After years of modding for games such as ARK: Survival Evolved and Dark and Light, DragonClaw studios has grown to encompass the development of new and original games.
Working with Unreal Engine 4, our aim is to build new content on contemporary gaming platforms inspired by the classical games we love. Think Final Fantasy and Baldur’s Gate, Old-School 2D JRPG’s and other plot-heavy gaming narratives.
Our debut title with an estimated release set for the end of 2019 is titled TwilightStar: Heart of Eir, have a read of our narrative overview and decide for yourself if it sounds like something you’d like to be a part of:
Eathral is crumbling.
The Stryah crystals that shine like starlight, imbuing the planet with life are turning black, and pockets of chaos are sprouting all across the continent. But in the reclusive village of Homaran, a tentative peace is sustained amongst its people.
Eir lives simply with her father; her life plain but fulfilling. Until he is brutally murdered at the hands of the Caelki, a dark sect who live in service to disorder and the worship of an insatiable god, long since forgotten to legend.
With her closest companion at her heel and a mysterious book written in a language she does not understand, Eir sets out on a quest to find answers that will reshape her destiny and change everything she knows about who she thought she was. Taking refuge in the hands of her allies and the ancestral power that roots itself deeper within her than even she knows, Eir must learn to wield the power of the stars in this tale of magical discovery, betrayal and adventure.
Mission statement
We‘ve been developing the core for the last 10 months and the goal is to create a game that gives the player ample opportunity to interact with the world of Eathral whilst staying true to what we love about the straight forward design of old-school games.
We’re aiming to stay on par with the kind of 90s jRPGs that most of us classical game lovers remember for their beautiful musical compositions and great story lines. We really want to capture the freedom drawn from players having the opportunity to explore an expansive world map; even bringing back the use of turn-based battle strategy.
That isn’t to say contemporary games haven’t done some things well though, so as well as introducing newer mechanics like establishing unique benefits that relate to world interaction - for example granting the player access to special locations and weapons based off of the selected Stryah affinity of their characters, our magic system (the Stryah,) pools it’s baseline from traditional jRPG.
We also really wanted to push the boundaries of the relationship that magical powers have to both our players and the entire functioning of the Eathral world. So with a new name, detached from the magic and magicks of its predecessors we figured a new face would really help us shape it into something new whilst also staying true to its jRPG roots.
In general terms that’s our mission; to combine what we enjoyed about two fantastic eras of gaming into something new and exciting all on its own.