Just a quick little hotfix to address some immediate issues with the latest update. Please provide your feedback and bug reports through the in-game tool or our official Discord server.
Update 6 is here! The highlights for this patch include the reworked donation system, rock styling and a brand new animal! You can find a rundown of everything that's new in the full patch notes below.
As mentioned in our previous dev diary, the team has been working on a number of updates concurrently in an effort to better space out our release schedule. We've worked very hard to get this update out in a timely fashion, so we hope that everyone enjoys all the new content available in Update 6.
If you’re yet to play the game or think it’d make a great gift, we'd like to mention that Prehistoric Kingdom is currently 20% off on Steam!
Possibly the largest mammal to ever walk the Earth, Paraceratherium is our latest arrival! This animal features two alternate species (transouralicum, bugtiense) and the small, alternate genus, Juxia. We're incredibly proud to finally include this classic animal in Prehistoric Kingdom!
Donation Boxes
Donation boxes are a module that allow guests to donate directly to the park. Strategically placing them in high traffic areas near good scoring exhibits will help net a greater number of donations.
However, donation boxes have a limited monthly capacity! This means that once they’re filled up, guests can no longer use that box. At the end of each month, their earnings will be automatically collected and the boxes will be emptied.
Players can research bigger donation boxes to help raise the potential of their monthly donation income.
New Rocks & Styling
The art team have remade all our rocks to better compliment our other assets, utilizing a different art direction with new visual features like detail normals to preserve their fidelity.
Moss, sand and snow styles are also now available for rocks! These three substrates will always appear on the top side of a rock no matter how you rotate or scale them.
Please note that while we've tried to keep the general shapes fairly close to our current rocks, some build adjustments may be required depending on how you’ve used them in the past.
Mangroves
Three variants of mangroves are now available for the Wetland biome, the perfect companions for your swamp-dwelling animals!
Automatic Grass Masking
Placing select items such as feeders, modules, walls, floors and roof pieces will automatically mask-out grass from the surrounding area. This functionality extends to water, too!
Known Issues & Additional Notes
Some users may experience an extreme drop in framerate when terrain painting. This is is currently under investigation.
Many digsites are unintentionally available to unlock during the early game. We are working to resolve this as soon as possible.
After placement, some Paraceratherium may temporarily contort their bodies to a disturbing degree. This behaviour was previously observed with Dilophosaurus and Scelidosaurus.
Donation boxes are still being balanced, we'd appreciate community feedback to get them working nicely!
Donation boxes are currently not recolorable. This is a system issue that will need to be addressed in the future
We will be working to improve the economy over the coming weeks
Full Patch Notes
Features
NEW: New Animals
Introducing 2 new species of Paraceratherium and an older, alternate genus, Juxia!
New dig sites: Chitarwata Formation, Hsanda Gol Formation and the Sharamuran Formation
NEW: Donation Boxes
Added donation boxes
Added medium and large donation boxes to the Research Tree in Challenge Mode
Additions
Animals
Added new animal dung type: Avian Dung
Buildings & Scenery
Added 3 types of rock substrate styles: moss, sand and snow
Automatic Grass Masking - Placing down modular structures will now automatically remove the grass underneath
Foliage
Added Mangrove 1, 2 and 3 to the Wetland biome selection
Water
Grass is now automatically removed by water
Changes
Balance
Balanced tree coverage values across all biomes, with exhibit foliage density now being more forgiving
After repeated user feedback, the duration of day length relative to night length has been increased
Animals
Animal dung size has been balanced, now smaller animals generate dung mounds more appropriate to their size
Added support for rating differences among unique animal alt. species
Changed Tarbosaurus’ rating from 5 to 4 stars
Changed Edmontosaurus kuukpikensis rating from 4 to 3 stars
Guests
Facilities rating now starts at 5 stars, with stars being lost depending on the stage (red/yellow/green) of each guest need category
Guest need satisfaction is much more accurate now, with every individual affecting the score. The guest facility rating should be easier and more consistent to maintain in the green, with clearer indication of when things are going wrong
Guest need visuals have been adjusted, staying green when things are ok, only deteriorating when struggling to satisfy a need
Buildings & Scenery
Foliage masking is now cleared by default when starting foliage removal
Players can now click through a habitat marker to select modular items on the other side. This should resolve a selection edge case that made it harder to select modular items on the marker’s edge
Music
Character dialogue now reduces mid-frequencies of music
Less volume reduction on music when character dialogue is present
Opening full screen management menus will no longer end currently playing music
Graphics
Improved environmental reflection fidelity
GUI
Max. incubation capacity displayed in the Nursery Holder now accurately represents the park-wide max. capacity
Re-integrated terraform action tooltips after they had been disabled for some time, giving more contextual cues as to what the current input is
Tutorial Improvements
Introduced an additional 4 minutes of music cues to the tutorial
Fixed cinematic camera frame skips
Notification audio is muted during loading
Introduced a dynamic animal tracking camera mode to better complement the Mammoth Outro section of the tutorial and various other dynamic elements
Improved responsiveness of Dryosaurus running away from the player camera during the ‘Let there be light!’ objective
All placement objectives are now properly constrained to their respective areas of effect
Improved placement action feedback when user input is constrained by specific ranges
The kiosk shell structure is now automatically selected for placement during the ‘Bread and Circuses’ objective
Statue placement is more accurately curated during the ‘Bread and Circuses’ objectivet
Disabled Animal Movement functionality after the ‘Accommodating a Predator’ objective
Fixed potential soft-lock occurrences that would allow users to wildly terraform the landscape during the early sections of the scenario
Bug Fixes
Critical
Fixed Error Dialogue not showing up on screen when a park’s save file failed to generate
Fixed a critical issue related to certain keybind input not registering after having played the tutorial
Improved multiple guest navigation problems, guests should have a relatively easier time properly navigating the park, though this is an on-going process that we’ll keep working on in the future
Music
Fixed Management Dashboard music stopping abruptly when still inside the menu
Fixed an issue causing in-game music to stop when opening the Options Menu
Audio
Fixed the research unlocking audio playing when holding click over a locked research element
GUI
Fixed a bug related to the displayed incubation number in incubation notifications
Fixed the Nursery Menu creation button not updating properly when switching nurseries
Fixed the Excavations Menu skin unlock toggle and tooltip not refreshing properly during balance or rating increase - the game’s feedback for unlocking a new skin should be much better now in this regard
Performance
Resolved a memory leak related to the waste management system
In this post, we’ll be discussing some changes to the roadmap and delve into Prehistoric Kingdom’s next update. As we’ve just released Update 5, this dev diary will be a little more information heavy.
Speaking of the now-released update, this latest one adds the Research system, various range graphics and a bunch of little changes to Challenge Mode. Please check out the patch notes to see everything new in Update 5!
Where We’re At
The team is concurrently working on a handful of updates that we hope to release in the first half of 2023, focusing on new gameplay features and further development on animal AI.
While saying is easier than doing, this year we’re trying to be more frequent and consistent in our updates. The Research system, even if its initial offerings were quite basic, was our first step towards that goal in addition to the two other patches released in February. We want to better maintain the game by releasing fixes and general updates in a more frequent manner between larger releases, targeting additions that help the game find a better footing while we work on the big stuff.
We’ve learnt a lot from 2022 and that extends that to our animal roster. There are a lot of amazing prehistoric creatures in our backlog, so we’ve made some adjustments to help release them. Throughout the year we’ll be including animals in our big, themed updates as you’d expect - just like the Desert one back in December. However, we also have them sprinkled throughout 2023 to occasionally coincide with a few smaller gameplay updates. The team hopes that by the end of the year, there should be quite a few new faces running around your parks. You might just meet one of them very soon!
In February, we were also able to have two new members join the team! They’ve been settling in, helping to balance parts of the game and begin work on some new developments. This includes modular grass masking, a huge quality of life change that auto-removes grass under certain pieces such as floors and feeders.
With everything said, we’ve updated our Trello roadmap to better reflect where we’re headed and what we’d like to do. Keep in mind that everything is subject to change and that there are no public dates, treat it more as a step by step process.
Animals
Right now, we are heavily overhauling the technical side of animals - improving their locomotion, AI, and responsiveness. We’re putting more resources into them than ever before!
In parallel to all the coding, the animation team have been creating the new animations required for this revamped locomotion system. Strafes, walking backwards, turning on the spot while walking and even trotting are all part of our endeavor to create more convincing and responsive animal movement. You can see some of our tests below.
This includes swimming, too! This upcoming traversal feature has been designed to use the same types of animations, allowing animals to strafe or go backwards even when in the water. It’s all intentionally built to fluidly go between states rather than rigidly stop-start!
It’s important to stress that we’re not simply retreading old ground. Everything is being done in service of developing future behaviors like socializing, herding, hunting and combat. All of your bug reports, feedback and requests have been an important part of designing what we want from this next stage of our animals.
As much as we’re sure you’d love to see the monotony of animation tables, mixers and a lot of editor tooling, not too much is ready for presentation at this stage. It is, however, a massive update and it will take time. We will continue to share progress as the systems evolve.
What’s in the Pipeline?
Let’s talk about Update 6! This is our next gameplay update and we’re expecting it to launch this month in March with everything mentioned below.
Donation Boxes
Donation boxes are a module that allow guests to donate directly to the park. Strategically placing them in high traffic areas near good scoring exhibits will help net a greater number of donations.
However, donation boxes have a limited monthly capacity! This means that once they’re filled up, guests can no longer use that box. At the end of each month, their earnings will be automatically collected and the boxes will be emptied. Players can research bigger donation boxes to help raise the potential of their monthly donation income.
For those of you who are familiar with Challenge mode, you might know that donations are already a thing! Well… sorta. You see, donations in the current game provide a consistent flow of cash as long as there’s an animal in the habitat. It was one of those systems that we knew was going to get a second pass to improve the game’s simulation and management.
Our goal with this new iteration is to make donations feel more organic and help to reward players in a more meaningful way.
Updated Rocks & Styling
In Feb, the art team got around to remaking all our rocks to better compliment our other assets, dubbing these ones as “igneous”. This is all part of our grand plan to introduce new varieties like smooth, beachy rocks or jagged, stratified rocks.
The new versions make use of a tiling detail texture to preserve their upclose fidelity no matter how big or small you’ve scaled them. We’ve also included two brand new cladding pieces that are perfect for building flatter shapes like floors and walls.
It was important for us to keep the general shapes fairly close to our current rocks in order to preserve player builds. Some adjustments may be required depending on how you’ve used them in the past, but for the most part they’re pretty close! We’re still working on how they look, so there will be some visual differences in the final release.
Now, let’s not take this next part for granite. This update will also be adding moss, sand and snow styles for rocks! These three substrates will always appear on the top side of a rock no matter how you rotate or scale them. Each substrate is fully recolorable so if red snow or purple sand is your jam, you’re welcome!
New Animal
That’s right, the first animal of 2023 is right around the corner! We’re keeping it a secret for a little while longer, but if you’re lucky, you might just get a new Species Spotlight trailer as we get closer to the release of this update.
As mentioned earlier, we are still deep into overhauling the technical side of the animals. This will (hopefully!) be the last creature to use the current animal systems before everybody is updated in a few months.
Created by Atiel.
Created by luci257.
Created by joseph.af95.
Thank you for reading February’s dev diary!
The last few months of development have felt especially productive for the team. As stated above, we will continue to strive for more frequent updates to better maintain the live game. Please stay tuned for more information in March while we carry on developing the next update.
Update 5 is here! This patch introduces the research system, tutorial improvements and a number of quality of life additions. You can find a rundown of everything that's new in the full patch notes below.
Over the next few months we plan to make even more strides in tidying up the game's flow and addressing some pain points alongside more mechanics. Stay tuned for our next dev diary to learn more about what's coming in the future!
Please provide your feedback and bug reports through the in-game tool or our official Discord server.
Update 5 Features
Research
Research is a new gameplay mechanic we're introducing to Challenge mode (optional in Sandbox). Throughout your journey building the park, you'll need to research new types of modules, themes, fences and upgrades to create the ultimate Prehistoric Kingdom.
This is a mechanic we will be heavily expanding upon as more updates come to the game. For example, we have a power management update slated to release in the next few months which adds a dedicated "Energy" section to the research tree.
This update also removes Science Points from the game. Anything that previously used this currency is now purchased with money.
When starting a new Challenge or custom Sandbox mode game, players will now have to choose their initial building theme. This impacts what fences, paths, prefabs, styles and modular objects players will start with. The remaining modular themes will need to be researched!
Structure Filtering
Structure Filtering allows players to quickly select what type of items they want to display in the building toolbox. This is handy for filtering out unwanted plant biomes or themes.
Range Graphics
Range graphics have been added to power generators, animal info signs, dung beetles and binoculars. These will show up when placing certain modules to indicate their area of effect.
New Gameplay Settings
Incubation Speed
With the introduction of the research system, different animal species will now incubate at varying speeds. For sandbox games, we've added a new gameplay setting that allows you to multiply how long incubation takes. This means that setting the slider to 0 will result in instant incubation!
Please note that editing this setting will only affect animals that were incubated after your changes.
Guest Welfare
This latest update also adds the ability for players to enable or disable guest welfare needs in sandbox mode. Simply deselect the 'Guest Welfare' toggle when starting a new game or from the settings menu.
Landscaping Brush Visuals
We've updated the landscaping brushes to better indicate what tool the player is currently using, changing its colors and adding a depth ring when painting water.
Once the player begins an action like terraforming or water painting, the brush will now become transparent to better show what's happening.
Known Issues
Rain may randomly begin on load.
Full Patch Notes
Features
NEW: Research System
The Research tree is a new progression mechanic that can be accessed from the Management Dashboard near Excavations.
Hold down the left mouse button on an available item to begin researching it. This will cost money and take time to complete.
This system will be expanded on in future updates to add new researchable items and categories.
Additions
Gameplay
Added a toggleable ‘Guest Welfare’ option to the starting sandbox settings and to the gameplay options in the options menu, allowing users to turn the guest needs on/off
Added a toggleable ‘Animal Incubation Time Multiplier’ option to the starting sandbox settings ad to the gameplay options in the options menu, allowing users to change the incubation speeds of their animals
UI/UX
Added the Structure Filtering Menu to the header of the Building Menu, allowing users to quickly sort the displayed structures by a few main criteria (by theme, biome, prefab type) wherever applicable
Introduced several layers of radius and range graphics both during object placement and management views:
Added a Theme Selection section to the starting game menu. This allows users to start new games with a bonus theme over the default unlocked ‘Basic’ theme
Power Modules now display their grid area of effect
Dung Beetle Nests now display their effective consumer range
Animal Info Signs now display their animal registration radius
Visibility Modules (Binoculars) have cone graphics displaying their effective visibility
Added a guest count to the bottom of the Main Board
Music
Added two new intro tracks when loading into a 5 star park
Changes
Audio (Mixing)
Loud animal sounds will now duck the sub/low frequencies of gameplay music
Notification sounds will now duck high frequencies in the ambient sounds
UI sounds will now briefly duck ambient menu sounds (e.g. nursery and management screens)
Buildings & Scenery
Renamed some Modern lights to Basic lights
Renamed some Modern railings to Basic railings
Gameplay & Balance
Removed science points
Animals are now unlocked with money
Animals now have variable, and overall longer, incubation times in the nursery. These are generally affected by animal size and can vary from 30 to 600 seconds. Toggleable for Sandbox games
Improved exhibit crowding calculation accuracy with overall crowding now being more forgiving. This statistic now accounts for exhibit animal count, being always nulled out if only one animal is present in the exhibit
Changed weather types for the Bahr Harin level, making the overall climate more akin to the hot desert the map is situated in
Merged the ‘Backstage’ modular theme into the ‘Basic’ theme
Modular grid graphics will now only show during placement of grid-bound pieces, resulting in less visual clutter
Graphics
Slightly darkened ambient coloring
Changed look of the management view’s color filter - desaturated blue, from the previous starker black and white
Improved frustum shadow fullness on all settings - this should make the game’s shading stand out more, especially on farther details
Improved water graphical fidelity by introducing shore color fading and harder shore waves
Improved visual feedback for terraforming actions - the water painting brush is now blue, while the foliage painting brush is green
GUI
Notifications and overview buttons now show over full-screen menus, resolving cut-off issues
Changed Nursery Menu animal preview name layout so it aligns to the left side of the screen - preventing character dialogue GUI from obfuscating it
Opening the foliage painting panel in the Terraforming Menu will now default to select all trees, streamlining up general action flow
Improved Excavation Tooltip screen clamping
Improved Main Menu background image layout on 16:10 screens
Tutorial - in order to improve the tutorial experience and to prepare for future scenario additions, we’ve been working on a swathe of general improvements:
Added guiding GUI highlights, helping players navigate the various tutorial tasks with ease - these should be especially helpful for those interacting with Prehistoric Kingdom for the first time
Fixed an issue causing the ‘Helping Hand’ objective to erroneously complete upon changing the feeder’s style
Management menu types only enable at appropriate times during the tutorial
Disabled most notifications during the scenario, removing potential hotspots of confusion from the experience
Changed the types of fences available for placement during the ‘165 Million Years in the making’ objective
Fixed an early success condition with the ‘165 Million Years in the making’ objective, where closing and reopening the Torvosaurus preview would trigger completion
Changed the nursery type available for placement during the ‘A small dino-breeding start-up’ objective
Terraforming actions are no longer completely locked away after completing their respective ‘Accomodating a Predator’ sub-objectives, but rather when the whole objective is successful
Resolved hard-lock issue caused by the tutorial scenario still allowing animal termination after breeding
Bug Fixes
Critical
Potentially resolved economy data-related initialization issues and memory leaks
Potentially fixed issue related to excavation sites not unlocking on the correct star rating increase
Fixed an error that would cause the tutorial scenario to enable itself at the start of normal games if loaded from the tutorial save
Music
Fixed start/load intro music stopping abruptly after opening the Management or Nursery menu
Fixed reverb not triggering when music is faded out after opening the Management or Nursery menu
Localization
Made countless improvements to Spanish text elements
UI/UX
Fixed notification positions being grossly offset on 16:10 screens
Fixed modular group economic readout - selecting a modular group while viewing its information panel should now give an accurate report of the structure’s current income, current quarter income, and previous quarter income
Fixed a common layout issue related to opening the Modular Group Info Panel for the first time after load
Fixed a long-standing issue with the Terraforming Menu’s intensity slider value setting
Fixed wrong exposure value during night time in the Screenshot Menu
Fixed Enrichment layout in the Animal Info panel not refreshing properly when switching between animal selection
This fix patch addresses a few player reported issues from the last update. Thank you for all the feedback and bug reports on our Discord server!
There will be another update at the end of February that adds the research system and radius visuals for power generators, animal info signs and dung beetles. See you then!
Changes
Guests
Visitor needs grow a bit more slowly, plus bathroom and hunger needs stay low for longer after being satisfied
Module path connection status and icons are now calculated when the game is paused
Added more logging to target initialization crashing
Bug Fixes
Critical
Fixed common new terraforming crash
Fixed another swathe of critical tutorial issues, the experience for this scenario should be more stable
Fixed an issue that could have caused animal info screens to lose their current screen graphic on save if currently not functioning. Animal Information Screens should save/load more reliably in the future
GUI/UX
Fixed the Depth of FIeld effect not displaying in screenshot mode
Notes
Players have reported cases of animals freezing up. We are now in the early stages of overhauling animal AI, navigation and locomotion. Please stay tuned for new information.
We've added a new public testing branch, and you can jump on it by switching to the "ptb_public_testing" beta! This branch will contain public early access to fix and balancing patches in the future, and should allow us to get more accurate testing feedback before releasing an update to the larger public. As always, thank you all for the invaluable feedback.
In this patch, we've made a number of focused changes relating to performance, guests and balance. A number of bugs pertaining to guests have also been fixed, so your managerial experience should be a bit smoother.
This update also adds Gameplay settings to the options menu when playing in a sandbox park, allowing players to adjust various aspects of their gameplay whenever needed!
Some new music cues have been added, too! These short pieces will play when starting a new game or loading into an existing park, changing based on where your park is in the world. There are even cues for loading into a 5 Star park or one with poor statistics. A few more 5 star variants will be arriving in the future!
There is another patch coming later in February that'll introduce the Research system and quality of life features such as range graphics for power generators and dung beetles. We look forward to sharing more news with you and as always, please stay tuned for our next dev diary. You can check out our Trello roadmap to see what's next in the pipeline.
Additions
Animals
Added a handful of behavioral idle and resting animations to the species below. Animals marked with * also have a unique idle or rest animation.
Acrocanthosaurus
Smilodon
Torvosaurus*
Tyrannosaurus
Added a social response animation to Smilodon
Audio
Added sounds when changing maps in the New Game menu
Added new loading screen ambience and transition
Added additional broadcast and social call variations to Parasaurolophus
Added a broadcast to Smilodon
Music
Added over 5 minutes of short musical cues when starting a new game or loading into an existing park
Different cues will play depending on where your park is in the world, if the park is 5 Stars or if it’s experiencing poor statistics!
GUI/UX
Added a Gameplay Settings section in the Options Menu, available in Sandbox mode. This will allow users to change custom gameplay settings on a whim
Enabled the ‘Mute Ingame Music’ options in the Audio Settings menu
Added a visibility value to each fence type, accessible through the building information box
Added special exhibit animals to the Animal Overview Menu
Changes
Animals
Updated Dilophosaurus walk to have less head bob
Adjusted Tarbosaurus biome preferences
Updated randomized animal color variation rules: new animals bred in the park might now have more vivid color variation
Guests
Improved Guest AI decision making and seeking of points of interest. Guests should now be more able to maintain their needs
Guests now cannot use any modules that aren’t currently functioning
Increased chance of guests naturally looking at animals inside exhibits
Improved animal visibility calculations, with different fence types now having varying degrees of visibility
Terrain obstruction now stops animal visibility
Guests will now recover from navigational changes properly
Guests can now properly view statues and info signs without needing to stand in an exact position
Audio
Loading screen ambience will no longer drop away
Minor changes to various Parasaurolophus social calls
Gameplay
Further tuned park rating, making it overall less forgiving after recent user feedback. Exhibit rating and overall animal rating now factors into rating much more heavily
Changed exhibit rating calculations - now only exhibits with animals in them will contribute towards total exhibit rating
Changed animal rating calculations - animals which are not confined by any exhibit will not count towards total park rating
Adjusted timing on the Rating Increase notifications
‘No Animals in the Park’ notification now resolves itself if the player places animals
Decreased upkeep costs across all nurseries
Decreased upkeep costs on the Wind Turbine and Vending Machine
Increased upkeep costs on Bathroom 4x8
Buffed lower tier loan incomes
Increased Deinocheirus breeding cost
Graphics
Distant Lights now have a level of detail step to dramatically improve performance at night when many thousands of lights can be on at once
Adjusted weather transition speed
Bug Fixes
Critical
Fixed game’s detection of wrong or corrupt navigation data in saves, the game may now regenerate all navigation graphs. (This may take between 10 and 120 seconds depending on the complexity of the map and speed of your computer.)
Fixed loading crash when saved navigation data was corrupted
Tentative fix for crashes while removing vegetation near borders of map
Tentative fix for guests walking through exhibits
Tentative fix for white prefab icons and a serious bug related to adding prefabs while the game is silently loading prefabs in the background
Fixed a Tutorial bug tied to recognizing placed animals in the park, this should hopefully resolve a common issue with the Mammoth placement objective
Fixed multiple critical memory leaks
Fixed a common guest AI memory leak.
Fixed a game settings initialization issue tied to custom sandbox settings
Fixed two Guest AI bugs that wasted CPU resources with heaps of logging
Fixed Guests being unable to see animals in some loaded games
Fixed an animal dung related bug that created unnecessary logging
Fixed a critical issue with Animal Information Signs losing their power settings after changing the animal species displayed
Resolved a long-standing issue that caused multiple upkeep costs to be logged within the economy system
Fixed a potentially critical GUI initialization glitch on first-time game load
Fixed guests wandering through enclosures
Animals
Fixed randomized animal scaling not loading up properly in saves
Achievements
Fixed an issue preventing the “Ecosystem” and “Managerie Manager” achievements from properly triggering
Guests
Fixed guests not receiving satisfaction from observing animals
Fixed information signs not being registered as a point of interest for guests
Structures
Fixed backface rendering for modular wall pieces
Fixed Barrel Cactus biome
Fixed Path Replacement not working on all path segments
Fixed Fences not rendering underwater
Audio
Fixed rain audio initialization issue on game load
GUI/UX
Fixed several text element cut offs
Fixed several Spanish translation elements
Fixed an obscure Nursery Menu bug that could caused the wrong animal instances to be placed in the park
Fixed ‘Escape’ key not triggering exit events in Main Menu
Fixed enclosure selection being stuck after opening a management menu
Fixed an error related to the weather forecast in the Overview Menu
Fixed Management Menu header text displaying the name of the last opened menu instead of the current one
Fixed an issue that would cause the financial pin tooltip to get stuck on screen after the management menu closed
Fixed a minor issue with the session play time count for new games - this also prevents the “Imaginarium” achievement from unlocking when first starting the tutorial
Fixed an issue that caused the Load menu to load twice
Fixed an issue causing the unlock progress on Nursery Menu gallery animal elements to always default at 100%, even without all of the skins being unlocked
Fixed Mural Djadochta 1 and Mural Djadochta 3 icons being reversed
Modular Prefab cost preview is now perfectly synchronized to the group’s actual placement cost
Performance
Light Imposters added. The slowdown from large parks with thousands of lights at night is drastically optimized
Reduced stutters when updating navigation after various terraforming actions
Massively optimized fence placement
Optimized shadows + underwater shadows
Reduced unnecessary logging
Notes
Memory usage can be very high! We are actively working to address this in future patches.
Some structures might be off path in older saves, simply resetting the structure position should fix this issue until further notice
We are investigating an issue that may result in music suddenly stopping during gameplay.
After a wonderful holiday break, the team returned mid-January to continue working on Prehistoric Kingdom. In this time, it turns out we crossed a rather exciting milestone… we’ve shipped 100,000 units since launching in April last year!
With your ongoing support we want to make 2023 a more consistent and even bigger year for us, targeting meaningful gameplay additions and improvements with our usual sprinkling of modular pieces and creativity. Thank you so much to everyone who has supported us so far!
To start the year off, let’s dive straight into development progress and take a look at some of the things we’re cooking up behind the scenes.
Where We’re At
Good news! The next patch is almost ready to drop. This one is mostly focused on addressing various issues found in the last update, including a bunch of bug fixes as well as huge performance improvements during nighttime thanks to our new light impostors.
Though this patch does address some trouble spots with visitor navigation, we’re going to continue working on this aspect of guests. Seeing them dance on tables and disregard common decency is humorous, but it’s a side effect of modular pathfinding that requires a more complex solution. Simply removing walkable areas above a certain height or steepness can include a number of knock-on effects that would make some player builds inaccessible to guests. We will continue to research and develop a robust solution to combat this, but in the meantime, we’d like to thank you for tolerating our hooligans.
Moving on to new gameplay additions, the research system is almost done! We’ll be shipping it as soon as it’s ready for release after the next update.
Placeholder values and numbers.
Throughout the year, we will be including new types of items, modules and mechanics to expand upon the initial selection of researchables. This is a system that we want to grow and foster over time, evolving the progression of Challenge mode as the game expands during Early Access.
After the research tree is released, we’ll be shifting most of our attention to the animals. There’s a lot of work to be done in polishing and developing them further with new features, so, let’s talk about that!
What’s in the Pipeline?
Animals
In 2023, we want to do a lot more for our animals, introducing new gameplay features alongside a number of exciting species. This upcoming roster has a great mix of familiar and lesser celebrated faces, highlighting the diversity of prehistoric life on this planet.
To start, let’s take a sneak peak at two animals coming this year. If we told you too much about them, it might just spoil the theme of our next big update! We can’t wait to read all your speculation.
Beyond updated locomotion and new ways for the animals to interact (e.g. herding, chasing/fleeing), we also plan to tackle everybody’s favorite Hollywood moment, animal breakouts.
These escapes will cause your park rating to plummet and spark fear in guests around the park. We’ll have more information on breakouts in the future!
Genetic Mutations
Genetic mutations are coming to Prehistoric Kingdom in 2023! The team has proudly developed a semi-procedural approach that allows us to create albino, melanistic and leucistic variants all through shader.
An albino and melanistic Tyrannosaurus.
A huge benefit of this approach is that every skin can mutate. Rather than using a generic “albino” or “melanistic” texture, we came up with a powerful solution that is both memory efficient and highly variable.
The procedural nature means that there’s an astoundingly high degree of individuality and randomness. Note the extreme difference in brightness, color and pattern visibility on these two albino T. rex!
The effect of this variation is especially present in leucistic specimens, adding a unique splash of shading to otherwise familiar skins. Cookies and cream, anyone?
A leucistic Tyrannosaurus.
Some art is still required for this system work as intended across all our current species, so genetic mutations will be arriving later this year. Stay tuned for more information!
Guest Art Update
For the last few months, we’ve been working to design a more appealing and cohesive art direction for our guests. We sat down with our concept artist, Ida, to talk a little about the process and what we ended up settling on.
“The basic idea was that the guests should be pleasant and fun to look at. They’d need to appear interesting and diverse when looking at them directly or from afar as a crowd when you’re trying to manage other aspects of your park.
It was also important to us that the guests look expressive and are able to emote in a way that’s easy for the player to interpret.
I tried out a lot of different styles, from realistic to very stylized, just to get a sense of what would fit in-game with the dinosaurs and assets we already have made. We ended up settling for something in-between that will hopefully make the guests feel way more lively while still fitting the world.” — Ida, Concept Artist
Below is a concept sheet showcasing our collection of male/female presenting faces as well as some of their outfits. Depending on which map you’re playing on, guests will enter the park wearing clothes best suited to the environment.
Please note that as this is a concept sheet for our 3D artists to reference, the guests below do not feature any hair. We will also be removing all handlebar moustaches from the game. Not sorry.
The guest art overhaul will be coming later this year alongside new animations and audio to truly enhance the crowds of Prehistoric Kingdom. A number of interactions like sitting on benches, throwing trash away, and of course, animations when using kiosks or seeing their favorite animals are on our radar, too.
Created by Extinct Bricks.
Created by luci257.
Created by Blue Raptor.
Thank you for reading January’s dev diary!
As always, we will continue to release our monthly dev diaries, keeping the community informed and up to date with where we’re headed and what you can expect to see.
If you would like to provide feedback and report bugs during your experience, please head over to our official Discord or use the in-game report tool. For now, please enjoy the next update and we’ll see you in February for the latest dev diary!
The latest Early Access update is here and it’s our biggest patch yet! Featuring 3 new species, guest management and more, there’s never been a better time to jump into Prehistoric Kingdom.
If you’re yet to play the game or think it’d make a great gift, Prehistoric Kingdom is currently 25% off during the Steam Winter Sale!
1.1 Features
Animals
Say hello to Coelophysis, Dilophosaurus and Scelidosaurus! These three are the latest dinosaurs to join Prehistoric Kingdom’s roster, ushering in a new collection of early game animals from the Triassic and Jurassic.
We’ve also added ambient behavioral animations to 14 animals as part of our ongoing efforts to make the creatures more lively. These animations can play whenever an animal is idling or resting, performing a small action like looking around, sniffing or even playing!
Most of these creatures have also received a unique animation in addition to any actions shared across the family. Check the full patch notes below for a list of what species can perform behavioral animations!
Guest Gameplay
In this update, players will now have to consider guest needs! Over the next few weeks, we will be deepening and balancing guest related gameplay.
Ensuring visitors are catered to will increase your park rating and keep them in the zoo for longer. Modules such as kiosks, toilets and information signs can be placed throughout the park for guests to interact with and improve their welfare.
Visitors will spend cash when interacting with kiosks and vending machines, putting more of an emphasis on keeping up with their demands to make a profit. If you’re not careful with how you’ve laid out your park, this can cause traffic jams in high density areas! Our new avoidance algorithm ensures guests will actively path around each other while trying to find the shortest way to their destination.
To help find out what the park needs, this update also adds a new section to the Management View. Players will be able to switch between previews for the 6 different needs, with Accommodation modules coming down the line.
In-game, you can find Management View on the left hand side of the screen.
Guests will also travel to view exhibits from paths and modular structures, seeking out areas that provide animal visibility.
Observing animals will actively contribute to a guest’s entertainment need, while binoculars can be used to let visitors see further into a habitat.
In the future, we will be making this system more advanced to better account for visual obstructions and provide more Management View options for readability.
As this is all still a work in progress, guests can be found climbing on top of surfaces or falling off buildings. We are working on a new collision system we hope to introduce as soon as possible. We expect this to arrive early next year, with a total guest art, animation and audio overhaul coming later in 2023.
Localization
Six new languages can be picked from in the Interface Settings: French, Spanish, Portuguese, German, Russian, and Simplified Chinese.
We will continue to update our translations based on user feedback in future updates and may consider additional languages.
1.1 Content
Explore the scorched sands of the new Jordan desert map and build stunning zoos with over 100 scenery pieces from the Arid building set.
If the heat’s got you beat, take a stroll under the blissful shade of our new desert plants. With 24 foliage items like the Date palm and Joshua tree, they’re the perfect companions for desert dwelling dinosaurs.
There are loads of wonderful items waiting to be used in creative ways. Whether it’s a forgotten desert temple or a bustling bazaar we can’t wait to see what you build!
Modular pieces and plants aren’t the only additions, however! Brand new fences and a shingle roof set have also been included in 1.1.
Holiday Content
To help wrap up the year, the team’s put together a handful of holiday items that you can use to show your festive spirit! Baubles, snow pieces, a jolly old sleigh and even more pieces are ready for you to put up around the park.
Known Issues
Paths stacking and clipping is currently broken, resulting in awkward layering behavior. We are actively looking into this issue!
Guests may be pushed through objects, fall off buildings or stand on top of surfaces. We have a solution for this, however it needs more development time before it’s ready
Additive animal animations can play on top of behavioral idle and resting animations, resulting in unnatural movement or clipping through the ground. Animals as a whole will be overhauled and expanded upon in 2023
There is a small chance that some users may experience a severe FPS drop when selecting an animal in the Nursery. If this issue persists, please download your latest graphics drivers. We are looking into this issue.
Full Patch Notes
Features
NEW: New Animals
Restore the early Mesozoic with 3 new animals, Coelophysis, Dilophosaurus and Scelidosaurus!
New dig sites: Chinle Formation, Charmouth Mudstone Formation and the Kayenta Formation
NEW: Expanded Animal Animation Library
Several behavioral animations have been added to our first wave of animals when idling and resting.
NEW: Improved Guest AI & Management
Improved guest navigation - guest AI can now recognize and avoid walking into other guest instances
Guests now spend their own money on amenities in individual economic interactions with amenities
Guest needs and motivation: guests have needs to be met, and will leave the park if their requirements aren’t satisfied! Make sure you’ve got ample amenity and entertainment coverage in your park by making use of the new Guest Needs View
Animal visibility: guests can navigate towards visibility points to get a better look at their favorite animals - this system is still early in its development, so it will receive more complexity passes as we update it
NEW: Desert Map
Explore the red sands of Bahr Harin, our first desert locale
NEW: Desert Biome
Build your desert habitats with 9 new species of vegetation (24 plants total) and 4 additional terrain types
NEW: Game Localization
Prehistoric Kingdom has now been translated to 6 new languages: French, Spanish, Portuguese, German, Russian and Simplified Chinese!
Additions
Animals
Added several behavioral idle and resting animations to the first wave of species below. Animals marked with * also have a unique idle or rest animation.
Added additional broadcast variations to Iguanodon
Added ambient Nursery sounds to Coelodonta, Dryosaurus, Psittacosaurus and Smilodon
Music
Added a new ambient track
UI/UX
Added ‘Holiday Props’ category
Added ‘Holiday Signs’ category
Added ‘Silhouettes’ category
Added a Guest Needs view in the management view menu, allowing users to select specific category and visualize which visitor instances haven’t had their needs met, while also highlighting relevant amenity structures
Options
Added a language option in the Interface Settings menu, allowing users to select their GUI language
Changes
Animals
Added the Desert biome to Brachiosaurus, Camarasaurus (grandis, lentus supremus), Dryosaurus, Protoceratops, Psittacosaurus (mongoliensis) and Torvosaurus (tanneri)
Adjusted the play chance of busy or noisy additive animations across all animals
Animal eyes now show more environment reflections
Fixed weight paint issues for Brachiosaurus and Psittacosaurus
Buildings & Scenery
Replaced the Modern Metal Panel Roof textures for higher visual fidelity that is more in line with the rest of the building sets
Texture improvements to Modern Asphalt & Modern Wood Roofs for higher visual fidelity
Modified several roofs (Modern Metal Panel, Modern Wood, Modern Asphalt) meshes to include 3D ridges/trims on their models (included on the Gable, Round & Corner roof pieces)
Construction Tape pieces are now recolorable
Adjusted point light position on Decorative Lamp items
Moved all holiday/seasonal props into a new ‘Holiday Props’ category
Moved all holiday signage into a new ‘Holiday Signs’ category
Moved animal silhouettes into a new ‘Silhouettes’ category
Due to a transform misalignment in the Binoculars piece, the forward direction on this object was flipped. We’ve accounted for that in Official Prefabs, but players might have to change their orientation manually in saves created before this update
Gameplay & Balancing
New Game menu now defaults to Normal difficulty instead of Easy
Updated calculation for park rating: gave slightly more weight to exhibit score, making low value exhibits drag down the general rating more with this update
Modular placement stacking now also registers fences, allowing users to stack modular objects such as screen on top of existing enclosures
Environment
The snow terrain texture is now brighter and more fluffy to match the new snow pieces
Save/Load
The auto-save slot now only appears in the Load menu, preventing users from accidentally overriding the wrong save slot
New saves now account for time of day
Audio
Added missing sounds to previously implemented Iguanodon and Tyrannosaurus behavioral animations
Added missing sounds to a variety of additive animations
Argentinosaurus
Brachiosaurus
Camarasaurus
Coelodonta
Dryosaurus
Psittacosaurus
Smilodon
Hadrosaur species now use more distinct growls in non-additive animations
Iguanodon
Lambeosaurus, Parasaurolophus (shared)
Hadrosaur breathing is quieter and less bassy
Graphics
Improved distant path texture visual fidelity
UX
Opening the ‘Enclosures’ and ‘Fences’ building categories won’t display an irrelevant Styling Toolbox context anymore
After player feedback, we’ve set the modular track toggle to disabled, to prevent camera motion when selecting a modular group
Exhibit Score Bonuses and Penalties are now hidden when not applicable, to reduce visual clutter
GUI
Improved Power Management View labeling and values, for a clearer read-out of the park’s power situation
Bug Fixes
Critical
Fixed numerous crashes
Fixed a critical error preventing a handful of users from accessing the main menu upon start-up
Fixed an error causing the camera to be stuck on enclosure selection, when starting a new action
Fixed animal naming resetting to the previous name
Added safe-guards to the saving code, reducing occasions where the game could get stuck in the loading state
Fixed animal skins being accessible for non-purchased excavation sites in the Excavations Menu
Scenarios
Fixed zone marker graphics not coming up during the tutorial scenario
Save/Load
Fixed a loading issue with Animal Info Screens set to display Mini Exhibit animals
Guests
Fixed two bugs that could cause guests to walk through enclosures and other game objects
GUI
Fixed several kiosk themes not being available in the modular style menu
Performance
Optimized several game systems, freeing up more than 1ms of main thread time
Addressed several memory leaks throughout the game’s systems
Introduced significant optimizations to the group selection GUI by including more accurate group object scans - most significant with larger, more complex groups
We’re pleased to announce that the long awaited 1.1 Update will be launching alongside the Steam Winter Sale on December 22! If you’re yet to jump into Prehistoric Kingdom or looking for a great gift, we’d highly recommend taking advantage of the 20% discount!
In this very special blog post, we’ll be giving you an overview of all the major content coming in tomorrow’s update.
Check out the trailer below!
The Jordan Desert
Home to a number of species in Prehistoric Kingdom, the desert biome provides an arid flair not yet seen in any other biome.
Coming with 24 plants and a new map set in the Jordan desert, there’s no place like home for the many creatures that once inhabitated scorched prehistoric landscapes.
Animals
Update 1.1 introduces three brand new dinosaurs to Prehistoric Kingdom!
Coelophysis, Dilophosaurus and Scelidosaurus are some of the oldest creatures in the game. Small in size, these animals are perfect for adding more Mesozoic variety to your park. Their rating makes them especially accessible during the early game!
All species are coming with three alternate skins to choose from, with both Coelophysis and Dilophosaurus including a feathered variant.
Behavioural Animations
As shown in the trailer, we’ve begun adding all sorts of little fidgets, actions and motions for animals to do while idling or resting. This has helped breath new life into our creatures, and we can’t wait to bring these animations to even more animals in later updates.
Guests
In Update 1.1, players will now have to consider guest needs! Ensuring visitors are catered to will increase your park rating and keep them in the zoo for longer. Modules such as kiosks, toilets and information signs can be placed throughout the park for guests to interact with and improve their welfare.
Through these improvements to guest AI, our economy has also become more accurately simulated. Each visitor can spend cash when interacting with kiosks and vending machines, putting more of an emphasis on keeping up with their demands to make a profit.
How you build your park will also be more important in this update! With a fancy new avoidance algorithm, guests will actively path around each other while trying to find the shortest way to their destination. If you’re not careful, this can cause traffic jams in high density areas.
To help find out what the park needs, this update also adds a new section to the Management View, showing guest needs around the zoo. Players will be able to switch between the 6 different views, with Accommodation modules coming down the line.
Exhibit Viewing
Guests will be able to view exhibits from paths and modular structures, using attraction modules like the Binoculars to see further into the habitat. Observing animals will actively contribute to a guest’s entertainment need!
In the future, we will be making this system more advanced to better account for visual obstructions and provide more Management View options for readability.
Scenery
Over 100 new scenery items will be available in our brand new Arid building set. We’ve taken great inspiration from a number of cultures to provide unique designs that are perfect for building your prehistoric zoo.
This is in addition to our selection of Arid fences, a highly decorative collection of barriers that fit right at home in the desert biome.
There are also a number of non-Arid themed items included in this updated such as a new roof style, roof pieces and tropical fences. We’ve added some extra mesh details to a bunch of our roof sets so make sure you check them out when the update drops!
Holiday Items
To round out the update, we’re celebrating winter festitives with these wonderful holiday items. From snow pieces to a beautifully crafted sleigh, there’s quite the variety of decorations to spread festive cheer with.
You can get a taste of some of the pieces below, including the brand new shingle roof. We’ve had a great year and we hope you enjoy our extra gift to you this holiday season!
Translations
6 new language options are coming to Prehistoric Kingdom! French, Spanish, Portuguese, German, Russian, and Simplified Chinese will be available in the settings menu.
We will continue to update our translations based on user feedback in future updates and may consider additional languages.
Thank you for reading the preview for our next update!
Patch notes for 1.1 will be released on the 22nd alongside the update, but apart from that, we’re done for the year! This is our last official blog post for 2022 as the team will be on break until early January.
In the next Dev Diary, we’ll be reflecting on Prehistoric Kingdom’s progress over the past year and where we’d like to go during 2023.
Thank you all for an amazing year, thank you to everyone who has played our game, and thank you to everyone who has given us your phenomenal feedback. We wouldn’t be here without you!
After a short break from Dev Diaries, we’re back! In this month’s post, we’ll be showcasing the 1.1 Update’s rich, arid architecture and providing more information on various aspects of development.
As the 1.1 Update draws closer, we’d like to show off a bit more of its eye candy while the mechanical side of the update is still being worked on. Our artists have had a great time drawing from various influences and cultures to bring these pieces to life.
We’ve been referencing a lot arabic, adobe and rural desert architecture to design a look that fits with Prehistoric Kingdom. We hope all these new pieces will give the builders a breath of fresh air to build inspiring creations.
Arid Scenery
A big update wouldn’t be complete without brand new scenery pieces! In Update 1.1, players can sink their teeth into over 60 new items and a handful of new wall and roof styles. The full list of scenery items will be available in the change log once the update goes live.
New Fences
New fences from a variety of themes are also being added in the 1.1 update. Available in 1, 2.5 and 4 meter variants, each height offers a unique design with inspiration from regions around the world.
The new fences are:
Basic Ironbar Fence
Arid Wooden Fence
Arid Pillar Fence
Arid Clay Fence
Tropical Stone Fence
We can’t wait to see all the new habitats you’ll make with them!
Where We’re At
Currently, we are developing the 1.1 Update, festive Holiday content and laying the groundwork for new releases in 2023. The team expects to release the next two updates before the end of 2022, though they may be merged into a single update (like on Halloween).
Holiday Items Concept Art.
During 2023, we will be looking to hire additional programmers to help get gameplay additions out faster and improve key areas of the game. Clarity in the UX and UI is something we want to look at overhauling due to some of the user feedback we’ve been receiving.
As detailed later in the post, we’re focused on getting guests into a better state before moving onto further animal development. We only have so much development bandwidth to work with, which means we have to stagger certain improvements in favour of others. Rest assured, after 1.1 we’ll be diving straight into expanding animal AI and behaviors.
Throughout the year, we’ll also be releasing new animal species outside of our major title updates. Keep your eyes peeled on our social media for any surprise announcements!
What’s in the Pipeline?
Animal Animations
Since we last showed off behavioral animations, our library has almost been completed! All that’s left is to retarget any non-unique animations and design all their audio. We can’t wait to begin rolling these out in Update 1.1 and beyond!
Improvements to locomotion, AI and general polish will begin after we release the 1.1 update. There are a lot of things we want to do for the animals, but they’ll have to wait until we’ve improved the state of guests.
Guest Improvements
As mentioned in our last Dev Diary, 1.1 will include a number of system improvements to guests.
Now, guests will naturally form congested crowds due to a new avoidance algorithm that prevents people from walking through each other. This is especially noticeable when visitors are seeking out facilities in the park, driving the economy.
We’ll be adding a new overlay to the Management View to show exactly where guests are demanding a certain type of facility, as pictured in the concept art below.
UI Concept Art
To further add depth, each guest features a certain level of wealth that dictates how long they’ll stay in the park and how much they can spend on facilities. This will be expanded upon during a second pass on guest systems in the future.
Research Tree
Though being introduced in 1.1, the Research system is something that we will grow throughout Early Access as more features are introduced. Once the UI has been integrated and everything is up and running, we’ll talk more about this mechanic.
For this month’s Community Spotlight, we’d like to highlight our Community Manager, Rosie. She’s been such an integral part of keeping the community engaged, and sadly, this is her last week working with us! Whether it’s on stream or socials, Rosie has helped immensely in keeping you informed with all things Prehistoric Kingdom.
We’d like to send off this blog post with a word from Rosie and her last three community picks. Best of luck in the future, Rosie!
“Hello Park Managers! I want to thank you all for a wonderful year, and for being such a kind and welcoming community. It's been a pleasure and a privilege to have worked alongside the talented devs that work on this game, and I am truly grateful for the opportunity to be a small part of Prehistoric Kingdom's legacy!” - Rosie, Community Manager
Created by Magnanimous_Matt.
Created by Wikz.
Created by Black Heron.
Thank you for reading November’s dev diary!
2022 is coming to a close! We’ll be back next month to release our final development diary of the year, celebrating our festive cheer and looking on to 2023.
The team is highly eager for all to get you hands on the next update, explore the beautiful new map, and of course care for your new species! Stay tuned for more exciting news regarding the update, with more sneak peeks to be revealed in the upcoming weeks