Grow, Adapt, Survive! Dinosaurs Prehistoric Survivors lets you play as a dinosaur from juvenile to adult in a dynamically populated open world environment.
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Release Date:
May 18, 2018

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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?

“We believe this is the best way to continue the game forward, as it would help us focus on development and grow a community that would help shape the game forward through feedback and suggestions.”

Approximately how long will this game be in Early Access?

“If everything goes accordingly, this game will be in early access for 6 months, however, if there are significant elements that needed to be taken into account for us to fix, improve, or add, then we will extend the early access period until the problem has been dealt with.”

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

“We are planning on including a variety of features at full release, some of these features planned are:
  • 2 game modes, the campaign mode where players will be able to play as a dinosaur and grow from juvenile to adult and the free roam mode where players will be able play as any creature included in the game (except for flying reptiles and small fishes) and roam the world.
  • More creatures.
  • Different classes for campaign dinosaurs, creating different play style and experience from the same dinosaur species with different class.
  • Increased the map size significantly with additional interest points such as swamps, creature lairs that will dynamically change based on the population dynamic, and many more.
  • An additional exhibition mode where players will be able to learn about the creatures and environment in the game.

What is the current state of the Early Access version?

“Most of the core gameplay mechanics have been implemented and will be improved throughout the early access phase. Some of these mechanics includes basic movement, combat, basic AI, and several RPG and survival elements such as experienced based leveling system, skill trees, hunger/thirst meter, resistance, population dynamic, etc.
At its current state the game currently features:
  • 1 playable creature, the tyrannosaurus, which players will be able to play from juvenile to adult
  • 1 game mode, the campaign
  • A basic tutorial mode
  • A working skill tree system
  • A full open world with dynamic population

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

“The price will be increased for the final release based on the amount of content included in the game at that time. We will not increase the price for the game during the early access period.”

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

“The community will be involved in the development process by submitting feedback and giving suggestions that would help shape the game forward through our steam discussions, community forums, and other social media platforms such as facebook, twitter and youtube.”
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Recent updates View all (9)

July 4

Devlog 4

Hi everyone,

In this Devlog we wanted to let you know what we’ve been working on and the status for our next major update. We have a lot to share with you in this Devlog so buckle up.

Okay so let’s start with a bit of a bad news, over the past few weeks we’ve been struggling with a few core issues, because of this, our next major update, the rhino update will most likely be pushed back after a big update, we’ll get to that in a bit, but before that let me explain why we made this decision.

The rhino update, at its core, is integrating the Triceratops as a playable character in the main campaign. Based on our initial plan, we would simply add edible plants to the game, add the Triceratops, and done, you can play as the Triceratops from juvenile to adult! This however, did not go according to plan because of 2 reasons.

The first problem is growth. When you play as a carnivore, you can simply kill, gain XP, level up. The thrill is given through combat, overcoming foes, and hunting your prey. This is very much not the case with herbivores because for herbivores to hunt, kill, gain XP, and level up just make no sense. The only time herbivores will do combat is when they are attacked or feel disturbed as it is not required for them to kill to survive since they eat plants. This is a bit tricky for us to pull off, but we do have plans to make this work. One of the ways is for us give XP points to the edible plants, so that when they are eaten they will give XP points. We will also increase the wait time for them to grow back, encouraging players to explore in order to obtain resources. This however, leads to the second problem, which is the placement of edible plants.

With edible plants (resources) as a mean for exploration in mind, it is clear that the edible resources are heavily tied to the terrain, what I mean by this is that, let’s say that there are several edible plants that can only be found in a particular place, and if that “place” is not ready, then putting the edible plants there would look visually awkward. This issue is illustrated in the pictures below.

From a functional standpoint, the picture on the top, though visually awkward, does the job, however, interacting with it feels like you’re grabbing a health kit. With the picture on the bottom, the resources are placed in a suitable environment, making them look more natural. This will not only make exploration a lot more interesting, but will also make resources act as a reward for that exploration. Given our terrain is still very much a placeholder, we would need to improve upon it first and make these “places” before integrating the edible resources in so we don’t have to rework on a lot of these areas later on. We’ve also increased the number of edible plants to improve variety with each having different nutrition level, toxicity level, and rarity level.

Aside from integrating edible plants in preparation for the rhino update, we’re also working on fixing some of the bugs, which mainly revolves around the AI. One of the things that we’re currently adding is a stamina system to the AI, this will make sure that after a long chase, the AI will get tired and walk instead of run, decreasing its speed in half, making it easier for an escape.
This is still very early, and we will add some sort of UI so that you could see the AI’s stats. We’re also heavily revising the AI’s algorithm because we realized a lot of components can be trimmed down, making it less performance intensive. This will also make it easier for us to add new functionalities to the AI later on.

Another thing that revolves around the AI that we are currently tinkering with is the spawning system, we wanted it to be a bit lighter and to spawn AIs more naturally than before. So far our new spawning system managed to do so decently, however there are still several things that needs to be refined before its ready, such as integrating it to our population system.

So, we finally come to the end of this Devlog and based on these reasons, we’ve decided to give a big update before getting to the rhino update. This update will feature the new AI system, new spawning system, the addition of edible resources, and special zones. There is still much to be done before we could make this update live though and we will definitely keep you informed of our progress. Thank you so much for your understanding and exciting times ahead!

More updates coming soon!
5 comments Read more

June 9

Devlog 3

Hi everyone,

In this Devlog we wanted to show some of the things we’ve managed to integrate to the game and also some experiments we’ve been working on to help improve the game later on.

One of the things we’ve been working on for the next major update is integrating edible plants. Unlike the Tyrannosaurus, the Triceratops is a herbivore, therefore it eats plants. Because of this, we’ve integrated several types of plants into the game as edible resources for the Triceratops to eat.

Each of these plants will have different nutrition level, toxicity level, rarity level, and some can only be found in particular areas. These plants will also be influenced by the population system, which would change dynamically as the player grows.

Aside from working for the next major update, we’re also running some experiments to find other methods that can help us through development and enhance major gameplay elements. Here’s a look at one of our most recent experiments, Ragdoll Physics:
If implemented properly, ragdoll physics would make creatures look more realistic when killed or dead. However, we would still need to test this out further to make sure that it works properly and doesn’t give too much of a performance hit due to its physics calculation.

That’s currently it for this Devlog, and more updates coming soon!
2 comments Read more
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About This Game


Dinosaurs Prehistoric Survivors is a Survival game combined with RPG elements set in an open world environment. The world of Dinosaurs Prehistoric Survivors changes as you grow, creatures migrate or go extinct, their behavior changes based on available resources and competition, Corpses decayed overtime, and many more! Giving you unique challenges that test your ability to adapt to the ever changing world. Aside from the world that continuously changes as you grow, Dinosaurs Prehistoric Survivors includes a variety of creatures from the small Chilesaurus, to the mighty Tyrannosaurus, and to the ever lurking Sarcosuchus with each having their own special traits. The creatures of Dinosaurs Prehistoric Survivors are modeled based on real world findings, giving them a sense of realism while also adding educational value to the game.

Core Features

  • Play as a prehistoric creature from juvenile to adult
  • A combination of Survival and RPG elements
  • Full open world with dynamic creature population

System Requirements

    • OS: Windows 7 or Newer (64 bit Only)
    • Processor: Quad-core Intel or AMD processor, 2.6 GHz or faster
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GeForce GT 720 or Equivalent
    • DirectX: Version 11
    • Storage: 5 GB available space
    • OS: Windows 7 or Newer (64 bit Only)
    • Processor: Quad-core Intel or AMD processor, 3 GHz or faster
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GeForce GTX 760 or Equivalent
    • DirectX: Version 11
    • Storage: 5 GB available space
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