Action

Dinoblade

An intense action RPG set in a prehistoric world. Play as a young Spinosaurus wielding a colossal Great Sword. Fight rival dinosaurs to prevent extinction.

actionrpgindiesouls-like
Dinoblade header artwork
Developer
Team Spino LLC
Platforms
Windows
Price
Free
Release date
July 24, 2026
Players
Single-player
Game type
action, rpg, indie, souls-like
Publisher
Team Spino LLC, Boltray Games
Updated
July 10, 2026

Editorial check

Reviewed game information

Editor
Game How To Editorial Team
Last checked
July 10, 2026

Update history

  1. Game details and guide checked against the listed sources.

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Dinoblade — Deep Dive Strategy Guide

Overview

Dinoblade is an action RPG from Team Spino LLC (lead developer Jean Nguyen). You play as a young Spinosaurus in a prehistoric world shattered by a cataclysmic event. Some dinosaurs evolved intelligence and started forging weapons. Rival clans emerged. Your clan was nearly wiped out. Armed with an ancestral Great Sword, you carve a path through hostile territories to uncover the truth about the cataclysm.

The game launches July 23, 2026 on Windows. It's a third-person 3D action game with Souls-like combat — stamina management, dodge rolling, parrying, and punishing boss fights. The twist is that everything is a dinosaur. Enemies range from Raptor packs to a T-Rex wielding a stone axe made from an Ankylosaurus tail. The creators describe it as "Black Myth Wukong with dinosaurs" and the combat has Sekiro-style timing elements mixed with classic Souls spacing.

A free demo was available during Steam Next Fest and may still be accessible. The full game unlocks Boss Rush Mode after the first playthrough.

Getting Started

Choose your starting approach. There's no character creator — you're the Spinosaurus, period. But your starting stat allocation sets the tone. The game opens in a tutorial canyon that teaches the core combat loop: attack, dodge, parry, recover stamina.

First 30 minutes. You have a Great Sword and basic attacks. The first enemies are small Raptors — fast, pack-oriented, low health. They teach positioning. A single Raptor is trivial. Three at once will kill you if you panic-swing. The tutorial boss is a medium-sized carnivore (a Ceratosaurus or similar) that introduces the stamina management system.

The Great Sword controls you. Your attacks have wind-up and recovery frames. You can't cancel a swing into a dodge until the active frames finish. Every input is a commitment. Light attacks come out faster and chain into combos. Heavy attacks have hyper armor (you can't be staggered) but leave you exposed if you miss.

Beginner Mistakes

Treating it like a character action game. This isn't Devil May Cry. You can't cancel everything into everything. The combat is deliberate. One wrong swing means eating a full combo from an Alpha.

Ignoring stamina. New players attack until the bar is empty. That's death. The bar also drains when you sprint and dodge. Keep 30% reserve at all times for emergency rolls.

Skipping the parry tutorial area. Early game has a secluded cave with a training dummy that teaches parry timing. It's easy to miss. Find it. Practice there. The parry window is tighter than Dark Souls but more generous than Sekiro.

Not upgrading the sword first. Raw damage from weapon upgrades beats stat investment early on. Upgrade materials (Fossilized Ore, Ancient Bones) are in side areas. Don't rush the main path.

Core Mechanics

Stamina System

Every action consumes stamina. Light attacks cost ~10%, heavy attacks cost ~25%, dodges cost ~20%, sprinting costs ~5% per second. The bar recovers faster when you're standing still and not blocking. It recovers slowly when moving. It does not recover while attacking.

The key skill: attack until the enemy is about to retaliate, then stop attacking and let stamina recover while circling. Never empty the bar.

Great Sword Moveset

AttackInputStaminaUse Case
Horizontal SlashLight x110%Crowd control, fast chip damage
Double SlashLight x218%Bread and butter combo
Triple SpinLight x328%High damage, long animation (risky)
Overhead SlamHeavy (neutral)25%Breaks guard, hits heads
Charged ThrustHold Heavy35%Pierces armor, lunging range
Leaping SlashSprint + Light15%Gap closer
UppercutBackstep + Light10%Creates space, launches small enemies
Ground SlamJump + Heavy30%AoE stagger, good for groups

Skills System

Skills unlock as you progress. Each has a level cap (up to 3). Key skills:

Alpha Roar (unlocked early) — A buff skill that increases damage and reduces incoming damage for 15 seconds. At level 2 it gains a stagger effect on activation. At level 3 it restores stamina on use. Essential for every boss fight. The cooldown is 45 seconds, so timing matters.

Savage Charge — A forward lunging attack that covers ground and can knock down smaller enemies. Level 2 adds a follow-up slash. Level 3 makes it unblockable.

Bone Shield — A temporary guard that blocks one hit completely. Level 2 reduces cooldown. Level 3 reflects damage back at the attacker.

Tyrant's Grip — A grab attack that works on staggered enemies. Deals massive damage and recovers health. Only usable when the enemy has broken posture.

Parry System

Parrying requires pressing the block button within ~12 frames of an enemy's attack landing. Success staggers most enemies and opens them to a critical thrust attack. Failure means eating full damage.

What can be parried: Most melee attacks from enemies your size or smaller. Some boss attacks are unparryable (glowing red) — you must dodge those.

What cannot be parried: Ground slams, charge attacks from large enemies (T-Rex stampede), and projectile attacks. These need dodges or Bone Shield.

Progression Strategy

Stat Allocation

StatEffectPriority
VitalityHP + poison resistanceHigh (first 15 levels)
EnduranceStamina + physical defenseHigh (never stop investing)
StrengthGreat Sword damage + equip loadMedium (focus after vitality)
DexterityAttack speed + dodge distanceLow (quality build only)

Recommended stat order: Vitality to 15 → Endurance to 20 → Strength to 30 → Endurance to 30 → Vitality to 25 → Strength to 50.

Weapon Upgrades

Your Great Sword has upgrade tiers. Materials are found in specific biomes:

MaterialLocationUsed For
Fossilized OreCrystal Caverns, early areas+1 to +3 upgrades
Ancient BonesScorched Wastes, mid-game+4 to +6 upgrades
Volcanic CoreFlooded Delta, late-mid+7 to +9 upgrades
Primordial FangFrozen Tundra, late game+10 (max) upgrade

Prioritize getting to +3 before the first major boss (the Tyrant King). The damage difference between +0 and +3 is roughly 40%.

Equipment Slots

You have: weapon (Great Sword), head armor, body armor, accessory (1), and consumable (2). Armor is found in hidden locations and dropped by mini-bosses. The Tyrant King drops a headpiece that boosts Strength by 5 — worth farming.

Biomes and Route

1. Crystal Caverns (Early Game)

Underground bioluminescent caves. Home to Raptor packs and giant insects. Teaches basic combat. The path splits here — one way leads to the Tyrant King, the other to a dead end with upgrade materials. Take the dead end first.

Mini-boss: Giant insect (teaches pattern recognition). Boss: Tyrant King — a T-Rex with a stone club. First real skill check. He has three attack patterns: club slam (dodge left), bite (parry or block), and tail spin (jump over). His health bar is large but his posture breaks quickly. Play defensively, break posture, then critical hit.

2. Scorched Wastes (Mid Game)

Volcanic region with lava hazards. Ruled by Tyrannosaur clans. Heat mechanic: staying too long in lava zones builds a heat bar. When full, you take damage over time. There are cooling vents you can stand near.

Boss: Tri-Horn Warlord — a Triceratops with metal plating and a spear. Tests guard-breaking. His charge attack is unblockable (dodge sideways). His weakness is side attacks after charges. Use Overhead Slam to break his head plating.

3. Flooded Delta (Mid-Late)

Swampy waterways with Pterosaur nests. Water slows movement and reduces dodge distance. Enemies here are faster. The Alpha Roar skill at level 2+ is almost mandatory — the speed debuff from water makes reaction dodging harder.

Boss: Ptera Ace — a flying Pterosaur. Arena is multi-level with rock platforms. Boss divebombs and strafes. Wait on the highest platform and use Charged Thrust as a poking tool. When it crash-lands, go aggressive with your full combo.

4. Frozen Tundra (Late Game)

Ice fields. Slippery surfaces change movement physics. You slide slightly after stopping. Armored Triceratops herds and mammalian predators (new threats). The cold doesn't deal damage but slows stamina recovery.

Boss: Spine Lord — a Stegosaurus with a spiked tail whip. This is a pattern boss. The tail has a specific rhythm. Count the swings — 3 fast, pause, 1 slow, pause, repeat. The opening is after the slow swing.

5. The Spire (Endgame)

Mysterious structure. The final area. Boss rush gauntlet before the final boss. The Alpha — a mysterious super-predator that caused the cataclysm.

Step-by-Step Strategy Sequences

Sequence 1: Beating the Tyrant King (First Boss)

  1. Enter the arena with at least 5 healing consumables. Don't lock on — the camera with a T-Rex is better unlocked for this fight.
  2. First phase (health above 60%): The Tyrant King uses club slams and bites. The club slam has a long wind-up. Strafe left, then punish with one light attack after it hits the ground. Never go for two — he recovers fast.
  3. Bite attack: Short range, fast. Block it (chip damage but safe) or parry it (risky but opens a critical window). If you're learning the fight, block.
  4. Second phase (health below 60%): He gains a tail spin attack. The tell is him winding his body. Jump over the tail spin, land, and hit him twice.
  5. When his posture breaks (a stagger animation plays), run to his head and press the interaction button for a critical thrust. This does massive damage.
  6. Repeat. Don't get greedy. The fight takes 3-5 minutes on a clean run.

Sequence 2: The Tri-Horn Warlord — Breaking Guard

  1. This boss uses a metal-plated head and a spear. Face-hugging strategies don't work — the plating blocks all frontal attacks.
  2. The charge attack is his main threat. He lowers his head, scrapes the ground, then rockets forward. The tell is the ground scrape. Dodge sideways (left is safer) as soon as the scrape sound plays.
  3. After a charge, he's briefly stunned. Run to his side and use Overhead Slam. This attacks the unarmored flank.
  4. When his head armor chips (visible cracks), one more Overhead Slam to the head breaks it, staggering him for 4 seconds. Critical hit.
  5. Phase 2: Armor removed, he fights faster with the spear. Parry is now viable. His spear thrusts are telegraphed — parry one, open him up.

Sequence 3: Ptera Ace — Grounding the Flyer

  1. Stay on the highest platform. Ptera Ace divebombs in predictable arcs. When it begins its descent, hold your ground and time a Leaping Slash as it reaches you.
  2. After 3 divebombs, it crash-lands on your platform. This is your window. Use Alpha Roar (level 2+ preferred) and go in with a full combo.
  3. It recovers after 5 seconds and flies back up. Reset to the highest platform.
  4. The fight has 3 ground phases. Each one is shorter. The third phase has the boss enraged — faster attacks, shorter landings. Use defensive items early, save healing for phase 3.

Sequence 4: The Spire Gauntlet

  1. The Spire before the final boss is a 5-wave miniboss gauntlet. You cannot rest between waves. Manage resources carefully.
  2. Wave 1: Two Raptor packs (8 enemies total). Use Alpha Roar and mow them down with horizontal slashes.
  3. Wave 2: A single armored Ankylosaurus. Slow but dangerous. Circle-strafe and punish tail swings.
  4. Wave 3: Two Pterosaurs (weaker than Ptera Ace). Use lightning attacks to knock them out of the air quickly.
  5. Wave 4: A redesigned Tri-Horn (no head armor but more HP). Dodge charges, flank attacks.
  6. Wave 5: A preview of the final boss — a shadow version of yourself. Mirror match. Same moveset, same speed, but more aggressive. Parry your own attacks. This teaches the final boss's patterns.

Sequence 5: The Final Boss — The Alpha

  1. Phase 1: The Alpha is a giant super-predator with a moveset similar to yours but with longer reach. Stay close — his mid-range attacks are his strongest. Get under his legs and attack the ankles.
  2. Phase 2 (60% HP): He sprouts energy wings and gains aerial attacks. Ground slams create shockwaves. Jump over them. When he flies up, sprint away from the shadow on the ground — he crash-lands there.
  3. Phase 3 (30% HP): Enrage mode. Everything is faster and hits harder. This is where Alpha Roar level 3 saves you — the stamina recovery lets you keep dodging. Play reactively. One hit per opening is enough.

Boss Tier List

BossDifficultyKey to Victory
Tyrant KingMediumDodge left, punish after slams
Tri-Horn WarlordHardSide attacks, break head armor
Ptera AceHardStay high, punish landings
Spine LordMediumCount tail rhythm (3-1 pattern)
Styracosaurus (optional)EasyStay behind, avoid frill charge
Kira The Exile (optional)Very HardPerfect parry or die
The AlphaVery HardClose range phase 1, ranged phase 2

Advanced Tips

Animation cancels exist. The backstep into light attack (uppercut) can be canceled into a dodge during the recovery frames. This is the only cancel in the game — use it to bait attacks and escape.

Jump attacks are underrated. Jumping heavy attack (Ground Slam) has a short wind-up but enormous stagger potential. It flattens most small enemies and interrupts medium enemies mid-attack.

Alpha Roar timing is everything. Activating it when the boss enters a new phase (just as the health bar ticks over) gives you the buff for the entire phase. The animation has invincibility frames at the start — you can use it as a panic dodge.

Elemental damage exists. Fire weapons from Scorched Wastes deal bonus damage to Frozen Tundra enemies. Ice weapons slow enemies from Flooded Delta. There's no one best weapon — you're expected to switch per region.

The demo save carries over. If you played the Next Fest Demo, your progress transfers to the full game. Farm the demo's early areas for materials before the full release.

Boss Rush Mode unlocks after beating The Alpha. It's a consecutive boss gauntlet with no healing between fights. Completion unlocks cosmetic rewards (armor tints, weapon skins). Strategy: use Bone Shield to conserve healing, spec heavily into Endurance.

Build Recommendations

The Unga Bunga Build (New Player Friendly)

  • Stats: Vitality 20 → Strength 40 → Endurance 20 → Strength 50
  • Skills: Alpha Roar (3) > Savage Charge (2) > Tyrant's Grip (1)
  • Weapon: The heaviest Great Sword you can equip (highest base damage)
  • Playstyle: Tank hits, trade damage, overwhelm with brute force. Use Alpha Roar before every engagement. You don't dodge — you block and retaliate.
  • Weakness: Low stamina means you overheat fast. If you miss your attacks, you're stuck in recovery.

The Dancer Build (Advanced)

  • Stats: Endurance 30 → Dexterity 25 → Vitality 15 → Strength 25
  • Skills: Bone Shield (3) > Alpha Roar (2) > Savage Charge (1)
  • Weapon: Lighter Great Sword (faster swing speed, lower damage)
  • Playstyle: Never get hit. Dodge everything. Parry everything. Use Bone Shield as a safety net for missed parries. The fight takes longer but you're in control the entire time.
  • Weakness: Low HP means a single mistake in late-game areas can oneshot you.

The Hybrid (Balanced)

  • Stats: Vitality 15 → Endurance 20 → Strength 30 → Dexterity 15 → Endurance 30 → Strength 40
  • Skills: Alpha Roar (3) > Bone Shield (2) > Tyrant's Grip (2)
  • Weapon: Standard Great Sword (balanced stats)
  • Playstyle: Reliable damage with fallback options. Bone Shield covers mistakes. Tyrant's Grip gives burst healing. The most forgiving build for a first playthrough.

Common Mistakes

Over-relying on lock-on. Lock-on is great for single enemies but terrible for groups. The camera gets stuck and you can't see incoming attacks. Toggle it off when fighting multiple enemies.

Not using consumables. The game gives you healing items for a reason. Players hoard them "for later" and never use them. Use healing when you're below 50% HP in a boss fight. That's what they're for.

Sprinting instead of dodging. Sprinting costs stamina continuously. Dodges cost a flat 20% and give invincibility frames. Don't sprint into combat — dodge into range, attack, dodge out.

Attacking armored heads. The Tri-Horn Warlord's head is armored. The Tyrant King's head takes normal damage but the hitbox is small. Aim for legs, sides, and tails — areas with bigger hitboxes and less armor.

Missing the parry dummy. The tutorial area has a side cave with a training dummy that loops attack animations. Practice parry here until you can do it three times in a row. This saves hours of frustration.

FAQ

Q: How long is the game? A: 5-10 hours for a first playthrough. Boss Rush Mode adds 2-3 hours for completion.

Q: Are there difficulty options? A: The game has a single difficulty. It's tuned for Souls-like veterans. The demo was considered challenging but fair.

Q: Does the demo progress carry over? A: Yes. Progress from the Steam Next Fest Demo transfers to the full game.

Q: Can I respec my stats? A: Not confirmed at launch. Build carefully or check for post-launch updates.

Q: Is there multiplayer? A: No. Single-player only with leaderboards for Boss Rush Mode times.

Q: How many bosses are there? A: At least 7 major bosses plus optional mini-bosses and the 5-wave Spire gauntlet.