Dino Desolation

Dino Desolation

About the Game

You enter the story of Dino Desolation somewhere in the middle of a life already lived. The decisions you make determine where you go next.

One thing, however, always remains constant: The Girl you rescued. She is still very young, yet she has taken on the role of intelligence support. She guides you through the radio, gathers information and analyses what you discover.  In many situations you find yourself following the guidance of a young girl who leads you into places that can easily become near-death-sentence situations. Later in the Game, the Girl supports you with a long-range rifle, what allows you to attack heavily guarded Outposts.

It is the year 4077 there is no Sci-Fi and there was no Fallout, but the world is collapsed. Small functioning societies still exist, called enclaves, but the wilderness between them belongs to something else now. Dinosaurs roam the world. Most people believe they were created somehow, but no one truly knows how or why.

You survive without superpowers. After many years in this world you have a secure hideout where the girl can stay safe. From there you venture out with the equipment you have gathered over time — including an effective suppressed 5.56 rifle and a brutal shotgun, for emergencies, capable of ripping people apart when situations turn desperate.

The story has no fixed order. What you encounter depends on where you go and what you discover. Clues may appear in a lot of places, hacked computers and even online. A single sentence written on a piece of paper can be enough for you to start a new path to follow.

At its core, Dino Desolation is story driven and about you and the girl trying to survive and shape your future in a world that humanity no longer fully controls.

You explore this dangerous world together with the Girl on your radio. She guides you through abandoned places like facilities, cities, forests, and forgotten stories. Through conversations, discoveries, and environmental clues, you gradually find more stories which lead to missions, which lead to new places, new clues, and new missions again.

To get to know the world around you, there are Audio-Logs and Texts/Data the Girl can follow all over this world.

The game focuses on atmosphere, exploration, brutal combat, and meaningful missions. Instead of simply following markers, players must observe their surroundings, interpret clues, and make logical decisions to progress through the missions. Any playthrough will be different, and what one player finds at a location will not be the same as what another player encounters there.

 

There is no HUD, but a Level System that allows players to improve abilities such as reloading, unlocking faster and alternative reloads. It combines a system where using a skill or corresponding action increases its level with a perk system where players can choose additional abilities. Those abilities can be tied to certain weapon upgrades. You will be able to have multiple Saves and to save when you want to. No In-Game-Sales ever.

The Map will be a little smaller than 4 by 8 kilometres at first and should grow over time through small low-priced DLCs which should cover production costs. That said, this world should remain continuous and expand over time. If a new part comes out, it continues the story. All of this should allow players to keep exploring and playing the game further and further.

Our Blood-Health-System works together with our Gore-System. Lost blood is visible and represents lost health. Blood and dismemberment indicate how wounded an enemy really is.

The Realistic Combat-System features bullet drop and real-world distances for all weapons. The point of impact is calculated from where the barrel points and not where the crosshair is (there is no crosshair). Because of that, the in-game optics are zeroed to a certain distance. Different types of ammunition and weapons are planned. For example, the shotgun should have at least four types of ammunition. Which have different levels of destruction and can be found, or bought. Every weapon uses magazines or shells with their real-world capacity. We developed a unique reloading system: players have four different reload keys and can inspect the magazine to estimate how many bullets remain. Human enemies have new magazines, keeping the combat continuous. Regarding health, an enemy can roughly take two hits from a 5.56 rifle. If the enemy bleeds long enough, a single hit can already be sufficient.

The Unique Camouflage-System is based on an index that is calculated from colors, light, and visibility. It is not the usual “you are hidden when you are sneaking” solution. That means moving or standing still is no longer the main factor — it is about the camouflage and the surroundings. Different camouflages can be swapped in the hideout.

Scientific Stations: As visible in the trailer, there are scientific stations where you are safe. Fast Travel leads from or to those stations over mountain paths that you must discover first. Because these paths are dangerous to navigate, there are no enemies on them, which allows for safe travel.

Dinosaurs are extremely fast and dangerous. You feel that they are Apex-Predators, always in motion, hunting with pack tactics and even communicating with one another. Huge dinosaurs will act as challenging Boss-Fights. However, any player should be able to play through the game and use other tactics if FPS skills are not their strength.

The Girl is always there. She is still young and inexperienced, but curious and intelligent. Young, but sharp and determined, she stays with you over the radio as you explore the world. From far away she listens, observes, and helps you understand what you find in abandoned facilities, ruined cities, and forgotten places. Through conversations she slowly shares pieces of her own story while helping you uncover what happened to the world. She can follow Audio-Logs, Texts/Data, and other clues scattered across the landscape, turning discoveries into new leads and missions. The Girl can hack computers, order online and also finds information about missions and enemies by herself. She helps you from far distances, later with a long-range rifle.

Boss-Fights are based on realism. For example Bosses will be huge Dinosaurs Armored-Vehicles with Elite-Soldiers, armored individuals, or Hidden Snipers.

Initial Release