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Reading: Reptilian Rising preview: an ’80s tabletop fever dream where Julius Caesar fights laser raptors (and it actually works)
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Reptilian Rising preview: an ’80s tabletop fever dream where Julius Caesar fights laser raptors (and it actually works)

RAMI M.
RAMI M.
Feb 25

TL;DR: Time-traveling reptiles invade history. You fight back with legendary heroes on an ’80s tabletop battlefield. It sounds like chaos. It plays like smart, addictive tactical strategy.

Virtual Boy for Nintendo Switch

4 out of 5
EXPLORE

There are game pitches that sound focus-tested in a boardroom. And then there are pitches like Reptilian Rising, which feel like someone lost a bet at 2 a.m. and accidentally invented something incredible.

Time-traveling reptilian warlords are erasing humanity across seven eras. The solution? Draft history’s most recognizable figures, drop them onto an ’80s tabletop battlefield, and fight back in a turn-based tactical roguelite.

I went into this demo fully prepared to smirk at the absurdity. I walked out muttering about positioning, action economy, and long-term meta-progression. That’s usually the sign of something special.

Reptilian Rising, developed by Gregarious Games and Robot Circus with co-development from Hyper Luminal Games, is heading to PC and Switch. Based on this preview build, it’s already carving out a very specific, very nerdy lane for itself in the tactical roguelite space.

And I’m absolutely in that lane.

History’s Weirdest Crossover Event

The core fantasy of Reptilian Rising shouldn’t work. Julius Caesar sharing a battlefield with Albert Einstein while laser-equipped dinosaurs stomp across the grid sounds like a Reddit meme stretched into a game pitch.

But the trick is tone. The game doesn’t overplay the joke. It treats its premise with just enough sincerity that I stopped rolling my eyes and started buying in. The demo gives access to two eras, including the tutorial, and while the narrative framework is still relatively light, there’s enough flavor text and character lore to ground the madness.

I actually found myself reading the character backgrounds between missions. That never happens. In most roguelites, lore is something I promise I’ll read “next run.” Here, I was curious. The roster isn’t just a collection of historical skins slapped onto stat sheets. Each hero feels like a deliberate piece of the larger tactical puzzle.

There’s also this delicious meta-layer that the game hasn’t fully unpacked yet. Everything plays out on what looks like an ’80s tabletop war game. Clay-like miniatures. A rigid grid. Cassette tapes for music unlocks. It’s visually committed to that retro toy-box aesthetic. I desperately want the full game to lean even harder into why this is the framing device.

If you’re going to be this weird, go all the way.

The Roguelite Loop That Got Its Hooks in Me

Let’s talk about the actual reason I kept hitting “one more run.”

Reptilian Rising is, at its core, a turn-based tactical roguelite. Before entering an era, I’m dropped into a shop where I spend Obsidian and Gold on Time Tech upgrades and Hero Perks. Once I commit to an era, that’s it. No mid-run do-overs. No convenient reset if I realize I made a questionable decision fifteen minutes in.

That friction matters.

Time Tech upgrades form the backbone of long-term progression. They smooth out the difficulty curve across attempts. Hero Perks, on the other hand, fine-tune individual characters. The combination creates that addictive roguelite rhythm where losing doesn’t feel like punishment. It feels like data collection.

The game also implements a two-defeat rule within an era. I either complete it or get wiped twice. There’s no casual restart button sitting there like a safety net. The first time I realized that, I sat up straighter. My casual experimentation turned into deliberate planning.

And I love when a game forces that shift.

Grid-Based Combat That Respects My Brain

Combat in Reptilian Rising is clean, readable, and surprisingly punishing.

It’s initiative-based. One side moves, then the other responds. On my turn, I can move within grid limits, attack, defend, or trigger abilities. Simple on paper. Brutal in execution if I get sloppy.

I start with up to two heroes from my recruited roster. Team composition instantly matters. Bring the wrong combination and I feel it by turn three. Position a fragile unit too aggressively and the reptilian army reminds me why overconfidence is a character flaw.

What impressed me most is how much emphasis the game places on positioning and priority. There’s no flashy gimmick masking shallow design. If I misread threat levels or ignore spacing, I pay for it.

Time Crystals add a strategic twist. They power abilities like cloning troops, calling reinforcements, or opening time-gates for instant repositioning. These are not panic buttons. They’re momentum shifters. Used wisely, they salvage a collapsing flank. Used poorly, they evaporate and leave me exposed.

By the latter half of the demo’s Extinction Era, I was thinking multiple turns ahead. I was hovering over ability descriptions. I was calculating whether chasing an optional side objective was worth the risk.

That’s when I knew the tactical systems had teeth.

Claymation Chaos With Synth in Its Veins

Visually, Reptilian Rising commits to its aesthetic in a way I deeply respect. The battlefield looks like a lovingly crafted ’80s tabletop game brought to life. Heroes and enemies resemble sculpted miniatures clashing on a detailed grid.

The enemy designs are gloriously unhinged. Laser Raptors. Manborgs. The Tri-Cannon, which is essentially a triceratops fused with a minigun because subtlety is for other franchises. And the Dictatorsaur, a three-headed reptilian commander that feels ripped from a Saturday morning cartoon marathon fueled by sugar and questionable life choices.

The whole thing has this tactile energy. I kept imagining the faint click of plastic on cardboard beneath each move.

The soundtrack leans heavily into retro sci-fi synth. It fits. It hums in the background like an old VHS tape tracking slightly off-center. I especially liked the cassette mechanic that unlocks additional tracks. It’s a small detail, but it reinforces the era-specific toy-box vibe.

If I’m nitpicking, I’d love more musical variation tied to each time period in the full release. Give me era-specific remixes. Go wild with it.

Is Reptilian Rising More Than a Joke?

That’s the question I kept asking myself during this preview.

And my answer, right now, is yes.

Underneath the time-traveling dinosaur chaos is a genuinely thoughtful tactical roguelite. The progression loop works. The grid combat demands respect. The art direction is distinctive in a market drowning in safe pixel art.

The full release will live or die on depth. Seven eras need meaningful mechanical variety. The hero roster needs synergy layers that reward experimentation. The meta tabletop framing needs narrative payoff.

But based on what I’ve played, Reptilian Rising isn’t just a clever idea. It’s a clever system.

And that’s a much rarer thing.

Verdict

Reptilian Rising blends a ridiculous high-concept premise with surprisingly sharp turn-based tactics and a satisfying roguelite progression loop. It’s stylish, challenging, and far smarter than its laser-dinosaur pitch suggests. If the full version expands its eras and deepens its systems, this could become a cult favorite in the tactical strategy space.

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