Primal Carnage: Extinction - dinosauriac

Since some of us here at Primal Carnage are kinda into pinball AND we actually have some friends over at Zaccaria Pinball, it seemed like a match made in the Mesozoic...

We're proud to announce this special DLC pack for Zaccaria Pinball, which is not only pretty damn cool in itself, but also rewards PCE players for owning it!

FOUR TABLES, FOUR EPIC ERAS

The official Primal Carnage Pinball DLC includes 4 different tables, all with totally unique artwork and mechanics. From "switching teams" to "capturing specimens", each one has different dinosaur vs human goals to reach for. See them in action below...

Like a journey through time, the tables run through different eras of pinball. Starting off in the Retro era, through to Solid State, on to "Remake" and the more modern Deluxe style with animating dinosaurs ready to steal your balls!

CROSS-GAME UNLOCKS

Owning the Primal Carnage pinball DLC for Zaccaria Pinball will reward you with skins for PCE!

Enter the Tables tab while playing Zaccaria Pinball and scroll down to Primal Carnage - you'll see a little gift box icon on the top right of the options inside. Click this to reveal your unique item code!

You can then launch PCE on PC and open the ingame store to redeem the key. Be sure to include all of the dashes in the code when you enter it. Sorry, but we don't support copy/paste in PCE currently.

After entering your code, you will receive a dozen special themed skins spread across both the dino and human teams, including full outfits for the trapper and pathfinder.

Don't worry if everything isn't displayed at once after entering the keycode. You'll have the full item set, we've just never had to serve up so many items in one go before!

Future updates to the ingame store will add proper support for pasting codes into the key redemption box and displaying more than 6 purchased items onscreen. We'd have done it already, but our engineers have been busy preparing for the launch of Primal Carnage: Evolution so haven't had the time.

Check a look below at the special skins you will receive...

The full items reward list includes:

  • Z Striped Nova

  • Z Striped Carno

  • Z Striped Rex

  • Z Striped Dilo

  • Z Striped Ptera

  • Z Striped Spino

  • Z Trapper

  • Z Netgun

  • Z Stungun

  • Z Shotgun

  • Z Cap

  • Z Pathfinder

  • Spray: Z Logo

  • Spray: Z Swish

Although the DLC tables are not available for the PS4 version of Zaccaria Pinball (yet!) the item codes from the PC pinball game will also be redeemable in Primal Carnage: Evolution for PlayStation as well!

GET IT TODAY!

Zaccaria Pinball is free to play, with the tables themselves being the only purchases.

You can get the Primal Pinball DLC for Zacarria Pinball here:

https://store.steampowered.com/app/2722350/Zaccaria_Pinball__Primal_Carnage_Table_Pack/

It's exciting for us to finally have our first official crossover live!

Yeahhh, it might have taken a long while for us to get to this point, but we've had so much fun doing this that we're definitely going to look at other collaborations in the future. Stay tuned!

Thanks for playing!

-The Primal Carnage Team

Primal Carnage: Extinction - dinosauriac

A new update is now available for Primal Carnage: Extinction on Steam!

This latest patch marks the start of our annual Halloween Horrors event and brings a number of small fixes and improvements as well.

GAME CHANGES

A lot of the tweaks in today's patch relate to the introduction of the Friendly Fire option in Freeroam, adding support for more weapons and attacks to hurt "team mates" when this is enabled.

Various game mechanic modifications have been made to have things work a bit better when Friendly Fire is on, after the positive response and player feedback from its initial implementation.

For example, some attacks have been tweaked to work a little better in a free-for-all scenario, such as charge impacts on other dinosaurs being a bit less stratospheric. Team outlines are also being modified to be much more proximity based when friendly fire is enabled on a server.

None of this means that Dino Vs Dino is going to be a thing anytime soon, if ever, but it's a fun thing to mess around with in Freeroam and will likely continue to be tinkered with when Sandbox arrives.

Outside of FR, we've kept fixing various bugs and exploits, while also finding a moment to make a few tweaks to the humble frag grenade that might make it slightly more viable.

Check the changelog further down for all of the latest tweaks...

SCARILY GOOD STUFF!

It's that time of the year again! A spinetingling collection of spooky new skins has arrived with the return of our Halloween Horrors event, featuring several terrifying mutations amongst them...

The mercenaries also get a few new stylish addons to play fancy dress with, and there are a bunch of new free drops outside the store as well as classic Halloween drops from the past that are returning!

You can check out all of the latest items on our special event trello board...

In addition to everyone getting access to the skeleton skins in their default inventory again, all of the classic spooky skins from yesteryear are still in-store! We even made retro Halloween Gifts more easily findable by putting them all into the Featured tab along with the latest horrors!

Version 3.1.95
Changelog:

GENERAL
  • added new Halloween content

  • frag grenade tweaks: damage is now 400, reduced fuse time from 3.3 to 1.9 secs

  • fix to ensure Flyers cannot start or continue flying if netted, stunned, bear trapped or dead

  • fixed bug where flame damage always resulted in +100 assist score.

  • fix for Survival dinos being bloody when spawning on lower waves with less than a full team

  • another possible fix for projectiles impacting teammates in competitive when their owner dies

  • only dev viewmode that can be enabled / disabled while ingame is now Unlit, to prevent exploits

  • improved animation blending when readying up a pounce in motion

FREEROAM
  • added simplified spawn rating system to free roam

  • team outlines are hidden if friendly fire is enabled in Freeroam

  • humans can now be netted with friendly fire on, added new netted human mesh

  • bruisers can charge other dinosaurs if team damage is enabled

  • bruisers cannot charge very heavy dinosaurs (tyrants)

  • bruisers can only charge other bruisers if the relative speed is high enough with friendly fire

  • armor works against team damage if friendly fire is on

  • made team kills count in free roam when friendly fire is on

  • dynamite, tranqs, hatchets, AR and frag grenades now work with friendly fire

  • Added system that can track if players are "heard" by other players and show their outlines when within range of those players (only affects Free For All freeroam)

HAPPY HALLOWEEN!

-The Primal Carnage Team

Join the Official Discord...

Primal Carnage: Extinction - dinosauriac

A new update is now available for Primal Carnage: Extinction on Steam!

Featuring a complete rework to flight code, major bug fixes, new options for servers and deep optimizations among many other improvements, read on for the highlights...

"HYBRID SERVER" SUPPORT

The ability for a server to rotate between different game modes is something that a few enterprising server operators managed to hack in by themselves, but was never official... until now.

As of this update, we've added new options and checks in the game code to make "Hybrid Servers" officially supported. This is a more robust implementation than the workarounds server owners have tried in the past to achieve multi-mode matches, and will be coming to the new PlayStation version as well.

Currently it swaps between Get to the Chopper and Team Deathmatch, with the number of rounds for each able to be specified in the server's config file. Map rotation will auto-swap between the two modes based on these variables, making for a consistent experience.

The values for dedicated server owners to edit in PrimalCarnageGame.ini include:

  • NumberOfRoundsUntilTDM

    (2 by default)

  • NumberOfRoundsUntilGTTC

    (6 by default)

  • ?bHybridServer=True

    (add to URL to enable)

Note: NumberOfRounds must be greater than 0 for the switch to happen, so if it's currently TDM and the NumberOfRoundsUntilGTTC is set to 0 or less, it wont switch.

There are several other sever-related improvements this patch, from increasing the client-server data rate to reduce packet loss and optimizing netcode in genreal, to reducing the likelihood of map rotation selecting a variant of the same map, and fixing issues with teleporting / jittering at high ping.

QUALITY OF LIFE CHANGES

Over the past couple patches we started introducing "button buffering" which stores inputs ready to be used when timers / cooldowns are up. It's something that makes gameplay feel a lot smoother in general, and has been expanded to almost all areas of the game as of this update. Whether it's holding the use button while running to a corpse, or just being able to jump more reliably, controls will feel less clunky.

Various actions like swapping weapons and melee have had animation tweaks and timing adjustments to be more responsive. You can now swap between double tap or hold for heavy melee attacks with the new Heavy Melee Mode gameplay option (Hold is now default).

FLYING FIXES AND UPGRADES

This update has major overhauls to how flying works and feels, with new options and mechanics!

Flying is now a much smoother experience, with less chance of being knocked out of flight when brushing past objects. Landing now ocurrs based on angle of descent combined with how long you've been angled that way.

Due to how much the new system has improved things, the Avoid Landing option has been removed since it was no longer needed, especially with this next new feature...

FREEFALL is a new ability where by pressing R you immediately start plummeting downwards vertically. There's a terminal velocity but it's a good way to both land quickly and avoid incoming gunfire in the air.

You can exit freefall by tapping the special move key (default Alt) to enter hover mode, or holding "Jump" to ascend, maintaing a little momentum in the process. Note: stamina does not regen in Freefall.

Hover Mode has also been reworked a bit to be more responsive and fix various exploits / bugs with it. When using gamepads, tapping the Use button in flight now enters Freefall while holding is hover mode.

SPIN ATTACK is a variation of Tupa's air ram, a skill move that involves landing from freefall then instantly taking back off next to an enemy. This triggers a special spinning charge attack if you time it right...

Flyers no longer automatically enter flight shortly after walking off a ledge, instead they'll enter the freefall state. This allows for some skilled ambush attacks. The old behaviour of auto-recovery from ledges is now a gameplay setting, but flying too hard into a wall still causes the fall to flight behaviour.

Various bugs have been resolved relating to flight and flyers in general, one of the biggest fixes is to do with Pteranodon's grab attack. We're hopeful that the upgrades we made will no longer allow humans to be dropped under the map and prevent Pteras from phasing through the ground when grabbing.

Due to these fixes, you can now fly downwards after grabbing as Ptera again, however there are limits to how low you can go and you move slower while doing so.

Finally - killing a Ptera at the splitsecond they grab someone should no longer result in their victim being stuck in a state of demonic possession (we're aware there's other ways to cause this, but are still waiting for our local exorcist to get back to us after last time).

EXPERIMENTAL:
Alternate Flamesaws (Preview)

There are few changes to the Flamesaw's flamethrower this update, the biggest is that it now briefly accumulates damage when firing if particles miss the target. So within a small window of less than a second, if some of the flames don't quite land they'll still count and deal damage. We felt this neccessary to improve the flamethrower's reliability since it uses the actual flame particles to determine valid hits.

However, the more exciting inclusion is an entirely alternate version of the Flamesaw!

Lately in Open Testing we've been playing around with reworks to a few weapons, starting with shotguns and now the Flamesaw. These rehauled guns may make their way into Phase Two if they end up working out. For now, you can try them yourselves by activating a few development console commands.

As admin with EnableCheats activated, enter the following to try the new Flamesaw(s) out:

Admin GiveWeapon PrimalCarnageGame.PCWeapon_Flamesaw_Reverse

Admin GiveWeapon PrimalCarnageGame.PCWeapon_FlameSaw_OverHeat

The major difference with the Alternate Flamesaw is a reversed pressure mechanic, where damage builds up over time instead of it being a short window at the start of blasting. This is all still highly experimental and requires tuning. It's probably more than a little OP currently.

Our reasoning for the reversal is that it just felt more natural in general - users were having a hard time being effective with the current overpressure mechanic. It'll take a bit more tinkering, but basically this test weapon is pretty close to how the flamethrower will behave when Version 3.2 arrrives.

Version 3.1.94
FULL CHANGELOG

SERVER CHANGES
  • NEW server option for running "Hybrid Servers" - swaps between TDM and GTTC

    (launch map with ?bHybridServer=True to enable)

  • added config values for number of rounds before switching modes for Hybrid Servers

    ( NumberOfRoundsUntilTDM / NumberOfRoundsUntilGTTC )

  • reduced likelihood of map rotation swapping to a variant of the map you just played on

  • added extra sanity checks to verify a map exists before map rotation tries swapping to it

  • fixed the game only doing one round when swapping between different modes on map travel

  • increased client-server data rates to avoid complete global saturation

  • fixed a desynchronization issue where reloading then sprinting could make you "teleport"

  • optimizations to reduce how many packets need to be sent from clients

  • the "friendly fire" server cheat now takes into account more damage types

  • can now launch a map with the command ?bFreeRoamFriendlyFire=True

    (enables it without requiring cheat input first, FR-only)

HUMAN CHANGES
  • fixed heavy melee attack not being cancelled if grabbed by Ptera while dashing

  • tweaked the melee timers, can melee slightly earlier while equipping a weapon

  • fixed certain burn types such as molotovs not igniting Cryo acid pools

  • fixed blowing up dynamite with the flamethrower being framerate dependant

  • input buffering now works better when switching fire modes with the Flame Slammer

  • fix for Flamesaw sometimes auto-firing when spawning

  • fix for a muzzle flash occurring when holding alt fire while swapping to a scoped weapon

  • fixed Pyro's default throwable STILL being dynamite, as molotovs are clearly more in-character

  • fixed dual weapon reload sounds getting cancelled when loading one then the other

  • fixed bug where throwing or meleeing then reloading would not play a reload animation

  • fixed a visual bug with sniper rifle scope overlay when holstering

  • fixed a visual bug with experimental 3D sniper rifle scope

  • fixed an issue with input buffering and scoping

  • attached net ball to Trapper's hand during net pitcher taunt

  • smoother transitions for first person animations such as melee and weapon swap

  • made sprinting cancel firing animations on weapons in a more natural way

  • scaled up the flamethrower third person fire effect

  • animation fixes to make Flamesaw able to be aimed up and down better

  • flamethrower damage calculation now has a bit of leeway when particles miss smaller targets

  • fixed bug where clipping into something would prevent any bonus damage from being applied by flamethrower

  • EXPERIMENTAL: Added new version of Flamesaw with "reversed" pressure mechanic

    (currently equippable via cheats / console command)

FLYER CHANGES
  • NEW Freefall ability for Flyers - press R in flight to instantly start falling

  • You can recover from Freefall by pressing "jump" or tapping the special movement key

  • On gamepad, tap the "Use" button to enter / exit Freefall, or hold it to enter hover mode

  • Entering regular flight from Freefall will maintain your momentum / speed

  • Stamina restoration is blocked while in Freefall

  • Similar to diving, Freefall will extinguish pterosaurs who are on fire

  • NEW bonus attack for Tupa - if you manually Freefall to the ground then take off fast enough, you will fall do a special spinning charge attack.

  • Major rework to hover flight mode fixing several bugs and inconsistencies with it

  • Ptera is now forced out of hover mode after grabbing someone while they were hovering

  • Modified engine flight physics to reduce getting caught on terrain or walls in flight

  • Fix for Flyers shooting up into the sky when bumping into certain objects

  • Flight in general should be smooother when playing at high ping

  • Added terminal velocity for Flyers when falling (air resistance that scales with fall speed)

  • added a short speed boost during takeoff for Flyers

  • improved flyer takeoff behaviour, can now change direction while entering flight easily

  • changed the way take off and landing animations work to look a bit better

  • ensured that Tupa cannot enter hover mode during a dive bomb attack

  • added more safety precautions around ptera grabbing, such as making sure you're actually in flight

  • completely rewrote how we handle ptera-human collisions when grabbing someone

  • any victims who are dropped under the level are now teleported back to ground level

  • Ptera can now fly downwards after grabbing someone again (but not too low)

  • extra checks to ensure Ptera is forced to drop a victim if netted or stunned

  • killing a Ptera at the moment of grabbing no longer makes their victim enter a state of demonic possession

OTHER DINO CHANGES
  • added button buffering to dinosaur special attacks

  • made it easier for smaller dinos to remove nets from allies

  • dinosaurs can now interrupt the net escape animation by attacking

  • tweaked Cerato tailswipe to be slightly less clunky at times

  • allowed Cerato head tracking while sprinting in the roared state

  • reduced instant hit damage of Pachy primary attack in the roar state from 35 to 20

  • fixed bug where raptors could keep mauling a target while netted / stunned during a pounce

  • fixed targeting arcs for pounce and spit going wonky when aiming on steep slopes

  • allowed STARTING a charged spit when looking behind (can't release if still looking backwards)

  • fixed bug where spitters would still have charged spit animations after cancelling a charge

  • added a minimum delay between spit dry fire sounds to reduce spamming

  • fix for Tyrants being able to sprint while bracing if they initiate a brace when already sprinting

  • slight reduction in Tyrant trample cylinder size

  • new corpse eating gore particles for Tyrants

  • Spitters now have more unique animations to set them apart and low health animation blends

  • various minor taunt animation fixes for Rex, Spino, Cerato and more

  • Novaraptors can now wear the construction helmet cosmetic

ADDITIONAL CHANGES
  • added more input buffer cases to reduce button clunkiness, such as the Use key

  • engine now does more efficient terrain checks for whether players are on level ground

  • fixed a few places where the code was trying to divide by zero

  • fixed being able to hide usernames with markup tags

  • fixed exploit that allowed prohibited commands to be used in competitive games

  • slightly more zoomed out default FOV in customizer

  • vfx particle optimizations

STEAM AUTUMN SALE

There's less than 24 HOURS left to get 50% OFF Primal Carnage: Extinction and the PCE 4-Pack!

Not only that, but every DLC for PCE is also 25% off til the Autumn Sale ends, including the official soundtrack which will be getting a free expansion with more than 40 minutes of new music soon!

https://store.steampowered.com/app/321360/Primal_Carnage_Extinction/

But I Wanna Get Spooky!

This is a pretty big update so we're releasing it earlier in the month to check for any serious issues and get feedback on the new changes, instead of waiting for Halloween. Nothing too spooky just yet...

Expect a frighteningly good set of fresh new skins, mutations and more coming later this month!

For now, we hope you enjoy this latest update! Scare you soon...

Join the Official Discord !

Thanks for playing!

-The Primal Carnage Team

Primal Carnage: Extinction - dinosauriac

A new hotfix is now available for Primal Carnage: Extinction on Steam...

Version 3.1.93
CHANGES:
  • Fixed an issue with Flamesaw fire interval causing it to instantly overheat when tapping

  • Fixed an issue with Flamesaw where secondary fire (saw) would become "stuck" on

  • Fixed an issue with Flamesaw overheat audio playing many times on top of itself in 3rd person

  • Removed log spam from reloading weapons

  • Additional server / client optimizations

We're looking at doing another "TLC patch" later this September with more balance changes, bug fixes and improvements based on player feedback. See you soon!

Thanks for playing,

-The Primal Carnage Team

Primal Carnage: Extinction - dinosauriac

A new update is now available for PCE on PC!

Please restart Steam to make sure you receive the download.

A Bit of Tender Loving Care

Instead of waiting until Halloween, we decided to release a collection of smaller fixes and improvements earlier. This "TLC Update" adds a few things the community has been asking us for years about, while also fixing a bunch of annoyances to improve the feel of gameplay.

The headliner is Tyrants are now free to use their secondary attacks when eating humans.

One of the most-requested features for PCE, this multi-tasking makes Tyrant classes much more versatile and able to defend themselves better in battle. We realize this might have the effect of being a fairly big buff, so have made an initial reduction to Tyrant armour while eating. We may also look at reducing their secondary damage output when they've got someone in their mouth for our next update if they prove to be too powerful.

Aside from that, we've been getting into the nitty gritty of controls lately. Several functions have been re-coded to make things less frustrating. For example, tap-firing with both weapons and dinosaur attacks is now smoother - your button presses are no longer at the whims of timers that ignore you if you tap at the wrong moment.

There's also several visual improvements, such as fixing Tyrants jittering when sprinting left/right or the vibrating camera when running up steep hills as humans. We also fixed probably one of the weirder bugs we've encountered - where if your framerate was up in the hundreds your acceleration to top speed would be much slower.

Check a look below for the full list of fixes and improvements!

FULL CHANGELOG
PATCH 3.1.92

  • Tyrants can all now use secondary attacks while eating humans

    • Reduced tyrant damage mitigation while eating from 25% to 20% to compensate

  • Widened tyrant trample damage radius so that Rex and Spino can step on humans more easily

  • Smoother animation blending when sprinting left / right as Tyrants

  • Fixed secondary attack cooldown not working properly for Bruisers

    (had defaulted to using animation duration previously)

  • Carno now has a 0.48 second timeout after using head swing secondary

  • Swapped the animations that were used for roared/unroared attacks on Pachy

  • Slightly longer attack interval in rage mode for Pachy (is shorter when un-roared)

  • Reduced fall damage for humans when hit by Pachy primary when roared

  • Fixed an issue with character acceleration being slower at very high framerates

  • Recoded dual pistols to behave better when tap firing

  • Recoded how scoped firing code works for better reliability and smoothness

  • Fixed spaz secondary kill icon not showing

  • If you let go of primary attack but tap it again before the attack has finished, you will now continue attacking

  • Fixed first person camera jittering when going up and down slopes online

  • Fixed issues with humans auto-exiting sprint when trying to sprint sideways

  • Fixed a bug that was causing fake hit markers with weapons

  • Fixed beartrap mesh showing on CTE ragdoll compy

  • Fixed Impossible Cryo skin missing extra neck quills

  • Fixed Calico Feathered Nova's feathers glowing pure white all the time

  • Fixed reload animations continuing to play when pounced, grabbed, etc.

  • Fixed some 3rd person reload animations breaking when sprinting

  • New trapper melee 3rd person animation that doesn't break his face

  • Dual pistols now have correct 3rd person animations for each hand when firing / reloading independently

Primal Carnage: Extinction - dinosauriac

A new patch is now available for Primal Carnage: Extinction on Steam.

This latest patch includes additional fixes, general improvements and minor balance tweaks....

FULL CHANGELOG
Minor Patch 3.1.91

  • more crash fixes and stability improvements

  • added extra safety checks throughout the code

  • updated texture streaming settings

  • fixed server log spam

  • increased thrown energy drink radius

  • upped max uses of thrown energy drink canister from 3 to 4

  • reduced thrown energy drinks boost percentages...

    • WAS: 20% sprint and 35% walk NOW: 15% sprint and 30% walk

  • closed up a problematic crate on Borealis

  • fixed a few collision exploits on Borealis

  • map layout adjustments to DeadTide beach

  • tweaks to overlay lens effects

  • enhancements to weapon particle effects, particularly in Survival mode

  • general fx updates and optimizations to fire and smoke particles

  • fixed fire particles never showing if pyro does multiple burns in rapid succession

  • updated spino swim animation with better looping

  • fixed ovi crouch attack anim being slower than uncrouched

  • fixed masking issues with Tupa head crests

  • fixed royal dilos not having proper descriptions

  • fixed missing killfeed icons for spaz secondary fire and sentry turret

If you still encounter persistent problems with crashing, please let us know on the official Discord.

After a mid-game crash, find the most recent .log and .dmp files from the Logs folder of the game and drop it in #bug-reporting for us to take a look at.

Thanks for playing!

-The Primal Carnage Team

Primal Carnage: Extinction - dinosauriac

A new patch is now available for Primal Carnage: Extinction on Steam!

This latest version includes crash fixes, gameplay adjustments and fresh new looks for Spinosaurus...

Fixes and Balance Tweaks

STABILITY IMPROVEMENTS

Today's update brings a bunch of stability improvements and crash fixes which we hope will improve things a great deal. Several code optimizations have been made by the programmers in response to game and server logs supplied by the community.

If you continue to have issues, please pop onto our Discord server and provide your crash files for us to take a look at. Detailed instructions can be found in the pinned messages of the #bug-reporting channel.

PACHY IN WAITING

We're aware that Pachycephalosaurus can feel a little "clunky" at times currently. At the moment there's plans to make it more responsive, such as allowing you to enter brace while sprinting (exiting sprint) instead of having to slow to a crawl first, and taking another look at the attack delays.

For today's patch the Pachy is only getting a few minor tweaks, with better charge hit detection and a shorter headbutt cooldown. Just know that it's going to get a lot more quality of life improvements in the next few patches.

SHOTGUN UPDATES

The SPAZ shotgun has received some extra fine tuning this patch after its major rework last time out. These are mainly quality of life fixes, such as removing some awkwardness with reloading and fixing a few missing effects / animation errors. On the balance side, the primary fire has been made slightly faster to be a little more competitive with its new secondary.

UPCOMING SHOTGUN REWORK

All of the shotguns will be getting tweaked in future updates with a new spread calculation system. The goal of this upcoming system is to make shotguns more consistent, since currently you can go from 300 damage to 32 depending on how many of your pellets hit, even at close range.

Our new system will address this, with a guaranteed amount of damage when hitting a target that's in your face, plus extra hit checks for enemies further away. It's going to be a lot of tweaking to make them feel good while also not being overly effective over distance.

That's why we've shipped a test version of the new default shotgun this patch...

EXPERIMENTAL SHOTGUN

If you want to try out the upcoming shotgun changes, be an admin, then open the deveopler console with ` or @ or F7 and do admin enable cheats followed by:

Admin GiveWeapon PrimalCarnageGame.PCWeapon_Shotgun_NS

This will grant you an Experimental Shotgun that has the new features applied. We've given it a little workout in Open Testing lately and had some pretty positive feedback. Our hope is to continue this overhaul and have it ready in time for Primal Carnage Evolution's release this summer!

Here To Claim The Throne...

Stomping into the game fashionably late, we have the debut of our new Royal Spinosaurus skins today, featuring a completely new model and unique textures!

We set out to create premium skin that had more of a visible history this time round, taking the idea of a battle-scarred dinosaur and elaborating on it.

It's a creature that's seen a lot of action, reflected by its wounds. This ranges from a torn sail that has been ripped in combat, to the many scratches along its body, pieces of armour plating that are almost ready to pop off, and even a chipped toenail. This sense of history extends to the coloration as well, with the animal's usual skin tones obfuscated by many layers of environmental build-up.

Aqua Royal Spino rises from the depths, with layers of sediment and sea salt encrusted across its skin...

Amber Royal Spino has coated its wounds in tree sap, with many splashes of warm tones along its body...

Alongside our ongoing Meltdown Event, both of these premium new looks are now available in-store!

We hope you enjoy the latest additional to the "royal family", it was an epic task creating such a uniquely elaborate set of skins, involving months of hard work and difficult technical challenges.

This truly is the year of spinosaurus...

VERSION 3.1.9
FULL CHANGELOG

  • faster fire rate for SPAZ shotgun primary

  • reduced default SPAZ crosshair scale

  • fixed SPAZ secondary fire still shooting after being grabbed by Ptera

  • attempt at making SPAZ reload more consistent

  • fixed SPAZ primary fire sometimes reloading on its own when button mashing

  • better blending of SPAZ reload animation

  • fixed 3rd person SPAZ not playing secondary fire animation

  • fixed 3rd person tracer effects not showing properly for SPAZ

  • added experimental shotgun with new spread / hit detection setup

    (access via test code)

  • slightly shorter headbutt cooldown timer for Pachy

  • increased Pachy charge attack radius

  • multiple crash fixes

  • fixed events causing spam in game logs

  • character on fire particle effect optimizations

  • fixed small character fire particles not being visible up close

  • fixed compies and flyers using overly large fire emitters

  • added Royal Spinosaurus content

  • new Spino swimming animation (no longer uses a fall animation!)

  • added injured idle animation for Scientist when using rifles

  • fixed missing icons for various skins and items

  • large scale skin content rearrange for efficiency (ongoing)

  • modified PC texturegroup properties / settings for sharper skins

  • added keybind for sorting the Featured section of the ingame store (oldest / newest)

Thanks for playing!

-The Primal Carnage Team

Primal Carnage: Extinction - dinosauriac
66% OFF!

That's right.

In case you missed it, the Steam Summer Sale ENDS JULY 10th!

There's less than 24 hours to grab a whopping 66% off Primal Carnage: Extinction.

Prices are cratering! You ain't seen this kind of value since the K-T boundary...

https://store.steampowered.com/app/321360/Primal_Carnage_Extinction/Maybe you've got a few buddies that have yet to jump into the dino versus human action?

During the Summer Sale you can also get 50% off the PCE 4-Pack too!

DLC COLLECTION SALE

We're also running a sale on ALL of the game's downloadable content packs in the Steam store!

From the Prehistoric Legacy Collection to the Mercenary Megapack there's hundreds of unique looks for both human and dinos available in these bundles, now discounted to half price!

Get 50% OFF all skin DLCs here...

You can also upgrade to the Ultimate Edition, which includes all DLC packs plus the soundtrack!

https://store.steampowered.com/bundle/35717/Primal_Carnage_Extinction__Ultimate_Edition/

HOT STUFF COMING

Hot on the heels of our annual Meltdown Event, we're got a brand new addition arriving soon!

Part of the Royal premium skin collection, this majestic new monster features a completely unique new model and textures, with heavy battle damage and a wildly new look for its sail.

Keep an eye out for the Royal Spinosaurus, stomping into PCE on PC in the next few days!

Jun 30
Primal Carnage: Extinction - dinosauriac

A new update is now LIVE for Primal Carnage: Extinction on Steam!

Welcome to our annual Meltdown Event, featuring sizzling new skins, HOT new mutations, and some straight fire game overhauls...

UPDATE HIGHLIGHTS

SPAZ SHOTGUN REWORK

For a long time the Spaz has been in a slightly odd place among the shotguns. With this update we set out to give it a more distinct identity...

Spaz has a new secondary fire ability that uses single slug shots, not pellets, similar to the Flame Slammer's underslung shotgun. These are highly damaging, armour piercing rounds.

As such, you are forced to do a pump action before firing every time you press the button. This wind-up before a shot avoids dealing excessive damage in too short a time and adds an extra layer of skill with the timing.

On the other hand, its primary fire is now fully automatic with no need for it to pump between shots. The tradeoff is a reduced range and slightly lower rate of fire than it had previously, but still faster than the default shotgun.

Aside from the Spaz, there are a few other balance changes based on playtest feedback. You can find those in the full changelog further down...

SWIMMING LESSONS

We've been making a few fixes with the upcoming Sandbox Mode in mind, doing a pass on swimming in general to make it a smoother experience. Going in and out of deep water is no longer a hassle, where previously you'd often get stuck on slopes at the water's edge.

Some classes now have new swimming animations, such as Tyrannosaurus, and we're in the process of adjusting them to have custom float heights when in water.

Speaking of which, a new experimental physics setup allows corpses and other objects to float on the surface of Valley's deep lake (some may want to, uh... bounce).

OPTIMIZATIONS

Even though PCE has been going for about ten years, we're currently trying to make it run well on consoles that are even older than that. Work on the PlayStation version is finally wrapping up and we're bringing some of those optimizations to the PC side.

Texture memory usage should be a tad lower now, with more efficient handling of Spino, Rex and Raptor skins. Instead of them being separate assets, they're now merged and packed alongside eachother, delivering effectively the same resolution but with half the memory footprint.

We've also been continuing to optimize particle effects, adding different levels of detail to fire vfx and fine tuning shaders to be less intensive while still giving good visual results.

More overhauls will be coming in future, alongside PC-specific improvements that require tinkering with the engine code. Borderless fullscreen? Maybe(!)

Special Event:
SUMMER MELTDOWN

Our annual Meltdown event is back! This featured store rotation includes scorching new mutations, a selection of summer-themed dino skins, a T.Rex taunt, and a handful of fresh weapon paintjobs!Check out the entire collection (including a couple of free drops!) on our Trello board HERE

Remember we've also got ALL classic store items back forever - this includes all the featured items from previous Meltdown Events - so why not grab a great discount on legacy looks this summer?

VERSION 3.1.8
FULL CHANGELOG:

SHOTGUN CHANGES
  • NEW Secondary Fire ability for Spaz shotgun:

    • secondary now fires high damage single slug shots instead of pellets

    • secondary has slower rate of fire and higher recoil

    • secondary requires pump action before actually firing every time you click

    • max secondary fire damage is 300 per slug shot

  • reduced max damage falloff distance of Spaz shotgun from 3300 to 3000 units

  • reloading the Spaz restocks both ammo types (secondary+primary) at the same time

  • newly updated animations for spaz including fire, reload and inspection

    • fixed spaz doing one extra reload loop when already full on ammo

  • spaz crosshair is no longer circular

  • faster damage falloff over distance for double barrel shotgun

  • reduced DB shotgun damage output by removing two pellets from secondary fire

    • (maximum of 640 damage instead of 720)

BALANCE TWEAKS
  • reduced MK pistol damage from 50 to 40

  • gave Ptera a bit better eyesight than Tupa again

  • small dinosaurs now take slightly longer to heal up at corpses

  • enforced a minimum server player count of 9 before Tyrants are selectable

    • (applies to Competitive modes only, not Freeroam)

OTHER CHANGES
  • FR-Valley:

    • lake now has much deeper swimmable water

    • lake now has buoyancy effect that makes objects such as corpses float on top

  • fixed some elements of main building on UbaseSnow vanishing on low detail mode

  • smoother swimming, no getting stuck when exiting deep water anymore

  • new swim animations for certain dinos such as Tyrannosaurus

  • continued WIP updates to vehicle animations

  • continued WIP injured animations for Commando, now extended to Pathfinder

  • new checkbox option to hide servers that are outdated in the browser

  • any server running the BasicTesting map now shows under Custom, not Competitive

  • added Meltdown items

  • updated Dynastias Rex mutation model

  • various particle effect updates and optimizations

  • texture memory optimizations for Spino, Rex and Raptor skin collections

  • fixed soda can not showing when using health / speed vending machines in Survival

  • fixed broken credits list

COMING SOON...

NEW MAJESTY

Arriiving this July is the latest addition to the Royal skin family... the Royal Spinosaurus!

Featuring a completely new model with unique custom textures, the Royal Spino is a premium skin with a story built into its flesh. An elder creature who has seen many battles, with the scars to prove it - from a torn sail to uneven teeth and chipped claws.

We're hoping to have this latest royal duet available within about a week.

That's right, there are of course two variants of the Royal Spino day one! The different colorations are currently being finalized, with Amber and Aqua versions in the works.

GLOBAL CARNAGE

🇫🇷 🇮🇹 🇩🇪 🇪🇸 🇵🇱 🇧🇷 🇫🇮 🇺🇦 🇷🇺

We've had very janky support for French, German & Spanish in the past, but with the upcoming launch of Primal Carnage: Evolution we wanted to expand our lexicon.

So, we reached out to the community. A whole team of fan translators are currently hard at work converting the game into multiple other languages! The translation will localize the menus and UI, excluding cosmetic names / descriptions and Intel (which remain in English simply due to sheer size).

As a volunteer effort, we need all the help we can get. If you can assist, let us know!

Full List of Languages (WIP):

  • Brazilian Portuguese

  • Finnish

  • French

  • German

  • Italian

  • Polish

  • Russian

  • Ukrainian

  • Spanish (Castellan)

  • Spanish (Latin American)

We need both additional translators and proofreaders / testers to verify things are correct. Since the translation is a fan-led project, we can't just rely on one person for accuracy.

If you think you can lend a hand, simply hop on to the official Discord and say you'd like to join the translator group. We'll get you an invite.

Don't see your language there? We're adding more all the time, don't be afraid to suggest another!

EVOLVED EDITION

Primal Carnage: Extinction on Steam will be automatically upgraded with a new Evolved Edition later this summer!

Effectively acting as PHASE TWO of the "3.0" overhaul, the new Evolved Edition will introduce our final remastered map (Contingency) to PC, alongside deep new lore, the expanded soundtrack, long-awaited Sandbox Mode with bonus playable dinosaurs (and much more!)

If you already have PCE on PC, you won't need to buy anything - this will be a FREE update to the Steam version, as a thankyou for supporting us all this time. It doesn't feel all that long since we celebrated a decade of the Primal Carnage franchise, now 2025 marks 10 years of Primal Carnage: Extinction itself!

We hope you've enjoyed being on this journey with us.

There's plenty more Primal coming your way...

Thanks for playing!

-The Primal Carnage Team

Primal Carnage: Extinction - dinosauriac
Our latest patch for PCE on PC brings a collection of new bug fixes and quality of life improvements, along with a number of map changes...

THE DEADLY FALLS



After years of being non-threatening, the rivers leading to the cliffs of The Falls map are now back to being dangerous. Entering the new white water rapids will quickly whisk you down the river, which will seal your doom. This map hazard was in the original Primal Carnage and has been restored due to fan demand, presenting a unique way of dealing with your enemies.

VERDANT VERTICALITY



Based on the response to the most recent Verdant map updates, we've modified things slightly in the main building. There is still a hole in the wall but no longer a ramp up to it. Instead, the ramp has been moved to the under construction area across the way. It now links the two main outer buildings with a perilous shortcut over the street.



Other new additions to Verdant include a collapsed wall to give some extra cover when feeding on the alley corpse and a broken window that allows players inside one of the buildings to both see and shoot through. You can also slip past the cargo container that's blocking the entrance if you're a Bruiser or smaller.



Hopefully these tweaks encourage people to use the other zones more often as places to hold up.

PACHY PUNCH-UP



Some lingering problems with Pachy have been resolved this patch, improving its attack timers and adding new animations + effects to more clearly communicate when attacks are on cooldown and whether a Pachy is in the roared state. It should feel less clunky than the initial rework but we'll likely do some additional fine tuning of stats in the future depending on how it fares in the wild.

FIXES AND IMPROVEMENTS

As usual we've been looking through community feedback and making some changes. Several quality of life improvements and fixes are in our latest patch, ranging from a better "shoulder camera" on several dinos to fixing hit reactions interrupting attack animations.

Bugs such as Pteranodon automatically dropping humans when they hit a wall or ceiling have now been resolved, along with several other glitches such as shotguns sometimes loading "fake" shells that do no damage. For a full list of all the tweaks and fixes, see the changelog further down...

THEY'RE STILL HERE
And they're not going anywhere!
As mentioned before, the in-game store no longer rotates items out completely...



You can find pretty much everything we've ever released back in the Browse section, along with every bundle we've ever had under the Bundles tab, featuring years worth of skin packs and gifts to collect. The most recent Easter collection will join this epic horde in the Browse section as of this patch, with fan favourite selections being highlighted in the Featured tab until the next infusion of new items.


VERSION 3.1.7
Full Changelog:

  • TheFalls: added deadly river rapids which send swimmers over the coastal cliffs to their doom
  • TheFalls: added post process for underwater on rivers, updated lighting, new environment details
  • TheFalls: added sounds to streams and waterfalls that didn't have them before
  • TheFalls: opened up a route between som rocks in dome interior, improved Tyrant collisions

  • Verdant: removed ramp in main building, but left hole in the wall for dino access
  • Verdant: added new ramp in construction site that links two outbuildings
  • Verdant: fixed Tyrant stuck spot, updated foliage and lighting, added more cover

  • Transfer(s): workaround for being unable to graze in some areas, now has more greeenery
  • ForestChasm: fixed background sequences not looping, optimized background NPCs
  • Marsh / Snowbound: minor tweaks to lighting, improved collision, fixed floating props

  • Pachy roar now lasts 20 seconds, has 50 second cooldown
  • Pachy primary attack now traces from more bones for better reliability
  • added alternate attack animations for roared and un-roared Pachy primary attack
  • longer primary attack interval for Pachy after roaring, shorter cooldown when un-roared
  • shortened Pachy exploit prevention timers
  • updated Pachy class info + hints

  • unlocked shoulder camera on Tyrants (can now swap shoulders when looking backwards)
  • extended new spline-style shoulder camera arc to Spitters

  • fixed dino hit reactions interrupting attack animations
  • fixed a bug where Pteranodon would automatically drop humans when bumping into walls / ceilings
  • fixed Tupa peck attack timeout being active when on the ground

  • fixed an issue with Spaz shotgun where "fake" shells would be loaded that did no damage
  • fixed SMG and Burst Rifle crit kills not causing head loss
  • fixed 3rd person equip animation not showing for the bow
  • higher default rumble from firing guns when using gamepad

  • updated settings on a whole bunch of looping animations to reduce jitter
  • reduced dino charred overlay time from ~45 seconds to ~35 seconds after being burned

  • further ragdoll optimizations on servers
  • fixed ragdolls spaghetiffying sometimes when being head shotted
  • fixed dynamic props such as cardboard boxes producing blood decals when hitting walls

  • crying novaraptor taunt now has actual tears
  • updated a few easter icons to be clearer
  • fixed broken scope texture on fade sniper rifle skin
  • fixed incorrect feathers on bee eater nova skin

SUMMER IS APPROACHING

The weather is starting to heat up, and that can mean only one thing - MELTDOWN is on the way!
Our next major update is at the end of June, with a volcanic eruption of HOT new looks... See you then!




Thanks for playing!
-The Primal Carnage Team


Join the Official Primal Carnage Discord!


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