






DINO MERCS is a roguelike deckbuilding game where you play the role of a veteran member of Dark Solar Defense, a shadowy private military corporation run by dinosaur mercenaries. You've just been assigned a straightforward mission on a newly found planet, but quickly discover that the planet holds a dark secret and multiple forces fighting for control of it. To survive, you will go on operations, engage in fierce combat, and defend your forward operating base from attackers.
FEATURES:
FEATURES:
- Strategic Deckbuilding: In order to survive and complete your mission, craft multiple decks from a growing collection of cards. Different decks will allow for different strategies and gameplay experiences.
- Choose Your Experience: The way you build your deck determines everything. Want a challenge? Or a more laid back run? You get to decide.
- Multiple Playable Characters: Try out different cards and ways of playing by playing as one of four unique playable characters, with more to come!
- Story-driven Campaign: Dive into an exciting story about a mysterious planet, mercenary dinosaurs, and shadowy corporations.
- Infinite Challenge: Want less story and more action? Try infinite mode and see how long you can survive. The more rounds you complete, the higher your score.
Pre-release v0.18.0
A new update that addresses a ton of playtesting feedback is live for playtesters! This one is a big one, so expect some instability and some bugs.
Most notable updates include a major change to how statuses work in the game, and base defense has been changed dramatically to make it more challenging.
- Statuses overhaul will *hopefully* help with issues like stacking 100+ dazed on enemies, making the game far too easy
- But: stacking statuses can still be done and once you reach 50 stacks of status, you get an increased percentage bonus
- Player HP is fully restored after Merc Killer encounters are completed successfully
- Remove Blockade as a possible node, it's boring
- Add "curated" sets of cards for enemy hands, instead of randomly selecting cards based on weighted random choices
- Overhaul smoked cards (smoke grenade), now affects both player/enemy
- Overhaul base defense:
- Add turns to base defense
- "Waves" of Base Attackers (each round)
- Cards that previously removed Base Attackers now prevent an additional attacker from showing up in the next wave
- If WRATHFUL is active, it replaces Avenger
- Increase enemy power ramp up as player progresses through the sectors
- Buff basic Base Defense utility cards
- Recon drone (very weak base attacker)
- Add more information to card tooltips in reward stores, unlocks screen, etc. (still in progress)
- Improve card descriptions
- Fix for Merc Killers appearing where standard enemies should be in later runs
- Fix Infinite Blood Flux bug where it deals you only enemy cards
- Remove base defenders/attackers from visual list if they are removed by a card resolving
- Revert dev changes to Base Defense deck (Allosaurus)
- Refactor tooltips to (hopefully) fix very rare performance issues on older?/underpowered? machines (still unable to reproduce this bug myself)
- Performance improvements to draggable cards to avoid any other rare bugs (one other card dragging bug I can't reproduce)
- Fix Frag Grenade card description
- Fix bug where card overlay (darkened) was enabled for unlocked cards
- Fix broken unlock count on start screen
0.18.0
A new update that addresses a ton of playtesting feedback is live for playtesters! This one is a big one, so expect some instability and some bugs.
Most notable updates include a major change to how statuses work in the game, and base defense has been changed dramatically to make it more challenging.
General Game Improvements
- Major Statuses overhaul: most stack-based statuses have been converted back to percentage-based statuses (i.e. Dazed causes 25% less damage to be dealt)- Statuses overhaul will *hopefully* help with issues like stacking 100+ dazed on enemies, making the game far too easy
- But: stacking statuses can still be done and once you reach 50 stacks of status, you get an increased percentage bonus
- Player HP is fully restored after Merc Killer encounters are completed successfully
- Remove Blockade as a possible node, it's boring
- Add "curated" sets of cards for enemy hands, instead of randomly selecting cards based on weighted random choices
- Overhaul smoked cards (smoke grenade), now affects both player/enemy
- Overhaul base defense:
- Add turns to base defense
- "Waves" of Base Attackers (each round)
- Cards that previously removed Base Attackers now prevent an additional attacker from showing up in the next wave
Game Balance
- Reduce VENOM WISP damage to 30 (from 100) points per round- If WRATHFUL is active, it replaces Avenger
- Increase enemy power ramp up as player progresses through the sectors
- Buff basic Base Defense utility cards
Cards
- Cannon fodder (very weak base attacker)- Recon drone (very weak base attacker)
UI Improvements
- Speed up card resolve even more- Add more information to card tooltips in reward stores, unlocks screen, etc. (still in progress)
- Improve card descriptions
Bug Squashing
- Fix duration of Killing Machine- Fix for Merc Killers appearing where standard enemies should be in later runs
- Fix Infinite Blood Flux bug where it deals you only enemy cards
- Remove base defenders/attackers from visual list if they are removed by a card resolving
- Revert dev changes to Base Defense deck (Allosaurus)
- Refactor tooltips to (hopefully) fix very rare performance issues on older?/underpowered? machines (still unable to reproduce this bug myself)
- Performance improvements to draggable cards to avoid any other rare bugs (one other card dragging bug I can't reproduce)
- Fix Frag Grenade card description
- Fix bug where card overlay (darkened) was enabled for unlocked cards
- Fix broken unlock count on start screen
[ 2023-03-20 19:00:00 CET ] [Original Post]
Minimum Setup
- OS: Ubuntu 14.04 LTS
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