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.
User reviews:
Very Positive (75 reviews) - 88% of the 75 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 us 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.
We want to continue improving the game even after the Early Access, so as soon as all the core features and content are in place, we'll release it as a full product, but the development will not stop.”

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

“As stated above, there are some core game systems missing, like the asteroid event, the God Mode interface and tools, and content.
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 (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 reproducing, 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?

“We value all feedback and always check the forum for suggestions and bug reports. We will adjust our development plan according to the feedback received, when necessary, as we already”
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Recent updates View all (38)

April 16

Update v0.77.0 - Wooden Door, MANY improvements!

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 (just die :P).


A note from the dev:

It's been a long time since the last update, and that's not the first time: as you have noticed, updates are being released less and less frequently, but they're also getting bigger. As I've pointed out in the previous announcement, the main reason is the fact I'm currently a lone developer, working on every aspect of the game by myself, and that's not necessarly a bad thing! The second reason is I'm a perfectionist, I'm very slow when it comes to adding new content or features, as I want to make sure every little detail is in place.

That said, I'm here to reassure you that, although updates are not being released on a monthly basis as in the past, the development is going well, and the today's update testifies it! I'm more comfortable releasing bigger updates more occasionally than following a schedule, even if that means having to postpone the full version.

Added Buildable Wooden Door:

Finally, you're now able to build a door, a wooden one. You can open or close it with the mouse, and when closed, it offers a nice Insulation bonus, if there are walls adjacent to it. Here the details:

- You need 5 Wood and 10 Resin to build a Wooden Door.
- Wooden Door can be opened or closed by mouse-dragging it (when close enough).
- Wooden Door offers an insulation bonus, if closed, but only if it adjoins two walls.
- Wooden Door, unlike Stone Wall, slowly degrades from weather and is consumed by fire.

Insulation system improved:

- Insulation from clothes is now separate from the one from walls/boulders.
- Added a new icon in the Survival UI (just on top of the insulation icon) showing clothes insulation.
- Insulation given by a Wall is now amplified if it adjoins other walls, rewarding proper build planning.
- Insulation impact on several player effects (wind protection, temperature, etc) adjusted to the new system.
- Various balance tweaks to the character insulation system.

Improvements to the seasons system:

- All seasons now last the same amount of days (9).
- Day start is now dynamic based on day length, instead of always starting at 5 AM.
- Dawn and sunset events look better and last for the same amount of time.
- Added new screen alerts for the longest and shortest days of the year.
- Temperature fluctuation according to time of day and season tweaked to be more realistic.
- Seasonal rain chance tweaked to be more balanced.
- Various balance tweaks to the seasons system.

Taming mechanics improved:

- The way the Player tames a baby Troodon is now slightly different and less restricted; you need to mouse-drag the meat/fish and wait for the animal to approach.
- In order to tame, Troodon's mother now can be alive, but not too close.
- A message now shows when a Troodon is approaching to you to tame it (assuming you're still mouse-dragging the meat/fish).
- Troodons that are just born (assuming you have 50+ Zoology and the mother is not close) have now always 100% chance to be tamed (by giving them meat/fish).
- Tamed Troodons hitting Walls will no longer damage them.
- Tamed Troodons helping you in combat can sprint faster.
- When the player dies, tamed Troodons cease being tamed.
- Some minor improvements to the Taming system.

Hair system expanded:

- Hair can now grow really long, and have better graphics.
- Hair length is now shown/changed via percentage (0% to 200%), instead of stages (Bald/Half/Full).

- Hair give a small temperature bonus, based on the length (but it's nullified by Wetness).

- Hair length influence the character Wetness increase and drying speed.
- Hair is now burned by fire (if the character catched it), and will never regrow again.
- Hair growth speed tweaked to be more balanced.
- At character creation, initial Skin Tone and Hair Color are now tied, to have more chances a character with darker skin has also dark hair (and vice-versa).

Main UI enhancements:

- [Survival] Added a new character alerts system, showing changes in the character's body stats and skills in green/red (based on positive/negative).

- Timescale buttons reworked and moved to the God Mode interface panel, and New Character button moved to the God Mode interface panel.

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!


11 comments Read more

January 31

Update v0.75.0 - Doubled time scale, AI enhancements, 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 (just die :P).


Doubled time scale + necessary balancing:

One of the most common suggestions, both in the forums and from my friends who play the game, has been the time scale: a day used to pass way too quickly and the player didn't have the time to do even the basic things like gathering enough materials to build a wall or light a fire.

Well, no more!

In this update time scale has been doubled, along with everything connected to it.

But why did I take so long to make this change? After all, it seems like a mondaine and quick thing to do, in other games it's often just matter of tweaking a variable! The problem is, when I started working on DinoSystem, until few months ago, the code that regulated the weather, vegetation, animal AI and survival mechanics was not intended to scale with the time scale, this means that if i change the time scale, plants continued to produce seeds at the same rate, animals become tired and slept after the same time as well as the player, and so on.

DinoSystem is a complex and emergent ecosystem simulation and that's the price to pay for it: I had to rebalance EVERYTHING and tie it to the time scale, so that in future it will be possible for the player to change it as well, if I'll happen to decide to include this option.

AI enhancements + social behaviour expansion:

Some animals (mainly Troodons) will now sleep together, they used to find a sleeping spot (like a tree), and go each beneath their own personal (or "troodonal") tree. They'll now stick together to stay more protected, same for baby Triceratops, who sleep with the herd, and Tyrannosaurs, who always sleep with their mother (until they're old enough to go on their own).

Along with this, many AI improvements have been made, the more relevant are:

- If you're hitting an animal, and it is dying, a nearby predator, if hungry, may decide to help you out (in order to steal the kill, and the meal).
- Predators will no longer hunt the player if he's close to a fire (that is big enough to scare them).
- Tyrannosaurs will now even hunt adult Troodons if hungry (previously they only hunted youngsters).
- Mommy Tyrannosaur, when a Troodon attacks one of her youngs or steals one of her eggs, has a chance to attack it (if sleeping the chance is lower).
- Troodons are better at evaluating when and if stealing an egg from a nest is a good idea.
- All animals are much better at searching for what they're looking for.
- Predators are better at chasing their preys.

Overall animals are now more efficient nearly at everything, which reduces their chance of extinction and makes them a more serious threat in Survival Mode.

Ecosystem overview in Survival Mode:

Several players pointed out that since the ecosystem in DinoSystem is simulated, and species can go extinct, they had no idea whether killing an animal would drive its species to extinction or not; until now.

I've added a new section in the character info screen (the one enabled with Tab) called "Ecosystem", which allows to check the animal population. The info shown are not super accurate, but they depend on your Zoology skill: the higher the skill, the more accurate the info, think of it as an estimatation (unless Zoology is maxed out). This feature will be expanded in future updates to cover more aspects of the island ecology.

New shadows:

Mountains cast shadows now, as well as the character from a fire. Also, the spear sprite along with minor things have been redone to be more consistant with the other item's quality. There are several other small visual enhancements in this update, you can find them in the full changelog.

Some more stuff worth mentioning:

- [Survival] It is now possible to start Left Mouse dragging an item that is equipped in a character hand slot (during Equip Mode).
- When inspecting an animal, if it is a young specimen, instead of showing the "Heat" it shows "Parented", which tells you if the animal is protected by the mother or the herd/pack (in Survival Mode you still need a Zoology skill treshold to see it).
- Dead fishes will now occasionally arenate on the beach.
- Eggs receive less damage from weather and low temperature if they're on a nest (even if it's not underground).
- The island shape generated is more consistant with the choosen settings.
- Added two arrows on top of the tutorial window, allowing to skip or replay each chapter of the tutorial (both Survival and God).

Main fixes:

- Fixed some screen recording softwares not being able to record the game.
- Fixed a bug that caused ponds to evaporate much faster in some circumstances.
- Fixed glitched animal fighting/mating animations.
- Fixed eating raw/spoiled food giving negative Toguhness skill, instead of increasing it.
- Fixed a rare bug that prevented the player from gathering stones, leaves etc.

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

A heads up:

I would like to discuss about the future of the game development, but this is probably not the time nor the space to do it. I'll post an announcement in the next days!


31 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


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.


What is DinoSystem?

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. NOTE: God mode still lacks a proper GUI and tools to fully interact with the world; expect it to be expanded throughout the Early Access phase.
  • 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. NOTE: there is no story yet as a background for the Survival mode, we're still working on it, and you can help us find a good one!

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.

About Capribyte Studios:

We're two italian guys based in Capri, one of the most beautiful islands of the world. I, Daniele, am the lead developer and work on all aspects of the game, while Giulio helps me with various graphics-related stuff, along with creating the website, moderating the forum, and taking care of all bureaucratic affairs. Additionally, there are some external people contributing in different ways, see the credits in game for the full list.

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
Customer reviews Learn More
Very Positive (75 reviews)
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