A bold evolution of the action-RPG formula built on experimentation, cooperation, and dragon-hunting ambition
Action-RPG fans have no shortage of dungeon crawlers competing for attention in 2026, but Dragonkin: The Banished may be one of the most intriguing contenders on the horizon. Developed by Eko Software and published by Nacon, the game officially launches March 19, 2026 on PlayStation 5, Xbox Series X|S, and PC following nearly a full year of refinement in Steam Early Access.
Rather than simply chasing the established giants of the genre, Dragonkin: The Banished appears determined to carve its own identity through systemic customization, cooperative progression, and an unusually strategic approach to character building. With a darker fantasy tone centered around dragon corruption and humanity’s last stand, the game blends familiar hack-and-slash foundations with mechanics that could meaningfully reshape how players think about loot-driven progression.
And if early impressions hold true, this may be one of the more mechanically ambitious ARPG launches of the year.
A World Corrupted by Dragon Blood
The setting immediately establishes the game’s tone. The world of Dragonkin is not merely under siege by dragons — it has been fundamentally altered by them. Dragon blood has warped ecosystems, twisted creatures into monstrous forms, and left humanity clinging to survival within the mountain city of Montescail, the final bastion against extinction.
Players step into the role of a “Banished” hero — warriors transformed by dragon power yet resisting corruption long enough to turn those abilities against the Dragon Lords themselves.
Narratively, the premise sits comfortably within dark fantasy traditions, but the execution leans heavily into environmental storytelling. Each biome represents a different form of draconic influence, suggesting a world shaped not just politically but biologically by ancient forces.
Rather than a linear campaign, the structure resembles a hunt-driven progression loop: venture outward, slay corrupted creatures, gather power, return stronger, and push deeper into hostile territory.
The Ancestral Grid — A Standout Innovation
The most distinctive feature of Dragonkin: The Banished is unquestionably the Ancestral Grid, a system that rethinks the traditional ARPG skill tree.
Instead of unlocking abilities permanently through leveling, skills drop as loot. Players then place these skills into a grid system, positioning modifiers alongside them to alter behavior dramatically.
Examples include:
- Adding poison effects to fire-based attacks
- Expanding ability range through adjacency bonuses
- Changing damage types entirely
- Amplifying cooldown efficiency through grid optimization
This transforms character progression into something closer to a tactical puzzle. Your build isn’t defined solely by what skills you own — but by how you arrange them.
The implications are enormous:
- Builds become modular rather than fixed.
- Experimentation is encouraged instead of punished.
- Loot retains relevance far into endgame progression.
If balanced correctly, the Ancestral Grid could become one of the most refreshing mechanical evolutions the genre has seen in years.
Four Heroes, Four Philosophies
At launch, players can choose from four distinct classes, each reflecting a different relationship with dragon power.
The Barbarian
A brutal frontline fighter infused with icy dragon blood. Designed for survivability and crowd control, the Barbarian blends rage mechanics with frost effects, freezing enemies before shattering them in melee combat.
The Oracle
A precision caster channeling blue dragon lightning. The Oracle excels at battlefield manipulation, chaining electric attacks and predicting enemy movement through vision-based abilities.
The Knight
The most traditional archetype, wielding a fire lance powered by holy conviction. Built around resilience and sustained offense, the Knight resists corruption while delivering explosive close-range damage.
The Tracker
A tactical hunter focused on traps, poisons, and ranged precision. Ideal for players who prefer positioning and planning over brute force.
Each class features its own version of the Ancestral Grid, ensuring builds diverge significantly even among players using the same hero.
Montescail — More Than a Hub
Between hunts, players return to Montescail, but this isn’t just a menu disguised as a city.
The settlement evolves based on player decisions:
- Unlocking merchants and crafting systems
- Expanding facilities
- Recruiting residents
- Granting buffs tied to city upgrades
Progression becomes communal rather than purely individual. Improvements directly impact future expeditions, reinforcing a sense of long-term world recovery.
In co-op, this becomes even more interesting: friends contribute to a shared city, meaning progression reflects collective effort rather than isolated grinding.
It’s a subtle but meaningful shift that encourages cooperation beyond combat.
Exploration Across Elemental Biomes
The game world spans multiple large regions shaped by elemental dragon influence:
- Toxic swamps filled with poisonous mutations
- Volcanic plains ruled by fire-based monstrosities
- Frozen glaciers hiding ancient ruins
- Dense jungles and forgotten islands
Each biome introduces unique enemy behaviors, environmental hazards, and crafting resources tied to elemental progression systems.
At the center of each region lies a Dragon Lord, functioning as major progression milestones and likely serving as the game’s most demanding encounters.
Early gameplay suggests these fights emphasize mechanics and positioning rather than simple damage checks — a promising sign for long-term replayability.
Co-Op at the Core
While fully playable solo, Dragonkin clearly leans into cooperative play.
Features include:
- 2-player local co-op
- Up to 4-player online co-op
- Shared progression systems
- Cooperative city building
Unlike many ARPGs where co-op feels like an optional add-on, here it appears woven directly into the design philosophy. Party composition matters, ability synergies become meaningful, and shared progression encourages sustained group play.
If matchmaking and stability hold up at launch, this could become a major selling point.
The Wyrmling Companion System
Every hero travels with a Wyrmling, a small dragon companion that evolves alongside the player.
Importantly, this is not cosmetic fluff.
Wyrmlings provide:
- Stat bonuses
- Energy regeneration
- Support abilities
- Additional progression trees
Managing both your hero build and companion development adds another strategic layer, potentially deepening endgame optimization considerably.
Editions and Early Access
Players who purchase the Blood Scales Edition gain:
- 72-hour early access (starting March 16)
- Cosmetic city upgrades
- Portal effects
- Exclusive equipment sets for each class
While largely cosmetic, early access may appeal to players eager to establish co-op groups or explore builds ahead of full release.
GameCritix Preview Verdict
Dragonkin: The Banished enters a crowded genre, but it does so with confidence and genuine innovation. The Ancestral Grid alone signals a willingness to rethink long-standing ARPG conventions, while shared city progression and cooperative systems suggest a game designed for community-driven longevity.
After a year of Early Access refinement, the upcoming 1.0 release feels less like a debut and more like a culmination — one that could position Dragonkin as a serious contender among modern action-RPGs.
If execution matches ambition, this dragon hunt may be one worth committing to for the long haul.













