
Dinoblade: A Viral Animation Clip Became Steam's #1 Game

A Sucker Punch animator posted a 30 second clip of a Spinosaurus swinging a sword in 2022. It broke the internet. Four years later it's a real game sitting at 89% positive with 500,000 wishlists.
The origin story of Dinoblade is the kind of thing this industry needs more of. In August 2022, Jean Nguyen, a Senior Gameplay Animator at Sucker Punch Productions, the studio behind Ghost of Tsushima and Ghost of Yotei, uploaded a short animation to the internet. It was a Spinosaurus executing a fluid combo with a massive greatsword. 30 seconds. Made as a portfolio piece. Never intended to become anything more than that.
The internet had other plans. The clip went viral. The reaction was overwhelming. And instead of enjoying the attention and moving on, Nguyen decided to do something about it. He spent the next four years building Dinoblade into a full game while keeping his day job at Sucker Punch. Solo development. Published by Singapore based indie studio Boltray Games.
It launched yesterday on Steam for $19.99 with a 10% discount. Hit #1 on Steam's Popular Releases chart immediately. 89% Very Positive across more than 400 reviews. Over 500,000 wishlists going in. The demo alone had a 97% positive rating from nearly 5,000 reviews before the full game even existed.

The Community Is Saying What We Already Know
The Steam reviews paint a pretty clear picture and the consensus is that this game has no business being as good as it is.
The boss fights are the star. Overwhelmingly. Every positive review circles back to the same thing. The encounters are dramatic and visually spectacular. Designed in a way that rewards patience and pattern recognition over button mashing. One of the early bosses is a T-Rex wielding an Ankylosaurus as a weapon. One reviewer put it simply. "This game is peak. I haven't been this excited for a release since the Dead Space remake."
The combat is animation priority which means when you commit to an attack or a dodge, you're locked into that animation. No canceling. No panic rolling out of a bad decision. Every button press has weight. That design philosophy is what separates genuine Soulslike games from games that just borrow the difficulty. And it works here in a way that even people who normally don't enjoy the genre are responding to.

One review that stood out to me was a player saying "I'm terrible at Souls games and I've beaten most bosses so far on at least my second try." The difficulty is tuned in a way that feels challenging without being punishing. There's no stamina bar which removes one of the biggest frustration points in the genre and lets players focus on reading attacks and timing their responses instead of managing a resource meter.
The animation quality is consistently praised and that makes sense given Nguyen's day job. When a professional animator from one of the best studios in the industry builds a game around combat animations, you can feel the difference. The Spinosaurus moves with weight and physicality. The impacts land. The combos flow. Players describe the combat as smooth despite controlling a massive lumbering creature with a sword bigger than most video game characters.
The music is another highlight. Boss themes that ramp up in intensity as the fight progresses. The soundtrack composer released the boss theme collection on Bandcamp the same day the game launched. Multiple reviews call out the opening theme and boss music specifically as standout elements.

The Rough Spots
Performance is the main criticism and it's a consistent one. The game uses Unreal Engine 5 and multiple reviewers report frame drops and choppiness even on higher end hardware. Some boss fights, particularly one called Speed involving a burning Velociraptor, apparently tank the frame rate badly enough to impact the experience. For a solo developed UE5 project that's not shocking but it's the one area that needs patching.
The level design between boss fights is divisive. Some areas are essentially corridors stuffed with enemies that don't put up much of a fight. Others are open but feel empty. The consensus is that the game lives and dies on its boss encounters and the connective tissue between them isn't at the same level. The regular enemies, particularly spear wielding Parasaurs, feel passive and don't challenge the player the way the bosses do.
Camera collision during boss fights in tight spaces is flagged by a few reviewers. And the skill point system, while functional, spreads upgrades across too many small increments that don't feel impactful per point.
None of this is uncommon for a solo developed indie game at this price point. And none of it is stopping people from recommending it. The rough spots exist. The game underneath them is good enough that people are playing through the jank and coming out the other side saying it was worth it.

The "Selfishly Made" Standard
This is the part that I keep coming back to with games like Dinoblade. Jean Nguyen didn't make this game because market research told him dinosaur Soulslikes were an underserved demographic. He made it because he animated a dinosaur swinging a sword and the internet lost its mind. He looked at that reaction and thought yeah, I should actually build that.
Thats the formula. "Is it fun? Is it cool?" Both answers are yes. So he built it.
We've written about this pattern all year. Meccha Chameleon exists because two people thought painting yourself to look like furniture was funny. Stardew Valley exists because one guy thought Harvest Moon kept getting worse. Mina the Hollower exists because Yacht Club wanted to make a Game Boy game in 2026. And Dinoblade exists because a professional animator thought a Spinosaurus with a greatsword was the coolest thing he'd ever drawn.
The games that come from that place, from genuine personal excitement rather than corporate calculation, are the ones that keep finding audiences. Every single time.
Dinoblade is available now on Steam. $19.99. Free demo if you want to try before you buy. Go fight a T-Rex with an Ankylosaurus for a weapon. You won't regret it.
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James Brooke
Founder & Editor
Gaming industry analyst and video editor covering gaming trends, indie games, and industry analysis.
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