Prehistoric Kingdom - DinoSteve93
Last week's release of the Jurassic Patch was extremely well taken, and we were humbled by it. Everyone showed off their limitless creativity by building magnificent parks and reserves, and watching the new and old animals alike wander around and display their behaviors.

However, we do acknowledge that it wasn't without fault. To this extent, we took some time to fix some of the more immersion-breaking bugs to make the whole experience that much more enjoyable during the wait for Early Access. Furthermore, we polished some of the new behaviors and added that little extra detail on top of them.

Patch notes are as follows:
Audio
  • Eating sounds for carnivores have been added
  • Drinking sounds for all dinosaurs have been added
  • Fleeing dinosaurs now vocalize to the herd
  • Reduced volume range for Camarasaurus vocalizations
  • Volume pitch for infants adjusted

AI
  • Dinosaurs will no longer teleport out of their enclosures
  • Dinosaurs will now react to threats even if they are eating/drinking/resting
  • Dinosaurs will now sleep. This is a separate need from resting and will slow down hunger/thirst while increasing health and energy
  • Dinosaurs should no longer get stuck in a state until they die
  • Dinosaurs should no longer get stuck turning
  • Dinosaurs should now react better to vehicles
  • Dinosaurs should no longer glitch into the air
  • Moving a dinosaur will now reset its state in case it does happen to get stuck
  • Carnivore aggression has been toned down
  • Carnivores should have an easier time grabbing infants
  • Dinosaurs will now look around and vocalize while resting
  • Dinosaurs can no longer be placed where there is no navmesh. They will now appear red until moved somewhere valid
  • Various other improvements to AI and related systems

Animation
  • Animals will sometimes yawn when resting
  • Animals will shake after exiting water
  • Animation stutter has been reduced
  • Attack animation syncing has been improved somewhat
  • Animals don't reset when time is paused anymore

Building
  • Gate bug where gate cannot be deleted is fixed
  • Various bugs that prevent placement of new buildings have been fixed
  • Paths no longer affect the navmesh. Dinosaurs can now walk on paths
  • Rocks will now affect the navmesh so that animals will path around them
  • Reduced game lag when placing a building
  • Fixed bug when moving an animal after deleting the nursery it spawned from
  • Fixed various bugs that could result in being unable to place or click on buildings

Dinosaurs
  • Allosaurus body size has been modified
  • Camarasaurus has learned to swim
  • Camarasaurus now has significantly more health
  • Camarasaurus now has additional attacks
  • Camarasaurus can now properly deal damage with its tail
  • Camarasaurus can now threaten predators
  • Camarasaurus body size has been modified
  • Dryosaurus can now graze
  • Gallimimus can now preen themselves
  • Gallimimus can now graze
  • Stegosaurus can now graze
  • Stegosaurus should now properly use its tail for self-defense
  • Triceratops can now graze
  • Tyrannosaurus now pants when low on energy
  • Tyrannosaurus has a new random idle animation
  • Velociraptor can now dust bathe when resting
  • Velociraptor can now preen themselves

Misc.
  • Camera will no longer fall below terrain
  • Vehicles will now properly collide with trees
  • Improved overall game performance significantly for CPU bound machines
  • Reduced game hiccups when loading a dinosaur or building for the first time
  • Pathfinding improvements
  • To better support trackpad users, Zoom In (R) and Zoom Out (F) keys are now incremental zoom instead of absolute. To mimic old functionality and snap to the closest zoom press Shift+R, to the furthest zoom press Shift+F.

UI
  • Animal counter will now properly reflect animal count and exclude dead animals
  • Animal statistics (i.e. body weight) are now correct

The AI is still being fine-tuned and is not perfect, and as such there are still a few small issues which we may or may not address in a small, final bugfix patch. Some of the known issues are:
  • animals can glitch in and out of the ground when filling their needs
  • turning animations aren't always perfectly synced with the object
  • carnivores can be overly aggressive when in packs, resulting in unnecessary herbivore slaughter, though to much lesser extent than previously

That said, we hope you'll keep enjoying the game, and as always, have a great time with the new build!
Prehistoric Kingdom - Mau
Last week's release of the Jurassic Patch was extremely well taken, and we were humbled by it. Everyone showed off their limitless creativity by building magnificent parks and reserves, and watching the new and old animals alike wander around and display their behaviors.

However, we do acknowledge that it wasn't without fault. To this extent, we took some time to fix some of the more immersion-breaking bugs to make the whole experience that much more enjoyable during the wait for Early Access. Furthermore, we polished some of the new behaviors and added that little extra detail on top of them.

Patch notes are as follows:
Audio
  • Eating sounds for carnivores have been added
  • Drinking sounds for all dinosaurs have been added
  • Fleeing dinosaurs now vocalize to the herd
  • Reduced volume range for Camarasaurus vocalizations
  • Volume pitch for infants adjusted

AI
  • Dinosaurs will no longer teleport out of their enclosures
  • Dinosaurs will now react to threats even if they are eating/drinking/resting
  • Dinosaurs will now sleep. This is a separate need from resting and will slow down hunger/thirst while increasing health and energy
  • Dinosaurs should no longer get stuck in a state until they die
  • Dinosaurs should no longer get stuck turning
  • Dinosaurs should now react better to vehicles
  • Dinosaurs should no longer glitch into the air
  • Moving a dinosaur will now reset its state in case it does happen to get stuck
  • Carnivore aggression has been toned down
  • Carnivores should have an easier time grabbing infants
  • Dinosaurs will now look around and vocalize while resting
  • Dinosaurs can no longer be placed where there is no navmesh. They will now appear red until moved somewhere valid
  • Various other improvements to AI and related systems

Animation
  • Animals will sometimes yawn when resting
  • Animals will shake after exiting water
  • Animation stutter has been reduced
  • Attack animation syncing has been improved somewhat
  • Animals don't reset when time is paused anymore

Building
  • Gate bug where gate cannot be deleted is fixed
  • Various bugs that prevent placement of new buildings have been fixed
  • Paths no longer affect the navmesh. Dinosaurs can now walk on paths
  • Rocks will now affect the navmesh so that animals will path around them
  • Reduced game lag when placing a building
  • Fixed bug when moving an animal after deleting the nursery it spawned from
  • Fixed various bugs that could result in being unable to place or click on buildings

Dinosaurs
  • Allosaurus body size has been modified
  • Camarasaurus has learned to swim
  • Camarasaurus now has significantly more health
  • Camarasaurus now has additional attacks
  • Camarasaurus can now properly deal damage with its tail
  • Camarasaurus can now threaten predators
  • Camarasaurus body size has been modified
  • Dryosaurus can now graze
  • Gallimimus can now preen themselves
  • Gallimimus can now graze
  • Stegosaurus can now graze
  • Stegosaurus should now properly use its tail for self-defense
  • Triceratops can now graze
  • Tyrannosaurus now pants when low on energy
  • Tyrannosaurus has a new random idle animation
  • Velociraptor can now dust bathe when resting
  • Velociraptor can now preen themselves

Misc.
  • Camera will no longer fall below terrain
  • Vehicles will now properly collide with trees
  • Improved overall game performance significantly for CPU bound machines
  • Reduced game hiccups when loading a dinosaur or building for the first time
  • Pathfinding improvements
  • To better support trackpad users, Zoom In (R) and Zoom Out (F) keys are now incremental zoom instead of absolute. To mimic old functionality and snap to the closest zoom press Shift+R, to the furthest zoom press Shift+F.

UI
  • Animal counter will now properly reflect animal count and exclude dead animals
  • Animal statistics (i.e. body weight) are now correct

The AI is still being fine-tuned and is not perfect, and as such there are still a few small issues which we may or may not address in a small, final bugfix patch. Some of the known issues are:
  • animals can glitch in and out of the ground when filling their needs
  • turning animations aren't always perfectly synced with the object
  • carnivores can be overly aggressive when in packs, resulting in unnecessary herbivore slaughter, though to much lesser extent than previously

That said, we hope you'll keep enjoying the game, and as always, have a great time with the new build!
Prehistoric Kingdom - DinoSteve93
It’s here! The Jurassic Patch is the final big update to the free pre-alpha demo and we are excited to finally be able to release it!

We have to start off by apologizing for the unusually long wait: as many of you might know, we ran a stressful (but very successful, thanks to you!) Kickstarter campaign at the end of 2017. Coupled with logistical hiccups, it sure had its toll on the development process. To quote our last devlog (in reference to the patch): "It’s not quite as grandiose as we initially expected it to be, and in an ideal world we would have liked the AI to be more polished and bug free. We’ve unfortunately had to disable the saving system as its issues were plentiful, and simply were not worth continuing with in the demo."

That being said, we did add 4 new animals, as well as more buildings, decorations, and visual overhauls. As such, we firmly believe you will be having some more fun with this early version of the game while we move forward with development. We can't wait to see what you create. To share it with the community, make sure to join our discord server!



The change-log is as follows:

ADDED:
Several new structures:
  • Added short stone fence.
  • Added woven horse fence.
  • Added elephant fence.
  • Added high metal fence.
  • Added sauropod feeder.
  • Added bright herringbone path.
  • Added simple asphalt path.
  • Added dark asphalt path.

  • Added 5 logs and sticks as decorations.
  • Added 3 more boulders as decorations.

  • Added the 8 Mediterranean trees as decorations.

Revamped the UI graphics:
  • Remade the main menu.
  • Remade the new game configuration menu.
  • Added additional UI colors.
  • Revamped the nursery menu.
  • Changed loading screen image.
  • Revamped animal selection menus and functionality.
  • Added time state UI.
  • Revamped path icons.
  • Expanded upon the building information panel.

Four new dinosaurs:
  • Allosaurus fragilis.
  • Stegosaurus stenops.
  • Dryosaurus altus.
  • Camarasaurus grandis.

New AI behaviors:
Perhaps the largest aspect of this patch is the new improved AI. As aforementioned, it's not quite as bug-free as we might have hoped, so it's hit and miss. However, when it does work as intended, it gives in for quite interesting behaviors worth witnessing.
  • Animals will make herds, flocks, and packs of varying sizes depending on the species.
  • Animals will now look at objects and creatures around them.
  • Infants will hide behind adults during combat.
  • Carnivores now hunt animals that are comparable to their own size or smaller.
  • Pack hunting.
  • Large carnivores can eat small babies whole.
  • Herbivores will defend themselves using defensive stances, attacks, or flee.
  • Threat displays.
  • Injured animals will begin to limp and attempt to escape.

REMOVED:
  • Saving system (due to issues with new features and systems).


CHANGED:
  • Terraforming now works under animals and decorations.
  • Updated large palm model and texture.
  • Updated small palm model and texture.
  • Decreased random wait time for next track play.
  • Brightened sky.
  • Reduced max bloom values.
  • Randomized wind turbine rotor rotation.
  • Turbines auto-rotate to face wind direction.
  • Increased dinosaur growth speed.
  • Restore position option in vehicle depot menu is now always enabled.
  • Enabled path building under structures.
  • Tweaked vehicle controls responsiveness.
  • Updated Brick Wall Fence.
  • Updated conflicting building descriptions.
  • Merged the 'Dirts' and 'Natural' path sections.
  • Added pointer arrow to the water pump.
  • Adjusted night and overcast graphics.
  • Improved game post effects.

FIXED:
  • Fixed Velociraptor eating and drinking.
  • Option menu disappearing labels have been fixed.
  • Fixed gate placement bug.
  • Fixed dinosaur size jumpiness in nursery menu.
  • Fixed weight issues in Tyrannosaurus eating animation.
  • Fixed animation reset after pause in animals.
  • Palisade fences now have their own description.
  • Fixed short fence selection hitboxes.
  • Fixed night time red sky shader bug.
  • Nursery scale has been aligned with the animal previews.

OPTIMIZATION:
  • Optimized vehicles and depots, allowing for far more depots built at once than before.
  • Optimized building state pointers.
  • Optimized resource system.
Prehistoric Kingdom - Mau
It’s here! The Jurassic Patch is the final big update to the free pre-alpha demo and we are excited to finally be able to release it!

We have to start off by apologizing for the unusually long wait: as many of you might know, we ran a stressful (but very successful, thanks to you!) Kickstarter campaign at the end of 2017. Coupled with logistical hiccups, it sure had its toll on the development process. To quote our last devlog (in reference to the patch): "It’s not quite as grandiose as we initially expected it to be, and in an ideal world we would have liked the AI to be more polished and bug free. We’ve unfortunately had to disable the saving system as its issues were plentiful, and simply were not worth continuing with in the demo."

That being said, we did add 4 new animals, as well as more buildings, decorations, and visual overhauls. As such, we firmly believe you will be having some more fun with this early version of the game while we move forward with development. We can't wait to see what you create. To share it with the community, make sure to join our discord server!



The change-log is as follows:

ADDED:
Several new structures:
  • Added short stone fence.
  • Added woven horse fence.
  • Added elephant fence.
  • Added high metal fence.
  • Added sauropod feeder.
  • Added bright herringbone path.
  • Added simple asphalt path.
  • Added dark asphalt path.

  • Added 5 logs and sticks as decorations.
  • Added 3 more boulders as decorations.

  • Added the 8 Mediterranean trees as decorations.

Revamped the UI graphics:
  • Remade the main menu.
  • Remade the new game configuration menu.
  • Added additional UI colors.
  • Revamped the nursery menu.
  • Changed loading screen image.
  • Revamped animal selection menus and functionality.
  • Added time state UI.
  • Revamped path icons.
  • Expanded upon the building information panel.

Four new dinosaurs:
  • Allosaurus fragilis.
  • Stegosaurus stenops.
  • Dryosaurus altus.
  • Camarasaurus grandis.

New AI behaviors:
Perhaps the largest aspect of this patch is the new improved AI. As aforementioned, it's not quite as bug-free as we might have hoped, so it's hit and miss. However, when it does work as intended, it gives in for quite interesting behaviors worth witnessing.
  • Animals will make herds, flocks, and packs of varying sizes depending on the species.
  • Animals will now look at objects and creatures around them.
  • Infants will hide behind adults during combat.
  • Carnivores now hunt animals that are comparable to their own size or smaller.
  • Pack hunting.
  • Large carnivores can eat small babies whole.
  • Herbivores will defend themselves using defensive stances, attacks, or flee.
  • Threat displays.
  • Injured animals will begin to limp and attempt to escape.

REMOVED:
  • Saving system (due to issues with new features and systems).


CHANGED:
  • Terraforming now works under animals and decorations.
  • Updated large palm model and texture.
  • Updated small palm model and texture.
  • Decreased random wait time for next track play.
  • Brightened sky.
  • Reduced max bloom values.
  • Randomized wind turbine rotor rotation.
  • Turbines auto-rotate to face wind direction.
  • Increased dinosaur growth speed.
  • Restore position option in vehicle depot menu is now always enabled.
  • Enabled path building under structures.
  • Tweaked vehicle controls responsiveness.
  • Updated Brick Wall Fence.
  • Updated conflicting building descriptions.
  • Merged the 'Dirts' and 'Natural' path sections.
  • Added pointer arrow to the water pump.
  • Adjusted night and overcast graphics.
  • Improved game post effects.

FIXED:
  • Fixed Velociraptor eating and drinking.
  • Option menu disappearing labels have been fixed.
  • Fixed gate placement bug.
  • Fixed dinosaur size jumpiness in nursery menu.
  • Fixed weight issues in Tyrannosaurus eating animation.
  • Fixed animation reset after pause in animals.
  • Palisade fences now have their own description.
  • Fixed short fence selection hitboxes.
  • Fixed night time red sky shader bug.
  • Nursery scale has been aligned with the animal previews.

OPTIMIZATION:
  • Optimized vehicles and depots, allowing for far more depots built at once than before.
  • Optimized building state pointers.
  • Optimized resource system.
Prehistoric Kingdom - Shadow Raven Studios
Happy holiday's from the Prehistoric Kingdom team! We've had a great year, and we hope that you enjoy our brand new Megaloceros to celebrate.



Your support as a community has been amazing, and we appreciate all the backers and 20,000+ demo players who are working together to make our game a reality. As a project that was originally created back in 2014, we couldn't have asked for a better group of people to lead us into the home stretch.

The Jurassic Patch
The Jurassic Patch is still getting worked on - improving the overall graphical quality of the game and it's AI. Animals now feel like proper animals and are far more interesting to look at while they go about their business! While we're still improving combat, creatures can herd, flock, threaten, hunt, look at other animals/their environment, and more.




We've added a handful of new fences and objects to play with, as well as introducing advanced editing for all the trees in the game so that players can move, rotate, and scale foliage just like the rocks!



Speaking of foliage, here's a look at the brand new palms and colour grading! One of the complaints that we saw a lot of was people how overly bright and saturated the public demo looks. Now that we've changed them - we agree! While we'll strive to keep the game vibrant and colourful, we feel that this is a step in the right direction.



Because of this, we've also edited the textures and foliage of the Mediterranean Isle to - shockingly - look more Mediterranean.





Oh. And the Tyrannosaurus has learned how to close her mouth properly. There's still some work to be done, but we hope to get the Jurassic Patch out to you all as quickly as possible!

Kickstarter
As of this post, our Kickstarter campaign is at a steady 76%, with a numerous amount of updates having been posted over the last month.



If you enjoy the game and want to see it become a reality, we urge you to help support us!

Thanks!
Thank you all for supporting the game! While our Steam updates can be sporadic, our social media accounts are frequently updated if you want to see more. <3

Facebook
Twitter
Discord
Prehistoric Kingdom - Shadow Raven Studios
Happy holiday's from the Prehistoric Kingdom team! We've had a great year, and we hope that you enjoy our brand new Megaloceros to celebrate.



Your support as a community has been amazing, and we appreciate all the backers and 20,000+ demo players who are working together to make our game a reality. As a project that was originally created back in 2014, we couldn't have asked for a better group of people to lead us into the home stretch.

The Jurassic Patch
The Jurassic Patch is still getting worked on - improving the overall graphical quality of the game and it's AI. Animals now feel like proper animals and are far more interesting to look at while they go about their business! While we're still improving combat, creatures can herd, flock, threaten, hunt, look at other animals/their environment, and more.




We've added a handful of new fences and objects to play with, as well as introducing advanced editing for all the trees in the game so that players can move, rotate, and scale foliage just like the rocks!



Speaking of foliage, here's a look at the brand new palms and colour grading! One of the complaints that we saw a lot of was people how overly bright and saturated the public demo looks. Now that we've changed them - we agree! While we'll strive to keep the game vibrant and colourful, we feel that this is a step in the right direction.



Because of this, we've also edited the textures and foliage of the Mediterranean Isle to - shockingly - look more Mediterranean.





Oh. And the Tyrannosaurus has learned how to close her mouth properly. There's still some work to be done, but we hope to get the Jurassic Patch out to you all as quickly as possible!

Kickstarter
As of this post, our Kickstarter campaign is at a steady 76%, with a numerous amount of updates having been posted over the last month.



If you enjoy the game and want to see it become a reality, we urge you to help support us!

Thanks!
Thank you all for supporting the game! While our Steam updates can be sporadic, our social media accounts are frequently updated if you want to see more. <3

Facebook
Twitter
Discord
Prehistoric Kingdom

I'm noticing a trend, readers: dinosaur park sims. Frontier has been drip-feeding us Jurassic World Evolution details for months, and just last month Parkasaurus was announced. Prehistoric Kingdom is the latest game to pick up this suddenly popular torch. It's currently on Kickstarter, with developer Shadow Raven Studios asking for $55,000. At the time of writing, its campaign has raised $24,000 and will run for another 22 days. 

Shadow Raven says Prehistoric Kingdom features intricate habitat and structure building inspired by previous sims like Jurassic Park: Operation Genesis and Zoo Tycoon 2, as well as brush-based terraforming. Mod and Steam Workshop support is also planned, with unofficial mod support already available. Players can also micro-manage guest and dinosaur stats and experiment with (voila) dino DNA.

Three game modes are planned: a campaign; challenge-based scenarios; and a no-holds-barred sandbox mode. The through-line is ranger mode, which "will allow you to walk through your park as one of the park's wardens" in any of the main modes. At first blush, ranger mode reminds me quite a lot of Pokémon Snap, which sounds pretty neat considering 50 dinosaurs are planned for launch. 

That said, Prehistoric Kingdom's biggest distinguishing quality is that you can play it for free right now. It already has a demo on Steam, which includes four dinosaurs and a few dozen decorations and buildings. 

Judging from its Kickstarter reward dates, Prehistoric Kingdom is expected to release in late 2018. 

Prehistoric Kingdom - DinoSteve93
Hello everyone, back to a blog post for some incredibly exciting news!

As most of you already know, we have been working on the project completely unfunded for around 3 years now. In this time we went from iteration to iteration, progressively bettering both the project and ourselves. After having launched a working demo (to which we'll still provide support, more on that later in the post) we believe it's finally time to 'up our game' (no pun intended)!

Our project is now live on Kickstarter! You can find our page HERE.

Kickstarter allows us to do just that, as it gives us the necessary funding to spend more time on development and work more efficiently. As such we'll be able to present a product sooner rather than later. Here's where we need your help! Consider donating to the project and telling all your friends and family about it! Even small donations help, and the more people that can check the project out, the better! This holiday season you have the chance to help make this game a reality, resting assured that we all greatly appreciate your love and support!



The campaign page itself is jam-packed with never-seen-before new content in the form of concepts, in-game screenshots, gifs, and videos! Those with a keen eye will be able to find sneak peeks of the upcoming Jurassic Patch! These past few weeks we've been busy setting the campaign page up, but that doesn't mean we've forgotten about the game itself! Not only have we added the new 4 animals in their entirety (Camarasaurus, Allosaurus, Dryosaurus and Stegosaurus), but we've also improved on the AI system and some interface graphics. It's all still very much WIP, which is why we want to spend some more time on polishing before launching it, but some great looking results are already popping up!

Dryo Flock Video
Stego Herd Video
Allo Pack Run Video
Rex Pack Charge Video

Ending this blog post with much excitement, we want to remind everyone that we'll be doing frequent updates throughout and after the campaign, so stay tuned!
We are also streaming right now, come join us here!
Prehistoric Kingdom - Mau
Hello everyone, back to a blog post for some incredibly exciting news!

As most of you already know, we have been working on the project completely unfunded for around 3 years now. In this time we went from iteration to iteration, progressively bettering both the project and ourselves. After having launched a working demo (to which we'll still provide support, more on that later in the post) we believe it's finally time to 'up our game' (no pun intended)!

Our project is now live on Kickstarter! You can find our page HERE.

Kickstarter allows us to do just that, as it gives us the necessary funding to spend more time on development and work more efficiently. As such we'll be able to present a product sooner rather than later. Here's where we need your help! Consider donating to the project and telling all your friends and family about it! Even small donations help, and the more people that can check the project out, the better! This holiday season you have the chance to help make this game a reality, resting assured that we all greatly appreciate your love and support!



The campaign page itself is jam-packed with never-seen-before new content in the form of concepts, in-game screenshots, gifs, and videos! Those with a keen eye will be able to find sneak peeks of the upcoming Jurassic Patch! These past few weeks we've been busy setting the campaign page up, but that doesn't mean we've forgotten about the game itself! Not only have we added the new 4 animals in their entirety (Camarasaurus, Allosaurus, Dryosaurus and Stegosaurus), but we've also improved on the AI system and some interface graphics. It's all still very much WIP, which is why we want to spend some more time on polishing before launching it, but some great looking results are already popping up!

Dryo Flock Video
Stego Herd Video
Allo Pack Run Video
Rex Pack Charge Video

Ending this blog post with much excitement, we want to remind everyone that we'll be doing frequent updates throughout and after the campaign, so stay tuned!
We are also streaming right now, come join us here!
Prehistoric Kingdom - DinoSteve93


Hello again, everyone!

Last Wednesday, we finally released the new and improved Prehistoric Kingdom Pre-Alpha Demo - a collaboration of 11 months of unpaid work from a team that can be found all over the world. While we are still humbled by the positive reception and thank you all dearly for supporting us, there are obvious issues with the game which we are working hard at to fix! Most notably we have added grass removal for paths and buildings, as well as improving how terraforming behaves with fences, paths, and more. We have a very large, text filled blog post to get through today, so please enjoy the patch notes below.

PRE-ALPHA DEMO V.0.1.4.3 PATCH NOTES
FIXES:
  • Fixed AI getting stuck in swimming state
  • Velociraptor infants should now be able to properly eat/drink.
  • All AI eating/drinking behaviours have been improved.
  • AI should no longer die of thirst/hunger if resources are available to it.
  • AI should no longer try to path to places they cannot reach.
  • AI pathfinding has been improved, and will continue to be improved in further patches.
  • Dinosaurs should no longer randomly climb structures.
  • Can no longer terraform under buildings/fences/paths.
  • Terraforming will now properly exit build mode if used while building.
  • Fixed demolition bug where buildings/feeders/fences were not being demolished properly.
  • Fixed rendering glitch when selecting/deselecting buildings for demolition.
  • Fixed corrupt save files as a result of saving the game while infants are in the nurseries.
  • Fixed bug that corrupted fence positions when saving.
  • Save games are now archived into a single PKS file for easier sharing.
  • Infants no longer become adults when loading a save.
  • Fixed performance issue when loading saves with lots of buildings.
  • Close buttons now work on property windows.
  • Fixed permanent fence and path previews when entering demolition/terraforming modes
  • Fixed white artifacts on Gallimimus skins.
  • Fixed random glare effects.
  • Various other minor fixes and adjustments.
CHANGES:
  • Changed wind turbine placement hitboxes.
  • Changed decorative rock colliders.
  • Edited large water trough to account for infants.
ADDITIONS:
  • Dinosaurs can now take shelter during storms.
  • Dinosaurs can be picked up and moved.
  • Grass is properly removed from paths and buildings.
  • Added colliders to trees (meaning vehicles can crash into foliage).



Things and Tips You Might Have Missed!

Dinosaurs:
  • Did you know that there’s a chance of random genetic mutation? There is a 2% chance of a melanistic mutation, and 1% for an albino!
  • All dinosaurs, young and old, have full swimming capabilities.
  • By disabling the Single Instance button in the Nursery, you can select multiple individuals to be placed. Alternatively, this can be done by pressing Select All.

Building:
  • You can switch between buildings and animals of the same type by pressing the object rotation keys (check your keybindings in the options menu!).
  • Having to click on the UI to change the editing gizmo can get pretty annoying - that’s why we mapped a key (default is ‘X’) just for that.
  • Speaking of rocks, the game will save the dimensions and rotation of your next placement if you have Save Next Coords enabled in the Building Menu. Likewise, enabling Single Instance will only place one rock, and disabling Editing Gizmo will stop it from showing up immediately (but can be still edited by clicking on the placed rock).
  • Vehicles can be driven inside paddock’s by placing a Gate. These can be found under Fences and will automatically adapt to the selected fence type.

Vehicles:
  • Vehicles tend to get battered around when you drive recklessly or attempt to murder your beautiful creations (yes, we both know who you are). By returning to the Vehicle Depot., you can restore the Staff All-Terrain to its original condition.
  • If you ever find yourself lost on the island (and we don’t blame you!), the cars can be easily returned by clicking on your Vehicle Depot. and pressing the Restore Positionbutton.

Gameplay:
  • You can disable automatic camera adjustment when building by disabling it under Options > Gameplay.
  • Don’t like the day/night cycle? No problem! By heading into Options > Gameplay, you can disable the automatic cycle and even set the game to a permanent time of day.
  • Want to spice up how your UI looks? Under Options > Gameplay you can choose between five colours; chrome, dark blue, light blue, orange, and red.
  • If you haven’t guessed already, quite a lot about the game can be changed in the Options menu!

Miscellaneous:
  • The Pre-Alpha Demo also includes random weather patterns! If you stick around for long enough, you might just experience rain, and even thunderstorms.
  • By digging down with the terraforming tools, you will eventually hit the water table. Animals are able to drink and swim in this.
  • Who doesn’t love taking a nice screenshot? For this reason, we’ve added three image effects sliders to the Options menu; Bloom, Tilt-Shift, and Vignette.
  • If you want to see who helped build Prehistoric Kingdom, the Credits can be found in the main menu - featuring the developers, testers, and friends who have worked on the game.



The Future of the Project
Updating the Demo
Two words; Jurassic Patch.

Yes. The Jurassic Patch is the main content update that is expected to hit Steam “Soon™”. In other words, we do not have an ETA on its arrival. But we do however have a very clear idea on what to expect, so hold onto your butts!
  • 4 NEW Animals from the Morrison Formation (Allosaurus, Camarasaurus, Stegosaurus, Dryosaurus).
  • Enhanced Nursery UI.
  • Improved AI & Interactions.
  • New Placeable Objects.
  • Lite-Challenge Mode.
“But Mr. and Mrs. Developers, what are the new objects?!” we hear you cry! They’re a surprise, but we are very confident that you will all enjoy what we have planned. Regarding the Lite-Challenge Mode, it will act as a taste of basic management that follows the current Sandbox mode goal (build a park that isn’t designed for guests but rather a reserve). This means that players will have to deal with money, complete missions/objectives to earn money, wrangle a monthly upkeep, and ship resources to the island in order to sustain their animals and build structures. The AI will be getting an improvement too, leading to the much anticipated hunting and herding! To accommodate our new additions to the demo roster, we’ve overhauled the Nursery UI (as detailed below). Stay tuned for more info!



“Okay, that nice and all, but what can we expect in the meantime?” Bug fixes, mostly. With today’s patch, we’re hoping to eliminate the majority of the issues that users have experienced in the demo. And while in a perfect world that’d be all done and dusted, we’ll continue checking the #pk-bug-reporting channel on our Discord server and try to add some quality of life improvements.

In terms of updates, there might be one or two more blog posts before we go to Kickstarter (which will be preluded by the Jurassic Patch). Behind the scenes, we are hoping to stream more often and interact with the community directly, but due to the global location of our team it is incredibly hard to find an appropriate time where a large portion of the development team is available at once.

Redesigning the Nursery
As development picked up its pace over the last few weeks before releasing the demo, we realized that we were going to have to look at a new approach to how users will navigate the user interface for our Nursery building. Combining our intentions for the future and looking at user feedback, we are hoping that this new design will mitigate issues such as being unable to find certain animals (for example, we have found that some are unable to find the Triceratops) and will make the future animal additions far easier to recognise.


Non-final concept art of the new Nursery UI. Text + Icons are a work in progress.



Breakdown of the user interface.


Type Selection (Purple)
  • Choose between terrestrial, aerial, and aquatic creatures.
Preview Window (Red)
  • Rotate an animated preview of the selected animal.
  • Displays a brief summary of the creature’s length and weight.
  • Use the search bar to find animals directly.
  • ‘Favourite’ a selected creature to easily find it again under filters.
  • Move the white slider to dynamically set or preview an animal’s age.
  • Click the left and right arrows to switch to the next or previous animal.
Creature List (Green)
  • Selecting the dropdown ‘Filters’ will display a variety of settings (e.g. Time Period, Climate) to filter out undesired animals.
  • All relevant creatures will be shown along a slidable bar.
“Quick Stats” (Turquoise)
  • Shows the animal’s popularity/rating out of five stars (don’t worry, the Tyrannosaurus only has four here to show what it looks like!).
  • Brief summary of where the animal is found and when it lived.
  • Core statistics about the animal which will be highlyimportant to consider when breeding a creature (e.g. diet, space required, aggression).
Description (Blue)
  • Basic overview and summary of the animal and its in-game behaviour.
Animal Sequencer (Orange)
  • This area has the same functionality as the current demo.
Animal Holder (White)
  • This area has the same functionality as the current demo.



Community Spotlight
We have seen some amazing things built so far in the demo! Because of this, we wanted to share some of the screenshots and builds that have impressed us the most. With longtime players of multiple tycoon games becoming interested in our project, we only expect to become more blown away by the creativity of our community each and every day.


Fountain - Created by Narwhaler



Estuary with Mangroves - Created by T_L



Small Paddock - Created by DrBylund



T. rex on the Hill - Created by Gale



Cave - Created by Ammonite



Sleeping Tyrannosaurs - Created by YourCasualFox



Smile! - Created by Byron (Developer)


Addressing the News
We would like to reconfirm our dedication to Prehistoric Kingdom. We are confident that it'll give our players a unique and fun experience. Because of this, we tip our hats, and greatly look forward to where we want to take the game.

Until Next Time…
We are both humbled and pleased with the reception to our initial Pre-Alpha demo. The feedback given over the last week has been crucial for our understanding towards player interaction, usability, and expectations. There could not have been a better result, and we hope that you, our supporters, are as excited as we are regarding the future of Prehistoric Kingdom.

With Kickstarter on the horizon, we hope to begin explaining the game in a broader sense. To the now 6000 (and counting) players who have played the demo, and thousands more who have watched gameplay on YouTube, we thank you deeply. If you’d like to keep up to date with the game, we have an Official Discord Server: https://discord.gg/3pRpYTE


...