Compara los precios de DinoSystem en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Daniele Ferraro. Publicado por Daniele Ferraro. Lanzado el 25/6/2015. Disponible en PC. Géneros: Action, Indie, RPG, Simulation, Early Access.

Survive a Cretaceous island where every drought, wildfire, and T-Rex encounter is governed by real simulation math, or flip to God Mode and play ecology-wrecking deity. Brutal, fascinating, and still in Early Access after a decade.

I have a soft spot for simulations that treat the player as a variable inside a system rather than the center of the universe, and DinoSystem commits to that philosophy harder than almost anything else at this price tier. You drop onto a procedurally configured island, you pick the landmass size, vegetation density, and mountain coverage before you even spawn, and the world immediately starts doing its thing whether you are ready or not. Seasons shift gradually, not in a sudden calendar-flip. Humidity, temperature, and air pressure drive dynamic rain, fog, sandstorms, and thunderstorms, and those thunderstorms can ignite wildfires that burn entire forests to ash. That forest ash then affects soil fertility, which shapes where the next vegetation cycle takes root. It is a chain of consequences, and you are one more link in it. The two modes ask very different things of you. Survival mode drops you as a stranded human into that Cretaceous ecosystem, and the first thing you notice is that the needs system is not a flat hunger bar ticking down. Calorie burn is tied to your activity level, body weight, and ambient temperature. If you build toward a muscular body type you hit harder and carry more, but you consume more calories doing it. Getting lean makes you faster, useful for outrunning a Troodon. Bulking up before winter is a legitimate strategic decision, not just a cosmetic curiosity. The character-body-as-stat-sheet idea is one of the more original design moves in the survival genre. The downside is the learning slope: community feedback consistently flags this game as extremely difficult even on its easiest setting, with summer droughts and winter cold each capable of killing a fresh run before you have established a stable water source. Controls also carry an old-school awkwardness, the default tank-style turning with WASD plus W-to-walk takes adjustment, and the equipment menu requires direct manual dragging rather than quick-slot shortcuts. Neither is a dealbreaker, but both slow down the first two or three hours noticeably. God Mode is where strategy-minded players will spend a lot of time, and honestly it is worth the purchase price on its own as a sandbox toy. You get direct controls over wildlife populations, weather events, and large-scale disasters. Want to isolate a species behind a terrain barrier and watch inbreeding pressure change its population curve? You can do that. Want to spam lightning strikes until a forest fire creates a new desert biome? Players do exactly that. The animal AI tracks parenting behavior, territorial competition, and foraging routines, so population dynamics feel emergent rather than scripted. God Mode currently lacks some of the planned tools still on the development roadmap, a genuine caveat given this game entered Early Access in June 2015 and remains there. Progress has been steady but slow, and end-game content in Survival mode is the thinnest part of the experience. The honest Early Access caveat is this: DinoSystem is a solo-developer project with a community that rates it positively and a roadmap that remains partially unfulfilled after years of development. If you need a polished, feature-complete product, hold off. If you can engage with an unusually ambitious simulation that already delivers more systemic depth per dollar than most finished games in the genre, the current build earns its price. The simulation core is the real achievement here: a water cycle that models evaporation against sun exposure and humidity, a fire system that responds to wind and fuel load, and a character progression model that physically reshapes your sprite over time. For anyone who has ever wanted to run controlled ecological experiments in a game environment rather than just build a base, this scratches that itch in a way very few titles attempt. Diego, Scout Team

DinoSystem

DinoSystem

25 jun 2015Daniele Ferraro
GamerScout opina

Survive a Cretaceous island where every drought, wildfire, and T-Rex encounter is governed by real simulation math, or flip to God Mode and play ecology-wrecking deity. Brutal, fascinating, and still in Early Access after a decade.

PC
Steam Deck UnsupportedProtonDB Silver
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en N/A
Mínimo histórico: €1.30

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I have a soft spot for simulations that treat the player as a variable inside a system rather than the center of the universe, and DinoSystem commits to that philosophy harder than almost anything else at this price tier. You drop onto a procedurally configured island, you pick the landmass size, vegetation density, and mountain coverage before you even spawn, and the world immediately starts doing its thing whether you are ready or not. Seasons shift gradually, not in a sudden calendar-flip. Humidity, temperature, and air pressure drive dynamic rain, fog, sandstorms, and thunderstorms, and those thunderstorms can ignite wildfires that burn entire forests to ash. That forest ash then affects soil fertility, which shapes where the next vegetation cycle takes root. It is a chain of consequences, and you are one more link in it. The two modes ask very different things of you. Survival mode drops you as a stranded human into that Cretaceous ecosystem, and the first thing you notice is that the needs system is not a flat hunger bar ticking down. Calorie burn is tied to your activity level, body weight, and ambient temperature. If you build toward a muscular body type you hit harder and carry more, but you consume more calories doing it. Getting lean makes you faster, useful for outrunning a Troodon. Bulking up before winter is a legitimate strategic decision, not just a cosmetic curiosity. The character-body-as-stat-sheet idea is one of the more original design moves in the survival genre. The downside is the learning slope: community feedback consistently flags this game as extremely difficult even on its easiest setting, with summer droughts and winter cold each capable of killing a fresh run before you have established a stable water source. Controls also carry an old-school awkwardness, the default tank-style turning with WASD plus W-to-walk takes adjustment, and the equipment menu requires direct manual dragging rather than quick-slot shortcuts. Neither is a dealbreaker, but both slow down the first two or three hours noticeably. God Mode is where strategy-minded players will spend a lot of time, and honestly it is worth the purchase price on its own as a sandbox toy. You get direct controls over wildlife populations, weather events, and large-scale disasters. Want to isolate a species behind a terrain barrier and watch inbreeding pressure change its population curve? You can do that. Want to spam lightning strikes until a forest fire creates a new desert biome? Players do exactly that. The animal AI tracks parenting behavior, territorial competition, and foraging routines, so population dynamics feel emergent rather than scripted. God Mode currently lacks some of the planned tools still on the development roadmap, a genuine caveat given this game entered Early Access in June 2015 and remains there. Progress has been steady but slow, and end-game content in Survival mode is the thinnest part of the experience. The honest Early Access caveat is this: DinoSystem is a solo-developer project with a community that rates it positively and a roadmap that remains partially unfulfilled after years of development. If you need a polished, feature-complete product, hold off. If you can engage with an unusually ambitious simulation that already delivers more systemic depth per dollar than most finished games in the genre, the current build earns its price. The simulation core is the real achievement here: a water cycle that models evaporation against sun exposure and humidity, a fire system that responds to wind and fuel load, and a character progression model that physically reshapes your sprite over time. For anyone who has ever wanted to run controlled ecological experiments in a game environment rather than just build a base, this scratches that itch in a way very few titles attempt.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayertier:sub-5Ecology SimulationGod ModeBody Metabolism SystemSeasonal SurvivalHardcore DifficultySolo DeveloperProcedural IslandEarly Access LongrunAnimal AI

Requisitos del sistema

Mínimos

OS
Windows 10/11 (64bit)
Memory
2 GB RAM
DirectX
Version 9.0c
Storage
400 MB available space
Graphics
GTX 450 / 560m or better
Processor
Core i3 1.8 GHz or better

Recomendados

OS
Windows 10/11 (64bit)
Memory
4 GB RAM
DirectX
Version 9.0c
Storage
400 MB available space
Graphics
GTX 850 / 960m or better
Processor
Core i5 2.5 GHz or better

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Información del juego

Desarrolladora
Daniele Ferraro
Distribuidora
Daniele Ferraro
Fecha de lanzamiento
25 jun 2015

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¿En qué plataformas está disponible DinoSystem?

DinoSystem está disponible en PC.

¿Cuándo se lanzó DinoSystem?

DinoSystem se lanzó el 25 de junio de 2015.

¿Quién desarrolló DinoSystem?

DinoSystem fue desarrollado por Daniele Ferraro.