Eight Dragons
Last seen
0Sampled 6 hours ago · not a live figure
—of peak
All-time peak
012 Sep 2026
Last seen
0Sampled 6 hours ago · not a live figure
All-time peak
012 Sep 2026
| Published | Title | Build |
|---|---|---|
| Update 12 - One Year Refreshmajor Back when we started making Eight Dragons , we were intent on making something that felt like it was of a particular era in gaming. That meant proper pixel-art, a CRT effect, arcade gameplay... We were so focused on achieving that goal that we went all the way with how it was presented, right down to blocking out a third of the screen with static status bars, just the way it was when we were ki… | 5834541 | |
| Update 10 Now that we've launched, a few more people have joined the ranks of Eight Dragons players and let us know about a couple of new issues. Today's patches fix the following: · The enemies on the Docks and Subway Station levels should now stop running away from the players · Leaderboards have been reset (which means my epic high score on Central Park, achieved when coins didn't disappear when you p… | — | |
| Update 8 Just some little things in this update! Following up on another bug report, it's no longer possible to move while you're in an elevator. We've also added sound effects when you pick up food and money. There's a slightly bigger fix to correct an issue we discovered this week. It turned out that pausing the game didn't pause everything. Thrown objects continued to move, even though none of the ch… | — | |
| Update 7 Following a bug report we've made some changes in how we're handling controller inputs. An oversight made when switching to the Unity engine meant that redefining your controls could lock you out of the menus when using a controller - very silly of us, but we've fixed it! | — | |
| Update 5major It's been aaages since the last update, we know. We've been moving the game from an in-house engine to Unity - that's a pretty hefty change behind the scenes. For most of you that means there are some little tweaks to how the controls work - hopefully you'll find the movement a little bit tighter than before, and most of the issues people have had with controllers should now have disappeared. G… | — | |
| Update 4 While the coding side of our team is working on those big features we've talked about, the art side has started looking at improving the look and feel of the game. The first thing we've got to show you is in our latest update - the Downtown level has been drastically upgraded, with more and nicer things to look at and distract you while gang members try to beat you up... There'll be more of thi… | — | |
| Update 3 It's been a couple of weeks since the last update, but we haven't been doing nothing, despite how small this update is! This update adds support for German, Russian, Spanish and Chinese languages. Yes, we know that won't affect most of our existing players, but we thought it'd be nice to let some more people play too! We're going to add more languages later on, but we thought we'd find out how… | — | |
| Update 2 Two weeks into Early Access! So far things have gone well - we haven't had many bugs crop up, but we have had some suggestions on gameplay improvements. Here are the changes we've made for this update: · Throwing - thrown people knock over standing people. If you didn't already know how much extra damage a throw did, this'll give you another reason to use it! We've also speeded up the throw ani… | — | |
| Update 1 Our first week on Early Access has gone really well. That's not to say you guys haven't found any bugs - you have, and told us about them, and we really appreciate your help! Our first update has gone live, and while we haven't had time to take care of everything, here are the changes we have made... · Audio balancing - we've rebalanced the jingle that plays at the end of each level to have a l… | — |
| Date | Day | Time | Patch title | Build ID | Branch | Depots | Download Δ |
|---|---|---|---|---|---|---|---|
| 16 Nov 2020 | Mon | 10:33 | Update 12 - One Year Refresh | 5834541 | public | 4 | — |