DinoSystem is a 2D ecosystem and survival simulation that allows players to manage the ecology of an evolving island and survive in it as a human, dealing with realistic survival mechanics and a deep character progression system.
All Reviews:
Very Positive (97) - 89% of the 97 user reviews for this game are positive.
Release Date:
Jun 25, 2015

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Selling DinoSystem in Early Access allows me to invest more time into the development, and get precious feedback from the community while the game is being developed.”

Approximately how long will this game be in Early Access?

“There is no current ETA for the final version, but you can get an idea of the current development stage by checking the game version: for example, v0.70.0 means the game is 70% complete.
I want to continue improving the game even after the Early Access, so as soon as all the core features and content are in place (v1.0), I'll release it as a full product, but the development will continue (at a slower pace).”

How is the full version planned to differ from the Early Access version?

“There are some core game systems missing, like the God Mode tools, game lore, and more content. The game gets more refined with every update, so it's difficult to be specific on how it will differ when completed: it will be better, rest assure of that!
You can assess the progress towards the full version on the development roadmap page.”

What is the current state of the Early Access version?

“The current alpha build offers an already exciting sandbox survival experience, which lacks variety and content (especially craftable items). God Mode (the game mode where you manage the ecosystem) still lacks a proper GUI and tools to interact with the world, but the ecosystem mechanics are in place, and you'll see animals reproduce, seasons pass and vegetation spread.”

Will the game be priced differently during and after Early Access?

“No price change is planned.”

How are you planning on involving the Community in your development process?

“I value all feedback and always check the forum for suggestions and bug reports. I'm adjusting my development plan according to the feedback received, when necessary.”
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Recent updates View all (42)

January 14

Update v0.81.0 - Healing Mush, tamable T-Rex, AI improvements!

This update IS compatible with savegames from previous v0.80.0+!
But it's still advised to start a new game, as some changes could potentially cause glitches.


A heads up from the developer:

First of all, I want to apologize for the delay of this announcement: the update was online monday 8th, but here I am... announcing it a week later!

There have been significant changes in my life in the last few months: I got a full-time job as a gym trainer. This presents with both good and bad implications for the game development: the bad one is that I'll devote less time to DinoSystem, since I have less free time available (and being the only developer). On the other hand, since I finally got a decent revenue, I'm no longer forced to complete the main features and release the game out of the Early Access as soon as possible (in order to earn the bulk of the revenue to sustain myself): I can move it out of the EA as soon as I feel it's polished enough, without time or money restrictions and without the risk of rushing it.

My committment to the game has never been so high, and I'm looking forward to work on some new big features I've been planning during the last year!

That being said, let's give a look at the additions/improvements in version 0.81:

Added Healing Mush & trackable health recovery on interface:

- Added a new craftable item - Healing Mush:
- Healing Mush is prepared via the Crafting menu, and requires 9 Leaf (red ones, check below), 1 resin, and the First Aid skill lvl 10+.
- Healing Mush can be consumed just like a food item, giving some water and increasing Fullness.
- Healing Mush, when consumed, amplifies the natural Health recovery of the player; this means that it should be used ONLY if you're already healing, otherwise it's just wasted.
- The power and duration of the healing boost depends on the item condition, which depends uniquely on your First Aid skill (when created).
- Added a new "+/-" icon next to the Health bar, showing character health recovery or loss over time.
- Newborn Ferns have now a low chance to be "red", red ferns are identical to normal ones, but are much rarer and can be used to prepare Healing Mush.

Tamable T-Rex & Taming system expanded:

- Baby T-Rex can be tamed too, but keeping an adult T-Rex as a pet will be a pain in the ***.
- Taming a young T-Rex is similiar to taming a Troodon: you need to drag Meat/Fish and wait for it to "bait" (read the guide for more details).
- Tamed adult Troodon, as well as T-Rex, will now assist the player attacking also adult Triceratops and Troodons.
- Tamed adult animals will now assist the player also when he/she is attacked.
- Tamed animals will no longer hunt by their own initiative (T-Rex will still hunt small preys if hungry).
- Added the ability to call your tamed animal(s) (right click on character -> Call Pet(s)).
- Tamed no longer increase/decrease from distance/hunger while the animal sleeps.
- Taming guide page updated to reflect the changes.

Significant AI improvements & optimization:

- Animals are much better at turning towards their target, if it's beside or behind them: they will move backwards instead of turning in circle.
- Attacking animals have now a chance to sprint even when attacking other animals (not just the player).
- Improved female T-Rex reaction when Troodons attack their youngs or steal their eggs.
- Meat eaters will no longer see a carcass if it's sheltered by walls/boulders, unless it's very big, or very close (because smell..).
- Animals are now more likely to flee from a nearby non-attacking T-Rex, even if doing an important action (like eating).
- Animal actions and movements have been greatly optimized to use less processing power.
- More AI improvements (check the full changelog).

New & improved subtle visual effects:

- Added moon reflection in water (visible during night), with dynamic phases.
- Water (both sea and ponds) have a fancy wave effect, only enabled on "High" Graphic Quality setting.
- Many minor tweaks to the atmosphere constants (color, brightness, contrast etc).
- More minor visual improvements.

Important fixes and more improvements:

- Fixed a serious, under-the-hood issue that caused the timescale to be desycronized with the actual simulation variables: this means that, before the fix, running the game at 10x or 20x timescale produced different results (especially to weather) than playing with 1x or 2x timescale. Considering that I always run the game at 20x timescale while simulating an island for long-term ecosystem testing, the issue prevented me to properly balance the game for lower timescale (therefore for Survival Mode). This caused, for example, extreme sun intensity in mid day (especially in summer), and extreme cold in mid night.
- [Survival] Fixed a serious miscalculation that caused the player to occasionally become "mutant", dealing a significant amount of damage with punches, and also having infinite health/breath in some situations. The fix also applies to saved games, so it will "cure" your old character from its bug-induced super power xD.
- [Survival] Fixed damage text (inflicted) reporting a wrong/higher value (damage inflicted has NOT been reduced in this update, it just used to show a higher number!).
- [Requested] Added a new setting which allows to toggle the screen shake effect (default On).
- [Requested] When dismantling a Fire Pit, the game asks a second time before proceeding, to help prevent doing it by miss-click. This happens also when discarding items.
- [Requested] Objects used in crafting as components are highlighted, instead of being pointed by a green arrow.

These are only the most relevant changes, as always there are tons of other in this update, check the full changelog for the complete list!

15 comments Read more

October 13, 2017

Update v0.80.0 - Asteroid, fish population, improved combat, more!

This update is NOT compatible with old savegames!
Savegames are automatically deleted due to the different way the new version handles some core mechanics.
If you have a current game you don't want to lose, don't update now, but finish your game first.


Asteroid event and impact winter:

- Asteroid impact causes massive wildfires as soon as it hits.
- Asteroid impact obscures the sun, causing an "impact winter" that lasts for years after the impact.
- Asteroid impact also instantly kills every fish in the sea.

- The "Asteroid" option in the new game screen is now selectable, allowing to decide the chance of the Asteroid event.

- Added a new button in the God Mode interface to trigger the Asteroid event.
- Added a new guide page explaining the Asteroid event.

Sea fish population simulation:

- Each coastal sea area has a certain number of fish living in it.
- Fish population of each area decrease based on world events (like the Asteroid), and player fishing.
- Fish population grows based on fishes already there.
- [Survival] Fishing reduces fish population in that particular spot, so that the players can't exploit it forever, but has to move to a new spot after some time.
- [Survival] Hold Middle Mouse or X to check fish population on a specific sea area.

Added Leaf Cape and Stick:

- Leaf Cape needs 10 Leaf and Crafting skill lvl 10 to be crafted.
- Leaf Cape gives as much insulation as a clean Pelt (much less than a Pelt Cape), but degrades rather quickly.
- Leaf Cape also serves as good fire fuel (make sure to avoid catching fire when wearing it!).

- Stick is obtained from cleaning a Branch (right click -> Clean), and requires you to wield a Sharpstone.
- Branch can no longer be used as a weapon, but Stick does.
- Most Crafting recipes now need Stick(s) instead of Branch(es) as component.

Combat rebalanced and improved Aim Mode:

- Global attack damage (both melee and ranged) reduced by 33% for all weapons (to both animals and trees).
- Reduced ranged attack damange of Arrow (by 40%) and of Stone (by 20%).
- Chance/magnitude of Bleeding inflicted to animals by the player rebalanced (globally increased).
- Aim Mode is now fully detached from the player camera (just like Scout Mode), so it's possible to aim farther away without the need to reduce the camera zoom.

Other relevant improvements and fixes:

- Carcasses now have distinct reserves or Meat, Pelt and Tendon, instead of sharing just Meat for all of them.

- It's now possible to pull Skeletons as well, and performing this action will also unbury the Skeleton.
- It's now possible to also auto-repeat a Drinking action by holding the Sprint key (default Shift).
- Player running/jumping is now affected by exposition to sand/snowstorm, which can now prevent or speed up movement, depending on its intensity.
- [Requested] Added a new option for the "Units System" setting for having a "mixed" units system with Pound/Celsius, also renamed "UK/US" to "Imperial".
- Fixed a rare bug (introduced in the previous update) that caused rain sound (and maybe other ones) to occasionally stutter.

These are only the most relevant changes, as always there are tons of other in this update, check the full changelog for the complete list!

23 comments Read more
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“It is clear that CapriByte Studios is offering some truly distinctive options for a dinosaur survival simulator.”
3rd Strike

“Dinosystem is shaping up to be one deep simulation game.”
Pixel Judge

“Screw the T-Rex!”
Indie Game Mag

About This Game

DinoSystem is a 2D, top-down ecosystem and survival simulation that allows players to either manage the ecology of an evolving island (inhabited by dinosaurs), or survive in it as a human, dealing with realistic survival mechanics, and with a deep character progression system that tracks how your character's body adapts over time.

An emergent, living world:

Everything on the island is subject to biological and physical rules, and nothing comes from nothing: will you hunt the last dinosaur of its species for a steak, or will you protect it from extinction and make sure its eggs hatch? These are the dilemmas you'll face in the game, as long as YOU don't get extinct.


To see all the features planned for the full release and the ideas we are considering, please check the development roadmap, and feel free to join the discussion and make suggestions!

Game Modes:

  • God: Manage the island ecology, change the weather, trigger devastating events, and see how the ecosystem adapts.
  • Survival: Join the island as a stranded human, see how long you can survive as part of it, and how your body changes in the process; the game offers the option to play either with "casual" or "hardcore" difficulty.

World Features:

  • Ecology simulation: the game simulates a Cretaceous ecosystem populated mainly by dinosaurs, animals and plants don't "spawn"; they are born, then grow, reproduce and die.
  • DinoSystem uses a complex seasonal model that calculates day/night length, relative position of the sun, and influences the weather. Seasons transition is gradual, no sudden change between two seasons.
  • Realistic weather model that takes into account variables like time of day, humidity, temperature, and pressure; generating weather conditions like rain, snow, wind, sand/snowstorms, thunderstorm and fog.
  • Thunders can trigger huge wildfires, burning down entire forests.
  • Realistic water cycle: rain creates puddles that can either evaporate or grow into ponds and lakes. Evaporation takes into account air humidity, temperature and sun exposure.
  • Terrain changes according to factors like presence of water, weather, vegetation, and location. Any area can become fertile or arid, new forest or grasslands may form or disappear over time.
  • Fire (from torches to campfires and wildfires) consumes available fuel, releasing heat and light, and it's influenced by air humidity and wind; you body and all objects near a fire are heated up. Fire can spread to nearby vegetation and trigger a wildfire, if ambient conditions are favourable.
  • Animals AI allows them to survive in their world and adapt; they'll reproduce, care for their youngs, look for protection or compete for food and mating.
  • Each new island is randomized at game start, based on parameters set by the player.
  • Everything, from dead animals to branches, decomposes based on factors like temperature, humidity, and location. There is no "timer" after which an item or a carcass disappears.

Survival Features:

  • Deep, complex and rewarding character progression system: metabolism, body muscles and fat change according to your lifestyle, and even your character's sprite changes in appearance to reflect this. Get fat to survive winter, get slim to be lighter and swifter, or get muscular to be stronger in combat and more capable of hard work, but make sure to eat enough proteins...
  • Needs like thirst and hunger are not just bars that drop at a constant rate: everything, from performing actions to metabolism and body weight, influence the rate at which you burn calories, consume water or get tired. For example, high temperature or intense activity make you sweat, requiring you to drink more water.
  • Dozens of skills, both mental and physical, that raise as you perform a particular action; but can also decay if you don't use them for a long time (only in "hard" difficulty!).
  • Crafting system allowing you to create items and weapons, advancing in technology at each step. NOTE: few items are craftable in the current Early Access build; expect many more to be added throughout the development!
  • Foods with different nutrition values: meat is valuable because of proteins, but make sure you cook it...

Many more features will be added throughout the development! Again, check the development roadmap, and feel free to get involved and suggest new features.


If you have a decent graphics card and still have bad performance, it's possible your card is not being used to run the game. Try enabling your graphics card for run_game.exe (the game launcher), here's a guide for NVIDIA and ATI.

System Requirements

    • OS: Windows XP/7/8/10 (32/64bit)
    • Processor: Core i5 2.0 GHz (or better)
    • Memory: 2 GB RAM
    • Graphics: GTX 550 ti / 570m (or better)
    • DirectX: Version 9.0c
    • Storage: 300 MB available space
    • Additional Notes: If using a laptop, make sure to enable your dedicated graphics card for run_game.exe (the game launcher) from the Nvidia/Catalyst control panel

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