It’s been a long road to get here (five years for me), but… we’re finally here. It’s finally time to share this project with you.
Some quick details on the game:
Platform fighter - Think Smash Bros., Rivals of Aether, Slap City, etc. It’s a fighting game with an emphasis on intuitive controls, crispy movement options, and a depth that is easy to learn but hard to master.
Coming to PC first - I’d love to launch on consoles too, but for now we want to focus on making the PC launch as smooth as possible.
Free-To-Play - Cosmetics sales only. No paid lootboxes.
I’m going to take some time to say some sentimental stuff, so this is your last chance to bounce before we hit the feel-good station. Okay? First off…
Thank you for even being here
Obviously I want to go much further than this, but I’m so grateful to have even gotten this far. To have something worth sharing, and to have people who are receptive to it - that’s not something I take for granted.
The first four years I worked on the prototypes for this game, I worked alone, but I’m so proud and so lucky to say that’s no longer the case. The team who’ve flocked to this project, every single one of them, is truly incredible. Every day they dazzle me with a new addition, idea, or refinement to the game, and every day I wonder at how lucky I am to have seen their work first hand.
I sincerely hope you enjoy your time playing, watching, or following Dragon Slayers. I’ve put all of my love into this project and I sincerely hope it’s manifested into something that brings you happiness.
- Ryan (Winnarly)
Thank you to my family who’ve supported me emphatically, unflinchingly.
Thank you to my investors who’ve enabled me and the team to give this a real shot.
Thank you to everyone who has supported me. I hope I’ve made the most of the opportunities and encouragement you’ve given me.