
Raw Instinct takes over in this new, adrenaline-pumping journey into Survival Horror. Something is terribly wrong. Your covert mission has gone haywire… now you find yourself pursued by a relentless, prehistoric terror. Suddenly, your mission becomes a desperate fight for survival.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.86/day in the week to Sep 7 → 0.86/day in the week after.
Reviews, worldwide (the counter carries no country): 1.6/day in the week to Jul 20 → 0.83/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Sums Steam only; PlayStation publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $4.99−50% | 1Kreviews | 81% | — | $201.7K |
| $9.99 | 7.9Kratings | 94% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
Themes across 120 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
im going to get nailed to the wall for this, i want to say no dont play this game. in the year of our Lord 2026, i a humble and dumble man played this for the first time about two-three months ago. buckle up. this game is jank tank controls, dont know what that is? are you like me and never grew up with a playstation? cool, google tank controls, it was a picture of this game. i know it was. i hate tank controls. so jank. running around and clumsly bumping into every pixel on the screen but a straight line. this was pain for me. the gun control, the combat, just about everything was horrible...except..... it grew on me. and my life changed. those jank tank controls? added to sheer horror and pain running up my left arm during those moments when i encountered any dinosaur. they are horrifying and only get harder as the game progresses. they were faster and stronger than me, and terror never faded. but my ammo and health packs did. what began as a horrible experience turned into a thrill ride slammed in the back of a Honda Civic from the late 90s early 2000s. i was young again. this game revolutionized old games again and has relit my love for retro gaming and consoles. i needed this. i love this game. i love how horrible it is. hate me if you want. ive said my peace. 9/10
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Japanese*languages with full audio support
Hours played at review time, across 120 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I thought this game would be pretty straightforwardly Resident Evil but with dinosaurs, but no... This game was a ♥♥♥♥♥♥♥ nightmare. I played unmodded on Steam Deck since rebinding controls in tandem with a mod launcher on desktop PC was a ♥♥♥♥♥ and a half. FYI, you CAN play this on Steam Deck if you specifically set it to Proton 11. Let's start with the pros: - You can see the makings of Resident Evil: Code Veronica in this, with the moving dolly-like camera shots and fully 3D environments. This was made before RE3, let alone Code Veronica. I personally think this actually has aged better visually than Code Veronica. - Close-up camera angles when you are bitten by a dinosaur are really cool, and you can get grabbed in lots of brutal-looking ways, and can chase you across rooms sometimes. On the whole the AI for the dinosaurs makes them way more intimidating and intense encounters than Resident Evil zombies - Regina is chill and has quite a cool visual design. Thankfully, no betrayals in this game's teammates (your blonde leader is definitely evocative of Wesker), although I couldn't help but expect something like that to happen the whole time and they certainly could be a lot more dependable, making the woman do everything - The game is a lot more realistic, with you bleeding out and leaving trails of drips, and stopping the bleeding is a separate matter from just restoring HP - Various parts of the game where you can make choices that impact the strategy of where to go/what to do next. 3 endings, 1 of them being a variation of one of the other endings, so I'd count that more like 2 and a half distinct endings - You can move a little while you aim your shots, but because of muscle memory I didn't think to/need to use that very much But the realism maybe gets a bit TOO much. The cons: - This facility is a lot more guarded than any Resident Evil lab because of all the code/cipher solving you have to do. That's practically the MAIN thing you do in this game. This game relies on you using your head and actually comprehending and remembering notes, and doesn't let you carry a copy with you to consult later like in Resident Evil (despite you NEEDING to consult these files a LOT more than in Resident Evil!), and it is very particular about the order you do things in and what the specific interactables are. This leads to nonstop confusion and frustration on what the game is asking you to do, which is a lot. Even the non-code-based puzzles are super slow and tedious, 100 times more ♥♥♥♥♥♥♥♥ than anything Resident Evil ever threw at us. Umbrella Corporation should definitely have hired the guys who designed this place if they wanted to stop infiltrators in their tracks... - Going back to the location of those notes is a ♥♥♥♥♥ and a half because this is one of the most unreadable maps I have ever seen in a game. It makes no ♥♥♥♥♥♥♥ sense and is super disorienting, and I actually am good with mental maps and sense of direction. Way too much backtracking in general, and I have never been one to complain about backtracking - You would think as a deployed military unit there would be more possibility for action, but ammo is even scarcer than in Resident Evil. Word of advice to anyone coming into this game new: mixing two anesthetic aids together is what gets you new sleep darts. You get a lot of items that AREN'T actual lethal gun ammo. This in combination with the way more demanding puzzles and backtracking makes this game more hardcore of a play than Resident Evil, and not particularly in a fun way, just frustration at the endless friction - The mixing/crafting mechanic is very advanced, and it is not explained to you very much at all what makes what and what the underlying logic is - The menu could NOT be more fiddly. Basically it is all on one button, and when you back out, you completely back out and have to pull it up again, and shuffling between regular items and key items all the time. Really annoying to use - The save system is a little peculiar. It asks you if you want to save if you are LEAVING certain rooms. This was done more elegantly and intuitively even in RE1 - There is an important item for getting resources called plugs. Some plugs are very visibly on the ground, but a lot are hidden in the background, and there is no logic for which parts to check that might have one, especially if they are near other interactive spots that just say some form of "nothing useful here". So basically, they are a bit TOO hidden, but then by the time you know how plentiful they actually are, you are probably already pretty late into the game and not needing them as much. So this results in much less resources to play around the game's underexplained mechanics with - I don't mind tank controls, but these are noticeably clunkier and stilted than even RE1 somehow - Not enough bosses/setpieces to keep you on your toes like in Resident Evil or Onimusha - Lame ending, not enough payoff, even though I got the slightly harder to get secret ending of sorts where you save everybody and accomplish your mission - No real emotional weight, attachment, impact, or even much understanding to the factions at play here (your military unit, the bad guys, or their respective motives). Your 2 allies are charming enough, but you don't learn much about them. Resident Evil was much more interesting with pulling you in with S.T.A.R.S. and Umbrella Corporation and the bread crumbs of story with the notes - I imagine some players might get themselves somewhat softlocked at times because of the item scarcity where, if you truly use it all and have nothing, there is not even a melee option Long story short, tedious tedious TEDIOUS puzzles, HORRIBLE map, frustrating combat that makes you thank god to use at least some of those 30 continues to save yourself the headache of even more backtracking and save loading, and it just really is a worse Resident Evil in just about every major aspect. HOWEVER, the dinosaur AI is very good, the premise is good, the visual and audio aesthetics are good, it's just the execution in practice that is bad. There are the making of a really outstanding remake here. Dino Crisis won the Capcom survey of most requested comeback, and I DO hope it comes back because of the good ideas that are here. Onimusha slightly veered into a more actiony samurai roleplaying direction, and judging by the wire shooting into vents like a secret agent and spinning 3D model box items on the ground just like Metal Gear Solid 1, I think Dino Crisis could become something like Capcom's Metal Gear Solid or more of a grounded/intense third-person shooter. The devs calling this game more of a "panic horror" than a "survival horror", I think they could lean into that in a fresh and awesome way for a new game.
terrible culo la prota
please remake this game
It's truly a classic. If you liked the OG Resident Evil games, and want something kinda fresh, this is it. (Yes, I know it's a 27 years old game, but still.) As I see it, the game isn't underrated, because whenever it's mentioned, a lot of people say they love it. It's probably just overlooked or overshadowed by the RE series. Random ramblings: Some kind of QoL update would've been nice, because the game doesn't remember any information for you. If you don't write it down yourself, you're gonna be wandering for a hot minute. So pay attention to cutscenes and files. Also, it doesn't tell you anything directly. You have to figure out how to shoot, how to check your health (3 states, the way Regina is standing), how to quit the game (F9 by the way) or what button to press during the QTEs (I never figured this out, just smashed all the buttons). The boss fight in the ending I got (1 of 4) was extremely underwhelming. I was hoarding ammunition like a mad goblin, and the boss went down in 2 hits. The variety of dinosaurs, weapons, locations are very basic. The first half of the game is great, while the second half is okay. Still, I'd say if you like these types of games, go for it. It's 5 bucks on sale. Can't wait for Capcom to get off its ass, and give it a remake already, or just do anything with the IP.
I wasn't super familiar with Dino Crisis, but after playing I think it definitely deserves a remake in the style of the Resident Evil games. It has it's own unique identity, a campy plot, and there just aren't enough dino games anymore. Get on it Capcom!
Conhecido por muitos como "Resident Evil com DInossauros", DIno Crisis foi na verdade muito mais do que isso. Dirigido e criado também por Shinji Mikami, que se referia ao título mais como um "Panic Horror" do que um "Survivor Horror", Dino Crisis foi o primeiro jogo da Capcom nesse estilo a trazer um cenário totalmente 3D (diferente dos pré renderizados de Resident EVil 1, 2 e 3), algo que iria ser usado depois em Code Veronica. É um jogo, ao meu ver, muito mais difícil quie a trilogia Resident Evil, com Inimigos que podem abrir portas, são ágeis e mais resistentes do que os da saga Resident Evil, a munição aqui é ainda mais escassa, muitas vezes você acaba tendo que usar dardos tranquilizantes ao invés de propriamente matar os bichos, te dando apenas tempo suficiente para passar por aquela área. Os puzzles são numerosos e relativamente difíceis, para abrir diversas portas do jogo você precisa encontrar 2 itens (os discos DDK) e ainda solucionar um pequeno puzzle para descobrir a senha da porta. Ou seja, aqui você precisa ter paciência, não é um jogo que você consegue rushar. Mas pra quem curte esse estilo de jogo e a temática de Dinossauros, vale a pena demais.
sherlock holmes if she could tank her arm getting chewed off every 10 minutes. the vibes are immaculate and it takes three key cards to operate a crane.
Dino Crisis — это смелый эксперимент Capcom в рамках survival horror: вместо привычной угрозы в виде зомби разработчики ставят игрока лицом к лицу с куда более опасным противником — динозавром. Игра вышла в 1999 году и, несмотря на родство с серией Resident Evil, предлагает принципиально иной тип страха: не от толпы медленных мертвецов, а от нескольких сильных, умных и настойчивых хищников. Сеттинг и атмосфера: Действие разворачивается в 2009 году на уединённом тропическом острове Ибис, где секретная оперативная группа S.O.R.T., в лице оперативников Регины, Гейла, Рика и Купера, должна найти доктора Эдварда Кирка. Его эксперименты с «Третьей энергией» привели к разрыву в пространстве и времени: часть острова буквально переместилась из прошлого, принеся с собой динозавров. Переход к полноценному 3D‑пространству (в отличие от пререндеренных фонов ранних Resident Evil) действительно сделал локации менее детализированными. Но зато исчез главный визуальный барьер: в Resident Evil персонаж и окружение существовали как будто в разных слоях, а в Dino Crisis они находятся в едином пространстве. Героиня, динозавры, стены и двери — всё на одной плоскости, всё взаимодействует. Именно это даёт сильное ощущение присутствия: ты не наблюдаешь сцену, а участвуешь в ней. Для меня игра — это ещё и ностальгия: в подростковом возрасте я боялся хорроров, но вступительный синематик Dino Crisis затягивал мгновенно. А появление первого динозавра вызывало почти физический страх: нужно было моментально решать — стрелять или бежать. Если выбираешь бег, хищник мог преследовать тебя через несколько локаций — почти как Немезис в RE3. Этот приём будоражил и пугал одновременно: ты не мог просто «пересидеть» опасность, нужно было действовать. Геймплей: Главная особенность Dino Crisis — в том, что выживание здесь строится не на силе, а на смекалке. Игра не даёт расслабиться ни в исследовании, ни в решении задач, ни в столкновениях с противниками. Среди головоломок выделяются: Задачи с кранами: нужно выстроить правильную последовательность команд, чтобы переместить груз. Цепи и батареи: расставляешь элементы так, чтобы замкнуть цепь и подать ток. DDK‑диски: самая запоминающаяся механика. Это не просто ввод кода, а настоящая мини‑система шифрования. Ты находишь два диска — «входной» и «кодовый» — с буквами и числовыми метками. Чтобы получить нужное слово, нужно не угадать, а рассчитать: сопоставить символы на входном диске с метками на кодовом, а затем вычесть или прибавить определённое значение, чтобы вывести правильную букву. Это ощущалось как работа с настоящим засекреченным устройством: будто ты реально взламываешь систему базы. В пиратских переводах начала 2000‑х эта логика ломалась: из‑за искажённой раскладки буквы на экране не совпадали с клавишами, и приходилось вводить почти наугад. Для многих (и для меня в том числе) именно на этом моменте желание играть сгорало дотла. Это очень похоже на ту самую знаменитую головоломку в Silent Hill 1 на PS1: в школьном классе музыки был искажён стих про певчих птиц, из‑за чего было почти невозможно понять, в какой последовательности должны звучать клавиши (и должны ли вообще). Там тоже логика ломалась не из‑за сложности, а из‑за проблем с локализацией и особенностями перевода. Сегодня таких проблем нет, но эта деталь отлично показывает, насколько сильно технические и локализационные нюансы могли влиять на восприятие игры. Боевая система: Победа здесь строится не на огневой мощи, а на продуманной тактике. Ключевая механика здесь базируется на комбинировании препаратов и создании специальных дротиков: транквилизаторных или ядовитых. Эффективность зависит от уровня смешивания (от C до L), и это напрямую влияет на то, как ты будешь действовать в бою. Даже подготовка к столкновению становится тактической задачей: заранее решить, что важнее — обездвижить врага, обойти или нанести урон. Каждый противник ведёт себя по‑своему: теризинозавр может протаранить и повалить, велоцираптор схватить за руку или ударить хвостом (часто выбивая оружие) или резко напрыгнуть, птеранодон будет атаковать с воздуха, а юркие компсогнаты кусать за ноги. А могучий тираннозавр, вишенка на торте, требует от игрока повышенной подвижности и грамотного умения использования боеприпасов. Сюжет и вариативность: Сюжет Dino Crisis довольно компактен, но его сила — в структуре и вариативности. В некоторых ситуациях напарники предлагают разные подходы: Гейл склоняется к силовому решению, а Рик — к более осторожному, через головоломки. Эти выборы влияют на концовку, что для того времени было отличным способом повысить реиграбельность и дать ощущение, что твои действия имеют значение. Итог: Я рад, что смог вернуться к Dino Crisis и пройти её целиком уже без тех самых проблем с кодами. Сейчас в Steam доступен улучшенный порт: без старых сложностей с локализацией, но с той самой атмосферой, которая когда‑то так сильно впечатлила. Это не современный экшен, где тебя ведут за руку: здесь фиксированные камеры, «танковое» управление, много головоломок и постоянная необходимость экономить ресурсы. Если любишь напряжённую атмосферу, логические задачи и ощущение, что побеждаешь умом, а не грубой силой, — игра зацепит. Для поклонников Capcom это ещё и отличный пример того, как студия экспериментировала с жанром в конце 90‑х.
Horrific Controls. ♥♥♥♥♥♥♥♥♥.
Players by region
Where this game's players are, estimated from review languages.
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The games this title's players most often review too — audience affinity.
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