Sagas of Lumin Preview: Dragon Riding Thrills Meet Rough Edges in Ambitious Indie RPG
I Flew A Dragon!
The sense of a magical dragon, a giant force soaring high above the ground bellowing flames raining down upon the peons below. Sagas of Lumin has the potential of everything a fantasy fan dreams about in a medieval RPG, gothic, and steampunk world. In my short time with the game, one thing was clear: Sagas of Lumin may have a vision, but it will need a lot more time in the oven for it to bake to perfection.
Elos Games And Arts hope to create not just a game, but a long-lasting living IP for their first title. The team's first title is no small task at hand. The scope of their game for only a small team of 10, (which usually has hundreds if not more working on a game of this size) feels like Elos Games And Arts may have bitten off more than they can chew.
I appreciate the team's vision. A deep fantasy world filled with lore, player choices and badass dragons. Addressing a clear gap in the market, as the team states on their site, to “offer a high-quality, cinematic dragon-riding experience”. Flying the dragon, to landing the magical creature with your Drair character for his next melee battle.
The idea for Sagas of Lumin is magical. However, the gameplay, currently in its early stages, needs a lot of work. From the character movement, animations and player NPC interactions. There is time to polish the game before its release for early access in Q1 of 2026. However, a lifeless main protagonist, empty NPC combat in which characters flail aimlessly at you with no combat strategy in mind doesn’t create much hope.
We play as a Drair, a superior being within the world. Drairs carry the ability to manipulate Aer, a gift that allows one to control, fly and tame dragons. The lore is well-thought-out and could really shape the game into something special. Though our hero doesn’t speak (this is often the case in these RPGs), it would be a nice touch. Help grow a connection with our Drair. However, the voice acting that currently stands in the game falls short of believability and meaningful context.
Soaring above when riding the dragon was the thrill ride fans would hope for. However, my character decided that facing backwards would be the hidden talent of flying my dragon, something I would expect to see fixed in the final release. Bugs and glitches are completely understandable for the current build of the game, even if they are funny.
Our dragon automatically locks onto other dragons within range, making flight combat rather easy to enjoy. I’ve never been good at dog fighting, so this was a nice touch. Those who are more of an Ace in the sky might look for a more tactical feel when flying their dragons. But it’s a good start for dragon flight and combat.
It wouldn’t be an RPG without its upgradable items. I was quickly changing out gear, not only for appearance, but for better stats as well. The early stages of exploring, saving a blacksmith to add to my crew on the ship felt good and brings a shining star to the game. It seems we’ll be outfitting our dragon with new gear as well.
There are some rather "rough around the edges" moments when it comes to the dialog tree that will need to be ironed out. When reading the content from Terra, a quest giver on our ship. Full sentences were not coming together as planned. There must be a language barrier here that I’m sure will be tightened up in a future build.
“Another else I should know” reads one of the lines when speaking with Captain Terra. I found many of these instances throughout my experience with the game.
I’m left hopeful, hopeful that Elos Games and Arts are able to pull the game together in the final hours. Which is often the case in game development. The team has created a world full of lore that I would love to get lost in. Finding secrets, discovering factions, learning about the history of the world, taming dragons, outfitting our wondrous creatures and more. The premise is there; I feel it. I just worry about the final execution.
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