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Dune II: The Building of a Dynasty

Real Time Strategy (RTS), Strategy

Release Dates:

Average Rating:


Westwood Studios, Virgin Games

December 1, 1992, December 31, 1992, December 31, 1993, December 31, 1995

DOS, Amiga, Sega Mega Drive/Genesis, Acorn Archimedes



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High Difficulty: The steep difficulty curve in Dune II: The Building of a Dynasty can be daunting for new players.

Repetitive Elements: Dune II: The Building of a Dynasty may become repetitive after extended play, especially in the Real Time Strategy (RTS) genre.

Requires Patience: The game’s pacing might be slow for those who prefer fast-paced Real Time Strategy (RTS) games.

Why To Avoid

Innovative Mechanics: Dune II: The Building of a Dynasty introduces new and innovative mechanics in the Real Time Strategy (RTS) genre.

Beautiful World: Explore the stunning world of Dune II: The Building of a Dynasty, a visual treat for fans of Real Time Strategy (RTS).

Compelling Storyline: The narrative in Dune II: The Building of a Dynasty is deeply engaging, making it a must-play for Real Time Strategy (RTS) fans.

Why To Play

Dune II is often considered the first mainstream modern real-time strategy game and established many conventions of the genre. Even though set in Frank Herbert's famous Dune universe, the game is only loosely connected to the plot of any of the books or the films based from them. Controlling either of the three Houses, the player must fight a number of battles against the other Houses. In the early levels, the goal is simply to earn a certain number of credits, while in the later missions, all enemies must be destroyed.

The single resource in the game is the Spice, which must be collected by harvesters. The spice is converted to credits in a refinery, which are then spent to construct additional buildings and units. There are two terrain types: buildings can only be constructed on stone, while the Spice is only found on sand. However, units moving on sand attract the large sandworms of Dune, who are virtually indestructible and can swallow even large units whole. As levels progress, new and more advanced buildings and units are made available, including structures like a radar station, a repair facility or defense turrets and, for units, various ground troops, light vehicles and tanks. Each House can construct one distinctive special unit, and, after building a palace improvement, can unleash a distinctive palace effect.



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