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Before Dinolords, I never knew I needed a medieval RTS game with velociraptors

Is there a single videogame that wouldn't be improved by the addition of dinosaurs? Counter-Strike with dinosaurs would be brilliant. GTA 6 would sell an extra bazillion copies if it simply included a velociraptor or two. Rollercoaster Tycoon with dinosaurs is already a thing with the Jurassic Evolution games. Even Turok would benefit from the addition of more dinos. But I never thought I'd see a historical game with them until Dinolords came along. And now, I'm not sure where this time-bending medieval game has been all my life.


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New Steam RTS is Stronghold and Age of Empires with dinosaurs

Announcing the Dinolords Closed Alpha!

[p][/p][previewyoutube][/previewyoutube][p][/p][p]Many of you have asked, and we are super excited to share that we have something ready for you to try, as we are officially announcing the Dinolords Closed Alpha! To celebrate, we have a brand new trailer you can watch above.[/p][p]We have been hard at work making a playable slice of what the game is shaping up to become. [/p][p]Sign up from the Dinolords Store Page:[/p][h3][dynamiclink][/dynamiclink]Why a Closed Alpha?[/h3][p]The main reason we are doing a closed alpha is that we are looking for player feedback from a wider segment of players than what we can gather from physical playtests at our office. There is a link in the demo to a questionnaire which will provide us with insight on various areas of the game that are still in flux or otherwise not entirely locked in.[/p][p]This also means that we are not opening the gates for everyone who signs up, but are letting in players in batches. starting at the end of October.[/p][h3]What is in the Alpha?[/h3][p]The alpha is a small slice of what content is currently in the game, and consists of:[/p]
  • [p]A 3-part tutorial[/p]
  • [p]4 different maps[/p]
  • [p]2 different game modes[/p]
  • [p]A 'campaign' setup with cross-level progression[/p]
  • [p]Invading Vikings and ferocious dinosaurs![/p]
[p]The Alpha also represents different elements of gameplay including basebuilding, combat, strategy and unit control.[/p][p]Every element of this Alpha are in different states of progress, from fairly raw to mostly finished, and anything is subject to change based on the feedback we gather from this and future playtests. This is your chance to help shape how this game is going to progress![/p][h3]Closing comments[/h3][p]To say that we are excited to have more of you play the game is an understatement, and the support everyone has been showing us so far have been overwhelming! [/p][p]So a big Thank You to everyone who have interacted with us, wishlisted Dinolords, joined our Discord, commented on our videos and posts, or otherwise shown interest in our project.[/p][p]We are looking forward to hearing your thoughts on the Alpha![/p][p]Steel and Scale![/p][p][/p][h3]Screenshots[/h3][p][/p][p][/p][p][/p][p][/p][p][/p]

Medieval dinostrategic warfare will soon be unleashed, as a Dinolords closed alpha roars into life this month

As someone from the north east of England, there's a good chance my genetic makeup's some mix of old school celt and one of the many Scandinavian invaders who sailed across looking to conquer back in a time when blokes called Cnut roamed northern Europe. I offer that background in case it helps you understand why, even though I'm not part t-rex as far as I know, the premise of Dinolords very much gets my blood pumping.


It's a hybrid of medieval strategy and action RPG which injects rideable t-rexes into a war between the Danes and the English, and a closed alpha test of it starts on October 31st, ahead of an early access release next year.


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Dinolords Monthly - September

[p]"Waaaaake me uuuup, wheeeen September ends"[/p][p]Feels like it only just begun, but yet here we are, and it's now time for the September edition of Dinolords Monthly![/p][p]It has been a month of progress at what feels like a staggering pace, as more and more parts of the game crystalizes and becomes locked in, we are able to focus more and more on making content; levels, buildings, units, improving graphics and visual effects, UI is mid overhaul, and all the while something pretty big is brewing but that will not surface for a few days still. Can not say what it is, other that stay tuned![/p][p][/p][h2]Campaign[/h2][p]One of the major things going into the game is a new way to play a series of levels. Current name is 'Campaign', but that is like everything else subject to change. [/p][p]The base idea sprung from a desire to create a progression through different levels, but it had to be purposeful and be interesting to interact with. We envisioned levels as a series of pearls on a string, with one or multiple ways to modify or manipulate how a level would play out as you make your way through them.[/p][p][/p][p]Introducing the campaign map screen:[/p][p][/p][p][/p][p]The screenshot is of a campaign in-progress, the blue regions are ones the player has conquered and two with red fill are the ones available to choose from to make their next step through the series of levels.[/p][p]Each of the available regions have unique unlocks in the form of new units etc., and reward amber on completion. When you select a region you get some info on what type of level it is (what game-mode and objectives, along with a letter from the King about what the level is about).[/p][p][/p][p][/p][p]Amber is a resource used to make unlocks for the active campaign, similar to talent- or tech-trees one might be familiar with from other games. How specific details work in terms of permanency vs a more rogue-lite approach is yet to be determined from testing.[/p][p][/p][p][/p][p]This is also where some of the cool building upgrades and unit changes live, along with additional abilities for the player. A Triceratops Lumberyard, a Jobaria Stockpile, an Atrociraptor Hunters Guild and Pterosaur Towers are among the building upgrades that can be unlocked through the Amber Charger.[/p][p]As we get more and more content added to the game, we also discover new and interesting things that the Amber Charter can be used to unlock.[/p][p][/p][h2]UI, You and I[/h2][p]Another cool thing is the UI is getting a fresh coat of paint, which has both functional and visual implications. Pablo, one of our awesome artists, have been busy making UI elements that fit the fantasy of medieval dinosaurs way more, and so far we got a new minimap and health/ability bar implemented which you can see here:[/p][p][/p][p][/p][p][/p][p]The minimap has become square and now shows the entire levels (the map itself is a functional placeholder, we are experimenting with having more artistic maps that need to strike a balance between fitting into the aesthetic while remaining deeply functional).[/p][p][/p][p][/p][p][/p][p]UI is such an integral part of the experience, as it is the one thing that will be present all the time, and the stone-relief and carved dinosaur motifs really help set the tone for how this world feels. While also being, of course, 110% historically accurate! [/p][p][/p][h2]Dinosaurs![/h2][p]We've added more dinosaurs to the game! After all, with a title like Dinolords, we got to have as many dinosaurs as possible![/p][p]One of the ways we are introducing more dinos is by having an upgraded tier of some buildings, which adds a Jurassic helper to increase production substantially![/p][p]Before wrapping up this monthly, let's have a look at three of them, one of which was shown before but is now more polished.[/p][p][/p][h3]Triceratops Lumberyard[/h3][p]It still feels juuuuust right, the mighty triceratops able to yoink trees right out of the ground and bring them back to be processed at the Lumberyard. What can we say, it just makes sense! [/p][p][/p][p][/p][h3]Atrociraptor Hunter[/h3][p]We like to imagine the training that went ahead of the Atrociraptors being able to be hunting companions must have been pretty intense and probably have caused some prey to get eaten go lost. But seeing these magnificent creatures hunt down prey is so satisfying! And they are a lot more efficient than a human hunter![/p][p][/p][p][/p][h3]Jobaria Stockpile[/h3][p]Carrying materials to construction sites is heavy work, and requires a heavy unit! So the Jobaria seemed like a perfect fit! The fact that it has a long neck that could maybe work as a ladder seems like a handy addition to an already cool function. And having the big sauropod walk around the base is so cool.[/p][p][/p][p][/p][p]I'm sure it's up for some scritches! [/p][p][/p][p][/p][h2]Spooktober![/h2][p]That was all for this edition of Dinolords Monthly. It is now October, aka Spooktober, and there's some exciting stuff in the pipelines, ready to be announced very soon so stay tuned![/p][p]Until then, hope you all have a nice transition to fall (or spring, depending on your hemispherical alignment).[/p][p]Catch you in the next one![/p][p]-panxter[/p]

Dinolords Monthly - August

[p]With fall rapidly approaching, September has arrived, and with that another edition of Dinolords Monthly is ready. [/p][p]In this one, we talk a little about Gamescom, how to command and control units, and look at some new assets that have made their way into the game.[/p][p][/p][h2]Gamescom 2025[/h2][p][/p][p]Just like last year, Michael, Ulrik and Kasra went to Gamescom in Cologne to represent the Jurassic age and show off DInolords in the business area. [/p][p]We heard there was Kölsch, which we were very jealous of, but also that there was an exciting interview with Robin Valentine from PCGamer who, among many great thoughts, wrote this:[/p][p]"All along the way, there are dinosaur delights. Far more than just another class of units to recruit, dinos are baked right into the game's DNA, and even just in 30 minutes I felt like I was constantly experiencing child-like joy at finding some new way they click into the formula."[/p][p]The full article can be read here:[/p][p]Dinolords blends action RPG combat and RTS battles in a medieval England overrun with dinosaurs, and surprisingly it's even cooler than that sounds[/p][p]It never ceases to amaze us how Dinolords resonates with so many people, and it is both humbling and also a little nerve wrecking that so many of you find our project as cool as we do. We want Dinolords to be the best it can, and we will continue to work hard on doing our very best to achieve that.[/p][p]That aside, they also saw a bunch of cool games, every year especially the indie area shines with awesome ideas and we can't wait until it is our turn to show Dinolords to all of you. Until then, let's move this monthly along with a look at unit controls.[/p][p][/p][h2]Unit commands and controls[/h2][p]This segment is going to touch upon areas of the game that are still in-the-works and not completely crystalized yet, so here is the obligatory "this is all subject to change" disclosure before we dive in.[/p][p]With that being said, we have been spending some time really digging into how we want controlling both the player character and units to feel, and furthermore how we can achieve that with only 10 fingers, 2 hands, a mouse, and a keyboard.[/p][p]The way you interact with units have already been through many iterations, all trying to strike a balance in fidelity - how fine-grained is it viable to expect one to be able to manage while also dealing with the other aspects of the game, and as the pendulum has swung back and forth, we are now honing in on that goal. [/p][p]As we are chipping away at the rough stone to find the gem, one if the issues we have had was simply that there is only two buttons you can viably use for primary functions on the mouse; left and right click. And with a hero-character you always control who has to attack, buildings you have to select and manage, various elements you might have to click, having the mouse do double duty to also select units and issue commands seemed like an impossibility. So we are experimenting with making that possible via a dynamic switch between two modes ("modes" being a bit of a misnomer here, because they have a substantial overlap in functionality still), where in one of them you play on a lord-oriented way, and the other offering a more strategic overview both in terms of the actual viewport of the battlefield, but also when it comes to what the cursor and mouse buttons do. [/p][p]The former works similarly to how the game has worked so far; you move via WASD, you right click to attack, and you left click to select/interact with units, buildings etc. [/p][p][/p][p][/p][p]The latter works slightly differently: you still move via WASD, you left click to select units, but right click is now used to issue different move commands to your unit selection. This view also provides additional UI elements to help you manage your army and fine-tune your strategic placement of units.[/p][p]Shared between both is one important reintroduction as many might be happy to hear: traditional box-selection is back! [/p][p][/p][p][/p][p]There are still details to be figured out and kinks to be ironed out, but so far this is proving a lot more solid than previous iterations, and the pendulum feels like it's landing in a solid spot where you can really feel some deep heritage from two huge genres while still being fresh and intuitive.[/p][p][/p][h2]Dinosaurs![/h2][p]Since last time, some cool new dinosaurs have made their way into the game as well.[/p][p]Firstly, an upgrade to the lumbercamp to increase the manpower, or rather, dinopower and really up the wood production:[/p][p][/p][p]Absolutely love to watch the Triceratops just yoink the trees straight out of the ground. It's so cool![/p][p][/p][p]Secondly, the Pterodon tower shown in the last monthly, is functional! [/p][p][/p][p]Disregard streams of pee from the soldiers. Although, who wouldn't have done that if they got lifted off the ground by a massive flying dinosaur only to be yeeted towards the ground at breakneck speeds. Can't really blame them.[/p][p][/p][h2]Screenshot Showcase[/h2][p]We got some new screenshots from gameplay hot of the press, have a look here:[/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][h2]Until next time[/h2][p]That's all for the August edition of Dinolords Monthly. As always, thank you to everyone who is following along, and to everyone who has wishlisted Dinolords here on Steam.[/p][p]Catch you all in the next one.[/p][p]-panxter[/p]