Dragonkin: The Banished Interview: Devs Almost Added A Full Fledged Morality System

"It’s something we thought about at one point during the design phase," says Jean. "But it made the game very unbalanced."

Story Highlights

  • Dragonkin: The Banished is designed around a simple yet rich concept, medieval fantasy with dragons at its core.
  • Eko Software learned from its first Hack & Slash, Chaosbane, and created Dragonkin to be better in every gameplay aspect.
  • We interviewed Production Director, Jean-Georges Levieux, via email.

Dragonkin: The Banished is a dark fantasy action RPG developed by Eko Software. The game takes place in a world full of dragons, magic, and danger. Players can fight powerful enemies, collect rare items, and explore creative character builds using a system called the Ancestral Grid.

The game is currently in early access on Steam, with the developers listening to player feedback and improving it with each update. Dragonkin can be played fully offline, but future updates will also add some online features. With so much potential and an exciting roadmap ahead, we spoke with Jean-Georges Levieux, Production Director at Eko Software, over an email interview.

Dragonkin: The Banished
Dragonkin: The Banished Features Four Unique Classes, Each With Distinct Elemental Powers.

Many players were drawn to Dragonkin because they enjoyed your previous work, Warhammer: Chaosbane. Do you think Dragonkin caters to that audience, or would you prefer players to experience it without expectations tied to your past work?

I think it’s fair to say that Dragonkin is better than Chaosbane in every gameplay aspect. We learned a lot with our first Hack & Slash and, I believe, significantly improved the game experience.

So players who enjoyed Chaosbane should enjoy Dragonkin as well. That said, Chaosbane was set in the Games Workshop universe, which attracted players who weren’t necessarily fans of the Hack & Slash genre. I hope those players will enjoy the world we’ve created for Dragonkin.


The game's lore is rich and immersive. What were some of the major inspirations behind it? And do you think the game will need additional content to expand its lore during early access, or is that something reserved for after the full release?

We wanted two things for Dragonkin’s universe: Medieval Fantasy and Dragons! Eric Chantreau, the Creative Director, built the whole world around that simple idea. Of course, the world has its own unique features and depth, which players will discover especially throughout the story mode.

We’re putting a lot of effort into that story. For now, only the Prologue and Chapter 1 are available in Early Access, and the rest of the story will arrive with the final release.
So if we add more lore-related content, it will be after the full release.


Given the game's dark fantasy setting, have you considered implementing a morality system where player choices impact the storyline and world around them?

It’s something we thought about at one point during the design phase. We wanted to differentiate players who chose to side with the Dragonkin by consuming Dragon blood from those who stayed loyal to humanity. But it made the game very unbalanced, prevented players from switching paths, and essentially turned it into two separate games, which didn’t make much sense anymore.

We did keep some elements of that idea, though, through class specializations with the Wyrmlings.

Dragonkin: The Banished
The Game Utilizes An Ancestral Grid System For Deep Character Customization.

The Ancestral Grid system has been praised for its depth. Are there plans to introduce rare or hidden fragments that unlock unique abilities or storylines?

The grid works with fragments that contain skills and modifiers. We’ll be adding more with each update, not to mention the new character that’s on the way. That said, the new fragments won’t be any rarer or more hidden than the existing ones.


Fans have expressed interest in the pet mechanics. Is that something you would like to expand during or after the early access period?

The Wyrmlings are indeed a core part of the theorycraft, they’re literally your character’s specialization. Every time we change or improve a game system, we consider this aspect. For example, in the first major update, we’re adding a lot of Artisans, and nearly all of them can influence or optimize how your Wyrmlings function.


Are there any features you intentionally avoided adding in Dragonkin to make it stand out in this very competitive ARPG market?

The first thing that comes to mind is that our game doesn’t require any internet connection to play. Even when we add online features during Early Access, players will still be able to play offline.

Also, even for the online mode, we’re keeping server dependency to a minimum. Only the town, which you can share and improve with friends, will be stored on a server, the core gameplay will run peer-to-peer.

Dragonkin: The Banished
The Game’s World Reacts To Player Choices, Affecting Alliances And Outcomes.

With the game's early access release, how are you prioritizing community feedback in your development roadmap?

It’s literally half of our current development time. We monitor, analyze, listen, and interact with our players. From that, we gather insights and make specific updates. I can mention, for example, improved combat feel, new camera options, accessibility settings, major balancing tweaks for leveling, and more.


The game has received some mixed reception, which isn’t uncommon for early access titles. Was this something the team anticipated? And what is your strategy to improve the experience leading up to the full release?

We always hope our game will be well-received. Releasing in Early Access is definitely a risk, some players expect a fully polished product and are disappointed. But we believe it will pay off in the long run. We’re making heavy use of player feedback. It also gives us some distance to reassess balancing, which is crucial for this kind of game.


How do you envision the endgame content evolving? Can players expect raids, leaderboards, or timed events in future updates?

For now, we’re focusing on the game modes we’ve already announced. Our current system with the Hunting Board seems to be well-liked, and we’ll refine and expand it in the first major update.

We don’t want the game to turn into a live service. We might add more content as DLCs, but the core experience should remain the same for all players who bought the game.


With the rise of modding communities in ARPGs, is mod support or community-generated content on the table for the future?

No! No official modding is planned.

Dragonkin: The Banished
In Dragonkin: The Banished Players Can Tame Wyrmlings To Assist In Battles Against Draconic Creatures.

Dragonkin: The Banished is an ARPG that blends tactical combat with narrative-driven exploration. It was developed by Eko Software and published by Nacon. The game launched into Early Access on March 6, 2025, for PC via Steam. A full release is expected at a later date, with console versions also planned. We appreciate Jean-Georges Levieux for answering our questions and Chris Wallace for helping with the interview.

Did you find this helpful? Leave feedback below.

Thanks! Do share your feedback with us. ⚡

How can we make this post better? Your help would be appreciated. ✍

Subscribe to our newsletter and get up-to-speed gaming updates delivered to your inbox.

We don’t spam! Read more in our privacy policy.

Summary
[su_list icon="icon: plus" icon_color="#0F90CE"] Story Highlights Dragonkin: The Banished is designed around a simple yet rich concept, medieval fantasy with dragons at its core. Eko Software learned from its first Hack & Slash, Chaosbane, and created Dragonkin to be better in every gameplay aspect. We interviewed Production Director, Jean-Georges Levieux, via email. [/su_list] Dragonkin: The…

Mudassir is a seasoned journalist with a passion for uncovering the stories behind our favorite virtual worlds. Armed with a trusty notepad and a keen curiosity, he dives headfirst into the gaming industry's most exciting personalities. His knack for insightful questions and his ability to connect with developers and gamers alike makes his interviews a must-read. While on the lookout for the next person to interview, Mudassir keeps himself busy by writing news surrounding the gaming universe. Experience: 4+ Years || Senior Journalist || Education: Bachelor's in Psychology.

Related Articles

Join Our Community

Enjoyed this article? Discuss the latest gaming news, get expert help with guides and errors, and chat about all things gaming on eXputer Forums and Discord Server. Connect with fellow gamers who share your passion by becoming a part of eXputer's community.