DRAGONS CRACK
DRAGONS CRACK

Every dragon starts in a shell.

You hatch three kilometres under a village that has never heard of you. Eat what you can kill and take what it knew. Climb when the dark runs out of teachers.

In development

The world, first

The Surface Flythrough

The atlas opens into all eight daylight reaches. The route stays anchored to the generated map while each finished homeland supplies its own scale, landmarks, people and light.

See every finished film →

What you are

A dragon is the world venting

Not a species, not a curse, not something a god made. Deep rock takes on more heat than it can shed. Pressure has to go somewhere, and where it finds a seam it makes a shaft — and in the hot dead-ends at the bottom of those shafts, matter calcifies into clutches.

What hatches is the pressure, wearing a body. Which is why a drake is basalt with vents down its flank and fire in its throat. It is not decorated with fire. It is a chimney that learned to hunt.

A dark calcified egg with ember-lit fracture seams
A clutch calcifies until the pressure inside beats the shell. The seams are where it failed to close — and the only reason it lasted this long, because heat has to leave.

What you do

The loop is closed, and it is not about breathing

You cannot stay where you are comfortable, because comfort is what you outgrow. You cannot skip ahead, because the band above eats things you are not yet big enough to kill. And you cannot go back down for long, because something younger is already living there.

  1. 01

    Eat

    Everything down here evolved something. Kill it and eat enough of it and the trait transfers — you take the organ.

  2. 02

    Watch

    The organ is only half of it. Lie still while something hunts and you learn the timing, the tactic, when to do it. Free, slow, and it needs you close to the thing worth being afraid of.

  3. 03

    Grow

    Four stages, fed and irreversible. A hatchling has an adult's wedge muzzle and vertical pupils at half the wingspan. It is not a baby dragon. It is a dragon that is small.

  4. 04

    Outgrow

    Past a certain size you are no longer being fed by the band, you are grazing it. And the species run out: once you have watched and eaten your way through all of them, the band has nothing left to give you.

  5. 05

    Climb

    So you go up. Not because you are told to — because the map stops paying, and because there is always a clutch behind you coming up the same shaft, and it is hungrier than you are.

The catch

Neither half is the skill

Watching without taking is a dragon that knows exactly what to do and has no organ to do it with. Taking without watching is a dragon carrying a sense it cannot read — heat-sight in an animal that has never seen it used is a headache, not a weapon.

The watching

You gain the behaviour

The timing, the tactic, when to do it. It costs nothing but proximity and repetition, which is the cost, because the things worth watching are the things worth being afraid of.

The taking

You gain the organ

The physical capability. It costs a threshold of biomass, sometimes an enormous one, and every trait you hold costs upkeep afterwards.

And then daylight

At 2.6 metres, starving, and unable to stop

The escalation above ground is not bigger enemies. It is a change in the kind of problem, and it should read in one line each.

A village is food.

The Holdings

Pasture, thatch, livestock, no wall. They scatter, and you learn that you are now the largest fact in anybody's life.

A town is a fight.

The Bell Towns

A square, a militia, and iron in a tower. They do not scatter, and some of them have done this before.

A city is a decision.

The Cities

Walls built by people who have read about you. Engines on the towers, ranging stakes in the fields, and a plan that assumes you are coming. You can leave.

Below, the thing that kills you is bigger than you. Above, it is smaller than you, and there are four hundred of it.

Six peoples hold that ground, and each of them denies a dragon exactly one thing — the air, the breath, the sight, the fire, the room, the sky. No two take the same one, and no place can currently field more than two of them. Who holds what, and what it costs them →

Where this is

In development

This is a world and the production that builds it. There is no playable build yet, and this page is not going to imply otherwise.

What exists today: five lineages modelled, rigged and animated from egg to adult; nineteen reaches, thirteen creatures and six peoples written down and cross-checked; hundreds of world props; and 21 finished films. The ascents, the territorial behaviour, the politics and the playable skills are not yet a simulation.

If you want the engineering, it is in the devlog.