$14.99Shadowrun: Dragonfall - Director's Cut A conspiracy worth unraveling
A turn-based cyberpunk RPG in a splintered Berlin where elves, trolls and machine guns share the streets with dragons. Lead a team of shadowrunners through a conspiracy that keeps you guessing until the final hours. Sharp writing, tough tactical fights, and choices that genuinely change how it ends.
Is Shadowrun: Dragonfall - Director's Cut worth it?
Shadowrun: Dragonfall - Director's Cut is worth it if…
- you like stories that carry the game, with choices that change how it ends
- you enjoy slow, deliberate tactical combat where positioning wins fights
- you want a cyberpunk world where magic and machine guns coexist
- you do not mind a text-heavy game with no voice acting
- you like building a character your own way, without locked classes
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A Berlin where anything goes
It is 2054. Germany has splintered, and Berlin is run by the Flux State, a stable anarchy where power shifts constantly and the right connections decide whether you eat. Elves and trolls walk past corporate towers, magic came back decades ago, and a Great Dragon named Feuerschwinge once burned the countryside until the army shot her down. That was 42 years ago. Now whispers say she may still be alive, and your crew of shadowrunners is caught on the wrong side of a deadly conspiracy. You take jobs for quick paydays in a city that feels lived-in and dangerous, and the story keeps you wondering what is really going on until the very end.
A crew with lives of their own
You do not run with blank hires. Your team is a small group of battle-scarred runners, each with their own outlook, motivations and backstory, built to fill contrasting roles on a mission. One might hold the line in melee while another covers from range or works the electronics. And the missions are not the whole of it: each teammate has challenges in their own life, and you can brush them aside or step in and make a difference. The Director's Cut adds five new missions, three of them tied directly to these personal stories, taking you to unseen corners of the Flux State and beyond. If you want, you can even rework what each member brings along.
Every turn is a decision
Combat is turn-based and tactical, closer to XCOM than to an action game, but with more focus on the individual than the overall goal. Position matters: move to better cover, charge into melee, or lob a fireball into a crowd. With over 200 weapons and spells, there is always more than one way to handle a fight. The Director's Cut overhauled the system with a new armor layer, refined cover and damage mechanics, and smarter enemy AI that reacts to what you do. You build your character from an archetype, Street Samurai to Decker, into whatever direction you like, since the skill system is classless. One honest trade-off: accuracy numbers can feel like a guideline at best, and that frustrates some players.




















