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Dino Island-Jurassic Land

October 2026ActionCasualIndieRPGWindows

Go through the dinosaur ages and raise your way up, brace for disasters and catastrophes. Build as you like, and build into a sprawling city! Continue playing after the ending, make your island thrive!

A jurassic world!! Raise your way up!!! Dig up fossils, rebuild the laboratory, and hatch the bones into a herd. The herd needs ground it suits, and pairs raise young on their own after that. Meanwhile you gather wood, stone, ore and crystal, raise buildings, and turn research into the next age. You switch jobs with 1–5 or Tab: Hero, Gatherer, Lumberjack, Miner and so on. Any job can now chop wood and mine rock; a specialist is just faster.

Six ages. Stone, steam, modern, space, cyber and laboratory, each gated by research and by what you've built. 129 kinds of building, and buildings in the later ages have interiors you can walk into.

5 endings. including answering the sky through research, and launching rockets that come back with what the island can't make itself.

Also in it: twenty floors of caves under the island, streets you pave yourself, vehicles, homes with stations your people use, cyber quirks that change how machines behave, a planner with nine tabs for everything buildable. AND RELATIONSHIPS!!!

The target: 250 research calls off the Armageddon (ResearchToSurvive = 102 species × 2 for notes, plus a 46 margin that only danger pays). The ages want 12 for steam, 45 modern, 80 space, 120 cyber, 200 laboratory.

The two primary sources — the game is built so you need both:

  • Field notes. As the Hero, press Q at a dinosaur: +1 for a species you haven't noted, +2 if you're beside a laboratory, and doubled again by the Study trinket — so up to 4. Once per species only. Every note on the island adds up to 204, which is deliberately less than 250.

  • Danger endured. Being within 22 tiles when a catastrophe lands pays +12, and staying to study it pays about 1.6 per second, up to 30 per catastrophe. An Archive standing adds +6 each time, and counter-works that shorten one pay +1 to +12. This is the 46-point margin notes can't cover: you cannot outlast the sky from the meadow.

Steady secondary sources:

  • Research buildings, paid per 10 seconds: data centre 2, computer bank 1.5, research tower / neon office / computer tower 1, office tower 0.7, offices and launch pads 0.5.

  • Schoolhouse: every 30 seconds, +1 and one more per three children.

  • Museum: +3 for every fossil the Miner digs; specimen halls add more.

  • Home reading: studious fixtures near homes trickle up to +3 every 10 seconds.

  • Rockets: each launch brings knowledge back, up to half again on a lucky flight.

  • The bottom of the cave: a one-off +40 research and +20 crystal.

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remember K to dissemble.

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The chain: dig → right lab → food → eggs → raise.

  • Dig the bone. Miner (key 5), E at a fossil site. A museum standing writes each find up for +3 research.

  • Take it to the laboratory that works that kind. There are four, and each only accepts its own:

    • Laboratory (the ruin you rebuild) — small land dinosaurs

    • Copper laboratory — large land dinosaurs

    • Rusted laboratory — sea creatures

    • Cabled laboratory — flyers

    If you press E with the wrong bones it tells you: "This tank works flyers, and none of your bones are theirs," and says where yours should go.

  • Put it in. As the Gatherer (key 3), press E near the lab outside, or go in with F and press E at the tank. It costs the bone plus 3 food — 2 if a granary or a barn is standing anywhere.

  • It incubates for about 8 seconds, and faster as you learn: minus 0.1 per field note taken, ×0.65 with a Growth vat standing, halved again by the Hatch trinket, never below 1.5 seconds.

  • Eggs are laid outside — 2 per bone, so every species starts as a pair and can breed. A Gene bank adds one, and the DNA vial trinket adds another, so up to 4. They appear at the lab door, or — if you've built cabins — outside the cabin nearest that species' own ground, which is how hatchlings end up where they'll actually live.

  • Raise the egg: Gatherer, E at the clutch. Once two of a kind are grown they lay wild eggs on their own, with no limit.

-------------------------------v1.0.31 & v1.0.32------------------------------------------

v1.0.32 refused old saves, so the game should run clean when booted.

What's in it since 1.0.30:

  • Three laboratories. The ruin you rebuild is the cabled laboratory and takes small land dinosaurs (30 species); copper takes large (33), rusted takes the sea (25). More cabled laboratories can be raised anywhere — a raised one is the same lab as the first, so bones go to whichever is nearer and eggs come out there.

  • Flyers removed: 88 species now, 63 land and 25 sea. The research target follows them down to 222.

  • Sea creatures come ashore — about a fifth haul out and stay near the bank. This also fixed sea creatures being unable to move at all while off-screen.

  • Raising an egg pays research again: 1, or 2 for a kind new to the island.

  • Crossbreeding: any two grown dinosaurs of different kinds standing together lay an egg of a random kind — the one way a species you never dug up can arrive — and a crossbred hatching pays +2 whichever way it hatches.

  • A limit of 1,000 on dinosaurs and on any one people; the old ceiling of 16 on visiting townsfolk is gone.

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The habitat is whole. Every species has at least one grown dinosaur on the island.

The island is full. Only after "habitat is whole": every species has reached 4.

The island is a city. A mech city district and a cyberpunk habitat stand, and 12 robots made with potions are walking about. Small civic robots don't count. Blocked only if the Armageddon has already happened.

The Armageddon. The 45-minute countdown runs out. The card shows how far your research got.

The sky is answered. 222 research achieved.