RuneScape: Dragonwilds just got shadow dropped on the same day the developers did a deep dive on stream, and as a huge Old School RuneScape fan, you better believe I got a copy of it as soon as I could. It’s very much still a work-in-progress, but it’s already looking pretty good so far!
Here are my initial thoughts on the early access version of the game, which is still missing a few key features that are already (supposedly) in the works.
Old School, New Skin
I’ve made this comparison when I covered the initial announcement of Dragonwilds, but it really does feel like a blend of RuneScape and Valheim. After playing for a couple of hours, I can already tell that this is a game that I’ll enjoy for hours on end once it’s fully released.
In a nutshell, Dragonwilds in its current state can be summed up as being a survival game that features RuneScape’s iconic leveling system. By this, I mean that even the dullest tasks are tied to a skill, and reaching higher levels makes doing them much more efficient.
For example, getting just a few woodcutting levels will unlock the “Axtral projection” spell. It’s that fancy spiritual axe ability in the trailer, and it lets you instantly cut down multiple trees in a straight line rather than felling them one by one.
Not only that, but it also features possibly one of the best building systems I’ve seen in the genre. It’s like a much less restrictive version of Valheim‘s system, and I’m sure creative builders out there are gonna be able to make some crazy structures with it. This is especially true with the help of various magic spells, and on that note…

Streamlined Magic System
Speaking of iconic features, it wouldn’t be a RuneScape game if it didn’t have a magic system tied to the use of runes. Rather than overwhelming you with an entire spellbook right off the bat, you instead unlock new spells as you level up your various skills.
For example, leveling up your construction skill a bit will unlock a new spell that’s essentially a free camera build mode. This eliminates the need to physically be close to whatever you’re making and fighting for your life trying to find the perfect angle to correctly snap things into place.
Stocking Up On Runes
Since we’re in a previously undiscovered continent of Gielinor, there aren’t a plethora of established stores to buy runes from. Instead, players must create their own stock through the Runecrafting skill.
Seasoned RuneScape players can breathe a sigh of relief, as they’ve actually made the skill much less tedious in this game. All you need to do is gather essence from wells found all around the map and craft them at a rune altar, which you can make with some basic materials. No talismans needed!
On top of that, not being restricted to a tile-based system like the MMORPGs give the devs free rein to create all kinds of spells that even old heads like me have never seen before. For example, you can unlock a mobility spell that launches you into the air early in the game.
There are also defensive spells and magical wards that you can recharge. This definitely makes more sense than “praying” during combat like we do in either of the RuneScape versions.

Handcrafted World & Narrative
RuneScape, despite its whimsical nature and humor-filled writing, has a surprisingly deep and serious lore. As such, it makes sense that Dragonwilds features a handcrafted world and an actual story that provides players with an ultimate goal to work towards.
Instead of a “Tutorial Island”, the game throws you right into the region of Ashenfall. A few NPCs will guide you through the basics of survival and combat, and those who have played the MMO before will be happy to learn that these are all familiar faces from the main game.
Doric’s here, and he teaches you how to forage and craft, while the slayer master Vannaka has seemingly found time to leave Edgeville dungeon to help you learn how to fight. The wise old man and Zanik are here too!
They don’t do much at the moment outside of giving quests, but NPCs like these are a welcome addition that make the world feel a tad bit more alive despite their static placements. I’ve played enough survival games to know just how barren they can be, especially when they use procedural generation.
There’s also side quests to discover and complete for varying rewards. Early on, I interacted with a seemingly random well and found an amulet of ghostspeak in it, which immediately initiated a quest with a very familiar name.
Knowing Jagex, there’s going to be no shortage of stuff like these that you can stumble into while exploring the world. This aligns nicely with what one of the developers said prior to release, which is that they aim to include stuff that’ll make fans go “hey, I know that thing!” without alienating newcomers.
Even the monsters are mostly familiar too. I’ve already seen other players dealing with an abyssal demon (y’all are fast), and as early as the start of the game, you’ll be fighting goblins and giant rats. Anima plays a part in enemy variety too, and I imagine this’ll be expanded on in future updates.

A Promising Future
I’ve been through my fair share of early access survival successes (Palworld, Conan Exiles, ARK) and blunders (Reign of Kings lol), and this seems like it’ll be leaning towards the former. It probably helps that the devs are working with a lot of resources and an already established IP & fanbase.
Although it’s still a bit shallow content-wise, RuneScape: Dragonwilds already shows a lot of promise with its amazing building system, fairly smooth combat, and a story (albeit an unfinished one) that actually gives players a sense of purpose as they play through it. It’ll take you many hours to exhaust what’s currently in it too, cause the map is massive.
It does away with some of the tedious mechanics that come with your typical survival game, opting instead for minor inconveniences that don’t frequently stop you from exploring. Sure, you still need to contend with hunger and thirst, but you don’t have to worry about spoilage. Gear breaks eventually, but they aren’t too brittle that you’ll be running back to your base every few fights.

It’s still a bit rough around the edges, especially in terms of optimization, so if you do plan on playing it, be ready to fiddle with the settings for a bit if you can’t get it to run smoothly. It’s hard to appreciate the vibrant art style while having the upscaler compensate for the occasional dips by momentarily making everything look like a blurry mess. Mine runs smoothly for the most part, at least.
Overall, there’s definitely a lot to look forward to whether you’re an old fan of RuneScape or somebody who just likes playing survival games. There’s a pretty clear and linear progression path in the game, so it’ll be hard to get lost when it comes to what you should do, especially since the map isn’t procedurally generated.
If you’re still on the fence, my advice is to follow the game on Steam first and wait for major updates to drop. I’d say it’s already worth getting in its current state, but you’re not exactly missing out on anything spectacular at the moment.