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DinoSystem is a sandbox and open-ended wilderness survival game immersed in an ecosystem simulation. It is planned for PCMAC and Linux.
An upcoming crowdfunding campaign will decide the future of the game development, further details will be announced.

The setting takes place during the late Cretaceous period
, the end-game features the possibility of a massive disaster marking the end of the age of Dinosaurs, which the player must strive to survive.

The game simulates every imaginable variable
 such as advanced and basic needs, air and body temperatures, animal life and behavioral aspects, plant life cycles, natural disasters, soil fertility, water cycle, and various weather related elements such as atmospheric pressure, humidity, and seasonal changes among many more yet to be determined. Every variable works to create a dynamic and emergent survival experience where the player is not the center of the world, but can influence it with his actions.

DinoSystem can be played in both a Survival Mode and God Mode: In Survival mode you control a human somehow stranded in this ancient world, or even take the role of a dinosaur.
The God mode has you actively managing the simulated ecosystem a bit like SimEarth and SimLife.


DinoSystem is not a fixed world with destructible objects; it is a living world. Everything changes according to real, simulated variables:

  • Lakes form and evaporate according to rain, humidity and temperature.
  • Sea expands and shrinks according to tides.
  • Soil becomes fertile if certain conditions are met like the presence of water, organic materials, and mild temperatures.
  • Aridity can expand into huge deserts separating islands of lush forests and oases.
  • Ice forms and melts according to world temperature.


Weather Model:

Weather is not regulated by scripted or random events; it emerges from real variables like:

  • Air temperature
  • Air humidity
  • Air pressure

All of the above depend on seasons, and are inter-connected. For example, with high humidity, the temperature perceived by the playable character is higher than if there was lower humidity.

Weather generated by those variables are unpredictable
, and their emergent nature contributes toward making the world feel real, being a driving force toward different scenarios. For example, rain can be mild and pleasant, or accompanied by fog, increases in air humidity, lightning storms, strong winds, and even snow storms if it is cold.

The game does not "decide" to trigger a storm; the storm emerges from the rules of physics, and depending on temperature, humidity and pressure it can even be a sandstorm or a snowstorm, watch out!

 Here's how the world changes in one year. See the full HD image in the images section!

Plants & Animals:

Both plants and animals have complex life cycles. They grow, spread seeds or mate, compete, hunt, lay eggs, protect their youngs, die, decompose, or become food. Nothing "spawns", as everything comes from a (virtual) seed, egg, or womb.

This guy is not very pleased to see me, is he?


Animals in the game represent the late Cretaceous Hell Creek Formation fauna. The number of species does not represent that of a real ecosystem. Therefore each natural niche in the game is occupied by a maximum of two species.   Animal species already in the game are:  

  • Triceratops  
  • Tyrannosaurus  
  • Ankylosaurus  

Animal species currently planned are:  

  • Troodon (Small Dinosaur)  
  • Alphadon (Mammal)  
  • Azhdarchid (Pterosaur)  

We are planning to have a total of 8 to 10 species; each having its own AI specific to males, females, young, and its natural niche. Other species will be decided through feedback from the community after the game official release.


Vegetation is, for now, represented by two generic species: small plants (ferns) and big plants (conifers). More species will be added in future developments; each with biological differences that remain consistent with historical authenticity of the geological period.

This is where the game meets the simulation. 

You join the ecosystem as a human, stranded in this ancient world, and try to survive as long as you can in the best possible way.

 Although there is no story behind this setting yet, this concept does not support the idea that humans coexisted with dinosaurs as seen in The Flintstones or the Creation Museum. We are still working on a story that legitimizes this fictional scenario. 

Note2: Also dinosaurs will be playable in a future expansion of the game! (probably after its official release)

Basic Needs:

As for the ecosystem model, the survival mechanics are very complex and are a core concept of the game.


If you want meat, you have to actually work for it. This poor ankylosaurus has seen better days for sure.

Main survival needs are:

  • Hunger: Food nutrient values vary to meet any nutritional needs.
  • Thirst: Watch out for putrid water!
  • Fullness: Stomach fullness.
  • Stamina: A basic need for sleep must be fulfilled.
  • Breath: Capacity to run, or perform physical work for long periods.
  • Health: Player "life bar," which also relates to wounds and illness.
  Main variables influencing the character are: 
  • Temperature: See the section below on "player temperature."
  • Cover and isolation: Being surrounded by roof and walls, or wearing clothes.
  • Wind and sun exposure: Directly related to the above status. Alters temperature perceived.
  • Wetness: Being under rain, into water or sweating. Reduces temperature perceived, expecially with wind.

The needs and statuses listed above are not mere bars that go up and down as time passes; they are actually inter-connected and directly related to any actions performed as well as the environment itself.


Player Temperature:

Surviving the harsh enviroinment is a huge component of the survival aspect of DinoSystem, 
and temperature plays an important role in this.

Check the down-left interface: different variables influence the player perceived temperature: from sunlight to humidity, wind, effort and fire. 
Check the Dinosystem website for more info.
Image RSS Feed Latest Screens
Jabba Body Composition Player metabolism
Media RSS Feed Latest Video
Post comment Comments  (0 - 10 of 27)
kingofkong Sep 12 2014, 4:41pm says:

Do you have any plans on animating the dinosaurs such as having their tails swing and heads bob ?

+1 vote     reply to comment
TheCompiler Sep 12 2014, 4:58pm replied:

It can be easily done, but we need someone capable of create animations. Once we have the frames, we can implement them, but we alone can't create them for the current sprites.

+1 vote     reply to comment
CarterTheBeater Sep 10 2014, 7:51pm says:

After just reading a little bit of what his game has to offer, I'm tracking the **** out of this game! :D

+2 votes     reply to comment
Gokento Aug 30 2014, 8:37pm says:

... you can use options to destroy thoose blood psychics right?

cause i don't like blood XD

+1 vote     reply to comment
TheCompiler Aug 30 2014, 9:37pm replied:

Of course, there will be the "gore" option ;)

+1 vote     reply to comment
JewelOfRio May 28 2014, 1:44am says:

This game deserves more attention!

+3 votes     reply to comment
TheCompiler Jun 5 2014, 10:37pm replied:

Thanks Anna, we will get the attention when the game is more mature, i guarantee ;)

+1 vote     reply to comment
TheCompiler Apr 26 2014, 3:21pm replied:

I'm in the process of renewing all the media for Kickstarter.

+2 votes     reply to comment
TheCompiler Apr 30 2014, 5:17am replied:

That's true, i'm lazy as hell! The kickstarter campaign page is ready though, i'll just port all the info here.

+2 votes     reply to comment
Seriously_Unserious Apr 30 2014, 1:56pm replied:

LOL. That's all the more reason to keep it there then, save the work in removing it, and it generate residual traffic from work you've already done. ;)

+2 votes     reply to comment
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Windows, Mac, Linux, Web
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Construct 2
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Coming Q1 2015
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