A new patch is now available for Primal Carnage: Extinction on Steam.
This hotfix mainly resolves a few issues with Flyer movement, we'll be continuing to refine both Tupa and Ptera's fluidity in future. Full details for today's patch below...
Version 2.9.121 Changelog:
Fixed awkwardness when sprinting left/right while in flight for Ptera and Tupa
Sprint-flying left and right is now the same speed as going forwards
Fixed robotic footstep sounds playing on regular Tyrant skins when you step in mud with chains equipped
Fixed two of the same novaraptor mutation being in default inventory
Fixed an issue with eye masking on certain cryo skins
A new update is available for Primal Carnage: Extinction on Steam! We hope you'll just love what we have for you this Valentine's Day...
February Update Highlights
Gameplay Fixes
We're continuing to fine tune things for Flyers after the addition of manual flight modes last update. They now have better blending between hovering and regular flight, and several bugs / exploits relating to changing flight mode have been fixed. There's some additional polish planned for Flyers in future, but things should be a lot more stable now.
Elsewhere, several issues with achievement and challenge tracking have been resolved. So you won't get an achievement for blocking bullets with your dome skull as a human now, and tranquilizer-related tasks should complete properly.
Additional minor fixes are listed in the changelog further down, but the bulk of today's update is our...
SPECIAL VALENTINES EVENT
Love is in the air, we're celebrating Valentine's Day by rotating in a parade of colourful (particularly pink) new looks for you to enjoy!
Having said that... they're not all as loud as Mister Pink! We also have some slightly more reserved styles arriving today, such as the Rugged Rex and Risen Novaraptor...
Although we simply couldn't say no to an Anomalocaris Hat- this weirdly adorable (if slightly creepy) new head warmer is now available in-store...
In addition to the new looks, there are two fresh taunts added today! Check out the Spinosaurus Display Taunt and Ceratosaurus Defensive Roar...
And of course all of the legacy Valentines items are back at a discount for the duration of the event. Share the love with a classic Valentines Gift, showering up to 24 other people on a server with items!
New FREE Drops!
A collection of new drops are activated today, from the blinding Pink Paws Burst Rifle to the terrifying new Torvus Cerato mutation. As well as new looks, we have a selection of fresh sprays and avatars dropping as well, such as the totes adorbs Raptor Heart:
You can view all of the latest special event items on our Trello board!
Paint Mixers Availability
We've expanded the ways you can obtain Paint Mixer Tools! These are the single-use items required to save your custom look when using the dinosaur colourizer. They're still available on the in-game store, but are now tradable and can be obtained as free drops.
With this change, you now have the chance to acquire Paint Mixer Tools during regular gameplay, or by levelling up, and by completing challenges. Just as a reminder, any multi-pack of paint you buy in-store comes with a Paint Mixer Tool included as well.
Until Next Time!
We'll be continuing to make more minor changes and fixes throughout spring while we prepare to relaunch Primal on PlayStation. Thankyou for your patience.
FULL CHANGELOG
VERSION 2.9.12
Flight modes can now be toggled by pressing the USE button on controllers
Reduced intensity of wing flaps when entering hover mode as Flyers
Improvements to animation blending behaviour for Flyers when in flight
Fixed being unable to divebomb properly from hover mode as Tupa
Fixed animations for Flyers in hover mode not replicating properly sometimes
Fixed the Tupa going rigid when climbing or descending in hover mode
Fixed flyers getting odd speed boosts when swapping flight modes while descending
Fixed a case where holding sprint without moving drained stamina as Flyer
Adjusted neck/head positioning of Flyers to be more forwards
Carno and Cerato now adjust their feet more noticeably when on slopes
Fixed Pyro not being able to wear the Saurian Sombrero
Fixed scuba tank floating really far behind when worn by Scientist
Fixed issue with Piano Black and Hellwalker DB skins applying to Pathfinder's arms
Added custom arms for all Agent Scientist, Agent Pyro and Agent Commando skins
Fixed the Iced Flaregun not being visible in third person
Fixed incorrect eye masking on Lamar Rex skin
Fixed weird stain on Mabaya Rex's head
Expanded the variety of hints shown while waiting to respawn (over 60 more types)
Fixed the highlight box for multi-item previews obscuring the icons when hovered over
Removed jingle bells from the gift opening sound now that we're in February
Fixed players other than the Pachy being awarded the Using Your Head achievement
Fixed achievements and challenges relating to dart weapons not tracking correctly
Fixed weekly challenges not rotating properly (hopefully)
Known issue: flyers may have difficulty when sprinting left/right in some cases, this will be resolved in our next hotfix.
2023 sees the Primal Carnage franchise starting its second decade, and we'll be continuing to support PCE on PC with more updates throughout. Today we have a small one to kick the year off, with a few fixes and mechanic tweaks alongside the January store rotation...
Feature Update:
Manual Flight Modes
Pteranodon and Tupandactylus can now swap between regular flight or hover flight by tapping Alt. When regular flight mode is active, Flyers will now continue gliding forwards if there is no input - instead of automatically hovering on the spot the way they did previously.
Swapping to hover mode while flying at high speed acts as an air brake. When in hover mode, you can rapidly ascend with the "jump" button or descend on the spot in freefall using the "crouch" button. Continue holding crouch to gain speed while descending.
Hovering around allows for precise movements when trying to land on a specific spot, unlike regular flight. An indicator for the active flight mode is shown in the bottom right of the HUD when flying now.
Special Movement Key
The flyer changes are part of a broader adjustment- the addition of a customizable Special Movement key for dinosaurs. Outside of the Flyers, other classes which use this currently are the Pachy for its slide ability, and Tyrants use it to brace. These actions are still doable by crouching, but you now have the option of using the rebindable Special Movement key as well.
We may look to include some additional utility for other dinosaurs in future now that there's a dedicated button for it. Watch this space.
Feature Update:
Contextual Respawn Hints
The tutorial hints system has been expanded with the addition of tips that display while you are waiting to respawn. These "death hints" are contextual in that they pertain to the method in which you died. So depending on which weapon, class, or attack killed you, the game will try to display an appropriate hint.
We'll expand on these and continue to add more types of tutorialization in future, to help expose the many interesting quirks of Primal's gameplay. Like all the existing hints, they can be toggled On / Off in the game's options menu.
New Year, New Looks
Our seasonal event may have come to a close but winter is still clinging on, with some cold blooded beasties stomping into the store today. We have a brand new set of mutations and beautiful boreal skins such as the Frozen Wake Tupa and magnificent Icefall Feathered Spinosaurus...
Stay both warm AND stylish with suits for all mercenaries! Not to be outdone by Agent Stone, a wardrobe of four tailored tuxedos for each human is now available. So, meet Agent Angus, Agent Crane, Agent Hart, and Agent Tyler bundles along with a retroactive pack containing several agent trapper skins...
Since the resident medical staff has no more need for it, our Commando can now don the Field Medic's outfit, perfect for the heavy weapons guy with the healing hands. And when it comes to pre-loved clothes, you can't go wrong with the Wilderness Commando outfit which has some rather charming slashes taken out of it.
New Free Drops
Several new items have been added to the drop pool, obtainable by just playing the game, or completing challenges / crafting. White as the driven snow, the Winter Sneaking Suit is a legendary Scientist skin variant with piercing blue eyes. There is also a combo option cigar and shades for the Trapper, plus a couple of new weapon skins.
On the dinosaur side, the bold Ribbon Eel Acro is a legendary new look. And two striking new Bruiser mutations charge into the game: Ranaepedes Cerato & Torosus Carno...
Finally, a couple of fun sprays / avatars have been added to the game...
You can get a closer look at all of the items in the latest update on our Special Trello Board, or preview them directly in-game.
Version 2.9.11 Changelog
New manual flight mode option for Flyers, toggle hover mode with Alt key
When in hover mode, hold crouch to rapidly descend on the spot
Added customizable Special Movement key for Tyrant bracing, Pachy slide, flight modes
Expanded clip size and reserve ammo of tranquilizer pistol
Faster reload speed for tranquilizer pistol
Added contextual "death hints" that display on the respawn screen
Reverted the snowy main menu and basic testing maps to normal
Fixed the Acro plush being backwards when worn by Scientist
Fixed a missing item description
Happy New Year!
After all this time, we're still here.
We have a busy year ahead of us, and hope you'll enjoy what we have in the works behind the scenes. More minor updates are coming throughout spring as we work on refreshing the PS4 side of Primal. Valentines, St. Patricks and Easter will be here soon, and there's some big overhauls planned in future!
Happy holidays! We've got a new update for Primal Carnage: Extinction on Steam!
There's plenty of presents this year, with over 150 new winter themed items being added to the game! Not only that, but we've been doing some deep engine code work to improve the feel of PCE in general.
Read on for the highlights, and see the full changelog further down... (thanks to community artist BadPlague for the artwork!)
CORE GAMEPLAY UPDATES
This winter we're continuing to improve and rework some of the fundamental systems in the game, to create better moment to moment gameplay. Chief among these is how characters collide with the world. We've put a big focus on trying to avoid players becoming stuck or getting caught on objects, so now you should smoothly slide off in most cases instead.
With the tweaks we've made, movement in general feels much more fluid as you can step over many more smaller obstacles. There may be a couple of areas you can get to which you shouldn't, and we'll fix those in time, but we're really happy with the results so far.
Additionally, we reworked character rotation to mitigate dinosaurs turning the wrong way when making long turns. This is a big help for Tyrants and Bruisers in particular, it being way less likely for them to suddenly jerk in the wrong direction now.
We are exploring future updates to melee hit detection, but have made a small tweak this update which should make melee a bit more reliable. Detection traces for impacts now fire off much more frequently, hopefully making it harder for your attack to miss.
WINTER STORE EVENT
From adorable plush backpacks, to feather galore, and some seriously cool new mutations... there are dozens of new featured items in-store this winter!
Alongside a new cold-hearted collection of Royal Acros, the Novaraptor joins the monarchy this month with the first trifecta of Royal Nova skins! Featuring a unique partially feathered model and distinctly regal feather arrangements, they are quite a sight...
Everyone's looking to keep warm this winter, and there's an avalanche of feather coated fiends arriving today, such as those in the Northern Novaraptor Bundle. Humans have to watch out for the cold too, though! What better way to keep yourself cozy than wearing the corpse of your enemies?
There's a wolfskin pelt, Compy caps, and even stuffed animal packs with demon glowing eyes- festive! We've also got a couple of crazy human taunts... I mean, why not go wild with the dancing scientist?
And get a lucky shot with Trapper's net pitcher taunt to ensnare a dinosaur if they're close enough!
There's even a crowbar now.
And of course all of the legacy winter items are back at a discount for the duration of the winter event. Pick up a gift and spread festive cheer across the server, showering people with seasonal items! Don't forget you can grab three classic gifts for the price of one with the Gift Bag bundle.
New FREE Drops!
Santa Claws returns, raining down baubles from his pterosaur powered sleigh! Most of them are highly dangerous assault weapons, so just as well this island is solely inhabited by mercenaries...
Classic winter drops have also been reactivated and we're running a DOUBLE DROP event until January, where you can obtain twice the usual weekly limit of random item drops during winter!
Primal Carnage: Extinction, the PCE 4-pack bundle and even the original soundtrack are discounted during the Steam Winter Sale, so it's a great time to jump into all the carnage!
SEE YOU NEXT YEAR
We're back in 2023 with more gameplay overhauls as the revised PlayStation version enters beta. Why not join us on Discord to discuss everything Primal Carnage?
Thankyou all for playing, and have a great holiday!
A new update for Primal Carnage: Extinction is now live!
The December Patch brings some new gameplay features to enhance certain weapons and play-styles, along with more quality of life improvements and balance adjustments.
While our chief programmers are busy fixing platform-specific errors on the PlayStation side, the rest of us have had bonus time to polish and improve various aspects of the game, with some interesting results!
Not to mention, today also marks the start of our winter festivities! Read on for some jolly good changes...
Playing Medic
Updates to the Scientist Class
Since a few players were lamenting the loss of their medkits this year, we're happy to announce that the Scientist class has some new utilities to allow her to be played as a healer!
You can now use the Tranquilizer Pistol to heal allies and give them a small amount of armour. This is one occasion where shooting your friends is a good idea! Allies can withstand more damage with this buff applied and it allows the Scientist to help their buddies from afar. Being hit by a dino shortens the buff duration, so watch your distance.
But that's not all! Have you ever felt the need? The need for speed?
Everyone's favourite energy drink is breaking free of Survival mode. Yes, SPEEDGREED is now a throwable item for the Scientist! She picked up a multi-pack from somewhere and can now throw down a set of cold ones to revive herself or her friends (limit one drink per person).
The buff applies a movement speed boost to anyone who picks it up, lasting 15 seconds. This can be particularly helpful when getting to the chopper!
New Arrow Type:
TRACKING ARROWS
A new alternate special arrow type is now available for the compound bow. If you have the bow equipped, use the Special Ammo slot in Customization to choose what kind of special arrows you want to use...
Swapping out the default Explosive Arrows for Tracker Arrows lets you fire a special variant that highlights enemies for your team if you land a hit. This can be useful in tracking down particularly annoying targets.
We have additional functionality planned for the tracking arrows further down the track, and yet more arrow types planned in future. It's been a lot of fun testing these updates the past few weeks, and we're excited to see how the changes will play out in live :)
Store Updates
CHRISTMAS COMES EARLY!
We're bringing back all of the legacy holiday content starting TODAY in-store! That's nearly 8 years of returning classics, ranging from festive outfits to merry mutations. An avalanche of awesome!
Oh and of course, they're all on sale! Grab great festive deals from now until early next year. And in the spirit of giving, winter free drop items are now live, along with DOUBLE DROPS!
IN-GAME STORE OVERHAUL, PART ONE
This update marks the start of a larger overhaul to the Extinction Store, with our end goal to make it a much more user friendly experience...
So, you can now preview (almost) all items available in the store! This includes multi-item packs, so you can browse through every single cosmetic contained within a bundle.
We also remembered that weapons haven't had a proper preview.. uh.. ever... so they can now be checked out as well, including weapon bundles such as the Arsenal Appearance Packs.
Multi-class previews are now a thing too! If an item supports more than one class, you now see all of the icons for the supported classes in the previewer, and can swap between them to see how the item looks on every character.
We'll be continuing to improve the store going forward with more quality of life features such as browsing by category and adding filters to show only certain item types. Improvements to inventory sorting are also coming further down the line.
Balance Adjustments
We've been continuing to fine tune various classes lately in open testing, one of which is the Pachy...
Its speed reduction has been mitigated somewhat this update with slightly better turning and faster acceleration, alongside a modest +50 health increase. Our next goal is to remove some of the friction that makes it still feel a little clunky.
As of this patch it can now enter bracing faster when decelerating from a charge, but it's still not quite where we want it just yet. There are other adjustments to the class being considered, including a further change to how charge is handled, which we'll be experimenting with in testing over the next month or so.
And it's a good day to be a Carno player, with our pointy headed friend now capable of receiving over triple the amount of health back on headbutt when its roar is active compared to before.
Wrapping up highlights for the saurian side, we have flipped the tables on Ptera and Tupa...
Our flying rammer now has the larger pool of health out of the two pterosaurs, to help with multi-hit engagements. To even out the two classes, Tupa's damage has been boosted a bit and Ptera has a smidge less survivability due to being able to carry targets away at high speed.
From what statistics we've been able to gather, Pyro was seeming to lag behind his fellows, so we've been progressively building him up over time. That includes his kit...
The Flameslammer has been further refined after its previous nerf, getting a little more kick. Incendiary grenades now burn a little hotter, dealing more damage over time, and incendiary explosions now pass through armour (the same as other explosives). The underslung slam shotgun of the Flameslammer also has better mid-range damage now.
It's not all about the new toy, though. Flamethrower users rejoice!
Proportional damage has been added to the Flamesaw's firejet, meaning that larger targets are hurt more when they are hit by it. The overpressure function has also been made much more forgiving, lasting twice as long and being more effective in general.
Lastly, the Flaregun has received a boost to its afterburn damage. The fire no longer just tickles enemies, burning for up to a total of 96 damage instead of the paltry 17 it did previously. And if you haven't used it in a while, remember that critical hits from the Flaregun deal triple damage!
FULL CHANGELOG
Check out all of the changes in version 2.9.9 below...
Human Changes
Increased usable range of thrown health and ammo utility items
Increased number of thrown ammo kit uses from 5 to 6
Increased heal amount of thrown health kits from 10 to 12 per tick
Increased blast radius of assault rifle grenades from 250 to 285
Ensured all explosions have ArmourPiercing and ThrowRagdoll flags enabled
Swapping between weapons is now faster with less of an artificial delay
Throwable weapons such as zap traps / landmines now avoid clipping into eachother
Jumping while scoped will now force you out of scope view
Fixed pounce recovery animations not playing for anyone other than Scientist
Added near-camera fading to bullet smoke trails so they don't have a hard cut-off
Resized human physics assets to be larger to properly encompass the whole character, which may further improve dinosaur hit registration
Scientist Overhaul:
NEW arrow type - Marking Arrows!
Equip the bow and use the Special Ammo customization slot to select either explosive or marking. Tagged targets are revealed to all humans.
NEW sci throwable - Speedgreed Energy Drinks
Run over these to pick up an instant buff: sprinting is 1.2x faster, walking 1.35x faster (lasts 15 seconds)
Gas Mines now automatically detonate after 1.6 seconds
Increased the radius of gas mine poison clouds by ~25%
Fixed gas mines stacking their effects when overlapping
Increased gas duration from 12 to 15 secs
Increased stamina drain from gas cloud
NEW buff ability for the tranq pistol - shoot your friends!
Human teammates receive health and armour that lasts for 20 seconds (shortened if they take damage)
Significantly reduced the spread on tranq pistol
Scientists receive assist points when their dart buff helps an ally survive an attack
Humans with tranq pistol buff are outlined in blue
Pyro Overhaul:
improved mid-range damage for the flame slammer's slug shotgun
increased burn tick damage of incendiary grenades from 15 per tick to 20
made sure incendiary grenade explosions are armour piercing
enabled ThrowRagdoll on incendiary grenades and added an impulse on death
Added proportional damage to the flamethrower - the larger the dino, the more it hurts.
Increased base flame damage from 3.5 to 4.5 (is multiplied by proportional damage)
Flamesaw overpressure now lasts about twice as long
Reduced overpressure extra damage from 160% to 70%
Reduced delay before pressure starts building again from 1.5 seconds to 1 second.
Increased total DoT fire damage for Flaregun from 17 to 96
Dinosaur Changes
Improved heavy damage reactions for Tyrannosaurus
Updated the T.rex idle loop and movement animations with lower tail posture to make swipes easier
Flyers:
Increased tupa health from 300 to 350
Increased tupa flight collision tolerance
Increased tupa air ram damage - minimum is now 40, max 70
Increased max tupa divebomb damage from 90 to 100
Reduced ptera health from 360 to 320
Fixed ptera marking dead bodies
Added head gore to Flyers!
Spitters:
Made the spit to bite cooldown on dilo and cryo 50% shorter
Added new more dangerous feeling Cryo acid in-air sounds
Increased audible radius of spit in-air travel sounds and impacts
Reduced "health" of dilo venom puddles when burned
Tweaked the look of burned dilo puddle decals
Fixed spit decals not spawning properly in solo mode
Fixed cases where dilo spit would not extinguish molotov firepools
Bruisers:
Improved sprint acceleration for Pachy
Increased regular (un-roared) sprint speed of Pachy
Made bracing cost slightly less for Pachy
Pachy brace can be triggered sooner when slowing from sprint
Pachy grazing speed only starts slowing down when past 65% full
Increased max ravenous health regen from Carno charge hits from 85 to ~300!
Other:
Slightly different UI hit sounds depending on whether you're shooting dino strongpoints or weakpoints
Updated a few other HUD sounds, added "skillshot" kill sound (ricochet) for:
any multi-kill as human (grenades, usually)
killing with a stungun zap
killing a flyer that is in flight
shooting charged spit out of the air
solo tyrant killer
cerato tail crit kill
Started overhauling the in-game store:
Added multi-class previews for items that are usable by more than one character
Added multi-item previews for bundles, allowing you to swap between all items in a pack
Added previews for weapon skins and weapon packs
Added store filter categories (Flyer, Bruiser, etc.) to the Browse tab
Fixed the custom hair and arm textures of Woodland Scientist skin
Fixed the Uranium Carno skin having the head glowmap applied to the body
Fixed incorrect body texture on the Silver Peak Tupa skin
Fixed colour overlay texture for Mokala Pachy skin being too dark
Fixed incorrect description for Tawny Feathered Novaraptor skin
Tweaked eye masking for SnowFlame Nova and Starlight Cerato
Updated a few other item descriptions and rseolved some typos
Default image sharpen value is now Low (setting to Off affects Speedgreed buff visuals)
Various physics and server-side optimizations
Updated default map rotation lists:
Removed ForgottenOutpost and SandstormValley from regular TDM rotation
Added TheFalls and Docks back to CTE rotation
SEE YOU SOON!
We hope you enjoy this latest patch for Primal Carnage: Extinction, and there's more yet to come!
The next major update for PCE arrives within a couple of weeks and will see the Winter Event in full swing. Look forward to a glorious spread of fresh new seasonal looks for dinosaurs and humans alike!
The community has been churning out some cracking good items lately, with well over 100 new cosmetics on Steam Workshop set to be accepted this winter...
So check back soon for new taunts, skins, mutations, bundles, a new Winter Gift and Santa Claws's collection of festive free drops!
Dinovember is almost over, and with the holidays approaching we are slowly but surely building up to our console beta. That means more fixes and feature tweaks added to PCE in today's patch...
NEW PATCH HIGHLIGHTS
Since every Trapper in the world has been using zap traps the last couple weeks, a whole bunch of bugs and oversights with them were revealed that had not been seen before.
This patch addresses a number of glitches with zap traps, from visual bugs such as bonus beams and falling through the floor, to more serious issues like shooting through walls. While the little zappers are still a very useful tool, their range and cumulative damage needed to be lowered a bit now that their hit detection is much improved. They're also now properly limited in how many can be placed in one area.
Other traps have received similar treatment - land mines can't be stacked directly on top of each other anymore either. One spicy change is that Acro's stomp attack can now detonate any land mines or gas traps within range along with it deactivating bear traps.
A small but important change to Trapper's dual pistols is that each of them can now be fired continuously. Hold left mouse / left trigger to fire the left handgun automatically without needing to keep tapping, and right mouse / right trigger to do the same for the right handgun. This change comes from feedback that tapping to fire felt clunky, but we may investigate a gameplay settings option to choose between tap fire and hold fire in future for those who prefer the other method.
Elsewhere, dinosaurs now see the bleed status symbol in the corner when hit by the machete - useful now that there's a lot more people playing butcher(!). We've also started fixing a few issues with challenges that were not tracking properly, such as head shots on charging Pachycephalosaurs.
There are a few other minor adjustments, such as Oviraptor not draining as much stamina when sprinting now, which you can view in the changelog below.
NEW STORE UPDATE
Today we have a totally new collection of Workshop items added to the in-game store, from fresh mutations to intricate new skin designs and even a few human cosmetics! Check a look at the video above for some highlights!
We've laid out a double-page spread of new looks this rotation, featuring a large amount of autumnal themed items in addition to a spotlight on a certain feathered fiend...
Since it's nearly Thanksgiving, we're celebrating with a focus on our own six foot turkey - Oviraptor!
That's right, there's a brand new Oviraptor Skin Pack in-store, plus new Ovi mutations, and we're of course bringing back a whole nest full of classic Oviraptor looks on sale this rotation...
A new update for Primal Carnage: Extinction is now available on Steam!
Patch 2.9.8 resolves numerous bugs whilst introducing several quality of life improvements for moment to moment gameplay (with more on the way).
The full changelog is further below, but let's check out some of the more important updates first...
Human Highlights
We introduced healing over time for the floating medkits this halloween, but felt they may have put the humans at just slightly too much of a disadvantage. We decided to keep the feature, but time to heal is now quicker and you receive more health when you grab one. Should give the mercs a leg up.
Pyro's new toy - the Flame Slammer, has a few balance adjustments. With so many explosions going off, we decided to give him less reserve ammo for the incendiary launcher and more slugs for the under-barrel shotgun, since he had way too much of the former and not quite enough of the latter. The incendiary grenades don't burn quite so hot now either, with their after-burn damage cut in half.
The venerable Flamesaw has gained a little extra utility, now able to remove Dilophosaurus venom pools with fire in addition to Cryo acid puddles. It won't leave a firepool behind, but will nullify the status effects. We're still working on some new visuals for it, but the functionality is solid.
Many of the changes we've been exploring for the human team are about making the mercenaries less of a chore to play, smoothing things out and making it easier to use certain abilities. To that end, the machete can now properly do charged heavy attacks while sprinting (it also does more bleed damage).
A couple of weapons including the M4 Carbine and Poison Dart Rifle have received improvements to their aim down sights functionality, with the weapon positions and the models themselves being updated to make aiming much more comfortable.
Finally, if you enjoy playing an electrician, zap traps and the stungun have received a bit of love...
The traps now have a greater zapping radius and trigger faster, with better detection of targets. For the stungun, it now charges much quicker and can reload a little faster. We also fixed a couple of bugs that were preventing these two from working as intended in some cases.
There are more gameplay improvements like these coming in future updates. Right now we're looking at giving the stungun multiple shots before needing to reload, and we'll be continuing to refine the weapons in general.
Dinosaur Highlights
The raptor pounce aiming functionality has been reworked slightly, to make it easier to do the kind of pounce you really want to. Aiming pounces now has a charge-up period, where the indicator shows as yellow before it is ready.
During this charge-up time, you will still do a "quick pounce" forwards instead of using the aimed arc. So it should be less likely you do an aimed pounce when tapping the button to do a regular pounce now.
Pachy mobility has been a big focus for us the last month or so in testing, trying to find a better spot for it in relation to the other Bruisers and wanting its roar to be more useful. With this update, Pachy's base speed is now slower but the roar significantly increases its charge speed. The trade-off is that you cannot turn very well at high velocity. This means the Pachy can still be a speed demon so long as it has the roar active, whilst giving the human players a bit more of a chance to actually hit them.
Charge impact damage for Pachy has also been reduced to a maximum of 60, as even though it is the thickest-headed of the Bruisers, it is still the smallest.
For the spitters, we've expanded the utility of Dilo's fire extinguish ability by allowing charged spit to put out Tyrants and Bruisers that are on fire. Being a small-fry, the Pachy can be extinguished with regular spit. Additionally, bear traps can now be destroyed / deactivated by acid.
This update introduces a new targeting indicator for charged spit, which uses a series of dots instead of the arc line we had before. It is a more accurate representation of where the spit will land, while also being more performance friendly to render (low end PCs and console experienced slowdown when aiming previously). Note that the visuals are not final, and we may swap to a different technique in future.
Back to bear traps, the Acro's stomp attack can now deactivate them! We have also expanded Acro's stomp to have a larger radius with a bump in impact damage to make it more effective.
Finally, there's a number of glitches and exploits resolved for dinosaurs this update such as Tyrants bracing in moments where they shouldn't. For a full list scroll down to the changelog below.
Autumn Events and Beyond
Yep! More store sales are coming, the first being a community-selected Lucky Dip today. 36 classic items are back with a discount for a limited time in-store, get 'em before they're gone!
And later this month, we're bringing in a selection of brand new Autumnal items, so keep an eye out this Thanksgiving for a rotation that's sure to see a flock of Oviraptors descend on the store again.
Elsewhere, we'll be adding more mugs, posters, mousemats and stickers to the official merch store!
Looking ahead, the winter update will be dropping mid-December with the usual horde of holiday cosmetics, along with further fixes and gameplay adjustments as seen in this patch.
We're looking into a lot of small but meaningful additions, from expanded flight controls to healing tranq darts for scientist. Remember, you can always help us test new features and provide feedback by joining the official Discord server to participate in Open Testing!
That said, although we're trying to address any issues we can on the PC side where possible, much of our time is still devoted towards releasing our new PlayStation beta. We hope to share full details about the console carnage soon - sign up on the official website for more news.
Thankyou for playing!
--The Primal Carnage Team
Full Changelog
Human Changes:
Faster healing from health pickups
Increased initial health gain from +12 to +20 (total HP regained is now +100)
The machete can now strike and be charged up whilst sprinting
Doubled bleed damage amount from machete
Increased base scope sensitivity on weapons that have aim down sights
Modified ironsights for the M4 Carbine to be properly centered and less obstructive
Adjusted ironsights for Poison Dart Rifle so the view is less obscured and properly centered
Reduced stungun charge time by about 40%
Reduced stungun reload time from 2.5 to 2.3 seconds
Fixed stungun not applying extra damage when charged
Zap trap now arms itself quicker
Zap trap now fires faster, with shorter re-fire delay
Fixed zaptrap does no damage when tail is above it
Added a radius for how close zap traps can be placed next to each other
Reduced flame slammer incendiary round reserve ammo from 14 to 10
Increased flame slammer slug shotgun rounds reserve ammo from 25 to 35
Reduced "afterburn" damage for the flame slammer by 50%
Cryo acid pools that have been set on fire now have a shorter hurt interval and more damage
Pyro can now remove Dilophosaur venom pools with the flamethrower
Added a new venom puddle destroy effect
Fixed pyro chainsaw shaking the camera forever if he dies while using it
Dilo venom puddles no longer stop humans healing from pickups
Dilo venom poison effect is now cancelled when collecting a health pickup
(heavy) melee cancels out of scope view
Fixes for human customization & class select animations
Optimizations and updates to certain weapon particle effects
Increased volume and radius of air travel sounds for various explosives
Added sounds to regular pathfinder 3rd person melee animations
Dino Changes:
Acro can now deactivate / destroy bear traps with its stomp attack
Increased radius of Acro stomp damage from 550 to 680
Increased max Acro stomp damage from 190 to 200
Raptor pounce aim indicator is now "charged" up after ~1 second
Aimed pounce now shows as yellow when not ready
If you pounce and indicator is yellow, you'll still be "quick pouncing"
Shortened pounce timeout for novaraptor
Fixed being able to initiate bracing as Tyrant after you have started eating a victim
Attempt to mitigate Flyers not landing when hitting the ground at extreme angles
Added a couple more strong points in Carno's tail
Fixed some holes in the collision mesh of Spino's tail
Reduction to Pachy base movement speed
Pachy now takes longer to reach charge speed
Slower turning rate at high speeds for Pachy
Roaring no longer improves Pachy charge turning rate
Quicker charge acceleration with roar active
Minor reduction to max charge speed and slide speed of Pachy
Fixed sprint speed resetting when toggling sprint during a roar as Pachy
Pachy charge now deals minimum 30 damage, max 60 damage
Increased knockback from Pachy charge impacts
Reduced intensity of Pachy un-roared charge breath sounds
Fixed spit disappearing when hitting bear traps
Fixed beatraps not being destroyed and not granting EXP if a Cryo spits acid on them
Dilophosaurus charged spit can now extinguish Tyrants and Bruisers that are on fire
Pachy now counts as a "small dino" and can be put out by regular dilo spit + puddles
Experimental: swapped the targeting indicator for charged spit to use a trail of dots instead of a beam arc - this is slightly more accurate and easier to render
Fixed being able to cancel spit animations by biting
Fixed dilo spits don't hit dinos / don't extinguish them in some cases
Raised minimum cryo acid impact damage to 35
Updated Dilatatum Carno model
Fixed up Albertensis Cerato model
Adjustments to a couple of Spino models
Fixed some inconsistency issues with a few Spino skins
Other Changes:
Increased the Near view distance setting by 65%
Resolved physics warnings on a few attachment meshes
Various code and server logging optimizations
Servers now log fewer events to improve performance
Fixed avatars in spectator module
Fixed it being possible for the game to award you +0 EXP
Updated ranking progress bar to hopefully display more accurately
Fixed bugs with incorrect damage attribution for fall damage, falling out of world and net kills
Possible fix for kill credit sometimes not being correctly awarded for flame slammer kills
Added a new UI sound for getting a kill assist
Optimized a bunch of character assets to use less memory
Re-worded a challenge due to "tranq rifle" changes
Fixed the "Headshot Kill 15 Dinos" challenge only working if it literally caused head loss
This patch addresses a few issues that slipped through with the major Halloween Horrors update, and improves overall stability.
Patch 2.9.75 Changelog:
Increased poison dart rifle clip size by 1
Increased poison dart rifle rate of fire by 10%
Slight increased to accuracy of poison dart rifle
Decreased stamina cost for Tyrant bracing a bit
Fixed cryo acid pools being able to overlap each other
Fixed an issue where kill credit was not shown correctly for dart kills in some cases
Fixed dinos sometimes not triggering correct sounds / animations when entering death state from poison darts
Added new status effect icons that show for dinos when they have the poison status from the poison dart rifle
Survival mode: fixed the upgraded sniper rifle having swapped 3rd and 1st person firing sounds
Improved server stability, fixed some verbose logging that was causing slowdown
Set a proportional limit of 4 on Bruisers in Get To The Chopper mode by default
Fixed turrets in GTTC mode being non-hostile
Fixed a lighting error on GTTC RuthlessSnow
Resolved issues with Deformus, Trickster, Imperius, Reflected Ruby Cerato items
Fixed polarized sunglasses having same colour as hipster sunglasses
Improved facial animation weighting on Trapper character models
Small fix/tweak to a Cryo mutation mesh
Fixed a few description typo's
Special Event Now LIVE
Halloween Horrors is in full effect, with spooky drops and a horrifying horde of new looks in-store! The event concludes on November 14th, plenty of time to scare yourself silly. Thanks for playing, and..
A terrifying new game update is now live for Primal Carnage: Extinction on Steam!
We're celebrating the season of fear (and Primal Carnage's 10th anniversary) with Halloween Horrors!
An epic special event featuring spooktacular new looks, scarily good upgrades to numerous gameplay features, and mortifying amount of bugfixes.
Read on at your peril!
UPDATE HIGHLIGHTS
NEW Pyro Weapon:
The FLAME SLAMMER!
After all these years, Angus got tired of waiting around and decided to do it himself...
Cobbled together from spare parts, the Flame Slammer is a trademarked McLaughlin Special, featuring a combined incendiary grenade launcher and slam-firing shotgun attachment!
The pyro's new toy allows him to better deal with foes at longer range, flinging fire bombs that instantly ignite anything in the blast radius! Though unlike a molotov, they don't stick around. You get two in the pipe before needing to reload.
For close quarters combat, the slam-fire shotgun shoots slug shells instead of regular pellets. This actually makes it surprisingly accurate (and lethal) so long as you have good aim...
We're hoping this is a fine additional to Pyros arsenal, allowing him to be a bit more effective at crowd control and providing a slightly different playstyle to the usual flaming and sawing. Thanks again to all of the testing crew who helped us refine it over the last couple months!
NEW Game Mechanic:
Tyrant Bracing
A lot of players have been asking for this one for quite a while now, and the halloween update is our first implementation of it. Tyrant Bracing allows you to take reduced damage, at the cost of stamina. This is useful for Rexes, Acros and Spinos who want to battle up close or protect their team by absorbing aggro.
Tyrants that are bracing receive 80% less damage from all sources than they would previously.
To enter bracing mode, simply hold the "crouch" button for a moment and your Tyrant will duck their head down to the ground with a growl. To stay braced, you must continue holding crouch (you can enable toggle crouch if you like). Release crouch to exit brace.
The ability slowly drains your stamina, but any incoming damage will also chip away at it. This means you can't just brace forever. Attacking or eating will also cancel the ability, so be mindful.
What's in a name?
Reworking The Dart Gun(s)
After much deliberation, we decided to revamp the dart-based weapons to make it clearer what each does and give the more defined roles. They are less about damage over time, more focused on specific status effects.
The "tranq rifle" is now the Poison Dart Rifle, and is designed around sustained damage dealing.
We have made the damage numbers better communicate how the dosage mechanic works with this weapon, where successive shots can deal more damage. Basically, poison darts inflict the poisoned status effect, where each consecutive dart hit deals more damage if you hit them quick enough (up to a point).
Once a dinosaur has been hit by enough poison darts, they are fully dosed and enter the poisoned death state. After two seconds of lumbering around they succumb to the poison and die. Dinosaurs can avoid reaching this state by roaring, which removes half of the poison dosage. However, once you are fully dosed with poison there is no going back.
The "dartgun" is now officially labelled the Tranquillizer Pistol and is focused purely on stamina drain.
Unlike the poison dart rifle, the tranquillizer pistol barely deals any damage. However, it is ruthlessly effective at removing the stamina of enemies (if you can manage to hit them!).
Draining all of a dinosaur's stamina with tranquillizers puts them into the fully tranquillized state, which prevents stamina recovery and slows their movements. Yes, the tyrants are back to tail dragging.
Being fully tranquillized lasts for 3 seconds, but can be extended slightly if a scientist keeps shooting tranq darts into their target. Once a dinosaur exits the fully tranquillized state, they have a quarter of their stamina automatically restored.
We think these changes make the weapons more interesting to use and fight against, with scientists needing to keep the pressure on in order to deal good damage with the poison dart rifle or to fully tranquillize with the tranq pistol.
Rethinking Pachy:
Goodbye Manual Charge
With Pachycephalosaurus, we tried something different when it came to charging. Unfortunately, the manually activated charge proved too confusing to most players, or just plain awkward. For the sake of consistency and to make it a tad easier to get to grips with the class, we have changed it to have an automatically activated charge.
This means that Pachy now behaves closer to the other Bruiser classes, building up to top speed where it can charge enemies. As a side effect of this, all of the Bruisers now let out a bellow when they have reached high enough speed to deal charge damage.
There are other changes to the Pachy, all based around making it a little speed demon. Remember to use your Roar Ability to gain a massive boost to maneuverability! The Pachy's roar enables higher jump height, faster turning and more damaging charge hits. We're hoping this makes it fit in better with the other Bruisers and makes it more fun to use!
A Whole LOT More!
We've been hard at work refining mechanics and fixing issues these past few months. This update includes dozens of quality of life improvements, from making weapons less clunky, to refining flyer movement, and diving deep into the guts of the game's code to rework dinosaur hit detection.
Melee attacks by dinosaurs should now be much more reliable and we are working on improvements to movement replication for future patches as well. There's still a few edge cases (pounce continues to be problematic depending on the angle of attack) but we've made a lot of progress.
You can check out the frankly scary amount of changes in the full "fright log" further down, but of course there's a certain seasonal event now underway...
SPECIAL EVENT: Halloween Horrors
Back for another year of mortifying mutations and spooktacular skins, Halloween Horrors returns to Primal Carnage: Extinction on Steam!
From ghostly Dilophosaurs to simply beastly Commandos, the in-game store is full of frightening new items. A second generation of Royal Acro skins has arrived to challenge the throne, and there's a brand new Halloween Gift packed full of scary good new looks to frighten a whole server with!
Another frighteningly good set of Ultimate Human Skins is also debuting this update, the KILOWATTS!
Kilowatt Humans are cybernetically enhanced, augmented with technology - their skin is alive with the patterns of their inner circuitry shining through! These electrifying new looks can be obtained either as ultra rare drops or by crafting 25 legendary human skins together.
Just about 10 years ago, on October 31st 2012, the original Primal Carnage game was released. That means the franchise is about to hit its 10th anniversary! Time flies when you're killing dinos...
To celebrate the occasion we're going to have a free 10th Anniversary Gift, which is a personal gift just for you. Keep an eye on the official discord server closer to the anniversary date for a special code to enter in-store for you to receive your gift!
Opening the anniversary gift grants a collection of themed sprays, a couple of nostalgia glasses, one memorable Carnotaurus skin and more!
But that's not all, there are other blasts from the past to commemorate 10 years as well - opening this year's Halloween Gift will grant you the Precursor Pachy - the original prototype Pachycephalosaurus from when it was being considered for the first Primal Carnage! We dusted it off and made it work with our own Pachy's rig. The creature is a little.. strange.. but certainly fits the horror theme!
On a similar note, the Precursor Rex is also available as a Legendary drop today! This grey and brown beastie was the first Tyrannosaurus ever created for Primal Carnage, before we got to the Big Daddy we all know and love. A wonderfully bumpy throwback with something of a mean look to him!
We were hoping to share a bit more about the PlayStation side of Primal Carnage as part of our celebrations, but that needs a bit more time in the oven just yet. It shouldn't be long now though.
Thanks for a great 10 years, and here's hoping for many more to come!
-The Primal Carnage Team
Full Fright Log:
Controller Updates
We are continuing to overhaul gamepad support as part of our work on the PlayStation revamp of PCE, and have started bringing some of those fixes and updates to the Steam side. This also means a rework of the controller layouts (with more presets and controller customization on the way!).
Updated default control layouts for gamepads based on community feedback
Fixed shoulder buttons on controller not properly swapping between tabs on server browser
Left and right triggers no longer feel backwards when dual wielding weapons
Fixed an issue where horizontal and vertical sensitivity sliders became swapped
Set toggle run to be on by default when using a controller (first-time users)
NOTE: If you encounter issues when using a controller please consider disabling Steam Input.
You can do this by simply right-clicking Primal Carnage: Extinction in your Steam library and selecting Properties > Controller then choosing Disable Steam Input from the dropdown list. PCE has native support for Xbox and PlayStation controllers, and should not require third party tools to use a gamepad with.
DINOSAUR CHANGES
General:
Fundamental changes to how dinosaur attack hit detection is handled, should now be much more responsive and reliable than before.
Fixed dinosaur Roar Refresh function not cancelling the bow's bleed status effect
Roar Refresh reduces dinosaur dosage amount by 50% instead of fully removing dart status effects
Updated some species class info in the menus
Changed tranquillizer rifle to reinforce its role as a poison dart gun:
Damage displayed is perceptually instant, with the intent to give better feedback.
Hitting a strong point reduces the the damage dealt but not the dosage level.
Only ultra strong points (e.g. Pachy dome) reduce both dose and damage.
Each hit with a poison dart makes the next dart deal more damage (up to a point)
Extra damage is only dealt if darts hit within a short window of time, else it starts going down
Fully dosing a dinosaur will produce a UI sound effect and guarantee a kill on it.
Poisoned dinosaurs will die two seconds after receiving the killing dart.
Tranquillizer pistol now does more classic energy sapping:
Losing all your stamina from tranqs makes a dinosaur enter the fully tranquillized state
Fully tranquillized dinosaurs cannot regenerate stamina for 3 seconds and move slower
Each consecutive tranq dart hit then adds 0.5 seconds to the duration (up to 4 hits)
When fully tranquillized state ends, dinosaur has 25% of their stamina restored.
Spitter Updates
Cryolophosaurus:
Small increase to spit charge-up time as cryo
Reduced direct hit damage for cryo acid from 80 to 60
Sped up cryo acid puddle damage interval from 0.85 to 0.7
Reduced damage of cryo acid puddle from 30 to 25
Reduced "health" of cryo acid pool slightly so flamethrower ignites it quicker
Charged spit projectiles now also explode on direct hitting a human
Dilophosaurus:
Reduced dilo spit default damage from 30 to 10
Reduced dilo spit explosion damage from 30 to 25
Slowed the draining effect interval of dilo venom puddles
Reduced venom puddle stamina drain per tick from 16 to 12
Charged spit projectiles now also explode on direct hitting a human
Dilo puddles now deal a tiny bit of damage (just 1 per tick) to help humans be aware of them.
Made the radius at which dilo spit extinguishes flares be a little more forgiving.
Tyrant Updates
Increased audible radius of a few tyrant eating sounds
Tyrants will now produce a threatening rumble when they are braced
Added bracing ability for tyrants:
as tyrant, hold the "crouch" key for a moment to charge up extra armour by "bracing"
when they are braced, tyrants receive 80% less damage from all sources
bracing slowly consumes stamina, and you lose a small amount of stamina when hit
you can brace and sprint as a tyrant, but the stamina consumption will make it end sooner
you can initiate attacks while braced, but this will cancel the brace and remove the effect
you cannot regenerate stamina while bracing
Pachy Updates
Charge Changes:
Pachy now automatically charges, similar to other Bruisers. No manual activation.
Minor increase to pachy charge damage (38 min, 76 max)
Pachy lets out a cry when it has reached charge speed
Charging velocity is faster after roaring
Knockback behaviour is now closer to Carno
Limited charge hits to once per second
Reduced stamina consumption for charge
Fixed charge sometimes doing double hits
Fixed charge being cancelled after jumping
Roar Ability Changes:
Increased turn speed when roared a bit further for Pachy
Slight reduction to Pachy midair (jump) turning speed
Pachy primary attack is now 25% faster during roar period
Faster turn speed for Pachy in general when charging, plus...
Pachy now has boosted charge turning rate while roar ability is active
Other:
Slightly lower jump height by default
Increased speed while sliding for Pachy
Increased minimum velocity required to slide
Shorter timeout period after sliding before Pachy is allowed to slide again
Flyer Updates
Adjustments to Flyer acceleration, increased velocity from diving
Flyers now slow down quicker from sprint speed (stronger braking)
Fixed a problem where Flyers were unable to land or take off in some cases
Reduced minimum height required for Tupa divebomb from 316 to 300
Increased max divebomb groundpound damage from 80 to 90
Made sure ThrowRagdoll was set to True on the Tupa divebomb, along with a decent upkick
Reduced minimum required grab height for Pteranodon
Made grabbing less restrictive with a lower velocity requirement
Reduced the slowdown when holding a grab victim as Pteranodon
Fixed the Pteranodon grab animation not cancelling when shot, it now flaps angrily.
Fixed an issue where Ptera was sometimes unable to let go of a grabbed human after being shot
Fixed still being able to descend with your catch if you hold crouch before initiating a Ptera grab
HUMAN CHANGES
General:
Health pickups now work differently -16 HP on touch, with the rest given over 2.5 seconds
If a human is damaged after grabbing a health pickup, health restoration ends
Grabbing a second health kit does not give immediate HP, instead stacking on to the timer
Humans now play their weapon equip animation before being able to shoot if dropped by a Ptera
More accurate ragdoll effects from gunfire, with stronger impact force on bullets
First implementation of new, more efficient dialog code
Game now waits until current voice line has finished before trying to play a new one
Weapon Changes:
Fixed a bugged timer that caused some weapons to have an artificial rate of fire cap
Fixed sometimes being unable to swap from secondary to primary weapon while sprinting
Fixed bug where weapons hit twice when playing on client hosted games
Allowed weapon swap while jumping/falling
Melee attacks are now less affected by armour (20% reduced damage instead of 40%)
Machete now takes less time to do a fully charged swing
"Charged up" machete swings now completely ignore regular armour
Fixed machete still doing damage AFTER being pounced if user had been charging it up
Added new sounds to machete charge attack animations, fixed no sound on regular machete attack
Charged machete hits now deal 75% bonus damage (coupled with 25% crit, this can mean double damage)
Re-enabled a small amount of procedural weapon model bob during movement
Guns now slowly recenter to near their original aim height after being shot
Increased kickback when firing certain guns
Moderate recoil reduction on SMGs
Minor spread reduction for M4
Increased revolver crit damage to 40%
Increased spread of burst rifle
Reduced effective range of burst rifle slightly
Desert Eagle now has 20% amount piercing damage
Hatchets now have the ability to deal crits again
Scientist Weapon Updates:
Tranquillizer Rifle is now the Poison Dart Rifle, with a focus on sustained damage
Poison dart rifle does not drain stamina, instead applying a dosed status effect
While under the influence of poison darts, each successive dart hit does more damage
The poison status effect wears off quickly, so you must keep the pressure on to deal good damage
Formalized the dartgun's name as Tranquillizer Pistol
Tranq darts drain dino stamina until they are in a depleted state, with reduced movement speed
During the fully tranquillized state, dinosaurs are unable to regenerate stamina
Once tranq status has ended, dinosaurs immediately recover 25% of their stamina
Reduced the tranq pistol instant hit damage from 10 to 5
Tranq pistol now fires faster, with less recoil
VISUAL / COSMETIC CHANGES
Post processing and lighting updates to a couple of maps
Optimizations to several lens flares and particle effects
Swapped the main menu and BasicTesting maps for new spooky versions
Re-enabled spooky scary skeleton skins as default inventory items
October 2022 marks 10 years since the original Primal Carnage was officially released!
We here at Circle 5 have been stewards of the franchise for the last eight years. It's hard to believe we've been going this long - it's been quite a ride building Primal Carnage: Extinction into what it is today!
As a smaller indie team, we're incredibly proud of what we've been able to achieve. Nearly all of the current Primal Carnage developers are only able to work part-time, and you'd be able to count the live development crew on one hand since 2015... (we have a current team of five). Despite that, we have managed to pull off new game modes and even added new dinosaurs these last couple of years!
None of what we've done would have been possible without the support of our dedicated and incredibly creative community. We have worked hand in hand with fans, from the early years of Workshop right up to the present day, and continue to directly commission the best and brightest from the Primal Carnage community to help us create new content...
Players have become developers over time, the artists among you helping to design new character models, craft new animations, build new maps, imagine inventive skins, and draw up epic artwork.
Thankyou ALL for your support, we couldn't have done it without you!
Now, let's celebrate!
10 YEARS, 10 SALES
The party's starting in-store NOW! Yes we're running a retro store sale every couple of days during October! Dozens upon dozens of classic looks are returning with limited-time discounts.
Each store rotation has its own little theme, from featured classes to mercenary memories, with the autumnal collection being a through-line that reappears. Check out the sales schedule below:
Tues 4th Oct --- Autumnal Revival Sale, Part 1
Thurs 6th Oct --- Featured Class Sale --- (Flyers)
Sat 8th Oct --- Mercenary Memories Sale --- (Humans)
Mon 10th Oct --- Featured Class Sale --- (Bruisers)
Wed 12th Oct --- Autumnal Revival Sale, Part 2
Fri 14th Oct --- Featured Class Sale --- (Raptors)
Sun 16th Oct --- Featured Class Sale --- (Tyrants)
Tues 18th Oct --- Autumnal Revival Sale, Part 3
Wed 20th Oct --- Featured Class Sale --- (Spitters)
Fri 21st Oct --- Autumnal Revival Sale, Part 4
[/b]Worried about missing featured items from the day before? Check the Specials tab! All discounts will remain active until the Halloween update is live.
Additionally, we are now including a Paint Mixer Tool for applying dino skin changes when you buy a multi-pack of colours from the in-game store. Paint Mixers sold separately are now indefinitely discounted to $2.99. Look for more bundles and extra colours to pop up in future!
MERCH STORE MADNESS
Keep an eye out for new additions to the Primal Carnage online store this month!
That's right, more merch is incoming! There are several new posters in the works, including a classic piece by veteran concept artist Trey Bishop...
These will appear over time as we near the franchise's 10th birthday, in addition to new shirts, mugs, stickers and more (including some of the runners-up in the recent merch design contest)!
But that's not all...
Receive 25% off your online order of posters, wearables or accessories by using the code Carnage10
*This special discount is limited to one use per customer and ends on November 4th!
Coming Soon: HALLOWEEN HORRORS
The climax of our birthday celebrations is what you might call the "Halliversary" - our annual Halloween Horrors event starts around 0ctober 25th. That's barely four days before the launch date of the original Primal Carnage, which debuted just prior to Halloween 2012.
Expect a frighteningly good selection of horrific NEW looks, in addition to a sizable game update. Pyro is finally getting a new primary weapon this Halloween, and we have made significant improvements to dinosaur hit detection among other gameplay adjustments. Even more upgrades to core features will follow later with Update 3.0, though we can't give a date for that just yet.
Oh, and there will be freebies.
Certain codes may or may not be getting activated around Halloween, and we have a little box of goodies in the form of the 10th Anniversary Gift. That's a *personal* gift just for you. We hope you'll like it!
Coming Soon: CONSOLE EVOLUTION
It's been a long road, but we are almost ready to officially announce the next phase for Primal Carnage on PlayStation platforms. The console side has been lingering in the dark ages for far too long, and we're working hard to make sure that it will have been worth the wait.
Right now our team is in the final stages of submitting a beta for certification on PS4, and with a little luck we will be revealing more details during our 10th anniversary celebrations this month.
Thanks again for being with us on this journey. We still have countless ideas for how to expand PCE and Primal Carnage in general, and hope you'll join us as we venture into the franchise's second decade.
Here's to many more years! -The Primal Carnage Team
Special thanks to community artists TerexTheMenace, BBQ and ChunkoHunko for creating these anniversary celebration doodles!