General Reception and Early Access Status {#general-reception}
RuneScape: Dragonwilds represents a significant shift for Jagex, moving the established RuneScape franchise into the survival genre. This decision is viewed as a substantial risk, potentially alienating long-time fans while entering a competitive market. The game is currently available in Early Access on PC, indicating it is not a final product but rather a foundational experience. It introduces a new continent, Ashenfall, along with new mechanics and a distinct playstyle, with the expectation of future expansion and refinement.
The game aims to reframe the RuneScape universe, adapting its lore, magic, and progression to fit the cooperative open-world survival RPG structure. While many aspects are considered promising, cohesive, and at times impressive, the experience is also noted to be incomplete, highlighting the limitations of its current scope. This creates a tension for players, as the game can be both compelling and atmospheric while also revealing its early development stage.
Gameplay and Difficulty {#gameplay-and-difficulty}
Player opinions on the difficulty of RuneScape: Dragonwilds vary significantly. One player with extensive experience in both survival games and Old School RuneScape (OSRS) found the game “extremely easy.” This player suggested that the game needs a more immediate threat in every zone, scaled with gear progression. They also recommended increasing the multiplier for groups of 2-4 players and improving animation canceling, particularly for rolling. Specific feedback included the janky experience of being hit by lightning while mining and the perception that the world feels small, possibly due to the effectiveness of loadstones. This player also noted that monster AI is not optimal, allowing for “classic RuneScape cheese” tactics like spamming fire spells against melee NPCs who remain stationary.
In contrast, another player described the game as challenging, stating that characters can die in 2-3 hits from enemies. They also mentioned a small and often unresponsive parry window, and limited stamina that allows only 3-4 swings after two rolls. This player believes that while they can manage the difficulty, more casual players would struggle. They also argued that the game becomes easier with a party of 2-4 and that the suggestion of being “fully prepared” by gathering resources for hours to craft potions is tedious rather than fun in a co-op survival game. This perspective suggests that Dragonwilds is not OSRS-2 and that solutions like those in VRising and Palworld, which allow for customizable world options like grind and scaling, could benefit the game.
The grind itself in Dragonwilds has been described as “digestible” by one reviewer, who historically found the commitment of OSRS off-putting. While acknowledging the initial “slog” of starting a survival game—punching trees and gathering berries—this reviewer found the experience in Dragonwilds more approachable.
Art Style and World Design {#art-style-and-world-design}
RuneScape: Dragonwilds has received praise for its visual presentation. The art style is described as “beautiful,” and the gear and equipment are noted to look “immaculate.” The weapon combos, while needing some tweaking, are considered “really cool at root.”
The game’s setting, Ashenfall, is a newly discovered continent that bears the scars of ancient magical catastrophes and faces the threat of resurfacing dragons. This worldbuilding approach allows for the exploration of darker, more volatile themes without contradicting established RuneScape lore. It also provides a narrative justification for the survival mechanics within the game. The visual design of Ashenfall is highlighted as one of the game’s strong points.
A notable issue mentioned by a player is the lack of monster variety. Another specific concern is the post-dragon kill experience: one player reported being attacked by a dragon minutes after defeating it, which broke their immersion in Ashenfall. This recurring dragon is speculated to be Queen Kuldra by another player.
Player Feedback and Suggestions {#player-feedback-and-suggestions}
Players have offered several suggestions for improvement. There is a call for increased difficulty, particularly through more imminent threats in each zone and a higher multiplier for group play. Better animation canceling, especially for rolling, was also requested. The issue of getting hit by lightning while mining and the perceived smallness of the world, possibly due to efficient loadstones, were raised.
Regarding combat, players noted issues with monster AI, describing it as not the greatest and allowing for “cheese” tactics. The parry window was criticized for being too small and often not registering. Some players desire more challenging content, with bosses that require full preparation to overcome. The suggestion was made for Jagex to avoid the perceived limits on difficulty seen in OSRS and to make Dragonwilds a “scary” experience.
Conversely, some feedback suggests that the current difficulty is already high for casual players, and that extensive resource gathering for potions can be tedious. A proposed solution is to implement world options for customizing grind and scaling, similar to other survival games, to accommodate different player preferences. The game also appears to have been released early, potentially for quarterly profit numbers.
FAQ {#faq}
Is RuneScape: Dragonwilds a finished game? No, RuneScape: Dragonwilds was released in Early Access on PC, indicating it is a foundational product that is expected to be expanded and refined over time.
What is the setting of RuneScape: Dragonwilds? The game is set on a new continent called Ashenfall, which is characterized by ancient magical catastrophes and the resurgence of dragons.
How is the difficulty of RuneScape: Dragonwilds perceived? Player opinions vary. Some find it “extremely easy” and suggest increasing challenges, while others find it difficult, citing quick deaths and small parry windows.
What is the general consensus on the game’s art style? The game’s art style is widely praised as “beautiful,” with immaculate gear and equipment designs.
Are there any known issues with monster variety or AI? Some players have noted a lack of monster variety and criticized the monster AI for being exploitable.