
Command a castle on the back of a dinosaur across an endless, grid-based, procedurally generated world in this tactical roguelike deckbuilder. Rescue harbingers to build a unique deck, manage coins strategically to play harbingers' cards and unlock their skill trees to power up, as you destroy enemies corrupted by the Dark Spore.

"Development Note"
Dino Citadel is a work in progress by a solo dev (me!), and a demo is coming soon! Some art and features are still placeholders, but things are shaping up. Add the game to your wishlist to be notified when the demo drops—it really helps!
FEATURES
Unique Card Drawing
Take control of your deck like never before. Start each turn by spending coins to acquire any of the offered cards and add them to your hand. Hate RNG? Reroll the offered cards for new cards. Want to plan ahead? Freeze a card to keep it available in future turns. Feeling confident? Let cards go to the discard pile and save some coins for later.

Explore Corrupted World
Navigate the procedurally generated Expanse, composed of interconnected Shards teeming with enemies, resources, and secrets. Cleanse each Shard to push back the Dark Spore and uncover new challenges.
Dynamic Deck Building
Rescue harbingers trapped within the Expanse to expand and customize your deck. Each harbinger brings unique cards that fuel your strategy, allowing you to build a powerful and versatile deck for combat and resource management.
Progressive Skill Trees
Each rescued harbinger features its own unique skill tree. As you upgrade a harbinger's skill tree, you unlock powerful abilities and enhance their cards, strengthening your deck and creating deeper synergies. Tailor your strategy through meaningful progression choices.

Endless Replayability
Experience fresh challenges and surprises with every playthrough, thanks to procedurally generated worlds, scaling difficulty, and the endless combinations of harbingers and their cards.
Turn-Based Tactical Depth
Navigate a dynamic grid-based world where terrain matters. Position your castle strategically, adapt to unique tile effects like resource-rich forests and defensive highlands, and make every move count in battles against corrupted enemies.
Whimsical Art Style
Enjoy vibrant, hand-drawn visuals and a charming doodle aesthetic that brings the world of Dino Citadel to life.

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45314301/837b7550afbeba657ff23e09f1b330b05bef7b56.png\"][/img]
Hey everyone!
Today I want to talk about one of the core systems in Dino Citadel something that defines the entire flow of combat and decision-making: how you draw cards.
In most deckbuilders, its simple. At the start of your turn, you automatically draw a hand of cards maybe five. You play some, ignore others, and at the end of the turn, they all slide into your discard pile.
But in Dino Citadel, theres no auto-draw. At least, not the way youre used to.
Instead, you spend Coin to add cards to your hand, one by one. Every card is a decision. Every Coin is a choice. And your hand? You build it you dont just receive it.
[hr][/hr]The Order Pile is Dino Citadels version of the draw pile, but with a twist.
At the start of each Shard (closed-off regions with specific objectives), your deck is shuffled into the Order Pile. Then, at the start of each turn, you draw 3 cards from it but they dont go to your hand yet.
To actually play one, you must spend Coin to buy it and add it to your hand. The rest go to the discard pile unless you intervene.
You have a few tools:
Freeze: You can freeze 1 card each turn. Frozen cards stay as an option for the next turn, giving you another chance to buy them.
[/*]Reroll: If you dont like your 3 options, you can spend Coin to reroll. All unfrozen cards are discarded, and you draw new ones letting you buy another card if you want.
[/*]Free cards: Some cards, especially Bounty cards, cost 0 Coin and go straight to your hand when drawn.
[/*]
Even once a card is in your hand, it still costs Energy to play it. So each turn becomes a three-part decision tree:
What can I afford to buy?
[/*]What can I afford to play?
[/*]What should I save for next turn?
[/*]
This system turns every turn into a small, evolving puzzle where youre not just reacting to whats drawn, but shaping what your future turns can become.
Youre not handed a hand. You build it one decision at a time.
And Yes It All Loops Back. Like most deckbuilders, once your Order Pile is empty, your discard pile is reshuffled and recycled.
[hr][/hr]Why This System Exists
Dino Citadel isnt just a deckbuilder. Its also a game about resource management.
Heres the core loop:
Use free Bounty cards to interact with the map and earn Coin
[/*]Spend that Coin to buy tactical cards from the Order Pile
[/*]Spend Energy to play those cards and survive
[/*]
Your economy is your draw engine.
So youll need to:
Use Bounty cards to gather resources
[/*]Use purchased cards to protect them, attack, or reposition
[/*]Carefully manage your Coin between buying, rerolling, and long-term planning
[/*]
Take the card Harvester, for example. Its a free card that places a unit on a productive land tile. That Harvester will passively generate Coin or Food every turn but only if it survives.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45314301/8c2c3e2afbf1b526d7fad9646044950cb2baff7c.png\"][/img]
[hr][/hr]Thats it for drawing cards in Dino Citadel!
If you enjoyed this peek behind the curtain, please consider wishlisting and following Dino Citadel on Steam.
[dynamiclink href=\"https://store.steampowered.com/app/3352930/Dino_Citadel/\"][/dynamiclink]
Thanks for reading!
Halit
Minimum Setup
- OS: Any OS
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