Prehistoric Kingdom is a zoo management game that gives players total control over the creation of their extinct animals and themepark.
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February 28

DevLog #14 - February

Welcome to February’s development update!

While this devlog isn’t as gameplay-filled as last month’s, we still have a lot of in-game goodies to keep everyone hooked! Ready to dig in?

February saw the celebration of Prehistoric Kingdom’s 5th birthday anniversary; something that seemingly came out of nowhere!

The team and project alike have changed greatly since its inception in 2014, altering and evolving to get us to our current goals and work environment. The love and support of our fans, backers and oldest prehistoric veterans means a lot to us, so thank you for sticking with us along the way.

Behind the scenes we’ve mainly been working on polishing up currently implemented features and continuing to improve the user experience but of course there’s always more to that!

Level Design

Since finalizing most of our Tropical Wet island, Mau started work on the next climate; Mediterranean!

This time around there’s dozens of tiny archipelagos to the north of the island, with sloping hills and flat terrain across the main surface. With a few buildings placed around the park it’s easy to see how much building space there is!

Once we get the game into your hands, our Greek archipelago is sure to lend itself to some creative monorail tracks and park layouts!

Path System

Seeing a bit of development love from our coding wizard Matt, the path system is currently in its early days. There’s still much to do in the way of polishing and making them look nicer with borders, however, it’s a good start!

Like we did last month for the terraforming and fences, we’ll be sharing a demonstration video once we’ve made them nicer to use. Stay tuned!

Music System

Much to our composer’s delight, ambient tracks will now morph between full or light versions of a given piece depending on the time of day. Thanks, Mau!

Due to the length of month cycles and music frequency in testing, we’ve had some amazing sunrises accompanied by our own swelling orchestra. Since this system is so flexible, we plan to give the same functionality to animal introductions and breakout music.

Building Concept Art & Models

Although there weren’t a whole lot of new structures this month, our shipping harbour got a total makeover to better suit the quality of recent buildings using Nathan’s excellent workflow techniques. Cleaner and sharper than ever, we’re greatly looking forward to creating its in-game animations and UI!

The Visitor Dock received some extra love with higher quality textures, more detail and an adjusted mesh that now includes lights and benches!

In-Game Foliage Updates

Since the release of SpeedTree 8 we’ve been able to get a hold of some excellent tropical and mediterranean foliage assets to populate our islands with. Big palms, little palms – we got ‘em!

Tropical Wet Foliage

Mediterranean Foliage

Some climates like the Tropical Wet will naturally include ferns on their grass surfaces to better match their real world counterparts and get auto-generated when terrain painting with the right texture.


Like last month, Mau and Nathan both worked in unison to successfully create the animations for the dromaeosaur rig. With its intimidating size and large sickle claws, Utahraptor has quickly become one of the most fascinating species in the animal roster.

Cunning and full of bird-like influence, we hope you enjoy February’s animation reel!

In the sound department, Byron’s been working on brand new sounds for our Utahraptor in addition to new tracks for various parts of the game. Across all title pieces, ambient tracks and event cues, the game is going to have quite a bit of music!


Straight from our last animation video, Chaos Theory is a new track that will play (and loop) during an animal breakout! Loaded with percussion and some feisty brass, your guests will be running in no time.

Bronto Burgers is another of our bespoke looping pieces written specifically for a building in the park. As the title suggests, this funky food theme can be heard from Fast Food Kiosks while they’re active.

New Skins

Before jumping into the last handful of theropods and oddities, Cindy prepared the remaining alt skins for our defensive Thyreophorans; Miragaia longicollum, Edmontonia rugosidensis, Sauropelta edwardsorum and Ankylosaurus magniventris.

In addition to the thyreophorans, Utahraptor received its final skin from September’s DevLog!

With the second largest number of dig sites available on a single continent in Early Access, Asia features a diverse range of extinct fauna from the Jurassic, Cretaceous, Paleogene, and Quaternary.

The inbox is where you’ll find all your incoming messages from the outside world and get a monthly summary of how your park’s operating.


Offers make a return from tycoons of the past as a way for players to complete optional objectives and earn rewards for their accomplishments.

Organisations, museums and other eager entities may approach your park with requests to see certain animals or different objectives completed in order to present the player with a variety of benefits like money, science points and even positive park reputation.

Some excavation teams and museums can even offer their excess findings in favour of adding living, breathing specimens to the park!

Dig Results

Once a dig team has finished, their findings from an active site will be sent to the player’s inbox.

Park Rating

In addition to an on-screen popup, the park rating recap shows all new unlocks and available research.


Thank you for reading February’s Devlog!

March will oversee the near completion of one of the first large builds of the game, one we’re gonna make sure to showcase as soon as it becomes available.

– The PK Team



If you would like to check out our past blog posts, you can head to the official one here!
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January 31

DevLog #13 - January

Welcome to January’s development update!

We hope everyone had a lovely New Year’s Eve and 2019 so far. Like always the team’s been super busy working on the game and we’ve even managed to get a few short live-streams out in the meantime.

For January we prioritized the integration of pre-alpha content and worked closely together on our tasks. After many laughs and frequent cheer, the future is bright and the team has never been more excited about the project!

As detailed in the following post, we’ve made great progress on core systems and are incredibly eager to get even more into the engine in early 2019.

On a different note, however, we’re happy to confirm that all eligible backers have been included in the credits! There’s a lot of names but we’re quite confident that everyone’s in there.

As we mentioned, this month we put considerably more work into the game’s core mechanics and visuals, as opposed to past months, so we are incredibly happy to be able to include such a lengthy programming section in this post. Get ready for a read and the occasional eye-candy!

Level Design

We can finally say: “I own an island”! The flat, small, square test terrain was bound to get old so we decided to put our focus into creating our first island: complete with smooth and rocky shores, mountain chains and flat plateaus to build on!

While the level itself isn’t completely finished as we still have to fully figure out plant and water placement, we felt that we’ve brought the game’s graphics to a complete enough stage to be showcased in the devlog.

Please note that position of foliage is temporary! We’ll be increasing the vegetation variety as well as fine tuning its displacement across the island.

Not to mention our brand new water shader actually looks like water and runs incredibly well.

Lighting Overhaul

To coincide with our brand new island and terrain shader we’ve also overhauled the ambient lighting system by incorporating volumetric lighting, clouds and fog into the game.

Our colours for day and night are far more dynamic and transition well together (unlike a certain demo!) – not to mention how deliciously fluffy our clouds look.

Fencing Showcase

En garde! Our spectacular systems programmer Matt has been working super hard on our fencing system and we’re blown away by the results!

To provide players with maximum creative flexibility we’re offering three placement modes; Freeform, Curved and Arc. Combined with the additional development efforts of Mau, Nathan and Byron to add polish, new fences and sounds, we’re very pleased with the outcome. Please note that trees have been disabled for clearer presentation purposes. Enjoy!

Terraforming Showcase

Terraforming is finally here! Super performant and incredibly smooth, we’ve finally come to a solution that ultimately works better for the game as a whole.

As you might have noticed, we’ve decided to not integrate a voxel terrain system into Prehistoric Kingdom. Beyond the creation of caves and arches, there was no guarantee that pathfinding would have been able to navigate successfully nor did it significantly impact gameplay beyond the tools that are available to players now.

Our new terrain system is far more performant and ideal for the game we’re making, so we hope that you understand our choice.

Animal Shader

Between our busy programming development we managed to briefly begin work on our new animal shader.

There’s a lot of work that needs to be done in order to fit our requirements, but we’re pleased with the results so far. Ensuring that our animals look as good as they should is one our priorities!

Building Showcase

A lot of our time this month has been spent getting assets into Unity and making them both look, feel and sound polished. Some temporary but rather lovely looking shaders help give structures so much more life and fidelity than what was last seen in the demo.

Overall we’ve added 16 new structures to the game in January – complete with LODs, foundations, personalized sounds/music and even animations for specific structures like the Gift Shop and Ranger Station.

They’re not quite ready to be shown off yet, but Matt is also making some great strides with setting up the monorails, too. The track, pillar, and train assets will be updated in the future to meet a higher graphical standard.

Even though it’s still a work in progress, all these little things have started to really come together; the perfect park is almost within our reach!

Building Models

For the past month Nathan has focused on creating new structure assets, as well as revamp old, outdated ones for an overall higher quality.

The wooden stable is a large, basic shelter designed to hold a variety of animal sizes.

Perfect for the modern zoo aesthetic, the iron bar fence takes cues from a handful of city zoos to help make any park look more refined.

The reinforced metal fence is the most secure way to enclose large animals in Prehistoric Kingdom. Enormous in both size and electrical consumption, this fence is capable of holding most sauropods.

Holding up to 1000 visitors, the Grand Hotel is the largest building in Prehistoric Kingdom. Its design is sharp and modern, including a tennis court, decking and a pool.

Building Redux

In order to get old assets up to scratch with recent additions, Nathan has provided some fantastic updates for us!

The Gazebo Shelter received some big changes to its colour and materials, making the overall structure feel way more rustic and grounded in the park.

The Restroom was remade with a new mesh that allows for a far more detailed appearance along with crisp textures and additional signage.

The Fast Food Kiosk was altered to encompass a slightly larger area, fit more detail into its texture and change some of the materials of the building. Its unique blue roof provides great contrast to other structures in the park!

Initially appearing quite similar to the original Ranger Station, the building was retextured to make better use of the available space. With an additional animated antenna on the tower, the Ranger Station is one of our favourite structures!


As you might have noticed, a much larger amount of work has been put into the gameplay side of the game this month compared to previous months, which leaves less time to art, in contrast. Due to this, this month’s animation reel comes as a result of a joint effort between our two animators (Mau & Nathan), who have been taking turns at giving our ceratopsian rig its much needed attention. A 5 star attraction, Triceratops moves with surprising agility for its majestic and imposing nature.

Along with producing a variety of new interaction and environmental SFX (over 50 unique sounds across all placement modes!), Byron’s been busy composing new tracks for the game.


Genesis is a new ambient track that’s quickly become one of our favourites amongst the team. Contextually we think it’s going to work great as a calm background piece to play amongst your dinosaurs and we hope that you agree!

Defenders is the fifth introduction track to be revealed – this time for our large armored and horned dinosaurs such as Triceratops and Ankylosaurus.

New Skins

Cindy started our year off strong with the completion of some familiarly long-necked creatures. Please enjoy a look at the new skins for Plateosaurus engelhardti, Diplodocus carnegii, Brachiosaurus altithorax and Argentinosaurus huinculensis.

Now that our gentlest of titans have their alternate skins done we think it’s only appropriate to show off our Sauropodomorpha in all their glory:

Next stop; theropods!

European and African dig sites in Early Access include a handful of classic animals from the Mesozoic.

With an incredibly large list of animal species ready to be available at launch, we’re posed with the interesting conundrum of handling the early game roster in challenge mode.

Picking the Animals

Animal selection is performed at the very start of a new challenge game via the world map. Sharing the same appearance as our Fossil Hunting menu, it is here that players will select up to four species from any digsite to begin their park with.

Creatures with a rating above three stars are unavailable in the starting roster when playing on Normal or Hard difficulty settings.

Why Do This?

Prehistoric Kingdom is a game with an extremely large roster of animals that lend themselves to an extended variety of park designs and exhibits. For us, we didn’t like the idea of having preset animals or randomising them without the option of player input. The beginning of a game can greatly impact the choices a player might make when building their park so it was only natural that we try to lean into that when designing the system.

Technically, yes, providing choice may create an easier or unbalanced experience depending on what creatures are chosen. Despite this, we feel that this was the right choice for our Challenge Mode and we hope to make the early game as balanced as possible over time.

Star Ratings

Star ratings determine the popularity of an animal and often reflects its pricing within the Nursery. To create an even-scale between all creatures, our choices were developed under the following criteria:

  • Size.
  • Appearance.
  • In-universe popularity (not real world) with vague pop-culture influence.
  • Gameplay balance.

Animals affected by albinism will automatically gain an additional star.


Thank you for reading January’s Devlog!

2018 has been one hell of a year and we are ever so hopeful that 2019 has got great things in store for the community! Personally we believe that we’re off to a great start and cannot wait to continue delivering content for all of our backers and fans!

- The PK Team



If you would like to check out our past blog posts, you can head to the official one here!
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About This Game

Prehistoric Kingdom is a zoo management game that gives players total control over the creation of their extinct animals and themepark.

Become the ultimate tycoon by taking charge of your very own prehistoric zoo; designing unique exhibits, hiring the required staff, and ensuring the safety of your guests. Choose from a wide roster of classic and lesser-known extinct creatures, each with their own detailed growth process and individual needs.

Closed Alpha/Beta Newsletter

Want to participate in Closed Alpha and Beta Tests of Prehistoric Kingdom?
Subscribe to the Newsletter and we’ll let you know when the CBT begins!

Extensive Creative Tools

Make use of an array of creative tools to build the park of your dreams: curved, interactive paths and fences, a fine assortment of buildings fitting many visual styles and modular placeable decorations. Customization has no ends!

Create enormous mountains or deep trenches with Terraforming! Edit the terrain height, paint lush vegetation, rocks, and ground textures from our eight climates, and make rivers or ponds with the water brush.

Wide Range of Extinct Animals

There are many extinct animals in Prehistoric Kingdom, and choosing which ones to breed in your park is entirely up to you! The game features prehistoric creatures inspired by scientific research and interpretation, each one with its own distinct growth process, behaviour, and unique looks.

Unrestricted Management

Lead your zoo to success: experience challenging, detailed, and enjoyable management mechanics that will immerse you even more in the very world that you built.

  • Get the science up to standards: unlock animals through fossil hunting, and research new services and buildings with Science Points!

  • Take care of your park: ensure a steady income by catering to your audience, plan your creation ahead by shipping resources and materials, employ workers for various tasks around the park, while keeping everybody's safety and health in check adopting different security measures.

Different Ways to Play

The fun doesn't end here! Prehistoric Kingdom features 4 unique game-modes!

  • Campaign:
    Traditional tycoon gameplay! Extract DNA, research new technology, battle against the weather and natural disasters, and efficiently manage your finances to build the prehistoric park of your dreams.
  • Scenario:
    Select a mission from a diverse range of premade scenarios - from capturing rampaging animals, to ensuring the quality of themed exhibits!
  • Sandbox:
    Go wild with freedom! Sandbox features unlimited resources, customizable settings, and unlocked content to let players build whatever they want from the get-go.
  • Staff Mode:
    Get up and close with the creatures of Prehistoric Kingdom, taking the role of a keeper within your park.

Demo Features

System Requirements

Mac OS X
    • OS: Windows 7/8/8.1/10 64bit
    • Processor: Intel i5-2300/AMD FX-4300
    • Memory: 4 GB RAM
    • Graphics: nVidia GTX 560 (2 GB)/AMD Radeon 7850 (2GB)
    • DirectX: Version 11
    • Storage: 2 GB available space
    • OS: Windows 7/8/8.1/10 64bit
    • Processor: Intel i7-4770/AMD FX-8350
    • Memory: 8 GB RAM
    • Graphics: nVidia GTX 980 (4GB)/AMD R9 380 (4GB)
    • DirectX: Version 11
    • Storage: 2 GB available space
    • OS: Mac OS X 10.9+
    • Processor: 2.3 GHz Intel i5
    • Memory: 4 GB RAM
    • Graphics: Intel Iris Plus Graphics 640
    • Storage: 2 GB available space
    • OS: Mac OS X 10.9+
    • Processor: 2.6 GHz Intel i5 or higher
    • Memory: 8 GB RAM
    • Graphics: Dedicated graphics card
    • Storage: 2 GB available space

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