
DRAGONS DIE. THEIR NAMES DON'T. The Hush silenced the world. Every dragon fell. Peggs — small, alone, half-grown — hid the eggs and waited. For a long time, nothing hatched. Then yours did. Dragons Die is a permadeath tactical roguelite about leading a flight of named dragons out into a dead-quiet reach, fighting the things that came after the silence, and bringing your flight home — name by name, bone by bone, song by song. Every dragon you hatch has a name, a voice, and a chair at the long table. Every dragon dies eventually. Their names stay carved. Their bones arm the next flight. The hold lights its hearth one more time. The loop Hatch dragons across twelve classes — from the bone-armored Anvilhead to the chain-breath Stormfang. Peggs sings them awake. Fly out across procedurally-shaped regions. Pick your supply, your formation, your wing directives. Fight in real-time tactical squad combat with element-coded breath weapons, bond bonuses, and crit slow-mo. Lose some. Permadeath is the contract. The dragons who fall today were always going to. Come home before the hearth goes cold. Carve their names. Carry their bones. Hold their songs. Build the legacy across runs. Three save slots, persistent meta-progression, and a clutch book that remembers every dragon you ever hatched. The hold remembers The Long Table is a persistent memorial that stays full across every run. Every name carves itself into the wood when a dragon falls. Every empty chair has a story. Hover a name to see how they went and what they said. The table doesn't forget.