Dowdun Reach is a triumph in art direction and development speed (with minor rough edges)
I am currently sitting at about 250 hours actively played in-game. I have thoughts, and I'll try to respect your time as a reader.
Dowdun Reach
The Good:
Art Direction: So, so, so good. My friends ogled Fellhollow, but I feel like DR is a place where the art team truly stretched their muscles. Every region has something incredible, but I feel that DR, as a whole, proves RSDragonwilds' art direction is a step above.
Content Volume: Given the development time, I'm extremely impressed by the volume of content included in the v0.11 update.
Reward Content: I like the content of the rewards (Zamorak Staff, Zamorak Cape, Titan's Wrath, Unholy Symbol). And the armor sets are great (would like to see the Elite Black Knight armor as an obtainable variant).
Material Tier: I really liked that they recycled old materials, and didn't add a new farming/herb tier with DR. I really, really liked seeing redberries and bittercap mushrooms littered about, as well as a revisit to wheat/bread.
Building Restrictions: Genius idea. Great for reducing cheesy building strategies and streamlining the initial player exploration experience. I would love to see this used again in the future within reason.
Teleportation Nexus: What a great idea. Along with the building restrictions, this is a genius way to enable exploration progression. I would say, next time we should have a lodestone in the nexus itself. Teleporting to a buildable region, then to the nexus, then to the desired location is one step too many, IMO.
Lesser Demons: As an OSRS player, I was expecting Lesser Demons to be a pushover. Boy, was I mistaken. Whenever you fight a Lesser Demon, it is a battle. It reminds me somewhat of Big Daddy's from the original Bioshock. They got hands, they're fast, they're aggressive. But, they're also rare, so it is hard to be caught by one by surprise.
The Boss: Very cool boss, solid fight. Love the OSRS and RS3 callback, and the willingness to create a non-dragon final fight. It works well.
The Meh:
Reward Progression: I do not like the currency system in DR. It made sense in Fellhollow because Death is known to deal in coin and currency, and I felt the rewards were perfectly balanced between the shop, quests, and rare drops from mobs. Dowdun Reach launched with a currency AND a bottleneck resource (black metal), and none of the vestiges were obtainable via combat. I would have preferred if all the vestiges were obtainable via combat and chests only, and the currency removed outright. This would have given a reason to hunt specific mob types.
Scrap Metal/Leather Scraps: In my opinion, scrap metal and leather scraps greatly contribute to item bloat, and serve limited long-term purpose in-game. If the developer wants to grant the player a 1/9th chunk of metal, it would be greatly preferrable to simply have a 1-in-9 drop for the bar itself, or a 1-in-3 drop for the raw ores (same goes for the 1-in-4 for the applicable leather).
Maple Trees: Love the look, don't like that they don't drop seeds, the logs cannot be used for compost, and they're the only log that cannot be turned into charcoal. I wish they had other purposes.
Runecrafting Refactor
Overall, I like the design direction. There were some already-acknowledged balancing issues, leading to the blanket 1:10 essence-to-rune ratio restored. There is a delicate balance between rune essence acquisition, essence-to-rune ratio, cost of spells, and XP rates. It may be worth revisiting rune costs for spells across the board. Love the new skill spells.
Skillcapes
What can I say? They're amazing. They look great, and are such a rewarding feeling for hitting 99 in a skill. May we have a bigger fireworks celebration when hitting 99? And maybe a big screen that sticks around for a while afterwards, something good for screenshotting. Again, just love the art direction-- you guys killed it.
Dedicate Servers
Great tooling, intuitive, the tech stack works very well. I run one from home, and my friends have had no issues at all. The instructions are also very clear, and the steam implementation is just really solid. Also LOVE the 6 player size increase. I strongly believe bow/longbow/crossbow headshots are broken/inconsistent when playing on a dedicated server. I have no idea why this would be the case, but I am constantly seeing clear headshots failing to register as criticals- and this only began when I switched to a dedicated server.
TLDR: Jagex continuing to listen to feedback, making great content, knocking it out of the park. Great update, great tools, great work. Dragonwilds is a gem, and I love the direction it's being taken.
Posted Apr 24, 2026, 8:24 PM UTC