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Watch trailer on Steam ↗Chromium Dino
Homyit Studio · Published by Homyit Studio
Mostly Negative — 33% positive (15 reviews)
Last updated 28 Sept 2026
A reimagined Chromium dinosaur runner with 5 unique biomes, power-ups, unlockable skins, ghost racing, daily challenges, and local multiplayer. Simple to play, hard to master.
Action, Indie, Free To Play, Early Access, Casual · 2026 · More free games
About this game
Classic Dino Runner, Rebuilt for Desktop
Chromium Dino takes inspiration from the familiar offline dinosaur runner and expands it into a full Steam desktop game. Jump, duck, sprint, collect power-ups, and chase higher scores across handcrafted biomes with a pixel-art presentation.
Five Distinct Biomes
Run from the scorching Desert into the icy Tundra, mysterious Forest, busy City, and open Space. Each biome brings its own atmosphere, obstacles, backgrounds, and pacing.
Built for Replayability
Power-ups — Shield, Dash, Slow Motion, Double Score, and Magnet change each run and help you push further.
Unlockable skins — collect six dino looks: Classic, Ninja, Space, Knight, Robot, and Gold.
Ghost racing — race against your own best replay and learn where to improve.
Daily challenge — play a shared seeded run each day for a fresh target.
Local multiplayer — two players can run together on the same machine.
Dynamic day/night cycle — changing light and atmosphere keep long runs fresh.
Multiple Ways to Play
Chromium Dino supports keyboard and controller play. Experimental input modes are also included: voice input, hand gestures, and head-control mode give you alternative ways to trigger actions and play hands-free.
Pixel-Style Desktop Experience
Built with Phaser, React, Electron, and TypeScript, Chromium Dino pairs responsive arcade gameplay with a clean pixel-style interface, smooth transitions, and offline-friendly play.
System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- OS: Windows 10
- Processor: Intel Core i3 or equivalent
- Memory: 512 MB RAM
- Graphics: Integrated Graphics
- Storage: 200 MB available space
- Additional Notes: Gamepad supported. Hand-gesture mode requires a USB webcam (optional).
Recommended
- Requires a 64-bit processor and operating system
Supported Languages
Latest news
Patch NotesOfficial
Mic Loudness‑Driven Jumping
1. Design GoalsLanguage‑agnostic: relies on loudness only, no speech recognition or NLP.Camera‑free: works entirely via microphone, suitable for privacy‑sensitive or camera‑unavailable scenarios.Offline capable: all processing runs client‑side, no network requests.Low latency: response time ~1 frame (~16ms), ensuring real‑time interactivity.2. Technical ImplementationUses AnalyserNode from the Web Audio API to acquire time‑domain audio data and compute RMS (root mean square) as the loudness metric.Introduces VoiceSource as the audio source manager, handling microphone initialization and audio stream processing.Calibration workflow: guides users through measuring ambient noise floor and peak loudness on first use, dynamically adjusting jump trigger thresholds.3. Interaction LogicTwo‑tier jump height:Small jump: triggered at a lower threshold, with height identical to the existing keyboard jump for predictable control.Big jump: requires higher loudness (e.g., a shout), providing a significantly higher jump.Volume‑meter overlay: displays real‑time loudness levels, replacing the camera PiP with a clear visual indicator.4. Mode ExclusivityThis mode is mutually exclusive with keyboard, hand‑tracking, and head‑tracking modes — only one input method is active at any time to avoid conflicts.5. Resources & PerformanceZero new dependencies, fully based on the browser’s native Web Audio API — no increase in final bundle size.Extremely low computational cost, suitable for low‑end devices.Read full article on Community Announcements (liuliangsir)AnnouncementsOfficial
Add Linux/Steam Deck Support
Build linux-unpacked dir in build:steam scriptAdd Linux depot (4475443) to upload2steam, env-var overridableelectron-builder: Linux target, .desktop Categories, synopsisDisable sandbox on Linux packaged builds (SUID not set in dist) Auto-fullscreen on Steam Deck (SteamDeck=1 / SteamOS=1 env) Fall back to keyboard input when no camera detected (e.g. Deck)Read full article on Community Announcements (liuliangsir)Patch NotesOfficial
Dino Jump: Fully Restored Classic Chrome Dino Jump Physics – No More Floaty Jump
The dino's jump is now a faithful port of the original Chrome dino: identical height, arc, and speed feel. No more floaty "moon jumps."Jump height is now one consistent curve across all difficulties — difficulty changes speed and obstacles, not how high you jump.Slightly higher jump at high speed, matching the original.Fixes: camera/gesture input type error and a build error.Read full article on Community Announcements (liuliangsir)Patch NotesOfficial
Keep background in sync with active level biome
On game start and restart the camerakept the previous run's sky colour, so a fresh desert run after reachingsnow/space showed the wrong sky. Additionally, FIT-scale letterbox bandsshowed a fixed white container background, making non-desert biomes appearto only cover part of the screen with visible top/bottom bands.- Extract shared LEVEL_BG_COLORS map and reset camera background + level to desert in startGame() and restartGame(), emitting LEVEL_CHANGED.- Sync the #game-container DOM background to the active biome colour in phaser-game.tsx so letterbox bands blend with the sky.Read full article on Community Announcements (liuliangsir)Patch NotesOfficial
Dino Jump Physics & System Overhaul
Physics:- Set world gravity to 0; the Dino now owns its gravity (BASE_GRAVITY 2600) for a fully predictable, consistent jump arc.- Raise jump velocity to -1180 and drop the speed penalty that made faster runs jump lower.- Space level now adjusts dino gravity directly instead of toggling world gravity.Jump feel:- Real long/short hop via a -820 release cutoff (short tap still clears small cacti, full hold reaches the tall arc).- Longer coyote/buffer windows (110/150ms).- Speed-drop kills upward momentum and pulls down at 2.2x gravity so a jump can be cut short and chained into a duck/jump.Obstacles:- Widen gap coefficients (Easy 1.0->1.4, Medium 0.6->1.0, Hard 0.45->0.8) and add a hard minimum-spacing floor so obstacles can never spawn unjumpably close at high speed.- Spawn flying obstacles in two clear duck/run bands.- Remove the 3-wide cactus wall from Easy mode.Hitboxes:- Tighten the dino body and trim obstacle hitboxes more horizontally than vertically to remove unfair corner-clip deaths.Power-ups:- Spawn power-ups in a high band above cactus height so grabbing one (e.g. slow-motion) no longer drops the player onto an obstacle.Pause:- Add a "Quit to Menu" button (EN + zh-hans) wired to keyboard, gamepad cancel, and click, which cleanly tears down the scene.Read full article on Community Announcements (liuliangsir)






