with this update. Older versions remain available through Steam branches for continuing existing runs. This update adds two new ways to play Dragonwake: a procedural seven-island Expedition and the forward-only Dungeon Dive. It also adds eleven optional modifiers that can be combined to create very different runs. The Wandering Isles Expedition Added a complete new campaign across seven procedurally generated islands. Each Expedition generates different terrain, settlements, roads, dungeons, minor sites, enemies, and quests. Begin at Tidecross in search of the Crown of the Sea-King, then recover its seven lost jewels across the Wandering Isles. Islands have individual names and themes that influence their terrain and available locations. Added procedural settlements with merchants, inns, wandering villagers, and local quests. Added generated exploration, collection, and monster-hunting quests based on each island's actual contents. Added a complete Expedition finale aboard a wrecked ship against Thauld, the Drowned Emperor. Expedition seeds can be entered and shared to replay the same seven-island route. Dungeon Dive Added Dungeon Dive, a self-contained run beginning at level 1 inside the Infinite Dungeon. All upward stairs are sealed: the only way is deeper. Dungeon difficulty rises more gradually, while doubled combat experience supports progression without quests or world exploration. Magical service floors provide opportunities to rest, resupply, and recruit companions when Party Mode is enabled. Customize Your Run New-game setup now separates the world, save rules, difficulty, and optional modifiers. Modifiers can be combined where supported, including alongside Party Mode. Adventure Modifiers Bounties: Take recurring contracts to hunt named enemies across wilderness sites and existing dungeons. Arena: Enter three escalating arenas, each featuring ten bouts, champion battles, sh...
    Read full article on Community Announcements (kalin)
  • AnnouncementsOfficial

    Three New Classes, Varied Adventures, and Party Mode (v138)

    Three New Classes, Varied Adventures, and Party Mode (v138) Saves from v130 are not compatible with this update. Older versions remain available through Steam branches for continuing existing runs. This update adds three complete character classes, much more variation between adventures, an endless dungeon, and the first experimental version of Party Mode. It also includes substantial late-game balance work, new world content, visual improvements, and fixes across the game. Three New Classes Added the Bard, combining light weapons, arcane magic, songs, and performance-driven abilities. Added the Barbarian, who builds Rage by taking damage and turns it into powerful attacks and aggressive combat abilities. Added the Monk, featuring unarmed combat, staves, Combo attacks, martial forms, and movement-based defenses. Added an option to disable race and class restrictions when creating a character. Characters now begin trained in their starting weapon, and the first trained weapon rank is easier to earn when changing weapons early in a run. More Varied Adventures Added more than 20 procedural minor-site templates, including roadside inns, cottages, camps, shrines, caves, dens, graveyards, mines, and other small locations. Each new world places a different selection of safe and hostile sites, with biome-aware placement, locally scaled encounters, varied rewards, and occasional elite or procedurally named enemies. Added a procedural Stormwreck Isle interlude to the opening journey. Added alternate versions of the Old Cave and Dusty Dungeon, with different lengths, final areas, bosses, and quest outcomes. Reedmire and the Burned Cottage now form alternate regional storylines, with the unused location changing to reflect the selected route. Havenford's Watch and Smuggler work now form competing routes based on which line the player pursues first. Added a branching continuation to the orc campaign and more variation to the Lost Purifier, Kestrel, and Bitter Stock quests. Rare ...
    Read full article on Community Announcements (kalin)
  • Patch NotesOfficial

    Quest Hotfix (v132)

    - Existing saves remain compatible with this update. - Fixed the Stonecleft Lamp Run starting at the wrong trader and immediately completing. - Fixed the Beacon Prism failing to recognize that Auralith had been slain. - Fixed the sealed descent in Glassroot Hollow during Moonwell Reverie. - Saves already affected by the Beacon Prism or Glassroot Hollow issues will repair themselves when those interactions are retried.
    Read full article on Community Announcements (kalin)
  • AnnouncementsOfficial

    Fixes and Key Bindings (v130)

    - Existing saves remain compatible with this update. - Added customizable key bindings for each keyboard layout, saved separately in controls.cfg, with reset, unbind, Ctrl, and Alt support. - Improved option names and descriptions across every supported language. - Expanded Awareness details and detection rolls to show Wisdom, race, Edraeth, class, and equipment bonuses. - Gave fighters a fourth attack at level 20 and moved druids' second attack to level 10. - Reduced the player's automatic saving-throw level bonus from LV/2 to LV/4; attributes, equipment, and other bonuses still stack normally. - Corrected the monster saving throws displayed in Lore. - Improved Ruined Watchtower enemy refills and added more breaks, rubble, and debris to its interiors. - Updated Hunter's Eye so rangers can fire ranged weapons safely past allies. - Clarified permanent elixir messages with exact attribute, resource, and resistance gains. - Fixed spell and projectile effects briefly drawing at the wrong scale or outside current vision. - Rangers now have full Lore for their animal companions, with current level-scaled stats shown on inspection.
    Read full article on Community Announcements (kalin)

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