

Dino Age: Survive the Era's
Dino Age Studios · 2026 · Action, Adventure, RPG, Action RPG, Action-Adventure
PC
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About Dino Age: Survive the Era's
TIME IS FRACTURING.The membrane between prehistoric eras: Triassic, Jurassic, Cretaceous, is failing. Three ancient worlds that were never meant to touch are bleeding into each other. Dinosaurs from the wrong era are crossing through. The cracks run deeper than anyone can see.You are Owen. Rewritten by a force older than memory to be its final intervention. Your mission: enter the Triassic, locate the Time Anchors scattered across the ancient landscape, and seal the fractures before the entire timeline collapses.But the Triassic is only the beginning. Some fractures are fed by something bleeding in from the Jurassic. Others from the Cretaceous. To seal them all, you'll have to travel, across three prehistoric worlds, each alive with creatures that have never seen a human being, and stop it at the source.The world doesn't care if you succeed. But it will feel every choice you make.WHAT THE GAME OFFERS3 prehistoric eras — 9 skills — 30+ creatures — 4 weapon builds — 3 Guardian bosses — 1 Prime Rift
- Gather. Craft. Grow stronger. Nine skills earned through use, Combat, Crafting, Gathering, Mining, Hunting, Cooking, Woodcutting, Taming, Hatching. No class. No forced path. Every skill scales to level 60 across gear tiers.
- Era-locked progression. Key materials only exist in specific eras. Iron Ore only in the Jurassic. Crystal Ore only in the Cretaceous. Resonance Stone only near active fractures. You cannot buy your way forward. You have to earn it.
- Four weapon strategies, real differences. Spear, Battleaxe, Dagger, Sword, each with a unique heavy attack. Every weapon aligns to a creature type. Use the right match. Use the wrong one: the triangle works against you.
- 30+ prehistoric creatures. Passive giants that graze at the edge of your vision. Pack hunters that pursue. And Time Dinos, rare fracture-variant creatures from the wrong era entirely, violet-misted and dangerous, carrying rare loot and Rift Shards.
- Three Guardian bosses. A hunter in the Triassic. A plated tank in the Jurassic. A swiftly water creature in the Cretaceous. One per era, each with a unique mechanic.
- The Rune Altar. Every anchor sealed lights another rune. Seal all of them and the Prime Rift opens, where the endgame begins.
- Rarity-based loot. Creature drops, Guardian rewards, hidden lore fragments. The deeper you go, the better it gets.
- A world with rules. Every mechanic connects to the lore. Nothing is arbitrary.
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