Game review
Now THAT'S a Big Dragon!
6.5 / 10
- Developer
- Cotovelo Games
- Publisher
- Cotovelo Games
- Released
- 26 August 2026
- Platforms
- Windows, Mac, Linux
- Genre
- Incremental
- Monetisation
- Premium, one-time purchase. No in-app purchases.
- Players
- Single-player only
The short version
Now THAT'S a Big Dragon! commits to a genuinely satisfying premise — recruit an ever-growing army of warriors, wizards and thieves, throw them at one enormous dragon, watch damage numbers escalate until the kingdom is saved — and reviewers who finished all four chapters, a roughly ten-hour undertaking, generally describe a well-balanced, well-paced incremental with real character variety.
The loudest complaint at launch was structural: no prestige mechanic to carry progress between chapters, and a dungeon system several reviewers called pointless filler. That complaint didn't sit unanswered for long. On 4 September, nine days after launch, the developer shipped the first part of an openly announced three-part update plan — an Artifacts system that persists across chapters, giving the dungeon actual purpose — with a genuine cross-chapter currency and upgrade tree named explicitly as coming next.
Biggest strengths
- A satisfying, well-liked core loop that reviewers compare favourably to Swarm Simulator, with real synergy between different unit types rather than one dominant strategy
- Genuine character variety — six starting unit types plus later additions, with at least one reviewer completing the game using only one type as a self-imposed challenge
- Full completion (all four chapters, achievements included) takes a substantial and well-received roughly ten hours for engaged players, longer than the "beat it in two hours" complaints suggest when measured against the whole game rather than just the first mode
Biggest weaknesses
- At launch, no mechanic carried meaningful progress between chapters, making repeat playthroughs feel like "the same thing with slight variations" to several reviewers, before the September Artifacts update began addressing this directly
- The dungeon system was widely criticised as pointless busywork at launch; whether the new Artifacts system fully resolves that is still an open question this review can't yet confirm
- Some reviewers report a resource-management game mode that wipes accumulated units via random events with no compensating benefit, calling it tedious rather than challenging
Who it's for: Incremental fans who enjoy a "one big target, growing army" structure with real character builds, and who don't mind that the deepest systems addressing replayability are still mid-rollout rather than complete at launch.
Our recommendation: A solid buy at the discount, especially if you check in on the promised Part 2 and Part 3 updates before finishing — the game's answer to its own biggest launch complaint is already in progress rather than merely promised.
6.5 / 10
Recruit warriors, wizards, thieves, bards and clerics, throw them at one enormous, roaring dragon, watch the damage numbers climb until the kingdom is saved. Now THAT'S a Big Dragon!, released 26 August 2026 by Cotovelo Games, wears its own pitch in its exclamation point, and reviewers who put real time into it mostly agree it earns the enthusiasm — with one significant structural gap the developer is now visibly working through in public.
A satisfying "one big target" loop
The comparison reviewers reach for most often is Swarm Simulator, and it's an apt one: you're building an army whose composition matters, not just its size. A detailed review that beat the game lays out the unit types by name — warriors, wizards, elves, thieves, bards and clerics — and describes real synergy between them rather than a single dominant strategy. Another reviewer specifically completed a full playthrough using only thieves, treating the game's unit variety as a self-imposed challenge run, which is the kind of engagement a shallow incremental rarely earns. A third calls the graphics "clean as HECK" and the escalating damage numbers satisfying once enough time has been invested to scale up.
Completion time matters a lot to how this game reads, and the numbers vary sharply depending on what "finished" means. One frequently-echoed complaint says the main mode is over in under two hours, with everything after "just repeating the same thing with slight variations." But a reviewer who tracked their own progress to full completion — all four chapters and their achievements — logged just under ten hours, calling it "a good fun incremental game" throughout. Both figures are honest; they're just measuring different things, and a buyer weighing the length complaint should know it mostly applies to the first chapter alone, not the whole four-chapter arc.
The gap reviewers agreed on, and the roadmap answering it
The most substantive criticism at launch was structural rather than a matter of taste. "WITHOUT any sort of prestige mechanic to at least speed things up," reads one detailed review, describing later chapters as tedious repeats of the same loop with a new resource bolted on. Another independently calls the dungeon system, meant to be a source of ongoing interest between chapters, "pointless" and "tacked on," saying they interacted with it twice before ignoring it entirely. A resource- management game mode drew a sharper complaint still: random events reportedly wipe accumulated units with no compensating benefit, which one reviewer summarised as being punished for progress rather than rewarded for it.
This is where the developer's public response is worth detailing precisely, because it's still in progress rather than finished, and that distinction matters for anyone buying today. On 4 September, Cotovelo Games shipped "Version 1.1.0 - The all new Dungeon Artifacts feature," explicitly framed as "the first of three big updates planned." Artifacts found in dungeons now "persist across chapters," meaning a dungeon run in chapter one can meaningfully strengthen chapter four — directly targeting both the "pointless dungeon" and "no persistence between chapters" complaints in one system. The same post names what's coming next without hedging: "Part 2: A new currency and upgrade tree that persist across chapters" — the prestige-adjacent system negative reviewers were explicitly asking for — and "Part 3: An improved endless level."
That's a specific, sequenced, publicly committed roadmap responding directly to named complaints, not a vague promise to "keep listening." This review can confirm Part 1 shipped as described; it can't yet confirm whether Parts 2 and 3 land as promised, since they hadn't at the time of writing.
A smaller but telling data point
One reviewer reported losing a full day of accumulated progress to what they assumed was a missing autosave, only for the developer to reach out directly and say the game saves every second and the loss may have been a glitch rather than a systemic gap. This review has no way to adjudicate which account is correct — but the fact that the developer is responding to individual reports by name, on a $6.99 indie release nine days old, fits the same pattern as the roadmap update: a small studio actively present in its own reviews rather than absent from them.
What the completion data shows
The achievement curve supports the "genuinely playable to the end" read: 66% of players have beaten the main game, and 21.9% have already cleared New Game Plus — respectable numbers for a release under two weeks old. The rarest achievement, for the true endless mode's furthest dungeon level, sits at 13.6%, suggesting a real subset of players pushing well past the content the "two hours and done" complaints describe.
The verdict
Now THAT'S a Big Dragon! earns a 6.5. The core loop is a well-executed, well-liked take on the grow-an-army-fight-one-boss structure, with real character variety rewarding players who dig into it. Its most serious structural gap at launch — nothing carrying progress or purpose between chapters — is being closed in full public view, with the first of three promised updates already delivered inside two weeks of release, which is a faster and more transparent response than most indie incrementals manage.
Buy it now if the premise appeals to you and you're comfortable buying into a game whose deepest systems are still arriving in stages; the roadmap gives good reason for confidence they will. Wait for Parts 2 and 3 if you specifically want the persistent-progression structure most incrementals promise from day one.
If a growing army against one big threat sounds appealing but you'd rather the persistent-progression systems already existed rather than being promised, Wanderer has spent years building exactly that kind of long-term structure into every corner of its own world.
Pros and cons
Pros
- A satisfying, well-liked core loop that reviewers compare favourably to Swarm Simulator, with real synergy between different unit types rather than one dominant strategy
- Genuine character variety — six starting unit types plus later additions, with at least one reviewer completing the game using only one type as a self-imposed challenge
- Full completion (all four chapters, achievements included) takes a substantial and well-received roughly ten hours for engaged players, longer than the "beat it in two hours" complaints suggest when measured against the whole game rather than just the first mode
- A publicly announced three-part roadmap directly answering the loudest launch complaint, with Part 1 (cross-chapter Artifacts) already shipped nine days after release
- The developer responds individually to player reports, including reaching out directly to a reviewer over a reported save-loss incident
Cons
- At launch, no mechanic carried meaningful progress between chapters, making repeat playthroughs feel like "the same thing with slight variations" to several reviewers, before the September Artifacts update began addressing this directly
- The dungeon system was widely criticised as pointless busywork at launch; whether the new Artifacts system fully resolves that is still an open question this review can't yet confirm
- Some reviewers report a resource-management game mode that wipes accumulated units via random events with no compensating benefit, calling it tedious rather than challenging
- Upgrade balancing drew specific complaints about unnecessarily high caps and costs that "don't make sense," suggesting the tuning pass isn't finished
- At least one reviewer reported losing a full day of progress to a save-related incident; the developer disputed it was a systemic bug, but no independent confirmation either way is possible from outside