Dinoblade
Team Spino · ARPG, RPG, Action
Overview
Dinoblade is an intense action RPG set in a prehistoric world forever changed by a cataclysmic event. Step into the role of a young Spinosaurus, wielding a colossal Great Sword. Confront rival dinosaurs, some armed with weapons of their own, all in a desperate fight to prevent a looming extinction.
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Dinoblade is an intense action RPG set in a prehistoric world forever changed by a cataclysmic event, one that redefined the very nature of Dinosaurs. Step into the role of a young Spinosaurus, wielding a colossal Great Sword forged from ancient power. Confront rival dinosaurs, some armed with brutal weapons of their own, all in a desperate fight to prevent a looming extinction.
Venture across a sprawling world filled with awe-inspiring biomes, from dry canyons to dense, mist-shrouded jungles. Each region is ruled by a ferocious Alpha, an apex predator who guards the path forward. Defeat them, or be devoured.
Every victory unlocks strength. Master new skills, unleash devastating abilities, and forge your own combat style. Chain together powerful combos, time your dodges, rolls, and parries, and discover legendary weapons hidden across the lands.
At the heart of this savage world lies a mystery — one that could save your species, or doom them forever. Rise as a Legend, conquer the wilds, and decide the fate of your home.
Become the blade and rewrite history before your world is lost to the shadow of extinction.
Conquer the Challenge: Defeat the final boss to unlock the ultimate Boss Rush Mode
From the game's Steam store page.
THE GAMEQ VERDICT1,871 reviews analyzed
What players are actually saying
1. Summary
Dinoblade is a short soulslike in which you play a Spinosaurus swinging a greatsword in its jaws, and the reviews love it for exactly that. The premise does a lot of the work. Players also praise the heavy metal boss music, the creature designs and attack animations, and fights built on parries, cancels, summoned boss spirits and flashy special moves. Jank is the caveat that comes up most: 20% of all reviews mention bugs, clipping, clunky controls or a lack of polish. Fans describe a goofy, sincere passion project and say the fights are fun enough to forgive the rough edges.
The frustrations are concrete. Performance drops and crashes stopped some players within the first hour. Players describe the last two bosses as a wall after an easy campaign. The camera, small enemies and dark areas make attacks hard to read, the open areas feel empty, and hits lack weight. Price splits opinion. Reviewers who mention their playtime mostly finished in four to eight hours, and the $20 tag comes up in 29% of negative reviews, while some fans call it fair and others suggest buying on sale.
2. What keeps coming up
What players praise
The dinosaur-with-a-greatsword fantasyHigh
Many reviews, often only a line or two long, recommend the game on the idea alone, and 75 of them call it some version of "hell yeah." Players single out the moments that lean into the absurdity: a T-Rex fighting with an Ankylosaurus clamped in its mouth, anime-style special moves performed by a dinosaur, and an ending that lets you parry a meteor. One reviewer put the appeal as "it feels like you're an 8 year old playing with toys in the coolest possible way". Some say they had followed the creator's original animations for years before the game came out.
A few negative reviews say the concept was carrying a thin game, and that the charm wore off after an hour or so, leaving clunky combat behind it.
Metal soundtrack and boss musicHigh
Music comes up in 14% of all reviews, nearly always as praise. Each major boss gets its own metal track, a few reviewers mention the title-screen music by name, and one player admits dying to bosses on purpose to hear the songs again. "The boss music is legendary, very Mick Gordon-esque with a primal flare to it." A few ask for the soundtrack to be sold on Steam. A minority find the tracks same-y or dislike the switch from calm exploration music to metal, but negative reviews rarely blame the music.
Boss fights and creature designHigh
Bosses are what players talk about remembering. Reviewers praise the variety of dinosaur species and weapon pairings, the intros and finishing animations, and designs such as the Styracosaurus "Horn" and the titan Mokusei. "I never once felt like the bosses were repetitive, all having their own unique gimmick and design." Attack animations get credit in positive and negative reviews alike, which reviewers connect to the game's start as a series of animation clips. Criticism here targets specific fights: a few players say some bosses spam the same move or stand and circle instead of attacking, and movement animations outside combat look stiff next to the attacks.
Summons, soul arts and light build optionsMedium
Defeated bosses become summons with their own attack and a passive buff, and players enjoy mixing those with the swords and the four upgradeable soul arts that detailed reviews describe. Reviewers call the abilities spectacular and the summon system a fresh idea for the genre. They also point out that every sword shares the same moveset and only changes a passive, that some summons barely matter while a few (the healing "Tank" in particular) dominate, and that skills end up doing most of the damage while basic attacks fall off.
Boss Rush modeLow
Players mostly like the post-credits Boss Rush as a replay option and a way to finish achievements, since it starts you at level zero and levels you up as you go. A few call it meh or wanted to bring their main-game stats into it.
Where players are split
Combat feel and the parry systemHigh
Parrying comes up in 9% of all reviews, from both sides. Fans praise how responsive the controls feel and how nearly every action can be cancelled into a dodge, block or parry: "It's honestly the best part of the game and they nailed it." Another reviewer, who expected to drop the game after an hour, writes: "Landing a perfect parry is incredibly satisfying and made me want to keep improving."
Other players find the same system inconsistent. "The parry windows never seem to line up how you think they would," writes one reviewer who still recommends the game. Players report that the red glow meant to mark unblockable attacks is unreliable (many red attacks can be parried, some cannot, and a few bosses lack the glow), that deflects knock you too far back, that dodges lack invincibility frames, and that hitboxes catch you on clean rolls. Some also note there is only one light and one heavy combo for the whole game.
Price versus lengthHigh
Price comes up in 29% of negative reviews (44 of 153), and in plenty of positive ones. Reviewers who give a length mostly report finishing the story in four to eight hours, and a few put 100% completion at around nine to thirteen. Supporters call $20 fair for a solo-made game with no microtransactions: "It's $20, that's cheaper than a movie in this economy". Detractors say the length and polish do not match the tag. One negative review calls it too short and too janky for the money and says "nothing about this game justifies it's price point". Some reviewers recommend the game but tell readers to wait for a sale.
Difficulty and grindingMedium
Reviewers describe most of the campaign as easy by genre standards, and they disagree about whether that is a problem. Several say it was their first soulslike and a good place to start: "My first soulslike game, fairly beginner friendly and fun." Experience points respawn, death costs nothing, and you can grind stats indefinitely, which lets struggling players power through. Genre veterans call the same systems too generous and ask for a harder mode. Some say grinding made bosses trivial until the very end, where the difficulty jumps sharply (see the last two bosses below).
Story and loreMedium
The story gets brief mentions in 7% of reviews, and those reviewers tend to call it thin or confusing without minding much, because they came for the fights. Some wanted more context. One player who played with a young son "crazy into dinosaurs" asks for an in-game encyclopedia: "Would be awesome if the game had a bestiary". A smaller group objects to a late-game turn toward a humanoid opponent, saying it undercuts a game about dinosaurs fighting dinosaurs.
What frustrates players
Jank, bugs and missing polishHigh
Jank is raised in 20% of all reviews and 41% of negative ones. Many mentions are passing ones, but the specifics pile up: getting stuck on small rocks, bosses clipping into terrain or wandering out of their arenas, attacks that launch the player into the sky, unloaded textures, and animation blending that looks rough on slopes and turns. The more serious reports involve lost progress: dying or failing a button prompt during a boss kill cutscene and having to refight the boss, a bug that sent players back to the tutorial after the first major boss, a softlock after the penultimate boss, corrupted saves, controller rebinding that broke the block button, and graphics settings that reset on every launch. Several reviewers note that patches arrived within days and fixed some of these, including the tutorial reset and the cutscene failure.
Performance and crashesMedium
Performance is raised in 7.5% of reviews but in 22% of the negative ones, often by players who refunded in the first hour. Reports describe frame rate halving when abilities fire (the roar in particular), heavy drops in the foggy third area, the swamp and the snow area, and little difference between low and high settings. "Dinoblade can't maintain a consistent 20 FPS with every graphical setting turned down to the minimum on a machine that obliterates the recommended specs." A couple of players fixed crashes by launching with DirectX 11, and one reviewer says DLSS support was added after launch. Other players report smooth play at high settings, and Steam Deck and Linux reports range from unplayable to running well. One positive review lists FPS drops and stuttering among its cons and jokes, "Apparently optimization went extinct before the dinosaurs did."
The last two bossesMedium
Complaints about the final stretch appear in 5.5% of all reviews and 12% of negative ones. Players describe a sudden wall after an easy campaign: "this game does not have a difficulty curve this game has a difficulty right angle". Reviewers say the penultimate boss, Akai, disables an ability many of them had poured their limited boss points into, with no way to respec, and that its second phase has no checkpoint. "Tuned my 5 deaths run into 70." They also cite blinding visual effects, a small and fast opponent that is hard to track, and a final boss whose summons strike from off screen. "You will feel like a DS1 Character dealing with Sekiro Bosses at the end." Some players name these two fights as the best in the game, and one reviewer says the final boss's hitboxes were adjusted after launch.
Camera, lock-on and reading small enemiesMedium
Some players say they cannot see what is hitting them. Small enemies vanish behind the Spinosaurus's body and sail ("Spinosaurus... has way too fat of an ass."), and dark lighting in the canyon, swamp and forest blends brown enemies into brown terrain. "how do you expect me to parry a pixel on the screen?" Players also report that the lock-on engages even when switched off, drops target, locks through walls and spins wildly when fast bosses circle you. One player's tip is to "middle-click to toggle off the auto lock-on".
Empty open areas, invisible walls and no mapMedium
The levels alternate between narrow corridors and large open fields that players describe as empty, with a few bosses around the edges. There is no map, so finding missed swords and upgrades means wandering, and invisible walls block paths that look open while hidden routes sit where walls would be expected. "I'm not sure you can say level design has left the chat if it wasn't ever invited in the first place." Some players suggest the game would be better as a pure boss rush. Others enjoyed the vistas, especially the Great Lake area.
Weak hit impact and sound designLow
For a game about huge swords, hits feel light to some players. They ask for hitstop, louder impact sounds and execution audio, and note that many dinosaurs share the same roar. "a spinosaurus swinging a flaming greatsword should not have more subdued impact than your average pool noodle whack."
Slow stamina, no respec and a bare UILow
A handful of smaller complaints recur. Stamina refills so slowly that players wait out fights ("you need to stare at the boss for 5 business day before you can attempt something again."). Boss points cannot max every skill in one run and cannot be reassigned: "if you're gonna take a whole skill branch away at the final boss, let us respec the skills lmao". The interface feels placeholder ("UI is the most UI looking UI to ever UI"), there is no bar showing progress to the next level, and keyboard players cannot separate sprint from dodge.
Thin post-gameLow
After the credits, players can only refight the final boss or play Boss Rush. Some ask for New Game+ ("it is like a staple in any soulslike game"), and others for free roam after the ending, DLC or a sequel. These requests come almost entirely from players who recommend the game and wanted more of it.
3. The player conversation
The tone is celebratory and loud. A large share of reviews are short cheers, song lyrics or dinosaur jokes, and some reviewers frame the game as the payoff to years of watching the original sword-wielding dinosaur animations online. Longer positive reviews often list real problems (jank, camera, length) and recommend the game anyway because the fights and music are fun. The detailed negative reviews often come from the same fan base and say they want the game to improve.
Players who quit in the first hour or two mostly cite performance, crashes, clunky controls and the price. Players who reached the end raise the last two bosses, the missing respec, the thin post-game and the price for the length. The difficulty spike never appears in negative reviews written in the first two hours of play and becomes a main complaint among people who reached the end.
Sentiment held steady over time. The positive share stayed above 90% in each of the first three weeks after launch (92%, 91% and 95%), when most reviews were written. Later weekly slices were small (between 8 and 76 reviews a week) and moved around without a clear trend. Launch-week negative reviews focused on bugs and performance, and several later reviews noted that patches had fixed the worst progression bugs.
4. What the developers could do
- Fix the progression-breaking bugs first. Cutscene deaths after boss kills, the reset to the tutorial, the softlock after Akai and corrupted saves cost players hours, and they turn up in negative reviews from players who otherwise liked the game.
- Optimize ability effects and the heavier areas. Players report frame rates halving when skills and the roar fire and in the fog, swamp and snow areas, plus crashes that some fixed by switching to DirectX 11, and performance is one of the more frequent reasons given in negative reviews.
- Retune the last two bosses. A checkpoint between phases, clearer tells, summons that attack on screen and a respec before the fight that disables an ability would address the late-game complaints players repeat.
- Make parry and unblockable rules readable. Players want the red glow to mean one thing consistently, a more forgiving or clearer parry window, and visible feedback for whether a parry, block or hit landed.
- Fix the lock-on and help players see small enemies. Reviewers ask for a lock-on toggle that actually works, highlights or markers on small enemies, and a brightness or lighting option for the dark areas.
- Give hits more weight. Hitstop, heavier impact sounds and audio for executions are the specific fixes players name for combat that looks great but feels light.
- Add navigation and menu basics. A map or compass, an experience bar, a respec option, a separate sprint and dodge binding, and settings that persist between launches all come up in reviews.
- Expand the post-game. New Game+, free roam after the credits and the option to carry stats into Boss Rush would answer the players who wanted more.






