- Release Year: 2018
- Platforms: Android, Linux, Macintosh, Windows
- Publisher: Choice of Games LLC
- Developer: Choice of Games LLC
- Genre: Adventure
- Perspective: Text-based / Spreadsheet
- Game Mode: Single-player
- Gameplay: Interactive fiction, RPG elements, Text adventure
- Setting: Fantasy
- Average Score: 86/100

Description
DinoKnights is a text-based adventure game where you saddle up on a dinosaur mount to defend the queen. Combine sword combat, spellcasting, and dinosaur-powered duels as you navigate the realm’s challenges through interactive narrative choices.
Where to Buy DinoKnights
PC
DinoKnights Mods
DinoKnights Guides & Walkthroughs
DinoKnights: A Prehistoric Tapestry of Chivalry and Choice
Introduction
In an industry saturated with high-octane action and photorealistic graphics, DinoKnights emerges as a defiant anomaly, a text-based odyssey that champions the boundless power of imagination over technological spectacle. Released in August 2018 by the pioneering studio Choice of Games LLC, this interactive fantasy novel thrusts players into the saddle of scaly beasts to defend the realm of Pascalia. Its premise is deceptively simple yet irresistibly potent: what happens when the chivalric code of knights in shining armor is transposed onto the Jurassic era? Developed by K.T. Bryski using the robust ChoiceScript engine, DinoKnights isn’t merely a game; it’s a sprawling 177,000-wordChoose Your Own Adventure narrative where every decision, from the selection of your dino-destrier to the choice of your romantic partner, weaves a unique thread in the grand tapestry of Pascalia’s fate. Its legacy lies not in pushing graphical boundaries, but in demonstrating the enduring narrative depth and player agency achievable within the confines of pure text, solidifying its place as a unique and significant contribution to the interactive fiction renaissance.
Development History & Context
The Choice of Games Ecosystem
DinoKnights is a quintessential product of the Choice of Games LLC (CoG) stable, a studio renowned for pioneering the “hosted interactive fiction” model. Founded on the principles of accessibility, player agency, and robust narrative branching, CoG established the ChoiceScript engine – a proprietary scripting language specifically designed for creating complex, choice-driven text adventures without requiring advanced programming knowledge from the writers. This ecosystem allowed creators like Bryski to focus entirely on crafting intricate plots, nuanced characters, and meaningful consequences, decoupling narrative ambition from technical complexity. The studio’s modus operandi involves rigorous community beta testing, a process evident in DinoKnights through the credits listing 20+ beta testers who helped refine dialogue, pacing, and choice logic before release.
K.T. Bryski: Returning to the Script
Author K.T. Bryski brought prior experience to DinoKnights, having penned the well-received Yeti’s Parole Officer for CoG in 2014. As revealed in the official Choice of Games blog interview, Bryski approached DinoKnights with greater confidence in the IF form, though the four-year gap presented unexpected challenges. The ChoiceScript engine had evolved significantly (“multireplace” became essential), and Bryski candidly admitted returning with an “overly-confident” attitude, only to find herself needing to relearn nuances and even American English spelling conventions. Despite this steep, unexpected learning curve, Bryski benefited immensely from the “amazing support from Choice of Games,” highlighting the collaborative and mentor-driven culture that underpins the CoG development process. Her vision was clear: to create a world where “honor is currency, but ambition runs rampant,” blending deep chivalry with the awe-inspiring wonder of dinosaurs.
Technological Constraints and Liberation
The technological context of DinoKnights is defined by both constraints and liberation. The ChoiceScript engine inherently dictates a text-based interface, utilizing menu structures and point-and-select navigation. This format imposes strict limitations on visual and auditory presentation – the game is “entirely text-based—without graphics or sound effects,” relying solely on prose to evoke imagery and atmosphere. However, this constraint is also its greatest strength. Freed from the resource-intensive demands of 3D graphics or complex audio design, Bryski and the CoG team could dedicate immense resources to narrative depth. The 177,000-word count is a testament to this, allowing for expansive character development, intricate political maneuvering, and a multitude of branching paths that would be logistically and financially prohibitive in a more visually driven format. The game’s release across Windows, macOS, Linux, and Android showcases the engine’s platform-agnostic nature, maximizing accessibility.
The Gaming Landscape in 2018
Released in August 2018, DinoKnights arrived amidst a burgeoning appreciation for narrative-driven and indie games. The “walking simulator” and “narrative adventure” genres were gaining mainstream traction, validating games prioritizing story and atmosphere over traditional mechanics. This period also saw a significant rise for “Choice-Lite” games (e.g., Life is Strange, Detroit: Become Human) offering significant branching within graphical frameworks. DinoKnights occupied a unique niche: it was pure text-based IF, yet its production values (length, scope, writing polish) and commercial release on Steam positioned it alongside more mainstream narrative titles. It stood as a powerful counterpoint to the visual arms race, demonstrating that compelling, emotionally resonant experiences could thrive with nothing but words and a player’s imagination. Its release also coincided with CoG’s growing visibility, leveraging their existing community and the success of titles like Choice of Robots and Psy High to build anticipation.
Narrative & Thematic Deep Dive
The Central Plot: A Realm in Peril
The narrative thrust of DinoKnights is classic high fantasy with a prehistoric twist. Players begin as “a humble farmer’s child” unexpectedly accepted into Queen Isobel’s elite Rangers – knights who patrol the vast kingdom of Pascalia atop dinosaurs. This idyllic start quickly fractures with the revelation of converging threats: the malevolent Dread Wizard Sargossa is raising an army of undead dragons, while closer to home, the Queen’s own sister, the politically ambitious Lady Ermessen, plots a coup. The player character becomes embroiled in this dual conflict, forced to navigate treacherous court politics, train their dinosaur companion, uncover their own latent magical heritage, and ultimately determine the fate of Pascalia. The plot masterfully weaves personal stakes (saving the player’s home village) with grand political intrigue and epic battles against supernatural evil.
Character Studies: Archetypes with Nuance
* The Player Character (PC): A blank slate defined by choices. Beyond gender (male, female, non-binary) and orientation (gay, straight, ace), the PC’s personality is shaped through actions – are they a dutiful knight, a cunning courtier, a power-hungry mage, or a champion of the common folk? Their relationship with their dinosaur companion and burgeoning magic defines their unique path.
* Queen Isobel: The benevolent but beleaguered monarch. Bryski portrays her as a figure of genuine authority and deep care for her realm, yet her position is precarious due to external threats and internal dissent. Her character anchors the PC’s initial motivation and embodies the traditional chivalric ideal under siege.
* The Heir (Prince Bartas/Princess Beatris): A standout character, initially presented as “languid, sardonic, and unflappable,” almost a caricature of a flirtatious aristocrat. Bryski masterfully peels back these layers, revealing a “rich inner life, a strong sense of duty… and a deep wellspring of honor.” This complexity makes them a compelling potential romantic interest and a vital political figure, challenging player assumptions.
* Lady Ermessen: The primary antagonist in the political sphere. As the Queen’s sister, she wields significant influence and represents ambition and the lust for power that threatens the established order. Her motivations, while potentially selfish, are rooted in a believable desire for control or resentment, avoiding pure villainy.
* The Dread Wizard Sargossa: The embodiment of external, mystical threat. Raising undead dragon armies, he serves as the classic fantasy arch-nemesis, a force of destructive magic whose presence raises the stakes beyond mere political squabbles to a battle for the kingdom’s very soul.
* Ranger Partner (e.g., Brutus): The steadfast companion and potential romantic interest. Forum discussions highlight their nuanced portrayal – some players found them initially passive, while others appreciated their loyalty and the opportunity to build a deep bond. Their gender can even shift to match the player’s preference, showcasing CoG’s commitment to inclusivity. Player relationships with them form a crucial emotional core.
* Romantic Interests: Beyond the Heir, options include a charming Bard and a powerful Mage. These relationships, as noted in the forum and IFDB review, often involve “courtly politeness and chivalrous gesture,” fitting the medieval fantasy tone. While some players felt connections formed quickly (“almost everyone instantly fell in love”), others appreciated the depth achievable through dedicated interaction. The game allows for deep friendship regardless of romance outcome.
Thematic Resonance: Duty, Friendship, and the Nature of Power
* Chivalry vs. Ambition: The central tension explores the ideals of honor, service, and protection embodied by the Rangers and Queen Isobel, contrasted sharply with the ruthless ambition of Lady Ermessen and the destructive power sought by Sargossa. The game asks: what does true knighthood entail in a world of political betrayal and ancient evil?
* The Bond Between Rider and Dinosaur: More than mere mounts, the dinosaurs are partners. The language used emphasizes the connection – “steed,” “partner,” “companion.” Themes of trust, mutual respect, and symbiotic survival permeate the gameplay, forming the bedrock of the PC’s strength and identity. The choice of dinosaur (Allosaurus, Triceratops, Velociraptor, etc.) reflects the player’s preferred style of engagement.
* The Weight of Choice and Responsibility: As a text-based IF with deep branching, DinoKnights constantly confronts the player with consequences. Choices aren’t just about combat or romance; they shape the PC’s reputation, determine allies and enemies, influence political factions, and decide the fate of villages and characters. This underscores the game’s core theme: power lies not just in strength, but in the decisions one makes.
* Inclusivity and Identity: By allowing players to define their character’s gender and orientation with such fluidity, DinoKnights naturally explores themes of identity within its fantasy setting. It presents a world where roles are defined by action and choice, not solely by birth or predefined societal norms (though class distinctions exist).
* The Power of Storytelling: The game itself is a meta-commentary on narrative. It champions the idea that imagination fueled by text can create vivid worlds and deep emotional connections, a direct counterpoint to the visual dominance of modern gaming. The 177,000 words are the true engine of its magic.
Gameplay Mechanics & Systems
The Core Loop: Choice and Consequence
At its heart, DinoKnights operates on a deceptively simple yet profoundly effective loop: Read -> Choose -> Experience Consequence. Every narrative juncture presents a menu of options. The core gameplay revolves around the impact of these choices on the unfolding story. There are no traditional combat systems with HP bars or turn-based mechanics; conflict is resolved through narrative description based on the player’s selected actions (e.g., “Charge with your Allosaurus,” “Cast a defensive spell,” “Attempt to parley”). This abstraction forces players to engage with the story of the conflict rather than its mechanics.
Character Progression and Stats
While visually simple, the game employs a stat-based system tracked behind the scenes, influencing narrative outcomes:
* Combat Prowess: Affects the success of duels, dragon battles, and physical confrontations.
* Magic Talent: Governs the effectiveness of spells, the ability to learn new ones, and interactions involving magical lore or artifacts.
* Dinosaur Bond: Influences the effectiveness of the dino in combat, training success, and the depth of the unique abilities unlocked through the partnership.
* Social/Persuasion: Impacts interactions with nobles, the royal court, commoners, and potential romantic interests, affecting outcomes in diplomacy, intrigue, and relationship building.
* Empathy/Honor: Shapes the PC’s moral compass and how certain characters and factions react to them, influencing paths related to justice, mercy, and protecting the vulnerable.
These stats are primarily invisible to the player, rising and falling organically based on choices made throughout the narrative, creating a subtle sense of progression and character development focused on reputation and capability rather than numerical levels.
Branching Narrative and Replay Value
The defining feature of DinoKnights gameplay is its staggering narrative depth and branching. The 177,000-word count translates to countless scenes, reactions, and plotlines triggered by specific choices. Key areas of branching include:
* Romance Paths: Pursuing relationships with the Heir, the Bard, the Mage, or the Ranger Partner involves distinct dialogue trees, unique scenes, and dramatically different relationship arcs and endings.
* Political Allegiance: Players can actively support Queen Isobel, align with Lady Ermessen’s coup, attempt to manipulate both factions, or even strike out independently. This drastically changes access to information, quests, and allies.
* Focus: Players can dedicate their time to different pursuits: mastering swordplay and dino combat in the training yard, delving deep into magical studies, building connections within the royal court and noble houses, championing peasant causes, or focusing on personal goals like saving their village. Each path unlocks unique content and challenges.
* Dinosaur Choice: While the core narrative remains similar, each dinosaur species (Allosaurus, Carnotaurus, Triceratops, Styracosaurus, Velociraptor, Pachycephalosaurus) offers slightly different flavor text, unique combat flavor options, and potentially minor gameplay variations in specific encounters, further enhancing replayability. As one forum user noted, the branching is so wide that “a sequel… is almost impossible.”
UI and Interaction
The interface is pure text, presented clearly with numbered menu options for choices. Navigation is straightforward using mouse clicks or keyboard shortcuts (J/K for previous/next, Space/Shift+Space for scroll, Enter for select). The “Show Stats” function (Q) provides transparency into the invisible stat progression mentioned earlier, satisfying player curiosity about their character’s development. The design prioritizes readability and accessibility, ensuring the focus remains entirely on the narrative without visual clutter. Steam Achievements (15 total) provide additional goals for completionists, encouraging players to explore less obvious paths or unlock specific story outcomes.
Innovations and Flaws
* Innovation: The seamless integration of dinosaur companions as narrative partners and gameplay influences (via the Dinosaur Bond stat) is central to the game’s identity. The ability to play as non-binary characters and have a romance partner whose gender adapts to player preference was notably progressive for 2018. The sheer scale of branching within a commercial text product is also a significant technical achievement within the ChoiceScript framework.
* Flaws (Perceived Player Feedback): Some forum feedback (e.g., “poisonmara,” “RealHeh”) highlighted concerns about perceived railroading, arguing that achieving certain endings (like the “best” ones) required very specific sequences of choices or focus, limiting player freedom if they deviated. Others felt character reactions, particularly in romance (“everyone instantly fell in love”), could feel rapid or less earned without consistent prior interaction. The lack of traditional combat mechanics might be a drawback for players seeking action-oriented gameplay. As one reviewer noted, “Strip away the dinosaurs, and it is polished but generic swords and sorcery.”
World-Building, Art & Sound
Setting: The Kingdom of Pascalia
Bryski paints Pascalia as a vivid and believable fantasy kingdom. Described as a world of “golden grasses, rolling mountains, and blistering summers,” it evokes a warm, almost Mediterranean feel, distinct from the colder or more gothic common fantasy tropes. The integration of dinosaurs is seamless and organic – they are not a gimmick but fundamental to the society’s structure, economy (farming, transportation, warfare), and culture. The Rangers, mounted on these magnificent beasts, are the kingdom’s primary defensive and exploratory force, establishing their importance from the outset. The political landscape is rich with factions: the monarchy (Queen Isobel, Heir Bartas/Beatris), the influential nobility led by Lady Ermessen, the powerful and scholarly Mages’ College, and the common folk whose lives are directly impacted by the conflicts above. This layered setting provides ample ground for intrigue, adventure, and moral dilemmas.
Art Direction: The Power of Suggestion
DinoKnights is, by design, devoid of traditional graphics. Its “art” lies entirely in the evocative prose. Bryski’s descriptive text serves as the primary canvas:
* Dinosaurs: Descriptions are detailed and functional yet leave room for imagination. The Allosaurus is a “powerful predator,” the Triceratops a “fortress of bone and muscle,” the Velociraptor “swift and intelligent.” The forum mention of “Brutus” (a specific Allosaurus popular in beta) becoming a selectable option highlights how player feedback can shape these descriptions into memorable characters. The barding and saddles are described in ways that imply craftsmanship and personalization.
* Locations: Scenes are painted through sensory details – the “shadowy, dark wing full of dioramas” of the museum that inspired Bryski, the opulence of the royal court, the rugged beauty of the wilderness, the humble authenticity of the player’s home village. This descriptive artistry creates strong mental images.
* Characters: While not drawn, characters are brought to life through dialogue, mannerisms, and the player’s perception shaped by choices. The Heir’s initial flippant attitude described earlier is a prime example of characterization through narrative.
* Promotional Art: The official cover art and promotional images (Adrienne Valdes credited) provide a crucial, albeit external, visual anchor. These typically depict a knight and dinosaur in dynamic poses against a fantasy backdrop, immediately setting the tone and attracting players drawn to that aesthetic, even though it doesn’t exist within the game itself.
Sound Design: The Silent Orchestra
The game consciously eschews sound effects and musical score, adhering strictly to its text-only philosophy. This absence is not a flaw but a deliberate design choice:
* Immersive Focus: The lack of external auditory stimuli forces the player’s full attention onto the written word, enhancing immersion in the narrative and allowing the internal “soundtrack” of imagination to take over – the roar of a battle, the clang of swords, the rustle of leaves.
* Accessibility: A purely text experience removes barriers related to hearing impairments or environments where sound cannot be used.
* Atmosphere: The silence can be powerful in context. Moments of tension, reflection, or dread are amplified by the absence of sound, relying solely on the descriptive power of the prose to convey mood. The “un-dead dragons” raised by Sargossa, for instance, are described in chilling detail without needing accompanying roars to instill fear.
Atmosphere: The Synergy of Elements
The true atmosphere of DinoKnights emerges from the potent synergy of its setting, descriptive prose, and the player’s agency:
* Awe and Wonder: The core feeling evoked by the concept of knights riding dinosaurs is sustained through Bryski’s descriptions of the bond between rider and beast, the majesty of the creatures, and the thrill of exploration across the Pascalian landscape.
* Intrigue and Suspense: The political machinations centered on Lady Ermessen and the external threat of Sargossa create a constant undercurrent of tension. The player is constantly aware of hidden agendas and lurking danger.
* Chivalry and Duty: The language used, especially concerning the Rangers, the Queen, and the Heir, reinforces themes of honor, service, and the weight of responsibility, fostering a tone of noble purpose.
* Personal Connection: The deep branching and consequence system make the world feel responsive and alive. The player’s choices directly impact the fate of villages, the safety of companions, and the stability of the kingdom, creating a profound sense of investment in Pascalia’s well-being.
Reception & Legacy
Critical and Commercial Reception (Launch)
At launch, DinoKnights garnered a notably positive, though not universally ecstatic, reception. On Steam, it holds a “Positive” overall rating based on 14-15 reviews (sources vary slightly), with approximately 85% of user reviews being positive (13 positive, 2 negative). The most common praise centered on its unique concept (“Saddle up to defend the realm on dino-back!”), the strength of the writing, the engaging characters (especially the Heir), and the sheer amount of content and replay value offered by the branching narrative. The $2.99-$5.99 price point was frequently cited as excellent value for the length and quality of the experience.
However, significant criticisms emerged, particularly within the Choice of Games forum community:
* Perceived Railroading: As detailed in the forum thread, players like “poisonmara” and “RealHeh” felt the game offered less true freedom than advertised. They argued that achieving positive endings, particularly romantic ones or surviving major threats, required following very specific, often hidden, sequences of choices or dedicating time exclusively to certain factions (e.g., focusing on magic and the main plot). Deviating from this “railroad track,” as one player put it, could lead abruptly to negative outcomes like imprisonment or character deaths, which felt punitive and restrictive.
* Pacing and Character Interaction: “RealHeh” criticized the pacing, feeling it moved from set piece to set point (“move from point A to point B. Return to the point A. Talk. Return to point B. Repeat”). Some felt romantic interests developed too quickly (“everyone literally fell in love with me at first sight”) or that the neurodivergent partner, while appreciated, felt underdeveloped compared to others.
* Tone and Villains: “RealHeh” also found the tone leaning towards a “younger audience” and the primary antagonist, Sargossa, to be a “very cliche” necromancer.
Notably, Metacritic lists the game but shows no critic reviews and an unavailable user score (pending 4 ratings), indicating it flew largely under the radar of major mainstream gaming publications, a common fate for text-based IF unless they achieve viral status. Kotaku mentions it in a brief screenshot feature but offers no substantive review. IFDB features a single detailed review by “MathBrush,” who praised the characters (especially the neurodivergent partner and the dinosaur) but echoed the “younger tone” and simplicity of the magic system compared to more complex fantasy.
Legacy and Evolution of Reputation
Over time, DinoKnights‘ reputation has solidified within its niche. It is widely regarded as one of the more ambitious and polished titles in the CoG catalog. The debates about player freedom versus narrative structure highlighted in the forum have become a talking point within the IF community, contributing to a more nuanced understanding of CoG’s design philosophy – one that prioritizes strong, directed narratives with significant branching over complete sandbox freedom. The game is often remembered for:
* Its Unique Premise: The “dino-knight” concept remains highly distinctive and marketable within fantasy gaming.
* Character Depth: The Heir (Beatris/Bartas) is frequently cited as a standout example of nuanced character development in IF.
* Inclusivity: Its early and robust implementation of non-binary character options and adaptive romance partner gender is seen as progressive.
* Community Engagement: The lively debates on the CoG forums demonstrate how engaged and invested the player base can be with narrative choices and character relationships.
Influence on the Industry and Subsequent Games
DinoKnights‘ influence is most keenly felt within the sphere of interactive fiction:
* CoG Portfolio: It stands as a benchmark for narrative scale and character writing within the CoG library, setting a high bar for subsequent hosted games. Its success likely encouraged CoG to continue publishing large-scale fantasy narratives.
* ChoiceScript Evolution: The game pushed the boundaries of what was possible within ChoiceScript, particularly in managing complex relationship webs and stat-driven narrative branches. Features like the dynamic romance partner gender may have influenced later CoG titles.
* IF Community: It contributed to the growing visibility and respectability of text-based IF in the broader gaming landscape, proving that commercial success and critical appreciation were possible outside the graphical mainstream. The forum discussions it generated remain valuable case studies for player expectations in IF.
* Inspiration for Creators: Its blend of classic fantasy tropes with unique elements (dinosaurs, deep political intrigue) likely inspired other IF creators to explore similar hybrid concepts. The sheer word count demonstrated the commercial viability of deeply written text adventures.
Conclusion
DinoKnights stands as a testament to the enduring power of narrative and imagination in video gaming. In an era obsessed with graphical fidelity and complex systems, K.T. Bryski and Choice of Games LLC delivered a sprawling, text-based fantasy epic that captivated players through the sheer strength of its world-building, character depth, and the profound sense of agency afforded by its branching narrative. While not without its flaws – the perceived limitations on player freedom for certain endings and a sometimes simplistic magical system are valid criticisms raised by its community – these points of debate underscore the very engagement the game inspires. Its 177,000-word universe of chivalry, political intrigue, dinosaur bonds, and difficult choices offers an experience that few, if any, graphically intensive games could replicate in terms of pure narrative scope and personal investment.
The legacy of DinoKnights is secure as a unique and significant title in the interactive fiction renaissance. It successfully married the accessibility and commercial viability of the Choice of Games model with a remarkably ambitious and creative premise. It pushed the boundaries of what text-based narratives could achieve, offering a rich, replayable experience that resonated deeply with its audience. More importantly, it served as a vibrant reminder that the most powerful graphics are often those conjured in the mind of the player. DinoKnights is not just a game about knights and dinosaurs; it is a celebration of the limitless potential of the written word to transport, challenge, and enchant. It holds a cherished place in video game history as a bold, imaginative, and thoroughly enjoyable journey into a realm where the realm’s fate truly rests on the choices you make, saddle up on the back of your chosen companion.