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Watch trailer on Steam ↗Dino Citadel
Ridgewalker Games · Published by Ridgewalker Games · Official site ↗
Last updated 2 Oct 2026
Command a castle-on-a-dino through a corrupted world. Rescue fallen allies, lead them in battle, and build your deck. Manage your economy to draw cards and confront the Voidrift in this tactical roguelike deckbuilder.
Adventure, Indie, Strategy · 2027 · More free games
Navigate treacherous landscapes and command your allies in Dino Citadel. Build your deck, manage resources, and confront the Voidrift in this unique adventure-strategy game from Ridgewalker Games.
About this game
🦕 Command Your Castle on a Dino 🦕
Lead a Castle-on-a-Dino through a world corrupted by the Voidrift. Position your Dino and its Kins across grid-based lands where every move matters. The Dino is your base, your lifeline, and your weapon.
⚔️ Deckbuilding Meets Tactics ⚔️
Strike, defend, harvest, or build with precision as your units move across the map. Every card interacts with terrain, range, and direction.
👑 Rescue and Recruit Kins 👑
Defeat corrupted creatures to cleanse and recruit them. Each Kin joins your ranks with a distinct playstyle and deck of cards. Your army and your strategy grow together.
💰 Your Economy Is Your Draw 💰
There’s no random card draw. You buy which cards enter your hand each turn. Coin is both your currency and your tempo, and every purchase shapes your turn and your survival.
⚒️ Shape the Land, Build Your Advantage ⚒️
Construct camps, harvest from the terrain, and reshape the battlefield. Forests can be cleared, lakes tapped, and mountains mined. Every tile can turn into a resource or a risk.
🌌 Cleanse the Expanse 🌌
Each run spans procedurally generated Shards, each with its own objectives and dangers. Chart your path, adapt your deck, and push back the corruption of the Voidrift one Shard at a time.
System Requirements
Will my PC run this? →Minimum
- OS: TBD
- Processor: TBD
- Graphics: TBD
Supported Languages
*languages with full audio support
Latest news
AnnouncementsOfficial
Playtest Concluded – What's Next for Dino Citadel
Hi everyone,First of all, thank you to everyone who joined the Dino Citadel playtest and took the time to share feedback.I've been reviewing feedback and looking closely at how the game currently plays. Based on that, I’m making some significant changes. The next version of the playtest will feel meaningfully different.Here's a brief look at what’s changing: 🔄 Shard RedesignShards are being reworked into high-pressure survival zones rather than static combat arenas. Objectives will play a stronger role, and corruption events will escalate in clearer, more predictable ways each day. The goal is to create constant tension and more meaningful decisions.🌍 More Interactive LandsThe board is becoming more dynamic. Lands will interact more deeply with combat and economy. Status effects like Burn and Wet will matter more, and environmental systems will play a larger role in tactical decisions. The battlefield itself should feel alive and dangerous.⚔️ Creature Progression & Roster SystemCleansing creatures was previously too restricted. In the new version, you will be able to cleanse any creature you encounter. Cleansed creatures now gain experience. When they level up, you’ll choose new cards or upgrade existing ones. You’ll manage a small roster and decide which creatures to deploy each shard, making long-term strategy more important.💰 Economy OverhaulThe relationship between Coin and Food is being redesigned to create real pressure and trade-offs. Some cards will now cost Food as well as Coin, meaning survival and combat are directly connected. Managing resources will require more careful planning instead of repeating the same camp loop. These changes aim to make Dino Citadel more tactical, more interactive, and more strategically demanding.A new playtest build will be coming soon. I’m excited to share it with you and see how it feels in your hands. Thank you again..Read full article on Community Announcements (Heghy)Patch NotesOfficial
Patch 0.3.0 is Live - New Tools, Smarter Onboarding, Better Clarity
Hey everyone,Playtest patch 0.3.0 for the Dino Citadel playtest is now live!This update focuses on onboarding, clarity, and giving you better tools to plan and play. From a smarter tutorial to better movement and range indicators.Here’s what’s new:🎓 Improved OnboardingThe tutorial is now more interactive and teaches core systems more clearlyThe Queen now explains objectives at the start of each shardShe also reacts to Food shortages, giving helpful warnings when stocks are low🔄 New Tools & Clarity FeaturesUndo Move button added. You can now reverse your last movement if no actions were taken afterwardThe game now shows which side enemies are approaching from and in how many turnsPath previews now display the Movement Point cost along the pathCard ranges are now visually shown on the Shard when hovering over cardsEnemy movement ranges are now much clearer on the battlefield⚖️ Balance & Mechanics UpdatesReplaced all uses of “Turn” with “Day” for better thematic immersionCamp cards are now tied to specific land types (like Forest or Mountain), making land choice more meaningful and the economy more strategicReworked Expose debuff. Expose increases incoming damage by 4Reworked Weak debuffs. Weak decreases outgoing damage by 3🐛 Bug FixesFixed an issue where the card interface froze after selling a card in the Planning PhaseIf you’re in the playtest, I’d love to hear what you think of these changes. And if you’re not in yet, it’s still open. Just request access on the Steam page.💬 Feedback helps a ton. Feel free to join our Discord and tell directly what’s working, what’s confusing, or what you’d love to see next.ThanksRead full article on Community Announcements (Heghy)Patch NotesOfficial
🛠️ Playtest Patch 0.2.0 is Live - Thank You for the Feedback!
Hey everyone,Playtest patch 0.2.0 for the Dino Citadel playtest is now live!This update brings a bunch of improvements, all based on the feedback you shared over the past few days. Whether you reported a bug, posted a comment, or just played and left a mark in the data, thank you. It’s helped a lot.I also made a pacing improvements after noticing that early shards felt a bit too slow. These changes aim to make each shard faster and more focused, while keeping the core loop intact.⚡ Gameplay Speed ImprovementsShrunk shard size from 9x9 to 8x8Reduced max turn count to around 10Adjusted enemy spawn rates to match new pacingYou can now buy multiple cards per turn without rerollingThese changes should:Make encounters feel tighter and more meaningfulSpeed up overall shard completionImprove deckbuilding tempo from shard to shard🌿 Gameplay & BalanceThe Inner Spirit card reward can now be skipped during loot selection.Increased Food consumption when adding or empowering a Kin.Food economy adjusted for balance.You can now convert resources in the shop: Coin ↔ Food.A Card Sell option has been added to the Planning Phase. Selling a card removes it from your hand and adds it to the discard pile.All enemy units now start with a cooldown on their secondary abilities to give the player breathing room early in battle.Reduced the resource requirement to defeat the Ironhorn Kin.Spring tiles now heal all allied units standing on them🧠 UX & UI ImprovementsKin stats are now displayed on their cards for better clarity.Added Planning Phase warning, like “Hand is full. Sell a card to buy more”.Hovering over items and enemy abilities now shows detailed tooltips on the right panel, just like cards.Improved the visuals of certain terrain tiles for better readability and consistency.🐛 Bug FixesFixed a visual bug where the Root effect persisted after shards were completed.Fixed item-related bugs that caused Kins to gain stacked stat bonuses.Fixed a visual glitch that occurred when collecting an ...Read full article on Community Announcements (Heghy)AnnouncementsOfficial
🧪 Dino Citadel Playtest Is Now Live!
Hey everyone,The Dino Citadel Playtest is now live!This version includes nearly the full Act 1 experience from the upcoming demo. You’ll explore the early shards of the Expanse, build camps, command your Kin, and face off against the Voidrift.Here’s what’s included:42 cards to build your strategy10 unique items to equip and experiment with12 enemy units, from simple minions to early elitesThe full Order Pile + Card Buy systemCore mechanics like camp-building, resource harvesting, and deck-based tactical combatIf you requested access on the Steam store page, you should now be able to jump in and start playing.This playtest is a step toward the full demo release. It’s a chance for me to gather feedback, fix issues, and fine-tune the experience. If you try it out and feel like sharing your thoughts, I’d really appreciate it.If you haven’t already, please consider wishlisting Dino Citadel. It helps a lot as I continue development.Thanks for being part of this.— HalitRead full article on Community Announcements (Heghy)AnnouncementsOfficial
🧪 Dino Citadel Playtest Starts November 13
Hey everyone,We’re getting closer to the demo release, and before that, I’m opening up a playtest for Dino Citadel.Starting November 13, you’ll be able to try out a nearly complete version of the demo. It includes most of the first Expanse (Act 1), core systems, and a full gameplay loop — from building camps and spending Coin to draw cards, to cleansing your first Kin.This playtest is a chance for me to gather feedback, fix bugs, and make sure everything feels right. If you’re interested in helping shape the final demo, I’d be really grateful to have you along.🗓️ Playtest begins: November 13, 2025💻 Available on: Steam (PC & Mac)🔍 Access via: Request access from the Dino Citadel store pageThank you so much for all the support so far.If you’d like to join the playtest or just keep an eye on things, feel free to wishlist and follow Dino Citadel here on Steam. Hope to see you in the Expanse.— HalitRead full article on Community Announcements (Heghy)






