
Hi everyone,
First of all, thank you to everyone who joined the Dino Citadel playtest and took the time to share feedback.
I've been reviewing feedback and looking closely at how the game currently plays. Based on that, I’m making some significant changes. The next version of the playtest will feel meaningfully different.
Here's a brief look at what’s changing:
🔄 Shard Redesign
Shards are being reworked into high-pressure survival zones rather than static combat arenas. Objectives will play a stronger role, and corruption events will escalate in clearer, more predictable ways each day. The goal is to create constant tension and more meaningful decisions.
🌍 More Interactive Lands
The board is becoming more dynamic. Lands will interact more deeply with combat and economy. Status effects like Burn and Wet will matter more, and environmental systems will play a larger role in tactical decisions. The battlefield itself should feel alive and dangerous.
⚔️ Creature Progression & Roster System
Cleansing creatures was previously too restricted. In the new version, you will be able to cleanse any creature you encounter. Cleansed creatures now gain experience. When they level up, you’ll choose new cards or upgrade existing ones. You’ll manage a small roster and decide which creatures to deploy each shard, making long-term strategy more important.
💰 Economy Overhaul
The relationship between Coin and Food is being redesigned to create real pressure and trade-offs. Some cards will now cost Food as well as Coin, meaning survival and combat are directly connected. Managing resources will require more careful planning instead of repeating the same camp loop.
These changes aim to make Dino Citadel more tactical, more interactive, and more strategically demanding.
A new playtest build will be coming soon. I’m excited to share it with you and see how it feels in your hands.
Thank you again..
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