
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/e6713d52e1b62b3818cc839cedb946978a2c7ca7.png\"][/img]
Hey everyone,
[p align=\"start\"]Playtest patch 0.3.0 for the Dino Citadel playtest is now live![/p][p align=\"start\"]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.[/p][p align=\"start\"][/p][u]Heres whats new:[/u]
Improved Onboarding
The tutorial is now more interactive and teaches core systems more clearly
[/*]The Queen now explains objectives at the start of each shard
[/*]She also reacts to Food shortages, giving helpful warnings when stocks are low
[/*]
New Tools & Clarity Features
Undo Move button added. You can now reverse your last movement if no actions were taken afterward
[/*]The game now shows which side enemies are approaching from and in how many turns
[/*]Path previews now display the Movement Point cost along the path
[/*]Card ranges are now visually shown on the Shard when hovering over cards
[/*]Enemy movement ranges are now much clearer on the battlefield
[/*]
Balance & Mechanics Updates
Replaced all uses of Turn with Day for better thematic immersion
[/*]Camp cards are now tied to specific land types (like Forest or Mountain), making land choice more meaningful and the economy more strategic
[/*]Reworked Expose debuff. Expose increases incoming damage by 4
[/*]Reworked Weak debuffs. Weak decreases outgoing damage by 3
[/*]
Bug Fixes
Fixed an issue where the card interface froze after selling a card in the Planning Phase
[/*]
[dynamiclink href=\"https://store.steampowered.com/app/3352930/Dino_Citadel/\"][/dynamiclink]
Minimum Setup
- OS: Any OS
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