Terrible Lizards makes escape its central combat alternative
The developer explains a dinosaur horror game built around movement.
Story heat
- Outlets
- 2
- First seen
What do Heat and Outlets mean?
Heat: how hot the story is right now. More outlets and fast coverage raise it; it cools as the story ages.
Outlets: how many news sites have reported the story.
Surviving through movement
In an October 30 Xbox feature, director John Gelardi explains why Terrible Lizards gives players movement instead of weapons. Its first-person platforming allows adjustments in the air, helping recover a landing or discover a quicker route. Chases, collapsing environments and more open encounters test those abilities in different situations. The feature discusses the design of a released game, including how its movement remains useful during exploration rather than only in designated chase sequences.
Trouble at a roadside attraction
The official Steam listing dates the PC release to October 29 and identifies WDR Studios as the developer. Its story takes place in 1992 at Dalton's Dinos, a deteriorating roadside attraction in New Mexico. A broken-down car and a telephone request to find a missing child draw the player into a place whose staff have disappeared.
The single-player game combines running, climbing and wall movement with exploration and environmental puzzles. Notes, tapes and recordings help explain what happened at the attraction. Steam lists full controller support and Russian interface and subtitle options, while English is the listed spoken language. The premise also sets expectations clearly: this is an escape-focused horror adventure, so a player looking for dinosaur combat should examine the available footage before assuming the creatures are targets to defeat.


Comments 0
No comments yet. Start the conversation.
Discuss in Community