Instead of being an ideal travel companion, the Steam Deck is quite bulky, making it difficult to fit into most bags. Additionally, its unusual method for recording suspended time makes me hesitant to take it traveling unless I absolutely intend to engage in gaming.
It’s commendable that Dragon Is Dead was with me all week on the train, and not just that, but I also managed to get past the social awkwardness of having to clarify its contents during security checks at the theater, four times in total – given that I am a student of acting.
As a dedicated gamer, I’ve endured all sorts of hurdles just to continue my epic quest in the game, Dragon Is Dead.
In a 2D Roguelike realm, where demons surge forth from fissures, you embody The Successor. The plot thickens and fun intensifies as the story unfolds further.
A Roguelike Adventure
In a manner reminiscent of traditional Roguelike games, you’ll encounter numerous enemy groups across diverse stages. Following each segment, you’ll engage in a challenging battle against a boss character.
…it starts off really overwhelming.
These supervisors can certainly push your abilities to the limit, and if you haven’t accumulated an adequate arsenal of upgrades throughout your journey, they can become extraordinarily challenging.
I often found myself struggling against a boss during my initial encounters as I was still figuring out their pattern of attacks. At first, it might appear intimidating, but with time, you’ll learn when to avoid and when to strike.
For the majority of this game, it can feel quite intimidating at first due to its complexity. As anticipated, there are stats like Max Life, Damage, and Armor, but also an additional one called Strength that influences the Armor stat instead of Damage. Additionally, you’ll find Vitality, Intelligence, and Dexterity stats.

Each item has an Armor or Damage score, along with up to three extra bonuses. The complexity comes into play when deciding among options like Max Health or Vitality, each influencing various other attributes too.
The text includes a sort of guide or dictionary, however, you’ll notice that the writing in many parts of Dragon Is Dead isn’t polished, containing awkward language and spelling errors. Despite these imperfections, the focus is primarily on creating an immersive character experience. As you progress through play, you can definitely envision your character growing stronger.
As a devoted gamer, I can’t find the words to describe it, but the best games always seem to have this unique, ineffable ‘feel’. Whether it’s the smooth movements of Mario, the vast expanse of Skyrim’s world, or the hauntingly beautiful melodies of Journey’s soundtrack, there’s just something about them that resonates deeply. And now, I find myself immersed in the gameplay loop of Dragon Is Dead, feeling the same sense of engagement and satisfaction.
Won’t Someone Think Of The Writers?
Regarding the text, let’s discuss it frankly. This part of the game is its most noticeable flaw. Although the setting, with its moral ambiguities, spies, sorrowful rulers, and majestic dragons, is intriguing, the writing doesn’t quite match the complexity of the themes it presents.
A text that is filled with complex and unclear explanations, poor grammar, heavy and dull language, and even basic spelling mistakes can be challenging to read at times.
Synergy is the name of the game when it comes to Dragon Is Dead.
In certain genres, elements are sometimes reimagined or altered for unexplained reasons. For instance, instead of ‘Mana’, the term ‘Resources’ is used in some cases.
For a couple of rounds, I was perplexed as to why my gold didn’t deplete, despite the game repeatedly alerting me that my resources were scarce. It wasn’t until later that I understood the issue.
To fully explore and enjoy the intriguing parts of Dragon Is Dead, you should expect a learning process that requires patience. Rest assured, the effort will be worthwhile. Remember, you’ll need to take an active role in understanding the game, ensuring you stay on solid ground throughout your journey.
Synergise!
At a quick look, the upgrade system might seem intimidating due to terms like ‘Mastery Skill,’ ‘Core Skill,’ and ‘Assistant Skill.’ In essence, these groups of skills are labeled from Basic to Ultimate, so all you need to do is familiarize yourself with what each term signifies.
In some instances, specific abilities harmonize or work particularly well with other abilities drawn from a particular group, while in others they may complement one of the fundamental elements: fire, ice, or lightning.
In Dragon Is Dead, the concept of Synergy is crucial, and I particularly enjoy a key feature that revolves around this idea. As you advance through the game’s stages, you have the opportunity to gather Artifacts, comparable to Hades’ Blessings, which provide various enhancements.
Moreover, they belong to two distinct synergy teams. Gathering specific artifacts that align with these synergies enables the unlocking of additional upgrades.

At a given moment, you’re allowed to possess as many as nine items or artifacts. This means there are a total of 18 possible combinations where these items could interact or complement each other. Trust me, the benefits or synergies can accumulate quite rapidly.
At the conclusion of the game, I felt as if I were a deity, unleashing bolts of lightning and showers of fire from above, leaving everything around me stunned, exploded, or frozen solid.
Absolutely, the synergy doesn’t end there. Remarkable weapons often possess unique abilities or elements that they harmonize with. One such weapon I particularly admire is the Dancing Flame, as it transforms my ordinary fire attack into a devastating three-pronged destructive force.
By the end of the game, I felt like a god.
With the equipped Celestial Armor that boosts Max Life, and additional investments in Attack Speed and Electricity enhancements, I can typically remain in the center, allowing the bosses’ health to deplete on their own.
Experiencing the vibrant hues taking over one of the initial bosses, after battling them extensively during the early stages of play, truly brings a sense of satisfaction.
Initially, I had to dodge between an adversary’s three heads while simultaneously managing other foes, barely surviving each encounter. However, now, I effortlessly bring it down with a grin plastered across my face throughout the fight.
It’s Time To Get A Move On

One aspect I’d love to see improved a bit is the Dash ability. It seems like it remains the same from the very beginning without any significant enhancements or advancements.
When you dash, it increases the damage you deal, but unfortunately, this skill cannot be enhanced or improved, which is a pity since it would’ve been thrilling to reach a level where I’d be dashing through the air, showering my foes with destructive fire.
I thoroughly enjoyed witnessing the animation of the Dash power, as you seemed to leave a trail of shadowy sprite images in your wake with each use. In fact, all the animations appear to be skillfully created, making the attacks easy to anticipate due to their clear visual cues.

The opening animations for the boss battles, with their magnificently grisly scenes, effectively convey the danger posed by the adversary, as is characteristic of any Souls-inspired game.
Among all, I’d say my preferred one might be “The Giant Spider, known as The Tormentor, is likely my favorite. It abruptly emerges before a wounded soldier on the ground, swiftly tearing him in half. A pixelated splatter of what appears to be blood surrounds, hinting at the imminent threat it presents.
As I grow more adept at this game, I can’t help but feel like a dependable ally the villagers can rely on to drive away the menacing monsters.
Evading strikes at the right moment to boost my invulnerability duration, recognizing all sorts of status conditions to halt a creature in its advance, and witnessing its health deplete as I advanced in the game was incredibly satisfying.
Mostly On-Point Presentation

In essence, the graphics are quite appealing, featuring a watercolor-style pixel art reminiscent of Blasphemous. The main issue I have is that certain platforms and NPCs sometimes blend with the background, which at times can make it difficult to discern paths or conversational opportunities. However, this is more of a minor complaint than a significant one.
The music is excellent, yet somewhat confined. Its arrangement, featuring eerie strings and a consistent rhythm, effectively establishes an atmosphere, though it lacks development throughout your travel experience. Essentially, it repeats the same melody repeatedly.

Each time I believed there were no more surprises in the game, fresh features emerged. From being able to salvage Legendary Equipment and convert it into other useful items, to the unexpected arrival of a new character at the camp, or a new Essence that drastically altered power dynamics towards the end of the game, Dragon Is Dead certainly kept things exciting and unpredictable.
The game continuously took me by surprise. At times, it seemed as if it was strategically withholding elements to prevent me from winning during a particular session, yet I found myself eagerly anticipating the next challenge, no matter what.
Closing Thoughts:
Personally, I found myself utterly immersed in the 15-hour journey through Dragon Is Dead. With future updates promising additional chapters, characters, gear, and challenges, I’m eagerly anticipating where my adventure will lead next. If they manage to refine the writing, this game could easily stand alongside gaming giants like Hades and Dead Cells due to its incredibly engaging gameplay loop.
Initially, there might be a moment where you feel like giving up within the first few hours, but I implore you to persist. The mechanics should eventually become second nature, making the extra effort more than worthwhile.
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2025-06-06 16:12