Draftborn Coming Soon

Mobile action RPG · Free to play

Draftborn

Draft your power. Win the arena.

Draft three of sixty abilities, pick one of nine weapons and outplay real players in fights of one to five minutes, or take a group of five into the dungeons. Money buys looks, never power.

Coming soon to Google PlayiPhone and iPad planned

Scroll to the ways to play
Abilities to draft
60
Weapons to master
9
Dungeons to clear
8
Heroes in the raid
10
On the Battlefield
5 vs 5
Ads or paid power
0

Ways to Play

One hero, every kind of fight

Duel a real player in a minute, take a group of five into a dungeon or climb the Tower alone. Every path grows the same hero.

A crowned hero in a court of white stone and crystal under an open sky

The Realm

A thousand years of dawn are ending

Sunreach is a land of white citadels above the clouds, sky islands held by bridges of light and crystal spires that drink the sun. A thousand years ago the Wardens bound Ignaroth the Ashen, last of the dragonlords, under eight seals.

Now the first seal has cracked. Where a seal weakens, the Ashen Blight spreads: embers in the eyes of old guardians, crystal gone to cinder, the dead of forgotten crypts on their feet again. The sky over the citadels is still blue. Below them, the light is losing ground.

You are Draftborn, drawn back from death with a rune-light in your hands that answers only to you. Seren, the last of the Wardens, tells your story in the Chronicle, chapter by chapter.

The Draft

No two fights play the same

In Ranked, nobody walks in with a finished build. You and your opponents share one pool of abilities, and every ban and pick changes what the other side can do. Then all of you fight at the same level, so the plan decides, not the hours played.

  1. BanTake away what you fear most.
  2. PickClaim three abilities in turn, and answer what the other side takes.
  3. FightLock on, roll out of danger and turn your abilities and your weapon into a plan.
The draft screen: both sides, the abilities by category and the details of Charge
Sixty abilities, sorted into six categories.

Sixty abilities, six ways to play

Melee

Charge, Whirlwind, Mortal Blow and Shockwave put you right in the enemy's face.

Ranged

Piercing Shot, Poison Arrow, Rapid Fire and Glaive Toss hit from where they cannot reach you.

Spells

Fireball, Meteor, Blizzard and Dragon Breath, or call a Spirit Wolf to your side.

Healing

Healing Prayer, Tranquility, Lifebloom and Guardian Spirit keep a group on its feet.

Defense

Aegis of Dawn, Shield Block, Riposte and Mirror Ward turn an attack against the attacker.

Utility

Vanish, Shadow Step, Grappling Hook and Ice Wall change where the fight takes place.

The Fight

Made for two thumbs

The camera sits behind your hero. The left thumb moves, the right one strikes. Lock on to a target, swipe to look around, and roll through a blow at the last moment: for a heartbeat nothing can touch you, not even a stun.

Every weapon has its own rhythm. Daggers strike harder from behind, the Sword and Shield blocks what comes from the front, and the Bow and Staff keep their distance.

A 1 vs 1 fight with a meteor striking the enemy

Elements react

What one ability sets up, the next one sets off. Draft for the combination and the damage comes in bursts.

PvP

Real players in every arena

Rounds take one to five minutes. Real players come first. When nobody is around, bots fill the places, and they always carry the bot symbol.

  • Ranked 1 vs 1 and 3 vs 3 with draft and bans, a rating per season and leaderboards
  • Unranked 1 vs 1, 2 vs 2, 3 vs 3 and the 5 vs 5 Battlefield with your own hero and gear
  • A weekly Brawl with a new twist on the rules
  • A daily tournament with a bracket of eight
  • Friend rooms with a short code
A 3 vs 3 fight in Hold the Zone with the team minimap

Four ways to win at 3 vs 3

Crystal Rush

Carry ten crystals, stay ahead of the other team and hold the lead for 15 seconds.

Hold the Zone

A team alone in the zone fills its bar. First to 100% wins.

Bounty

Every takedown adds a star to your head, and whoever takes you down claims them.

Knockout

No respawn. Take out the whole enemy team, best of three rounds.

Boss Fights

Face the dragon

Every boss shows its blow before it lands: a cone, a circle, a lane of fire. Read the ground, step out at the last moment and strike while it recovers. This is Ignaroth, the last boss of the Ashen Throne, from his entrance to his fall.

A group of five walking into the throne room, Ignaroth rising at the far end
Ignaroth sweeping a wide cone in front of him
Blast circles filling under a hero
An orange lane marking the path of Ignaroth's charge
A lane of fire marked straight ahead of the dragon
A ring of fire marked around the boss
Ignaroth in his second phase with dragonkin warriors at his side
Ignaroth turning to white ash as he falls

Ignaroth the AshenLast of the Dragonlords

  1. The EntranceHe rises as you step in, and his name card tells you who he was.
  2. SweepA wide cone in front of him. Get behind or get out.
  3. BlastA circle fills under your feet. Move before it is full.
  4. ChargeAn arrow marks his path. Lure him into a pillar and he staggers.
  5. BreathA long lane of fire straight ahead. Step aside.
  6. NovaA ring around the boss. Leave it, fast.
  7. Phase TwoAt half health he roars, calls dragonkin and strikes more often.
  8. The FallTime slows, his power bursts out, and the chest appears.

Dungeons

Carry the light below

Every dungeon has its own enemies, traps, puzzles and boss, and you play them in a group of five with other players or bots. Pull a lever, read the symbols, watch the floor. A guardian waits at the end of each one, woken by the embers of the dragon's fire.

  • Personal loot that flies straight to your hero, with a green arrow on every upgrade
  • Weekly affixes that change how a dungeon plays
  • Mythic keystones that push the difficulty ever higher
A group of five fighting the Crypt King

Eight seals, eight guardians

The Crypt King in the second phase of the fight in The Sunken Crypt

The Sunken Crypt

The Crypt King

Lord of the Sunken Crypt

He ruled the living, then the dead. A coal of dragonfire burns where his heart once beat.

Blows

  • Sweep
  • Blast
  • Charge

At half health, two skeleton warriors join the fight.

Forgemaster Ondrik in the second phase of the fight in Emberforge Depths

Emberforge Depths

Forgemaster Ondrik

Master of the Emberforge

He forged the chains of the second seal. Now he forges for an army that has not marched.

Blows

  • Sweep
  • Blast
  • Nova

At half health, two fire imps join the fight.

The Frost Matriarch in the second phase of the fight in Frostfang Hollow

Frostfang Hollow

The Frost Matriarch

Mother of the Pack

She slept on the third seal to guard it. Something woke her with fire in her eyes.

Blows

  • Sweep
  • Charge
  • Nova

At half health, three frost wolves join the fight.

The Thornmother in the second phase of the fight in Thornwild Temple

Thornwild Temple

The Thornmother

Heart of the Wild

Every vine in Thornwild grew from her roots, and her roots broke the fourth seal.

Blows

  • Sweep
  • Blast
  • Nova

At half health, two thorn spiders join the fight.

The Tidecaller in the second phase of the fight in Tidebound Sanctum

Tidebound Sanctum

The Tidecaller

Voice of the Deep

He flooded his temple to save it, and taught the sea his hymn.

Blows

  • Sweep
  • Blast
  • Charge

At half health, two crab knights join the fight.

Arch-Engineer Corvane in the second phase of the fight in Clockwork Spire

Clockwork Spire

Arch-Engineer Corvane

Master of the Spire

He built the spire, the machines and the traps. Someone veiled paid him for a door.

Blows

  • Blast
  • Charge
  • Breath
  • Nova

At half health, two brass constructs join the fight.

The Veiled Oracle in the second phase of the fight in Veil of Shadows

Veil of Shadows

The Veiled Oracle

Seer of the Void

She has seen every way this fight can end. Most of them end with you.

Blows

  • Blast
  • Nova
  • Breath

At half health, two shades join the fight.

Ignaroth the Ashen in the second phase of the fight in The Ashen Throne

The Ashen Throne

Ignaroth the Ashen

Last of the Dragonlords

Older than the kingdoms that bound him. He remembers each of their names.

Blows

  • Sweep
  • Blast
  • Charge
  • Breath
  • Nova

At half health, two dragonkin warriors join the fight.

The raid group around the Hollow King in his last phase

The Raid

Ten heroes. Four bosses. One crown.

The Hollow Citadel asks for ten heroes against four bosses, each with its own hall. Share the gold circle so nobody takes the blow alone, keep apart when the violet marks appear, and beat each boss before its rage sets in.

Every boss pays out each time you beat it, and once a week it also leaves an item of the Citadel: perhaps a piece of the Regalia of the Hollow King.

The bosses of the Hollow Citadel

  1. IThe GatewardenKeeper of the Hollow GateForged to keep the Citadel shut. It keeps it still, against friend and foe alike.
  2. IIChoirmistress VaelVoice of the Hollow ChoirHer hymn kept the Citadel's dead asleep. Now she sings to wake them.
  3. IIIGloomfangHound of the Hollow KingThe Hollow King's hound. Its breath is the cold between the stars.
  4. IVThe Hollow KingLord of the Hollow CitadelHe traded his heart for a crown that never fades. The crown kept its word.

Challenges

Always one floor higher

Between runs and matches, the Challenges ask a different question: how far can you get?

Tower of Trials

An endless climb from nothing. Pick a boon after every floor and see how far it carries you.

Survival

Wave after wave, and every fifth one brings a rare elite.

World Boss

A new boss every week: three minutes to do as much damage as you can.

Events

The Ember Festival, the Frost Moon and the Night of Shades bring wares of their own.

A group fighting the world boss Pyrelord Azhul

Your Hero

One hero, entirely yours

There is no roster to unlock. You make one character and grow it: body, face, hair, beard, markings, voice and more, tab by tab in the editor.

  • Abilities grow with every level and gain new effects at level 10 and 20
  • Gear with rolled stats, sets and legendary items
  • A forge with reforging, enchantments and gems
  • An Alchemist for flasks, oils, potions and bombs
  • Talents in four branches: Might, Bulwark, Arcana and Craft
  • Loadouts: save a set of abilities, weapon and supplies and pick from it with one tap
The character editor with hair, beard and color choices

Choose your weapon

Nine weapons, each with its own rhythm and its own price. Change it freely outside a fight, even during the draft.

The hero holding the sword

Melee

Sword

A swing that hits every enemy in a cone of 100 degrees.

Reach
2 m
Rhythm
0.6 s
Element
Physical

The priceMelee: you stand in the enemy's reach.

The hero holding the sword and shield

Melee

Sword and Shield

A swing in a wide cone, while the shield takes a quarter of every direct hit from the front.

Reach
1.9 m
Rhythm
0.7 s
Element
Physical

The priceA shorter reach and a slower swing than the sword.

The hero holding the greatsword

Melee

Greatsword

A cleave in a cone of 120 degrees. After a pause, the next swing deals 30% more.

Reach
2.2 m
Rhythm
1.3 s
Element
Physical

The priceThe slowest rhythm, and you slow down after each swing.

The hero holding the daggers

Melee

Daggers

Quick stabs in a narrow cone, half again as hard from behind.

Reach
1.7 m
Rhythm
0.42 s
Element
Physical

The priceThe shortest reach of all.

The hero holding the mace

Melee

Mace

Heavy blows. Every third one that lands stuns for a moment and breaks a cast.

Reach
2 m
Rhythm
1.05 s
Element
Physical

The priceA slow rhythm, and only blows that land count.

The hero holding the spear

Melee

Spear

A thrust that hits everyone in a line in front of you.

Reach
3.4 m
Rhythm
0.85 s
Element
Physical

The priceOnly 60% of the damage on an enemy closer than 1.3 m.

The hero holding the bow

Ranged

Bow

An arrow that strikes the first enemy it touches, hard against monsters.

Reach
9 m
Rhythm
1.05 s
Element
Physical

The priceA soft hit on heroes, and arrows can be dodged.

The hero holding the staff

Ranged

Staff

A bolt of Light that pierces every enemy in its line.

Reach
5 m
Rhythm
0.85 s
Element
Light

The priceA short range, and Light can be resisted.

The hero holding the wand

Ranged

Wand

A Shadow bolt that turns to follow the nearest enemy.

Reach
8 m
Rhythm
0.55 s
Element
Shadow

The priceThe softest hit of all.

Play Together

A realm full of people

Draftborn is an online game. Your progress is kept safe on the server, and a transfer code moves it to a new phone. Only the training ground works offline.

  • An auction house between real players: sell your loot for gold, buy what you need
  • Guilds with ranks, a message of the day and a weekly goal
  • Friends, profile cards, emotes and quick messages
  • Daily quests and a weekly chest
  • A season path of twelve weeks with new looks to earn
The auction house with listed items

Fair by Design

Money buys looks. Never power.

Everything that makes you stronger is earned in the game. What the shop sells is there to make your hero look good and your time more comfortable.

What you earn by playing and what the shop sells
What you getBy playingIn the shop
Abilities, levels and evolutionsYesNever
Gear, sets, legendaries and gemsYesNever
TalentsYesNever
Gold and HonorYesNever
Ranked rating and leaderboardsYesNever
Outfits, weapon looks, roll trails and framesYesYes
Emotes, victory poses and profile iconsYesYes
Stash space, auction slots and loadoutsThe basicsMore

Free to Play

Coming first to Google Play

Draftborn launches on Google Play first, free to play, online and in English. A version for iPhone and iPad is planned. Until the gates open, the handbook teaches every rule and the news tells you the day it starts.

  • Coming soonGoogle Play
  • PlannedApp Store
A group of five fighting the Crypt King

From the Realm

News and the handbook

What is new in Draftborn, and every lesson of the game in one place.

All news

Questions

Good to know

Is Draftborn free to play?

Yes. The game is free, with optional purchases of Starshards and packs for looks and comfort. Nothing you can buy makes your hero stronger.

When and where can I play?

Draftborn is coming to Google Play. A version for iPhone and iPad is planned.

Do I need an internet connection?

Yes. Your progress lives on the server, and fights and dungeons are played online. Only the training ground works offline.

Do I need an e-mail address or a password?

No. The game makes an account for your phone by itself. A transfer code moves it to a new phone.

Am I playing against real people?

Real players come first. When nobody is around, bots fill the places. A bot always carries the bot symbol, so you can tell.

How long does a round take?

One to five minutes in the arena and in 3 vs 3. A dungeon run takes longer.

Which languages does the game speak?

English.

How do I delete my account?

In the game under Settings, or by e-mail. Here is how.