
The Hush silenced the world. Every dragon fell. Peggs — small, alone,
half-grown — hid the eggs and waited.
For a long time, nothing hatched.
Then yours did.
Dragons Die is a permadeath tactical roguelite about
leading a flight of named dragons out into a dead-quiet reach, fighting
the things that came after the silence, and bringing your flight home —
name by name, bone by bone, song by song.
Every dragon you hatch has a name, a voice, and a chair at the long
table. Every dragon dies eventually. Their names stay carved. Their
bones arm the next flight. The hold lights its hearth one more time.
Hatch dragons across twelve classes — from the bone-armored
Anvilhead to the chain-breath Stormfang. Peggs sings them awake.
Fly out across procedurally-shaped regions. Pick your supply,
your formation, your wing directives.
Fight in real-time tactical squad combat with element-coded
breath weapons, bond bonuses, and crit slow-mo.
Lose some. Permadeath is the contract. The dragons who fall
today were always going to.
Come home before the hearth goes cold. Carve their names.
Carry their bones. Hold their songs.
Build the legacy across runs. Three save slots, persistent
meta-progression, and a clutch book that remembers every dragon you
ever hatched.
The Long Table is a persistent memorial that stays full across every
run. Every name carves itself into the wood when a dragon falls. Every
empty chair has a story. Hover a name to see how they went and what
they said. The table doesn't forget.