Compare Dinocide prices across 50+ stores and find the best deal. Developed by AtomicTorch Studio. Published by AtomicTorch Studio. Released on 1/21/2016. Available on PC, Mac, Linux. Genres: Action, Adventure, Casual, Indie, RPG. Metacritic score: 51/100.

A cave-painting-simple NES throwback with one genuinely clever mechanic and not nearly enough game built around it. Nostalgia seekers only, and even then, go in with low expectations.

My first impression of Dinocide was mild curiosity: a caveman, a kidnapped girlfriend, a pixelated prehistoric world that wears its Adventure Island heart on its fur sleeve. That curiosity faded within the first hour, and the reasons why are worth laying out clearly before you spend anything on this. The setup is as stripped-back as NES plots come. A nameless caveman loses his partner to an evil Dinosaur God and sets off across jungles, lava caves, deserts, deep ocean sections, and frozen plains to get her back. The environments change the wallpaper, but the core task never does: move from the left edge of the screen to the right edge, collect food along the way, don't die. Where Dinocide does something genuinely interesting is with its hunger-based health system. Your health bar depletes passively as you walk, independent of enemy hits, which forces you to scoop up scattered fruit and meat or simply expire. It creates a low hum of pressure that most flat-timer systems don't, and for the first stretch of the game it works. The problem is that this one smart idea is never built upon. The level design doesn't evolve around it, the enemy placement doesn't exploit it in interesting ways, and by the midpoint the mechanic just becomes background noise. The dinosaur mount system sounds better on paper than it plays. You can find eggs in levels, hatch a rideable companion, and each dino has a niche ability: the T-Rex walks on lava and breathes fire to clear boulders, the Plesiosaurus handles underwater sections, the Triceratops can fire ice in multiple directions. Riding any of them gives you a second health bar, which matters a lot in the back half of the game. The cruel twist is that dying with a mount equipped means losing it permanently, and you cannot backtrack to earlier stages to farm replacements. Gems collected through levels can buy back mounts at rare in-game shops, but those shops are sparse enough that running dry in the final third feels genuinely punishing rather than designed. The game also offers two modes, an adventure campaign and a speedrun time-attack across randomized stages, but neither mode has enough content variety to justify multiple runs. The difficulty curve is, charitably, broken. The first two-thirds of the adventure can be cleared largely by ignoring most enemies and jogging to the exit. Then the final third dumps swarms of tanky, poorly-telegraphed enemies into tight corridors where your starvation bar is already working against you. The shift is abrupt rather than gradual, which is the worst possible way to ramp up stakes. Movement also contributes to the frustration: the controls feel stiff, jumps lack flow, and deaths that should have been survivable often aren't because the input response just isn't crisp enough. The chiptune soundtrack is pleasant in short doses but loops quickly and leans toward repetitive. The pixel art has charm without being particularly distinctive. Honestly, I wanted to find more to root for here. AtomicTorch is a small studio that clearly loves this era of gaming, and the hunger mechanic, the mount variety, the branching level-path choices at certain junctions, these read as genuine attempts to add texture to a retro template. The raw bones are there for something fun. But the whole thing clocks in at roughly two hours, with a Metacritic score sitting at 51 and Steam user reception split nearly down the middle, and the execution never catches up to the intent. Fans of classic Adventure Island who want exactly that and nothing more might find a fleeting, nostalgic hit. Everyone else will likely put it down before the Dinosaur God even shows his face. Kai, Scout Team

Dinocide
ActionAdventureCasualIndieRPG

Dinocide

Jan 21, 2016AtomicTorch Studio
GamerScout Says

A cave-painting-simple NES throwback with one genuinely clever mechanic and not nearly enough game built around it. Nostalgia seekers only, and even then, go in with low expectations.

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Screenshots & Media

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About Dinocide

My first impression of Dinocide was mild curiosity: a caveman, a kidnapped girlfriend, a pixelated prehistoric world that wears its Adventure Island heart on its fur sleeve. That curiosity faded within the first hour, and the reasons why are worth laying out clearly before you spend anything on this. The setup is as stripped-back as NES plots come. A nameless caveman loses his partner to an evil Dinosaur God and sets off across jungles, lava caves, deserts, deep ocean sections, and frozen plains to get her back. The environments change the wallpaper, but the core task never does: move from the left edge of the screen to the right edge, collect food along the way, don't die. Where Dinocide does something genuinely interesting is with its hunger-based health system. Your health bar depletes passively as you walk, independent of enemy hits, which forces you to scoop up scattered fruit and meat or simply expire. It creates a low hum of pressure that most flat-timer systems don't, and for the first stretch of the game it works. The problem is that this one smart idea is never built upon. The level design doesn't evolve around it, the enemy placement doesn't exploit it in interesting ways, and by the midpoint the mechanic just becomes background noise. The dinosaur mount system sounds better on paper than it plays. You can find eggs in levels, hatch a rideable companion, and each dino has a niche ability: the T-Rex walks on lava and breathes fire to clear boulders, the Plesiosaurus handles underwater sections, the Triceratops can fire ice in multiple directions. Riding any of them gives you a second health bar, which matters a lot in the back half of the game. The cruel twist is that dying with a mount equipped means losing it permanently, and you cannot backtrack to earlier stages to farm replacements. Gems collected through levels can buy back mounts at rare in-game shops, but those shops are sparse enough that running dry in the final third feels genuinely punishing rather than designed. The game also offers two modes, an adventure campaign and a speedrun time-attack across randomized stages, but neither mode has enough content variety to justify multiple runs. The difficulty curve is, charitably, broken. The first two-thirds of the adventure can be cleared largely by ignoring most enemies and jogging to the exit. Then the final third dumps swarms of tanky, poorly-telegraphed enemies into tight corridors where your starvation bar is already working against you. The shift is abrupt rather than gradual, which is the worst possible way to ramp up stakes. Movement also contributes to the frustration: the controls feel stiff, jumps lack flow, and deaths that should have been survivable often aren't because the input response just isn't crisp enough. The chiptune soundtrack is pleasant in short doses but loops quickly and leans toward repetitive. The pixel art has charm without being particularly distinctive. Honestly, I wanted to find more to root for here. AtomicTorch is a small studio that clearly loves this era of gaming, and the hunger mechanic, the mount variety, the branching level-path choices at certain junctions, these read as genuine attempts to add texture to a retro template. The raw bones are there for something fun. But the whole thing clocks in at roughly two hours, with a Metacritic score sitting at 51 and Steam user reception split nearly down the middle, and the execution never catches up to the intent. Fans of classic Adventure Island who want exactly that and nothing more might find a fleeting, nostalgic hit. Everyone else will likely put it down before the Dinosaur God even shows his face. Kai, Scout Team

Tags

singleplayercontroller-supporttrading-cardscloud-savestier:sub-5NES-StyleHunger MechanicDinosaur MountsDifficulty SpikeSpeedrun ModeShort PlaytimeRetro PlatformerAdventure Island-Like

System Requirements

Minimum

OS
Windows XP/Vista/7/8/10
Memory
1 GB RAM
DirectX
Version 9.0c
Storage
300 MB available space
Graphics
128MB of Video Memory, capable of Shader Model 2.0+; generally everything made since 2004 should work
Processor
Dual Core 1.6GHz or equivalent

Recommended

OS
Windows XP/Vista/7/8/10
Memory
2 GB RAM
DirectX
Version 9.0c
Storage
300 MB available space
Graphics
128MB of Video Memory, capable of Shader Model 2.0+; generally everything made since 2004 should work
Processor
Dual Core 1.6GHz or equivalent

Community Discussion

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Reviews & Ratings

Metacritic
51

Game Info

Developer
AtomicTorch Studio
Publisher
AtomicTorch Studio
Release Date
Jan 21, 2016

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2026-06-070.39(lowest)

Frequently asked questions about Dinocide

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What platforms is Dinocide available on?

Dinocide is available on PC, Mac, Linux.

When was Dinocide released?

Dinocide was released on 21 January 2016.

Who developed Dinocide?

Dinocide was developed by AtomicTorch Studio.

Is Dinocide worth buying?

Dinocide holds a Metacritic score of 51/100, making it one of the standout Action titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.