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Dragon's Fire is a game with a focus on fun physics based flight mechanics and visceral interactions. The game is still in development and I appreciate any feedback you can give.

The main mechanics that exist right now:

  • Use your powerful wings to soar in the sky with somewhat realistic physics
  • You have a flame breath attack that can set the world, objects, and creatures on fire
  • Pick up objects with your jaws to eat them or bring then back to your lair

Keyboard and Xbox 360 gamepad supported

Default controls (Keyboard / Xbox Pad)


  • Flap wings - Space / A
  • Breath fire - Q / Right Trigger
  • Aim camera/fire - Arrows / Right stick
  • Pick up items - F / Y
  • Center camera - C / Right Stick Click


  • Pitch - W S / Left stick y
  • Roll - A D / Left stick x
  • Brake/Hover - V / B
  • Wings in (quick dive and turn) - X / Left bumper


  • Move - WASD / Left stick


  • You will move upward if you are grounded or moving slowly
  • You will move forward if you are moving fast


  • After running for a while, you will pick up speed
  • You can aim your flame breath in the air, and on the ground
  • Hold down the boost button to keep your wings in and go further
  • You can only boost so many times before you need to recharge your stamina (feather icons)
  • Continuous fire breathing will eventually decrease the size/distance of the flame. Wait some time for it to cool down (flame icon)
  • Hovering makes it easier to aim your breath in the air


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Click download now to get access to the following files:

dragons_fire_1.44.zip 239 MB

Development log

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I absolutely love this game. I have been thinking about making something similar for quite some time, and this is much better than what I am currently  able to do.

I like the wind sound and the adaptive sound track. The music is great, I found myself walking around for while even though it was slower and less interesting just so I could hear the music. One thing I could suggest is that often I would go back and forth between walking and flying, and the transition between the two themes felt almost like an interruption or like the music lost its place. I think it was because the musical theme often did not get to resolve before it switched. I think that if the instrumental balance changed when you switched between flying and walking, but it didn't change musical themes until whatever section was playing finished, it would make the transitions sound smoother. I also think it would be cool if there were distinct night and day themes, it would go well with the difference in lighting to enhance the atmosphere.

The dragon's animation is so fluid and dynamic, it really adds to the immersion and makes the dragon feel alive. The wingtip trails were a little distracting, but the trails in the air were more subtle and helped give a sense of the speed. The coin particle effects in the dragon's lair and the sound for breathing fire were very satisfying. Overall, this is an excellent prototype that well deserves further development.

This game has earned a follow from me, and I hope you keep working on it and add more content in the future.