
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/f8e71abc44d9e6417f80667a07aedb769ec25247.png\"][/img]
[p align=\"start\"]Hey everyone,[/p][p align=\"start\"]Playtest patch 0.2.0 for the Dino Citadel playtest is now live![/p][p align=\"start\"][/p][p align=\"start\"]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. Its helped a lot.[/p]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 Improvements
Shrunk shard size from 9x9 to 8x8
[/*]Reduced max turn count to around 10
[/*]Adjusted enemy spawn rates to match new pacing
[/*]You can now buy multiple cards per turn without rerolling
[/*]
These changes should:
Make encounters feel tighter and more meaningful
[/*]Speed up overall shard completion
[/*]Improve deckbuilding tempo from shard to shard
[/*]
Gameplay & Balance
- [p align=\"start\"]The Inner Spirit card reward can now be skipped during loot selection.[/p][/*]
- [p align=\"start\"]Increased Food consumption when adding or empowering a Kin.[/p][/*]
- [p align=\"start\"]Food economy adjusted for balance.[/p][/*]
- [p align=\"start\"]You can now convert resources in the shop: Coin Food.[/p][/*]
- [p align=\"start\"]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.[/p][/*]
- [p align=\"start\"]All enemy units now start with a cooldown on their secondary abilities to give the player breathing room early in battle.[/p][/*]
- [p align=\"start\"]Reduced the resource requirement to defeat the Ironhorn Kin.[/p][/*]
Spring tiles now heal all allied units standing on them
[/*]
UX & UI Improvements
- [p align=\"start\"]Kin stats are now displayed on their cards for better clarity.[/p][/*]
- [p align=\"start\"]Added Planning Phase warning, like Hand is full. Sell a card to buy more.[/p][/*]
- [p align=\"start\"]Hovering over items and enemy abilities now shows detailed tooltips on the right panel, just like cards.[/p][/*]
- [p align=\"start\"]Improved the visuals of certain terrain tiles for better readability and consistency.[/p][/*]
Bug Fixes
- [p align=\"start\"]Fixed a visual bug where the Root effect persisted after shards were completed.[/p][/*]
- [p align=\"start\"]Fixed item-related bugs that caused Kins to gain stacked stat bonuses.[/p][/*]
- [p align=\"start\"]Fixed a visual glitch that occurred when collecting an item.[/p][/*]
[dynamiclink href=\"https://store.steampowered.com/app/3352930/Dino_Citadel/\"][/dynamiclink]
Minimum Setup
- OS: Any OS
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