Please note: Those who own or rent private DoD servers will want to do a clean install of Day of Dragons Beta, as the Beta and old Alpha are different games and are not compatible. Visit our Discord for the latest server configuration.
Thornbacked Crawler (AI) -Poisonous effect when consumed
General mechanics
Physics-based Flight v1.0 -Crash and Fall Damage -Hatchlings can now glide if dropped from high heights
Swimming v1.0 -Swim Bladder buoyancy control (Acid Spitter only)
Night Vision v1.0 -Unique Night Vision for Shadow Scale -Unique Night Vision for Acid Spitter
Mutations and Genetics
Hatchling Carry and Struggle v1.0
Nesting v1.0 -Skin Crafting v1.0 -Prompt for when ground is not flat enough for nest placement -Nest Waypoint -Ability to build a nest -Nests can now be destroyed with pierce/blunt damage if unprotected. Nests are unprotected if the sire or dam are more than 50 meters away. Only the sire or dam must be within 50 meters to protect the nest, not both -Courtship Emote (5) -Nest Panel v1.0 -Custom Nest Models for Acid Spitter and Shadow Scale
Campus and Waypoint Marker
Dynamic Growth system including Hatchling, Juvenile, Adult, and Alpha growth stages
Death Camera -Death SFX
Ragdoll Corpse physics and carrying -Corpses now spawn a blood pool decal where they died
1st Person Camera
Persistent Clans
Alpha Growth system and unlocking mechanic
Custom AI system
Added Animation IK/FK
Melanistic skin is unlockable for non-Kickstarters. Good luck!
UI and HUD
Character Panel (I) -Growth Bar at bottom of screen -New Stat system
Social Panel (O) -New Group/Clan invite system through Social Panel -Ability to go Offline to avoid appearing on Social Panel player list
Admin Panel -Admin panel auto-refreshes every 5 seconds -Admins can now mute/unmute players to restrict their ability to use global chat -Admins can now replenish players hunger/thirst/sickness -Admins can now grow players to juvenile or adult -Admins can now reset AI and clear corpses -Admins can now slay, port to, or summon players -Opening Admin Panel puts Admin in "Super" mode
Character Select Menu with full DLC support -Players can have 1 character per species per server -Skin selection -Can now select Kickstarter and Patreon Skins -Can now select Shimmer skin effect for exclusive skins (KS2019 skins)
New Loading Screens and Icon
New / commands including including /help to list all commands
Status Effect icons for Hunger, Thirst, Poison, Bleed, Super, and Decay
New HUD Graphic
Survival & Combat Systems
Stamina exhaustion mechanic (when stamina is fully drained, it takes a while before starting to regenerate)
Bile exhaustion mechanic (when bile is fully drained, it takes a while before starting to regenerate)
Resting Mechanics (sit/lay/sleep)
Health now receives a regen boost when really low
Sickness Mechanic
Added ability to drink from any water source (hatchlings can drink from puddles)
Hints for interactions (talk, eat, drink)
Many new damage types (Piercing, Blunt, Plasma, Acid, Fire)
Decay/bleed stacking, both stack up to 3 times
Added armor and bile regeneration
Added targeting camera (aiming ranged attacks)
Wound, Bleed, and Decay VFXs
Setting and Server Configs
New Game options
New Video options
New Audio options
New Input options
Simple Profanity Filter
Full Partial Gamepad Controller support + keybinds
Many new server config options
Admin command and player kill logging
Streamer mode to hide location and mute in-game music
Spectator mode
Environment
Forgotten Forest Biome v1.0 -Interactive foliage dependent on creature size -Nharogk, Jrakhon's moon -Map theme music now plays when spawning in map for the first time -Footstep SFX for various surfaces -Edible Fauna
Changed
Removed playerholder dragons, AI, and maps
Keybinds changed
Improved Safelogging system (to safe log, you must sleep for 60s, exiting sleep should cancel timer, check timer on your ESC menu)
Redesigned Chat system (All, Global, Local, Group, Clan)
Removed many slash commands as new Character panel makes them obsolete
Optimized chat data to decrease packet size
Chats now use a queue system to prevent chat lag
Redesigned starvation and dehydration mechanics
Revamped Bite Combat
Redesigned Projectile/Bile Combat
Steam Master Server List should now show player counts
Game now runs a hardware benchmark on first startup and adjusts video settings accordingly (please delete your Save/Settings/Graphics.sav file) -Can now run benchmark from Video panel -Benchmarks no longer run at startup
Game now load Medium settings as default
Shadows can no longer be disabled to prevent gaining an advantage over other players
Low foliage setting no longer disables foliage, just reduces it further
Unlimited frame cap removed (capped at 60 FPS) and replaced with 4 settings, Auto, 30FPS, 45FPS, 60FPS.
Save setting save names changed to remove any issues when updated to version 1.0 from version 0.8
Refactored & optimized server/network code
Refactored game code
Server tick rate & replication frequency increased to attempt to reduce movement jitters
Updated FMOD to version 2.01.09 increasing SFX performance
All creatures have been balanced with the new systems
Group size is limited to 10 players
Closed Beta to Open Beta Patch Notes
ADDED
Players on PvE servers can now type /pvp to flag themselves for combat allowing dueling or death. Flagged players have red glowing eyes. Flagging can only be toggled if safelog is available. To safelog, go to sleep (Hold Shift+R). To unflag, type /pvp again when safelog is available.
Added new exotic skin crafting recipes for both Shadow Scale and Acid Spitter
Added missing controller icons to keybinds menu
Added more landmarks and water locations to the map
Added more AI spawn locations
Added more mushroom spawn locations
Added more player spawns
CHANGED
Shadow Scale Dragon is now available to all players as a starter character
Deprecated Day of Dragons Alpha (goodbye cruel world) Players switching versions must delete their save game folder and app data saves folder (2 directories).
Day of Dragons now supports Vulkan. To switch RHI, type -dx12 or -vulkan in the Steam launch parameter. -dx12 is recommended for Windows 10 users having issues running the game.
Updated various SFX
Nights are now darker
Admin /unstuck ability now fixes even more common player bugs
Hatchling struggle ability is now 100% guaranteed to escape on PvE servers with an increased chance to escape on PvP servers
Tweaked mushroom spawning & spawn rates
Rebalanced ASD and SSD armor and damage stats
All chat channel now shows different colors for different channel chats to help distinguish the channels better
Accepting a nest invite of the same species now reduces your corpses food value to 1 to prevent corpse feeding from egg invites
Reduced Stamina drain on Acid Spitter
Increased Acid Spitter & Shadow Scale swim speeds
Improved flight takeoff syncing
FIXED
Improved player collision detection at high speeds to prevent flying through terrain
Fixed missing physics on some water ponds on Forgotten Forest
Fixed up some AI spawners using old method that caused a server infinite loop lockup
Trees no longer look extra sharp
Players should now correctly spawn randomly around the map (fixed bug causing players to spawn in only a few spawn points)
Fixed multiple floating grass areas on Forgotten Forest
Fixed bug where wounds would appear on a dragon after server restart even if they were not damaged
Fixed bug where players who pick up a bug as it is despawning can no longer pick up bugs anymore or fly.
Fixed an issue with admin corpse tags showing for corpses that have already despawned
Day of Dragons Genesis Open Beta goes live for everyone on July 21st with our first starter dragon, the Shadow Scale. On July 21st the beta client and server will be pushed to Steam default branch and the early Alpha build will be deprecated. Players who update to beta will need to delete their save folders. Detailed instructions are available in both our Steam pinned messages and on our Discord. Server owners will want to visit our Discord to download our new server config guide. Kickstarters with the Beta Access perk and owners of the Acid Spitter DLC can try out the preview Beta 1 week early by switching Day of Dragons to the beta branch.
The Open Beta is just the beginning for Day of Dragons, we still have more content to put in before the game can come out of Early Access (to see the content we are working on check out our roadmap on Trello). We still have more dragons to make, more animations to make, more sounds to make, more biomes to make, we have so much more work to do, but Open Beta is the true beginning of our Early Access game, it's the first taste of the Kickstarter-funded Day of Dragons game. This is what we have been working on for almost 2 years and we cannot wait for you to play it as it is only the beginning of what is to come for Day of Dragons.
We will fly with you all in the Forgotten Forests on July 21st!
As you know, we do not have a dev blog this month as we are all hands on deck working hard on the Open Beta release coming next month in July (confirmed). With the release of the Beta, it brings with it a new era for Day of Dragons, a completely new and different game than the Alpha, built on a different version of UE4, with many new features, optimizations, and feel. That said, when the Beta releases next month, the old Alpha will be deprecated and no longer available or playable. In it's place will be the new Beta version of Day of Dragons which we have spent the past 20 months since our very successful Kickstarter campaign building from the ground up. It's the reason the Alpha has not been updated in over a year, because we deprecated it, and replaced it with the Beta. I say that because there is a lot of confusion concerning the Alpha. The Alpha was a passion project, the work of one person trying to do it all himself with absolutely no funding, then pitched his idea on Kickstarter hoping to raise $12k to hire someone to make 3 simple models with the hope that after enough time, the game would self-fund itself to where more custom content could be made and added. But Kickstarter didn't raise $12k, it raised over $500k, which enabled us to make a much higher quality and custom game from the ground up than the Alpha was ever planned to be. The funding enabled us to make Day of Dragons the way it was dreamed to be! (Thank you Kickstarters!) Being that we had the funding, there was no reason to spend any more precious time on updating the Alpha, and so we put all of our time into building the Beta, which is so much better than the Alpha in every way. Once you play the Beta, you would never want to touch the Alpha again, the difference is like night and day.
The Day of Dragons Beta is the accumulation of 20 months of hard (funded) work by our small team of developers to bring to you all the promise we made during our Kickstarter campaign, a dragon survival game like no other. We have used the funding to design and create our own models, sounds, animations, mechanics, effects, music, UI, and code - just as we said we would - and have proven the naysayers on YouTube all wrong. We didn't do what they accused us of doing, we didn't do what they said we'd do, we did exactly what we promised we'd do, we made a dragon survival game from the ground up using the funding our backers supported us with - and we're just getting started! It's only been 20 months and we have made tremendous progress! Most games take over 5 years and millions of dollars to finish. We're by no means finished yet, we have A LOT MORE planned for Day of Dragons, just look at our new Roadmap on Trello. But we have come along ways from a Kickstarter demo to a fully functioning game in just 20 months, and I want to thank our dev team for working so hard these past 20 months to get us to the Beta stage.
Day of Dragons has the goal to bring you something truly special, a game where you literally feel like you are the dragon. A game where you can roleplay, a game where you can PvE or PvP, a game with quests, AI boss fights, alpha class progression, secret unlockables, exploration, clans, and the most amazing physics-based flight system you will have ever have experienced in any survival game! The flight is beawesome! We offer server communities the tools to host their own dedicated servers, with custom configuration options to help server admins create the environment they want with the rules they want for their world - and our servers are very stable, highly optimized with very little lag able to host up to 100 players with no issues. We also provide server owners an intuitive admin panel for server admins which makes managing your server communities very easy - and all of that will be available to you next month with the release of the Open Beta as you will be able to host your own Day of Dragons Beta servers. If you want to rent a server, we highly recommend Nodecraft and have been working closely with their team to ensure Day of Dragons server hosting is fully supported.
We have so much planned for Day of Dragons, our devs love our game and we love our community. I hope you are all as excited as we are for the Day of Dragons Open Beta scheduled for release in July (Kickstarters with Beta Access perk will get it a week early). We are passionate about our game, we have goals, we have plans, and we have the vision. Day of Dragons is the Dragon survival game you have all been waiting for - and we are going to prove it to you starting with the Open Beta as we introduce to you all our first flyable dragon (and first starter dragon) the Shadow Scale available to everyone with the Open Beta release in July!
We hope to fly with you all soon!
- Jonathan Slabaugh, Lead Developer for Day of Dragons
Day of Dragon's will be 20% off from June 24th to July 8th for Steam's Summer Sale! With Open Beta coming in the next few weeks, this is the perfect time to grab your copy of Day of Dragons. See you in the skies!
Don't want to miss out on updates? Follow us on our social media accounts or become a patron to get updates before they are released!
We know our Roadmap image has been out of date for some time and we have been working hard to create an updated and easier to use roadmap.
Well, we'd like to announce that our Trello Roadmap is now live! This new roadmap shows what's in the works all the way up to Update 1.7 and shows exactly what we are working on at any given time.
The Roadmap will be updated as development continues. Please note that things may be changed or moved around.
We have a lot of exciting stuff to share with you! Our team has been working full speed to get Open Beta out as soon as possible. Testers have had a lot of fun with our new mechanics and we can't wait to show you what we have been working on. But first, a word from our Lead Developer.
Words from the Lead Developer
I cannot believe another month has passed. Time flies when you work all the time. ːsteamfacepalmː We just put out a small update to the Exclusive Beta that is live on the beta branch currently which is an extension of the holiday free play event. The update included survival mechanics such as starvation and dehydration, animation tweaks, AI to kill and eat, and many other things. We're still working on bug fixes, polish and finishing the Shadow Scale, but everything is coming together nicely, including the new physics-based flight system. Parrot and I were playing on the server yesterday and nested in a few lucky players as Shadow Scales and they were able to learn to fly, which was very amusing for those of us watching. Flight does have a learning curve, but after about 10 minutes, you'll have the hang of it, though it will probably take hours before you master it. It's a unique and fun mechanic that I know you will all love. I spent a lot of time on it especially the networking part to make it as smooth as possible and those animations will make you feel like a dragon.
Open Beta is getting close, we have 2 more test branch updates to push out before we can update the beta branch. Once ready, we'll announce the update to everyone and if everything works well, we'll release the dedicated server to the public and server communities will be able to begin hosting their own servers. We have a lot of server options to choose from including PvP/PvE, Player Cap, Admin/Friends/Ban lists, Nametags, MOTD, and even Discord links. The full list of server config options can be found in our Discord and we'll post them to our Steam page as well once the server is released. Our friends at Nodecraft have already begun setting up their server panels so all the options will be available to you in the server host panel.
By the way, this is the Dragon game you have all been waiting for, you'll see ːsteammockingː
I look forward to watching you all fly in the upcoming Open Beta targeted for Summer 2021. I know I will be there flying as a Shadow Scale. ːsteamhappyː Be sure to hop in the beta server if you can, if you catch us online Parrot or I might take you for your first flight on a Dragon. \o/
- Jonathan Slabaugh Lead Developer of Day of Dragons
Now its time for the rest of the blog!
Status Icons
Status icons and the effects they represent are now in game on the Test Branch. Hunger and Thirst now show up as a meat (for carnivores) and water drop icons you reach 50% hunger/thirst. Reach 100% of either, and you will begin taking damage until the percentage is lowered.
Other effects are also currently being tested, including Bleed, Poison, and Decay. Bleed reduces your health as long as it is active. It is recommended to lay down or sleep when bleeding, as your healing will increase per tick. Decay, caused by the Acid Spitter's Decaying Bite, eats away at the dragon's stamina and armor. This can ground flying dragons and make them more vulnerable to the drake's attacks.
Poison is currently caused by eating Thornbacked Crawlers and increases your Sickness the more you eat. While the poison itself does no damage, you will want to keep a close eye on your Sickness level. You can sleep off the effects of Poison, or just wait it out.
Torpor to Sickness
So what is Sickness? Well, after some testing, we decided that we did not like the Torpor mechanic and decided to replace it with Sickness, instead.
Now, instead of making you fall asleep, Sickness distorts your vision and can cause damage. The only way to decrease your sickness is to sleep it off or wait and hope for the best.
New Mechanics
We have a bunch of new in-game mechanics this month, including the Status Effects! Jao has been hard at work coding and has created some beawesome new additions to the game, including the one most have been looking forward to...
Flight
Flight v2.0 is now being tested on the Dev Branch! Our new flight system is physics based and unlike any other survival game at the moment. Players will have to manage their velocity and momentum to stay airborne, making AFK flying a thing of the past.
Players will also now be able to swoop close to the ground, but be careful. Crashing is another mechanic in the works and will cause a great deal of damage depending on your velocity.
We've also made a change to flight for babies. While they won't be able to achieve full flight, they will be able to glide if jumping from high places or being dropped in the air.
We still have a few more things to add, like a take-off and landing animation, before flight is ready for Open Beta. However, we are getting closer and soon we will be soaring the skies with you!
Hatchling Carry
Probably the cutest mechanic yet, Hatchling Carry v2.0 is currently being tested in our Testing Branch. Unlike in the Alpha, any proper sized adult (group member or not) can pick up and carry a baby. However, babies will be able to break free from the adult's grasp by struggling. Struggling also reduces the adult's stamina, making it harder to chase after the baby again.
Hatchlings will automatically be dropped if they grow too large and can be carried while flying.
Models, VFX, and Animation
Our team is working full speed to prepare for the Open Beta. Check out what our other departments have done this month.
VFX
Flicker has been a busy bird this month. She has been working on several projects at once, including the Flame Stalker's Heat Sense, the Shimmer skin Texture, and the Shadow Scale's Cloaking ability.
The Flame Stalker's Heat Sense is getting some much needed love. The effect will now resemble real life infrared cameras and players can use foliage to hide themselves from a Stalker.
Exclusive skins, like the Kickstarter and Patreon skins, will have an extra effect to them, known as a Shimmer. This effect will give the dragon's scales an iridescent shine that can be passed down to the dragon's offspring.
The Shadow Scale's Cloaking ability will also get a fresh look in Genesis.
Model Work
While Hao is continuing work at prepping some more models for future updates, Brigade is working on environmental assets for Genesis.
She is creating a generic drake carcass, which will be used for corpses that are nearly emptied. The carcass will have options for varying levels of gore for our squeamish and hardcore fans.
Brigade is also working on some undisclosed projects... but we will leave you guessing for now ;)
Animations
Burt, our newest animator, has been working hard on the Magma Elemental. He is finishing up on all of the Elemental's attacks and then moving onto some more of his actions animations. Check out a few of the completed animations!
Magma Elemental Bile Attack
Magma Elemental Swipe Attack
Karly is continuing work on the Shadow Scale. She has created some new adult animations to polish the flight system as well as creating the baby and juvenile versions of all the current animations.
Shadow Scale Take Off
Baby Shadow Scale Hover
What a busy month and we aren't slowing down! We will see you at the end of next month for our next blog post. As always, thank for reading and for your support!
Dev Q&A Livestream
Our next Q&A livestream has not yet scheduled. Stay tuned and watch for updates to find out when the next one will be!
From the Community
Each blog post, we pick some of our favorite screenshots and artwork posted by the community to showcase here. Want a chance for your submission to be showcased on our next blog? Post it in the appropriate channels on our discord!
Some of our favorite recent screenshots...
by Zenora#2649
by Synder#2521
by Neist_Sakimichi#1785
Some of our favorite artwork from the community...
by ProwlerPaws#1414
by Draka#5202
by mickeyrose97#3400
~The Day of Dragons Development Team
Don't want to miss out on updates? Follow us on our social media accounts or become a patron to get updates before they are released!
Day of Dragons will be on sale from May 27th to the 31st for Steam's Open World sale! Celebrate infinite exploration with a 10% discount on Day of Dragons and get ready to fly with us in the skies during our Genesis: Open Beta coming this summer!
Don't want to miss out on updates? Follow us on our social media accounts or become a patron to get updates before they are released!
April has flown by! Our team has been hard at work on our daily tasks over here at Beawesome Games. We have a lot of cool new things to share with you as well as some big news. But first, here is the Big Hamster himself...
A Word From Our Lead Developer
Greetings Hatchlings,
Another month is behind us and we have been putting the work in and getting a lot done. One of the areas we were bottlenecked in was the area of animation as we only had one part-time animator. Today we are happy to announce that we have added a new fulltime animator to our team who has been working in the gaming industry for many years, Bret Church. You can read more about him below, and check out the latest Spined Scrab video to see Bret's work in action.
The past 12 weeks I have been busy working on design and artificial intelligence. The AI update just hit the test branch yesterday with bug fixes going out today. Things are looking really good and the testers have enjoyed watching the AI hide from them behind rocks and trees. (They get scared cuz they tiny.) It's been a lot of work but I think you will all like it. I decided to design the AI system from the ground up for Genesis 1.0, the old AI system in the Alpha used a third-party plugin for the AI behavior mostly designed for humanoids. Our new AI system of my own design is very robust and fun to interact with. I also designed and built a AI spawning system that stores AI in memory in a dormant state when players are not nearby to save on resources, then when players come back in the area, it wakes the AI back up, this is very similar to how ARK does it and necessary when you have maps as big as ours with AI everywhere. I'm sure you will all love our new AI system when you get to try it in the Genesis Open Test.
Speaking of the Open Test, now with AI out of the way, I am focused on integrating the Shadow Scale with all of its animations into the game along with Flight v2. After that, I will be integrating our newly designed particle FX (thanks Flicker). Once the build passes QA, we'll be pushing it to our public servers for the Public Open Test. We will then focus on adding the Elemental, Flame Stalker, Inferno Ravager, and Spined Scrab. Once all of the characters are in and everything is working well, we'll push out the Day of Dragons 1.0 Genesis update to Steam for all to download, after which the Alpha version will be deprecated.
It's all going to happen quickly and will be here before you know it. I think we're in for an exciting Summer. Thank you all for your support and enjoy our dev blog.
- Jon Slabaugh Lead Developer of Day of Dragons
Introducing Our New Animator!
Some of you have already seen our new Youtube video, featuring the Spined Scrab. What you might not have known was that the Scrab was rigged and animated by our new full-time animator! We are happy to introduce to you our new animator, Burt (aka mbcburt).
"Hello everyone! I am a new animator on the dev team. I am now working on creating amazing animations to bring these cool creatures and dragons to life. I am excited to be apart of this game and community! I have worked for many years in both the film and games industry on all kinds of projects ranging from first person shooters, to racing games, role playing, and horror adventure games. With all the types of animations (humanoid, animal, creature, mechanical) that I have had the opportunity to work on, my favorite for sure that I am super passionate about is creatures, especially Dragons. So this is super exciting for me to be animating on this project and I will show that passion in my work and look forward to seeing them the game! :) " -Burt
With the Spined Scrab now completed, Burt will now be focusing on the Magma Elemental. Expect new updates on the Magma's development in the next Dev Blog!
Shadow Scale Update
All but one of the Adult Shadow Scale animations are now complete! Up next we will be making the baby animations which will be a much faster process, since the baby animations are edited versions of the already existing adult animations.
While the baby animations are being created, we will move to testing the new flight system, adding status effects, and adding the visual effects as well.
Drinking Animation
Eating Animation
AI Update
The first version of our custom made AI system is complete! Right now. our Closed Testers are taking a bite out of these bugs. The Thornbacked Crawler will be the first in the game and will join the Shadow Scale and Acid Spitter in Open Testing. Check out a behind the scenes look at how these creatures think.
How AI Think
Pictured above, you can see the AI's thought process as it decides which location to travel to. Being a passive AI, the Thornbacked Crawler wants to avoid all players (aka his predators) and it needs to decide the best course to go to avoid getting eaten.
The green dots show the best choices while the red, yellow, and orange are less favorable. The AI uses distance and cover to determine the best course to take. If available, the AI will be more likely to choose a locations that blocks it from the player's line of sight and thus can hide behind rocks and trees.
Other Mechanics
Like the deceased Acid Spitters, the Thornback Crawler corpses will have a rag doll effect, making them limp when carried. Large enough dragons will be able to carry whole AI carcasses to bring to their young or just save for later.
However, Thornbacked Crawlers are not a free meal. These bugs are toxic and eating one will take a hit to your stamina. Make sure you are in a safe place before chowing down on one of these creepy crawlies.
AI Carrying
VFX and Modeling
As always, our other departments are also working hard to get everything ready for Open Testing and beyond. Check out what they've been up to.
VFX
Inferno Ravager and Flame Stalker fire attacks
Flicker has been focusing on the fire attacks of the Inferno Ravager and Flame Stalker along with the beam of the Singe Crest. We plan to make the bile attacks of each dragon unique which is why you see a big difference between the fire of the Flame Stalker and Inferno Ravager.
Inferno Ravager fire attack rotating
Singe Crest cauterizing beam
Models
While Hao works on the concept of the Ice Behemoth (likely coming in the next Dev Blog), Brigade has been working on the fish AI that will be joining the game with the Singe Crest. The fish is inspired by Bichirs and Catfish and will be the perfect size to fit inside of its main predator's mouth.
Thanks for reading! Stay tuned for more development news in next month's dev blog.
Dev Q&A Livestream
Our next Q&A livestream has not yet scheduled. Stay tuned and watch for updates to find out when the next one will be!
From the Community
Each blog post, we pick some of our favorite screenshots and artwork posted by the community to showcase here. Want a chance for your submission to be showcased on our next blog? Post it in the appropriate channels on our discord!
Some of our favorite recent screenshots...
by Minatrix#6615
by Stupid Discord#2668
by Papillon Petit#9342
Some of our favorite artwork from the community...
by Flame#5312
by Milo#3392
by Mossrium6157
Thanks for reading! Stay tuned for more development news in next month's dev blog.
~The Day of Dragons Development Team
Don't want to miss out on updates? Follow us on our social media accounts or become a patron to get updates before they are released!