
Animal Revolt Battle Simulator
Laser-armed T-Rexes vs. flying Megalodons sounds like a joke, but the unit creator and campaign counters give it more strategic bite than you'd expect from a ragdoll brawler.
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About Animal Revolt Battle Simulator
I'll be honest: I came into this one expecting a ten-minute giggle and nothing more. Physics sandboxes live and die by how quickly the novelty wears off, and plenty of them flatline before you've exhausted the tutorial. Animal Revolt Battle Simulator holds on longer than that, mostly because there's a real decision layer hiding under all the flying limbs and absurd creature matchups. The core loop is placement strategy dressed up in dinosaur skin. You field up to seven opposing armies across custom or pre-built maps, and the game will happily humiliate you if you just throw the biggest units at each other without thinking. Units carry actual strengths and weaknesses, so countering a front line of triceratops with the right flanking predator matters. The campaign mode leans into this, asking you to work within budget constraints and read enemy compositions rather than simply out-massing them. It is not a deep grand-strategy experience by any measure, but there is enough unit-matchup thinking here to keep a tactics-inclined player engaged past the initial spectacle. The unit creator is where the game earns its longevity. Body parts, weapons (rocket launchers, crossbows, guns), and structural elements can be combined and attached with very few restrictions. The first-person mode lets you drop into the chaos yourself, which is chaotic in the best possible sense. Steam Workshop support adds a steady stream of community-built monsters and maps, and given that the game peaked on Steam with hundreds of concurrent players, the Workshop library is not a ghost town. That said, a recurring criticism from the community is worth naming: content depth has limits, and some players report that the creativity starts to feel constrained after thirty or so hours once you have exhausted the native building blocks and campaign encounters. The bigger practical concern is post-launch trajectory. Some community members have noted that developer attention shifted toward mobile versions after the 1.0 PC launch, which created frustration around the pace of PC updates. Custom units also cannot be used freely in campaign mode, which is a real friction point if the creator is your main draw. These are not dealbreakers, but they are reasons to calibrate your expectations toward "excellent weekend sandbox" rather than a content-drip live game. For a strategy-minded buyer, this lands somewhere between a toybox and a light tactics game. The physics fidelity is genuinely impressive, the creature roster at full release includes mythological units like Achilles alongside dinosaurs and fantasy beasts, and the map editor gives enough tools to set up interesting scenarios. If you approach it as a creativity and experimentation platform with Workshop as the extended content, the value is solid. If you need a structured campaign with escalating depth, the hours will run thin. Diego, Scout Team
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Steam Deck & Linux
Valve rates this game Steam Deck Playable. Runs great on Linux after minor tweaks. Based on 4 ProtonDB community reports.
System Requirements
Minimum
- OS
- Windows 7
- Memory
- 6 GB RAM
- DirectX
- Version 9.0
- Storage
- 2 GB available space
- Graphics
- NVIDIA GeForce GTX 650 or equivalent
- Processor
- Intel Core i5-2300 or equivalent
Recommended
- OS
- Windows 10
- Memory
- 16 GB RAM
- DirectX
- Version 10
- Storage
- 2 GB available space
- Graphics
- NVIDIA GeForce GTX 970 or equivalent
- Processor
- Intel Core i7-4770 or equivalent
Community Discussion
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Reviews & Ratings
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Game Info
- Developer
- VDimension
- Publisher
- VDimension
- Release Date
- Apr 15, 2022