Marblewick

Dragons Die

dragons die. their names don't.

A permadeath tactical roguelite about a flight of named dragons, a small dragon named Pegs, and the long table that remembers everyone who did not come home.

"i kept the hearth. take the wind."

- Pegs

The contract

Hatch them. Name them. Carry them home.

Hatch a named flight

Every dragon arrives with a class, a morph, a voice, and a chair waiting at the long table.

Fly into the reach

Choose supplies, formation, directives, and the route. Push farther while the hearth is still reachable.

Lose some. Remember all.

Permadeath is not a failure screen. The names stay carved, and the bones arm the next flight.

Dragons Die key art with Pegs guarding a glowing egg

Why it hurts

The roster is a relationship, not a spreadsheet.

Dragons bond when they fly together. They grieve when bonded allies fall. A great flight is a little family with wings, wounds, habits, and a table full of carved names waiting behind them.

  • 12 dragon classes with readable silhouettes and element-coded breath
  • Real-time tactical combat with formations, directives, bonds, and crit slow-mo
  • Persistent long-table memorial across runs
  • Bone economy: fallen dragons become equipment for the living
  • Three save slots for parallel campaigns
  • Pegs, the small dragon who kept the eggs warm through the Hush
Three dragons flying over the Marblewick hold

Screens

The reach is quiet until it is not.

The first shell cracks open.
The first shell cracks open.
Set the heading before the wind turns.
Set the heading before the wind turns.
Named dragons hold formation in the reach.
Named dragons hold formation in the reach.
Breath weapons make every class readable.
Breath weapons make every class readable.
The long table remembers the ones who fall.
The long table remembers the ones who fall.
Come home before the hearth goes cold.
Come home before the hearth goes cold.

Coming to Steam

Every dragon falls. Their names stay carved.

Wishlist Marblewick: Dragons Die Join Discord