Gedda Cake Demo Review – Super Sweet, Without the Tummy Ache

I talked about Gedda Cake previously on this blog, but I hadn’t been able to check out the demo yet at that time. And seeing as developer Flannel Bear Games launched their Kickstarter for Gedda Cake last week, now seems like the perfect time to give it a try. At the time of writing, the Kickstarter campaign is roughly 25% funded, so they have some ground to cover before the campaign closes on August 11th, 2022. I enjoyed the demo enough to back the full campaign and hope that you’ll give it a look as well.

Gedda Cake is a pixel art 2D metroidvania action-platformer. That genre is super saturated these days, but I think this game is bringing enough to the party to make it stand out. While this one is a much less traditional dragon game than I’d like to talk about on this blog, the lore and charming playable characters makes it worth a look.

Disclaimer: This will contain some light spoilers for the demo, if you care about that sort of thing.


In this game, you play as six young dragon siblings (Galacteon Draconis). Obviously, they aren’t exactly what most people picture when they think of dragons — there’s no leathery wings or razor fangs here. But those of you who prefer dragons with lots of personality over mindless beasts will find a lot to love here. So far, four of the playable characters have been revealed, and the remaining two will be shown off during the rest of the Kickstarter campaign.


Gedda’s love for food is immediately apparent.

The Galacteon Draconis of Leadership, attuned to the element of fire.

Gedda is the lazy brother and the leader. He is driven by food and just mentioning the word “cake” is enough to make him act. If it is edible, he is after it.

Gedda is the first playable dragon you meet. He’s round and red, with a belly that reminds me of Totoro, making him immediately endearing. But under his chubby exterior lies an explosive fire breath which can propel him backwards into dangerous situations in the game. He’s more of a drake than a proper dragon, with four limbs and no wings, but no less adorable. He seems to care very little about the plight of his missing siblings, only jumping to action at the mention of his lost cakes.

You regain health by eating cupcakes, and I love watching Gedda chow down.


Piccky makes a dramatic entrance.

The Galacteon Draconis of Humility, attuned to the element of water.

Piccky is the difficult sister and the fancy one of the group. She does not have patience with anyone besides Saline and is known for her snarky comments.

The other available character in the demo, Piccky, is drake adapted to life in the water. She wastes little time and energy explaining things to her brother; a lady of her stature has more important things to do. Her animations especially help show off her somewhat frilly personality, with her fancy little fan and her penchant for striking poses. Unlike Gedda’s more aggressive playstyle, Piccky fights with more precision and grace. Even if she’s a bit on the prissy side, she holds her own in combat.

Timing her attacks well results in extra damage.


Grabbu’s design is drastically different than the first two playable characters.

The Galacteon Draconis of Stability, attuned to the element of earth.

Grabbu is short-tempered, reckless, and is not known for using his brain often. He is all about punching first, and punching even more later.

Having not had the chance to play as Grabbu yet, all I can comment on is his design. He is more of a lindwurm, with a snake-like body and two forelimbs. I also like how he almost a bit Viking-inspired, judging by his horns and fluffy shoulders, and his apparent love of a good glass of (root?) beer. Everything you need to know about his personality can be summed up by this clip:


The ‘rocks-for-brains’ earth type is a bit of a played out stereotype, but at least the devs seem to be leaning hard into it and making it fun.


Look at the fluffy curly tail!!

The Galacteon Draconis of Serenity, attuned to the element of ice.

Catchoo is easily stressed, anxious and scared of almost anything. All she wants is to stay in her comfort zone. She is beloved by all her siblings.

Catchoo, the fourth playable dragon, was just revealed and she is the most adorable of them all! She’s a little fur-covered dragon, with horns like a Bantha and a cozy little ruff around her neck. And she has the cutest name. Much like myself, Catchoo loves tea, a good blanket, and comfort foods. And unlike her siblings, she is not made for hand-to-hand combat, preferring to attack enemies with ice magic from afar. Her playstyle is drastically different than anything we’ve seen so far, so I’m excited to see how that impacts combat in the full game.

Catchoo’s playstyle focuses on ranged attacks.

The Sacaritis

A few Sacariti NPCs you will meet throughout the game.

Sacaritis are another race of small, salamander-like creatures that serve as caretakers for the dragons and the world of Sugria. Each playable dragon has a Sacariti companion, who have distinct personalities that play off of their respective dragons. Sinder, bottom left above, keeps Gedda moving in the right direction, while Saline, bottom right above, is a more polite bridge between Piccky and the other characters. Sacaritis take up residence in the game’s main city of Salamandria, which will be slowly rebuilt as you rescue them around the world.


The game is set on the sugar-coated lands of Sugria, with at least 10 sweet-themed areas ranging from a chocolate jungle, a syrup cave, and an ocean of flan. In this universe, sugar is the most powerful source of energy from which all life ultimately formed. The Galacteon Draconis — children of the origin dragon — have lived and grown on Sugria for eons, until the other races grow tired of serving them. With most of the dragon siblings imprisoned and The Cakes (their food and energy source) hidden away, it’s up to the last sibling, Gedda, to rescue his brothers and sisters and get the cake.

While I have some questions regarding the morality of playing somewhat deified dragons to fight off other races that are in revolt, the story has just the right amount of cheek and charm without feeling cheesy. The worldbuilding is well thought out while at the same time leaving enough for the player to fill in with their own imagination. All of the characters seen so far have distinct and interesting personalities. I want to give special props to the writing and dialogue; plenty of indie games try too hard to be witty with drawn-out, quippy dialogue that just ends up somewhat grating. Gedda Cake, however, strikes a wonderful balance of being charming without wasting the players’ time. And as a bonus, each individual character has their own adorable dialogue noises.

The underwater sections have cute glowing lollipops in the background.

Graphically, the game’s pixel art style is, for the most part, gorgeous and cohesive. The world is vibrant, with hints of sugary sweets like lollipops and strawberries scattered through the background. Characters have absolutely adorable designs and animations, like Gedda’s round little belly that jiggles when he walks. Fighting animations are dynamic; it feels like there’s a lot of weight and action behind the movements. But I’m not a fan of Piccky’s running animation. The way her tails curls under makes it look like she’s propelling herself along the ground with it. (Update 8/29/2022: The devs have let me know they’ve updated Piccky’s run animation based on this feedback, and it looks a lot better!) Overall, the game is a joy to look at, full of bright colors without being garish, and things like enemy elemental type and race are easily readable.

Piccky’s running animation just looks a bit off.

Some enemies, in particular these plants that shoot rocks at the player, blend in with the background too much and are difficult to see. I couldn’t count the number of times I ran right up on one without realizing it was there. There’s also some slight readability issues where some things like doors and log platforms look like background objects, but you do learn to spot and understand them quickly.

My last graphical complaint pertains to the game world: on a planet made entirely of sugar, with syrup mines and chocolate jungles, I would like to see the aesthetics lean more in the direction. We get some of that already, especially with the cupcakes you eat to restore health, the power pickups being cakes, and sugar cubes being the currency of the world. But I think the devs could push that further and create something even more unique. Occasional background trees could look like marshmallows or something, or we see some pink and blue cotton candy clouds. I don’t think it would even hurt to add more unnatural colors to some trees, rocks, grass, etc. Maybe future level design could provide more of this, but I don’t think it could hurt to inject more liquid sugar sweetness into these early levels.

Not making these crystal look like rock candy seems like a missed opportunity.

Gedda Cake‘s core gameplay mechanic is switching between characters, each with their own playstyles. This occurs quickly and smoothly once you get the hang of it, and by the end of the demo, swapping between the two available playable characters starts to feel very satisfying. The first two dragons are distinct enough in their mechanics that it’s generally clear when you need to switch, and the game takes advantage of both their playstyles. With six characters total in the full game, I hope the rest continue to be so distinct and useful.

Other main mechanics of the game include an elemental system and a day/night system. Each dragon is attuned to a specific element, as are Sugria’s many enemies. You need to play smart, swapping characters strategically as they are more or less effective against different elemental matchups. You’ll take double damage from a type you’re weak against, while also not being able to cause any damage yourself. Swapping characters is quick and easy enough that it blends smoothly with this elemental system, and it forces the player to not stick with only one dragon. This interplay really strengthens the core combat mechanics. The day/night system is simple enough, with the player able to fast forward time at rest points. The change is not simply a visual one, however. Tougher enemies (and sometimes even entire boss fights) show up at night.

Some enemies require you to switch characters to defeat them. Piccky can’t damage this monster when it’s covered in plant matter. Gedda can burn that off, but he then is susceptible to the creature’s water attacks.

My first playthrough of the demo was honestly a bit rough, especially at the beginning. Gedda has a playstyle that makes fighting enemies on small platforms difficult, given his tendency to thrust forward when he attacks. The earliest areas didn’t necessarily feel like they were made for him and the way he plays. Difficulty is a core part of this game anyway, but the beginning felt especially punishing. Things started to feel a lot smoother once I unlocked the second character. However, between trying out the demo and writing this article, the devs took in a lot of feedback and made some tweaks to these beginning areas. The difficultly curve felt much better to me on a second playthrough. This new version of the demo is live now, so I encourage anyone who had tried the game previously to give it a second look and see how it feels.

There are some minor polish issues, like hitboxes extending past platform boundaries which made me hit my head while jumped occasionally.

A few last points on how the game plays: one, it’s more difficult than I expected, given the cute aesthetic and theming. But that’s not a bad thing; for the most part, it felt fair, and most difficult situations could be overcome by slowing down and approaching the problem differently. There are three difficulty levels (I was playing on the normal difficulty), as well as extensive assist options for those that want or need it. The only real issue I had with difficulty in the end was that sometimes it was hard to see offscreen enemies, like the plants or the final boss, both of which fire projectiles at the player. Not being able to see where those projectiles were coming from was definitely frustrating. I also started the demo with keyboard controls which was a mistake on my part (as I play way more often with a controller), but controllers are well supported and the game felt much tighter once I swapped off of my keyboard. I had some issues with overall game polish, like Gedda hitting his head a lot while jumping, or platform hitboxes extending past corners. The level design can feel a bit claustrophobic, almost like there’s not quite enough room between floor and ceiling. The platforming overall was a weaker part of the game for me, but I don’t feel like it negatively impacted my experience in any extreme way.

Sometimes you don’t have a great idea of where projectiles are coming from. In boss fights especially, maybe some sort of directional indicator would be useful?

Finally, I do want to give special mention to the devs handling of the game so far. I’ve provided feedback about the demo on their Discord, and they are receptive and responsive. I’ve seen them already implementing suggested changes. I also appreciate that they went into the Kickstarter campaign with a fully playable demo and such well thought out lore and game mechanics. That really gave me confidence in backing their campaign (coming from someone who very rarely backs Kickstarter projects), even with the anticipated October 2025 delivery date. But hopefully that gives Flannel Bear Games plenty of time to flesh out this game and provide the polish it needs to really make it shine.

Gedda Cake is not a high-flying, fire-raining, dragon-riding kind of dragon video game. But it does have cute, lovable draconic characters packaged with a fun new spin on the metroidvania platformer. The amount of sugary sweet charm oozing from this game has me very excited for its eventual full release.

Wishlist the game or download the demo from the Gedda Cake Steam page. The Kickstarter campaign is live now thru August 11, 2022. Follow the game’s progress on Twitter, or check out their Discord to provide feedback and chat with the devs. Gedda Cake is currently slated to release in October 2025.

Cancelled Dragon Games: Dragons that never were

It’s no secret that games get cancelled all the time. In the indie development scene especially, it’s likely that more games never see the light of day than get released. And who knows how many games are started by AAA developers that we never hear anything about?

Our little niche of dragon-centric games is no exception to this, and since most new dragon titles are tackled by indie devs, we’re even less likely to see finished products. Steam is too full to count of dragon games that have been abandoned by their devs, but today I’m focusing on just a handful of the most interesting or high-profile games that have been thrown in the bin.


Our first entry is a weird one. The first mention of Emberfall I had seen was from Youtuber Velocci’s 2021 Upcoming Dragon Games video, though he only shows a tiny bit of development footage. Emberfall was apparently supposed to be some sort of multiplayer action-adventure RPG where humans and dragons were pitted against each other. It sounds like the game was to have crafting and survival mechanics, all set in a typical medieval fantasy setting.

Emberfall concept art. Courtesy of

The one dragon model I’ve seen looks great. A couple of artists‘ Artstation pages still have some models up, and judging from the rest of their portfolios, we may have seen some more dinosaur-inspired dragons had the game been finished. I don’t know how far in development this game got before its cancellation, but, at least at the time of Velocci’s aforementioned video, it was not yet in a playable state.

Sometime around late 2020 or early 2021, however, nearly all mention of Emberfall disappeared from the web. Their website, Discord server, and social media pages were all wiped from existence, and all that remains appears to be some bits of concept art and game models scattered around the internet.

Emberfall dragon concept art. Courtesy of

So what happened? The consensus seems to be problems with the team’s lead developer, according to user Sound on the Draconia discord:

In regards to Emberfall, what actually happened that the lead dev was admittedly fairly absent most of the time and not too great at giving us direction (The artists at least) so their second in command ended up filling that role and helping out the artists, giving pointers and helping us make better end products. Lead dev turned on this guy out of the blue, near christmas might I add, and nuked from from the discord and blocked them everywhere.

From there they got really scary, coming at us with ndas and essentially demanding invoices for all our work. Might I add for the entirety of our time there we were all unpaid 🙃 With promises of payment once the game started selling. Honestly it was bad enough to nearly give me an anxiety attack with how stressful that day was lmao

And get this, when they asked for the invoice regarding George, one of the designers and environmental artists the Lead accused them of their prices being too high (Despite him giving her lowered rates which they agreed on to begin with). So yes, the artists, including myself did leave with all our work

But it was because the lead dev wouldn’t pay the guy who arguably deserved it the most.

With so little info to go on, it’s hard to say how good or bad this game could have been, especially when the multiplayer survival genre is already so saturated. It’s always sad to see an indie game fall prey to development and personnel issues, but maybe some of the remaining artists and developers will take up Emberfall‘s mantle someday.

Monster Hunter Dreams

Entry two is a bit less of a game and more of an individual’s passion project. Twitter/Reddit user Bluerith was using the Playstation 4 game Dreams to develop a game set in the world of Monster Hunter, but using the monsters themselves as playable characters. The project was planned as a sort of PvE survival RPG type game, though it was obviously in its early stages and limited by the Dreams platform. The plan was to be able to fight both hunters and other monsters, with survival as a primary focus.

The models and animations were looking fantastic. The world of Monster Hunter contains a huge variety of monsters besides dragon-types, but we did get to see a playable Rathalos (a classic wyvern-looking monster) in addition to a Velocidrome (a smaller raptor-like monster). I personally would have bought a copy of Dreams just to mess around as some of my favorite Monster Hunter creatures.

Flying around a map as a Rathalos looks like so much fun!

Sadly, in May 2021, Bluerith announced on their Reddit profile that they had been contacted by Capcom to discontinue work on the project. It’s a shame, but always a risk that’s run when working on fan projects for existing IPs. Bluerith seemed to be making great use of the Dreams game development tools, and it sounds like they’ve moved on to developing in Unreal for future projects. I hope to see more dragon-centric games from them in the future!


Probably the most widely-known dragon game casualty is Scalebound, developed by Platinum Games (of Bayonetta fame) and published by Microsoft. Scalebound was going to be an action RPG focused on a young male protagonist named Drew, apparently somehow transported from our modern world to the world of Draconis (enter cliché dragon-themed world name), where he fights alongside his bonded dragon companion, Thuban.

Moment-to-moment gameplay focused on Drew, who used weapons and abilities to fight. He also had a weird dragon arm — a visualization of his bond to Thuban — which granted him additional abilities like scanning enemies for information, healing his dragon friend, or allowing him to transform into a humanoid dragon form for greater fighting abilities. Thuban himself was AI controlled, though Drew could issue him commands such as where to attack and move. Drew could also enter a “Dragon Link” mode where he could directly control Thuban from Drew’s first-person perspective, but which left him vulnerable to enemy attacks. You could ride Thuban to some degree, but that appears to have been the extent of player control over him. The bond between the characters meant that if one was killed, the other would die as well. Some sort of four-player cooperative online multiplayer was planned, though we unfortunately never got the full details on how that was to be implemented.

Drew could issue commands to Thuban, but he would act on his own as well. Courtesy of IGN.

What I found most interesting about Scalebound as I researched the game was how much the deeper gameplay systems focused on your dragon companion. The story focused on Drew, but he was meant to be a fairly static character gameplay-wise, outside of leveling up, getting new weapons, and so on. But the player didn’t really get many customization options for him. Most of that was left for your dragon. There were three types of dragons: “rex,” which was Thuban’s default mode; a quick-maneuvering aerial “wyvern;” and a four-legged, slower and stronger “tank” dragon. Throughout the game, you could upgrade and shift your dragon between these types, which would influence his growth and attributes. This was meant to allow you to create an entirely unique dragon, built around your own gameplay and aesthetic preferences, and one that could be continually adjusted as you played. Additionally, you could purchase armor to augment your dragon’s offensive and defensive capabilities. Hideki Kamiya, the game’s director, really wanted these mechanics to emphasize your growing bond with Thuban, saying: “…The more you invest in that dragon and in your relationship with that dragon, the more that dragon becomes yours.”

Dragon customization was meant to be robust and a major focus of the game. Courtesy of IGN.

This focus on the bond with your dragon got me more and more excited as I read about it. I didn’t follow Scalebound closely when it was originally shown off; the goofy, kind of cringey protagonist turned me off of it and I assumed the dragons were just an afterthought. But throughout the game, your bond with your dragon companion was meant to grow and change, and that would reflect in the gameplay. You could unlock joint attacks, and Thuban would become more friendly and helpful. You weren’t meant to even be able to ride him at the beginning; you needed to grow closer before he would let you on his back. You could gain additional skill points to level him up by healing him or assisting him in battle. Much like Trico in The Last Guardian, Thuban was supposed to be a truly independent character, one that might not always respond perfectly to your commands. In the bit of gameplay we got to see, Thuban would fight alongside you, but he would also venture ahead sometimes as you traversed the world, making him feel more like an independent companion in the world, as opposed to some mindless NPC trailing along behind you awaiting your every command.

While I paid no mind to Scalebound‘s cancellation at the time, now I feel mournful for what could have been. It definitely didn’t look perfect: most people didn’t like the protagonist, the little bit of dragon riding we saw looked rather slow and not very interesting, and I can’t see how multiplayer makes any sense given the focus of the story on this particular human character. But it may have brought a new perspective on dragons in games, and it seemed like Kamiya was intent on that result.

Microsoft canned the project in early 2017, with the reasoning later being stated that it may not deliver on players’ expectations. Platinum Games has said that the blame falls on both sides, and that they weren’t experienced enough to produce what they had envisioned. Maybe Microsoft demanded too much, or Platinum just had too broad of a scope. Either way, fans were furious at the time, and Kamiya has continued bringing the game up over the years. He said that he had always wanted to make a game with dragons as companions instead of enemies, and that Scalebound is the title in which I can finally realize my dream.” I hope that he can still achieve that dream one day, so that all of us dragon-loving gamers can experience it.

Upcoming Dragon Games in 2022 and Beyond – Part II

You can read Part I of this article here.

Outside of Early Access titles, dragon loving gamers have quite the variety of games to look forward to over the next year or two. Similar to Part I of this article series, these games are all been developed by indie creators, and we’ve got a great mix of genres. Dragons play a more prominent role in some of these games than others, but they’re a main feature in some way or another in all of them.

I’m just going to give a brief overview here today, but I plan on giving each of these a more in-depth look in the future.

Announced Games

Dragon’s Hoard

Dragon’s Hoard is a “Multiplayer 3rd-person Action Adventure Game about helping your adopted Dragon get to their home in the sky.” Apparently, your dragon will grow with the size of your collected hoard, which is a unique twist on the usual dragon raising mechanics. You can ride your dragon once it is large enough, and other player-dragon interactions are planned. It is the project of a solo developer and will soon be launching on Kickstarter. I also want to make note of the dev’s desire to avoid monetization and NFTs/blockchain technology, which is a plus in my book.

You can ride your dragon once it’s large enough.

This is one of those projects where I’m curious to see how much of a role the dragons end up playing in terms of actual gameplay. The dev hopes to implement interactions like belly rubs and head petting, but I’d love to see more dragon-raising mechanics like feeding developed. There don’t seem to be many games focused on the raising aspect of dragons, and this could be a good potential one to fill that niche if the dev decides to move in that direction.

Dragon’s Hoard is slated to come to PC. Links below:

Dragon’s Hoard on Steam

Dragon’s Hoard on Twitter

Dragon Game Project

Dragon Game Project is a “3rd person RPG with team modes, and sandbox-like mode, where you can play as different creatures, such as dragons, wyverns, lizardmen and gryphons.” It is being developed by a small team in their spare time, but progress seems to be going well. Single and multiplayer modes are planned, including a team match mode. Their models and animations are lovingly hand-crafted, and I’m excited to watch this one develop.

Dragon Game Project has some of the smoothest animations and prettiest models on this list.

This is one of the better looking 3D ventures on this list, but it does sound like it might fall into the ‘mostly sandbox’ category that other currently in-development dragon games find themselves in. That’s not a huge problem, and seems to satisfy a good portion of dragon game lovers, but I wonder if this one will still miss the mark for me personally. I hope this team ends up delivering some robust and varied multiplayer content.

Dragon Game Project is planned for release on PC, Linux, and possibly Mac. Links below:

Dragon Game Project on Twitter

Dragon Game Project on Youtube

Gedda Cake

Gedda Cake, developed by Flannel Bear Games, is a “2D action-platformer about Dragons and Cakes” and it’s adorable! In this game, you can instantaneously swap between 6 dragon characters with different abilities to achieve your goal of rescuing the sweet land of Sugria and getting the cake. With a living world that changes with the time of day, it sounds like we can expect metroidvania elements as well.

Swapping between characters on the fly looks like it will create interesting, dynamic combat.

Although Gedda Cake doesn’t really fulfill any of my personal dragon game hopes and dreams, I’m a sucker for good pixel art, and this game has a great aesthetic. So far it looks like we’ve only seen two of the six playable dragons, and I’m itching to see the rest. There’s a lot of room in the dragon game market for a metroidvania or two. And since metroidvanias are so hot right now, maybe that will help it reach a wider audience, and we could see more games featuring dragons in the future?

There is currently a demo available on Steam. Gedda Cake is releasing on PC and Mac. Links below:

Gedda Cake on Steam

Gedda Cake Official Website

Gedda Cake on Twitter

Glyde the Dragon

Developed by Valefor Games, Glyde the Dragon is a 3D adventure/platformer that appears to draw a lot of inspiration from the Spyro series right off the bat. Glyde and his tiny companion Wing are setting out on an quest to combat a mysterious corruption spreading across their world. You’ll help other dragons, collect crystals, and fight baddies with more than 60 types of attacks and abilities, all within a vibrant living world.

Combat looks a bit hectic and probably more inspired by the “Legend of Spyro” series, or other combo-based action games.

As a lifelong Spyro (and 3D platformer collectathons in general) fan, I’m incredibly excited about this one. Glyde’s design is unique enough while still remaining slightly nostalgic, and I love the colorful, stylized world. Modern studios seem to have struggled with 3D platformers in recent years, so I’m anxious to see Glyde’s take on the genre and to get my own hands on the game to see how the somewhat chaotic-looking combat feels to play.

Glyde is releasing on PC only right now, but the devs hope for eventually console ports. A demo is expected to release in 2022, so keep an eye out for that. Links below:

Glyde the Dragon on Steam

Glyde the Dragon Official Website

Glyde the Dragon on Twitter

Glyde the Dragon on Facebook

Guild of Dragons

Currently live on Kickstarter until March 24, 2022 and already over 200% funded, Guild of Dragons is a “settlement-builder with dragon taming, exploration, and conquest.” It’s being developed by a husband and wife team, under construction since 2019, and is planned to launch into Early Access in 2023. In addition to the settlement building aspects, gameplay is planned to consist of trading, farming, mining, and crafting.

I’m curious to find out more about the role dragons play in this game, as it looks like flight may be locked to fast-travel only. It sounds like there may be a stronger focusing on the raising and taming aspects than Dragon’s Hoard earlier on this list. I have to say that the dragons I’ve seen so far are probably visually my least favorite out of any of these games I’ve talked about, with some questionable anatomy and design choices. But with the game in such an early state of development, hopefully the models will be more polished by the full release. I think this is a game that would benefit a lot from a more stylized aesthetic as opposed to trying to keep things looking semi-realistic.

One of the worst anatomy mistakes I commonly see is wings sprouting from the sides and not the shoulders.

Update 3/23/2022: The dev reached out to me to share a bit more info. Dragon flight won’t be limited to just fast-travel sequences; you’ll be able to fly on your dragon wherever you want. We talked a bit about the dragon models and overall aesthetic, and they emphasized that they’ve had one person working on all the models for the entire game. While the stylistic choices may not be entirely up my alley, I’m still just happy to see more dragons in games. I hope that the gameplay will set this one apart, even if the visuals might not.

Guild of Dragons will be launching initially on PC, with a Mac version to follow. Links below:

Guild of Dragons on Kickstarter

Guild of Dragons Official Website

Guild of Dragons on Twitter

Guild of Dragons on Instagram

Guild of Dragons on Facebook

Guild of Dragons on Youtube

Guild of Dragons Subreddit


This game wasn’t even on my radar until I was mostly done with this article and stumbled across it while going down a Youtube rabbit hole. Skyfear, developed by the 3-person Protaria Studios, hasn’t received much media attention, but it sounds like the devs have been hard at work. It draws a lot of inspiration from old-school arena shooters from the LAN party days, with customizable wyverns as your playable characters. A huge plus in my book, as someone who avoids most online play, is the ability to play and progress in singleplayer mode as well, against bots instead of other players.

Skyfear was initially slated for release in 2021, but it appears to have been pushed to 2022 back in November. However, the dev claims that the vast majority of the game’s content is finished, and that the delay is to polish up animations, audio, effects, and multiplayer AI. This is good news to me, as the animations in what little gameplay footage I can find look rather rough. I hope that the delay is enough to get the visuals to a more polished level, since it sounds like there is potential for interesting and diverse gameplay, with a large number of combinations of perks, magic, and abilities you can choose at the start of each match. Gameplay seems focused on speed and agility, and the devs have specified their dragons are based more on bats to accentuate that concept.

Skyfear is planned for release on PC, with possible Mac and Linux versions in the future. Links below:

Skyfear on Steam

Skyfear on Twitter

Further Out?

Project Dragon

Back in April 2021, rumors started coming out about a new game backed by Microsoft and developed by Hitman studio IO Interactive. Apparently dubbed Project Dragon, it’s rumored to be a medieval fantasy MMO. That’s about all we have to go on, but hopefully we’ll hear something else in 2022. It could go nowhere, it could end up having nothing to do with dragons, but the codename alone is enough to pique my interest.

So, that should pretty much cover everything we’ve got to look forward to over the next year or two! Do you know of any games I’ve missed, or are you working on your own project? Please feel free to reach out to me on Twitter or via email at if you have something to share!

Upcoming Dragon Games in 2022 and Beyond – Part I

I was actually pleasantly surprised by the number and variety of in-development games that feature dragons I found while doing my initial research for this blog. Over the next couple of years, we can look forward to sandbox survival games, a 2D metroidvania, a 3D action platformer, and more. Everything on this list (that has been officially announced, at least) is being developed by indie creators: small teams or even solo devs. I’m sad to see a such a dearth of triple-A titles on the horizon (but maybe they’ll announce Spyro 4 soon, right guys…?), but indie devs hopefully have us in good hands for the meantime.

Part I of this article will focus on games that are, at the time of writing, available as Early Access titles. In Part II, I’ll take a brief look at other upcoming games that have been announced or are in Kickstarter status. I hope to give a more in-depth look into all of these as they reach a fully released state.

Part I – Early Access Games

Chronicles of Galdurvale

“Guide Amelia Moonglow, a wide-eyed hunter with incredible power, as she journeys from Middleland to the floating isles of Sky World. Explore the lands of Galdurvale, utilizing her mystical power to harness the elements and decimate her foes. Adventure and excitement await!

Chronicles of Galdurvale Steam page

Chronicles of Galdurvale is an upcoming third-person action adventure game being created by a solo dev under the name Luminous Games. The game promises dragon riding, difficult combat, puzzles, and crafting in a biome-diverse open world. Sounds like a lot coming from one person, doesn’t it? But with 15+ years of programming experience, developer Jen Huei Lee appears to be making steady progress. Development started back in 2018, and Chronicles was released into Early Access on Steam in September 2021. Things appear to have gone silent on Luminous Games’ social media pages since then, but according to a January 2022 post on their Discord channel, the dev relocated internationally after the EA launch and is back to working on the game full time. They seem to be responsive on Discord, which gives me hope that this project won’t be abandoned. The dev is still promising quarterly updates and aims for a full release sometime in 2022.

Combat involves a mix of melee and ranged fighting.

Currently, the EA demo starts from the beginning of the game’s storyline, with no access to your dragon mount. There is also a short free demo available that focuses solely on the dragonriding aspect of the game. Gameplay appears to be fairly standard third-person action adventure RPG fare, with action apparently focused on ground combat and exploration, and a smattering of environmental puzzles and sidequests. The dev claims inspirations such as the Legend of Zelda, Resident Evil, Tomb Raider, Final Fantasy and Diablo. Surprisingly, despite the similarities, the Drakan series appears to have not been on their radar prior to development beginning.

Looks like we can expect to see other dragons besides just the main character’s mount.

I like the design they’ve gone with for their dragon, but would have liked to see a unique model instead of a purchased asset. Maybe this will change before the full release. The blue and black color scheme is a nice change from the typical reddish browns we get with many playable dragons. The dragon gameplay at the moment, however, seems a bit floaty and unsatisfying, even when compared to something like Drakan. Much like in Drakan, I have my doubts as to how much gameplay time will be spent on dragonback. I hope that dragonriding makes its way into a large portion of the final game, with weighty animations and satisfying aerial combat, but we’ll have to wait and see.

Love the animation when flying straight, but turning looks odd when your dragon just pivots left and right with no banking or anything.

You can follow progress of the game on Luminous Games’ Twitter or Facebook.

Day of Dragons

To be honest, I debated a while on whether to put this game on this list, given its controversial history (which I won’t be delving into here as it has been covered many places). I am also coming into Day of Dragons with an outsider’s perspective, having not followed the original Kickstarter or the ensuing drama. So, before I get to talking about this game, I would just like to preface that you may want to do some research to know what to expect from this game in the future.

Day of Dragons is an online creature survival game set in a large, beautiful, sandbox open world with multiple biomes and distinct creatures. Rule the world as one of several dragon species, or play as an elemental.

-Day of Dragons Steam Page
Currently you can play as the flightless Acid Spitter drake, or the winged Shadow Scale.

Day of Dragons has been in Early Access on Steam since December 2019. It appears to have been in active development since then, but only two playable species are currently available (and only one of those is a flying dragon). This is the first venture by small indie developer Beawesome Games. The game’s Steam page FAQ states that they anticipated Day of Dragons being in Early Access for at least a year after its initial launch, and since it’s been a little over two years since then, with a relatively small amount of progress made, I don’t hold high hopes for this one reaching a full release anytime soon.

The Inferno Ravager, one of the upcoming playable species.

You start as a hatchling and grow over time, seeking resources to keep yourself alive. Current and planned features include a clan system, nesting, and further end-game content after growing to maturation. Overall, Day of Dragons seems to lean heavy on the sandbox side, except for the potential of deeper end-game content. I fear this one will perpetually end up in the same place most open-world multiplayer games developed by small indie studios end up: devoid of content and never finished.

The in-flight animations are gorgeous and well-executed.

On the good side of things, the flight mechanics are visually some of the best I’ve seen out of any of these Early Access games. The animations and designs of the current models are very pleasing, for the most part. However, I feel the need to point out something mentioned in several Steam reviews. Many of the current and planned models bear strong resemblances to several TV/movie dragons. The Shadow Scale has a striking similarity to the Night Fury from the How to Train Your Dragon series, and the upcoming Inferno Ravager appears very similar to the Game of Thrones dragons. And these are only a couple of examples. It’s disappointing to see such a lack of creative, unique designs in one of the few modern dragon games currently available.

I want to give Beawesome Games the benefit of the doubt that they are putting their all into developing Day of Dragons, but the consensus of the dragon game community seems to be against them on this. Only time will tell, but at the current rate of development, they have a lot of work ahead of them. Day of Dragons is available in Early Access for $19.99 USD.


“Create your dragon, customize it, level it. Explore the world of Draconia and unravel its story. Draconia is an MORPG where YOU play as the dragon!”

-Draconia Steam Page

The Draconia dev team describe their game as an “open-world dragon survival game with RPG elements,” and, so far, it looks pretty great. In active development since 2019, Draconia launched into Early Access on Steam in January 2022. Draconia already includes features such as character customization, hunting (with an interesting scent mechanic to find food and resources), hoard crafting, optional PvP, and more. Additional features like dens and nesting, as well as a clan system, are planned for the future.

The dragon models can look absolutely beautiful, with a wide array of customization options.

One of the most unique aspects of Draconia is the ability to play as one of six drastically different species of dragons (or a griffon). I can’t recall any other Eastern style dragons in video game outside of the Monster Hunter franchise, but you’ll be able to be one in this world. Each dragon species has a specific element (Eastern dragons are water, the Quetzalcoatl is light, etc.) and each has strengths and weaknesses when it comes to survival and combat. Currently, only two of these dragon species (the European Dragon and Lindworm) are available to play as, but the devs share frequent updates on their social media.

WIP Eastern Dragon flight animation as of March 2022.
You can get some gorgeous screenshots.

Once you have selected your species and customized your dragon, you start the game as a young dragon. The main gameplay loop is centered around leveling up your dragon, which is done through quests. Your dragon grows physically larger as your level increases. You’ll also need to hunt for resources like food and water to survive. Overall, the amount of content currently seems low for the asking price of $34.99 USD, and you have the typical EA issues like floaty controls and some rough animations. But the devs are actively churning out more content, and what is there is visually the best of these Early Access titles so far. If anything, it’s great for getting screenshots of your custom-designed dragons (and I highly recommend checking out the game’s Discord channel for examples). I look forward to watching this one develop further.

Draconia is aiming for a 2022 release date. Check out the game’s website for links to all their social media profiles.

My biggest concern after digging into these titles is that these are all fairly large-scale, ambitious projects for first time indie developers to take on. Are Day of Dragons and Draconia going to give us more interesting content than just a dragon-sized sandbox to play in? Honestly, I’m content to have that as a minimum for a modern-day dragon game, but I can’t help but to hope for more from a studio with more time and resources. But I’m still very excited to see what kind of state these games end up in when they fully release.

You can read Part II of this article here.