Apr 1, 2024
Prehistoric Kingdom - Blue Meridian




Welcome to the March Development Update!

In this blog post, we’ll be detailing some of the things you can expect to see in Update 11, talking about new game mechanics and more.



Before jumping into the bulk of our Update 11 coverage, we wanted to quickly touch base on a few things.

The first is that we are working on another recording session with the brilliant Nigel Marven! Not only are we doing dialogue for the species that currently lack it, but we’re retroactively adding an introduction and fact to animals that are now an alternate genus (Tarbosaurus, Charonosaurus, etc). It feels strange to say, but soon we’ll have lines for almost every animal that we’re planning to release during Early Access!



Secondly, we’ve revised the American Lion and Cave Lion’s base animations to fix up their thousand-yard stare. We’re not sure what horrors they might’ve experienced, but relaxed cats are on their way in Update 11!



Supporter Bundle



In case you missed it, we dropped the Supporter Bundle in early March to help fund development and provide access to Volume 1 of our digital art book and soundtrack! We are incredibly proud of how these turned out and wanted to thank everyone for their warm reception.

The art book provides a 200 page look at animal concept art, environment renders and concept sheets for the hundreds of building pieces available in-game, whilst offering development insight into our choices and why things were designed that way. It was important for this to feel like it was more than just a picture book!




We also released a soundtrack, featuring 25 minutes of music and 4 exclusive bonus tracks if purchased on Steam or Bandcamp. The album is also now available on streaming, too! You can find the OST on Apple Music, Spotify, YouTube Music and pretty much any other platform you might prefer.





In-Development: Update 11
In late April, we’ll be rolling Update 11 out onto the Public Testing Branch on Steam so that we can gather feedback and continue developing this update. This release is going to massively change how the game is played, so it’s important that we have the community provide feedback during production. So, in the mean time, here’s a broad look at what’s coming soon!

New Species
Update 11 will be introducing two new animals, the first of which is the squirrel-like dinosaur from down under, Leaellynasaura!

(pronounced Lee-ell-in-a-sore-a)



As southern parts of Australia were located within the Antarctic circle during the early Cretaceous, it’s possible that sunlight would have been highly variable. With this animal potentially going weeks without sunlight, we’ve chosen to highlight the various levels of cold tolerance Leaellynasaura might’ve had through varying lengths of plumage per skin.

Unlike the other small, herbivorous dinosaurs in Prehistoric Kingdom, these ones have quite the frightening dentition!




Now, that leaves one unknown species for Update 11, and before anyone rushes to speculation, this is not another theropod. Enjoy!



Species Splitting
Going forward into Update 11, all animals in the game will be properly split by their species in the UI. This means that when you’re in the Nursery or Excavations menu, you’ll find distinct buttons for each species, rather than lumping them all under one umbrella. We will be extending this functionality to the Animal Info Signs, too.



As far as the game was concerned, each species was already considered unique, and this change simply makes the UI consistent with that. To reflect this upcoming change, we have updated our website’s Animal Gallery!

The Nursery will be receiving a big UI overhaul down the line to better accommodate these changes, so please stay tuned for that!

Early Staff & Logistics Gameplay
In this part of the Dev Diary, we’re going to walk you through what to expect from logistics and the overall gameplay loop it presents.

When Update 11 releases, we’ll only have keepers and laborers available as they are the most essential at this stage of development. The remaining staff types (janitors, engineers, security, vets) will be added as their gameplay systems become relevant.



STARTING OUT
As you begin to build your park in Update 11, you’ll notice that feeders and kiosks are now empty when placed. In order to actually work, they must be stocked by staff members. This is where our logistics gameplay begins.



To get resources into the zoo, players will first need to build a Loading Bay. Upon the initial first-time placement, players will receive an immediate shipment of goods to help get the park up and running. After that, your Loading Bay will continue to import guest meals, merchandise and a small amount of animal feed every 15 minutes (time not yet finalized) via box truck.

Players can purchase up to 2 additional box trucks for their Loading Bay to speed up delivery times or place additional Loading Bays around the park if they need more shipments.



Once the resources have arrived, players will need staff to transport them around the zoo. Laborers can carry the meals and merchandise to guest facilities, while keepers are needed to refill feeders with animal feed.

To access the staff hiring menu, players will need to build a Staff Center. Of course, like any module, these new structures can be built over or recoloured with the modular building system! Just ensure any access points (i.e. doors) remain accessible.




While out in the park, staff are intended to be very automated. You can call staff to complete specific tasks like refilling a certain feeder or transporting goods, but with the scale of Prehistoric Kingdom, the expectation is that they should just do their jobs.

We believe your primary role as park manager should focus on who you hire, how many people you hire and how you layout the park’s logistics infrastructure rather than micromanaging where your staff are and what they are doing. If jobs aren’t being done, you likely don’t have enough people or your layout stinks.

EXPANDING STORAGE
Picture this: you’ve got a few habitats, the zoo is expanding, but so is the distance between your Loading Bay and the park.

It’s time to introduce some Goods Storage and Produce Storage modules! These warehouses come in small or large variants, allowing logistics staff to move stock from the Loading Bay into their respective storage spaces. This means that if a feeder needs refilling or your restaurant needs more meals, staff can simply travel to the nearest storage module that has what they need rather than walking all the way back to the Loading Bay.



These warehouses are planned to have a few basic UI options that dictate how they should be filled up (e.g. stop ‘Fruit’ from being delivered to this Produce Storage module) but we were aiming to make them more contextual, so a Produce Station near a meat feeder is naturally going to have more meat delivered to it than the Produce Station that’s next to a herbivore paddock. That’s all a bit more theoretical, though, just sharing how we’d like them to work.

YOU SMELL THAT?
When animals eat, they eventually… excrete! Without a place to dump their dung, keepers can’t clean habitats. This is why you’ll need to invest in a couple of Compost Heap modules.




After cleaning dung piles, keepers will transport the poop from a habitat to the nearest Compost Heap. Once delivered, the stored poop will convert to ‘Compost’ over time - a resource that’ll become invaluable when making your own animal feed.

This module can have a pretty negative impact on Park Beauty, so you’ll want to keep it hidden from guest view!

CREATING PRODUCE
After a certain amount of park growth, the measly amount of animal feed you get from the Loading Bay isn’t going to be enough. Thankfully, this is where the Produce Station comes in.

A Produce Station is able to passively create food for your animals by converting the compost in your park into feed. As long as staff can keep delivering compost, you can keep making produce!




Produce Stations can be specialized to cultivate a specific dietary type (plants, fruit, meat, fish, insects) or produce ALL dietary types for a lower yield per compost conversion. As your Produce Station fills up, laborers will transfer it out and place the feed into the Produce Storage modules around the park.

In the event that you have no storage modules, your Keepers will instead take food directly from Produce Stations when going to refill feeders.

LOGISTICS SYSTEM: IN REVIEW
Looking at everything we’ve just discussed from a very high-level view, we end up with a loop like this!



CHANGES FROM JANUARY DEV DIARY
As a final side note, we’d like to mention that since the last Dev Diary, our plans for ‘generalist staff’ have changed. We now intend for cashiers to simply be part of kiosk modules (and their upkeep costs) rather than being separate entities that can be hired/fired like keepers or laborers.

Because of this change, the idea of janitors and laborers temporarily taking on other jobs has been scrapped. This potentially makes the role of staff in the game a lot more clear cut and should make it more obvious when something in the park isn’t working out. Not a huge change in our opinion, but notable enough where we want to keep you in the loop!

Gameplay Changes: Excavations
Excavations are what allows Prehistoric Kingdom to bring extinct animals back to life, scowering the globe in search of viable genetic materials. In the current game, however, the Excavations mechanic really is nothing more than a glorified shopping menu. With Update 11, we aim to rectify this.

THE NEW SYSTEM
Coming in Update 11 is a brand new module - the Fossil Depot! This building provides space for the park’s dig teams and grants access to the Excavations menu.

It is here that players will be able to both buy and send out dig teams to various dig sites around the world. These sites are used to obtain the necessary DNA required to create animals in the Animal Nursery. Any idle dig teams currently not excavating will eventually be visible in the car park below.



(Wikimedia Commons: Hell Creek photograph by Vladimír Socha)

By hovering over a dig site, players will be able to see the potential operating costs of an excavation, the estimated time per excavation cycle and whether or not there are events impacting the dig site. Once opened, up to 5 dig teams can be assigned at once, increasing the ongoing operating costs in exchange for a higher DNA yield every cycle.

There’s no financial penalty for moving teams from dig site to dig site, but they will have to travel back to the park first.

EXCAVATING


Each excavation cycle, your assigned teams will send their findings back to the park in the form of DNA.

The yield amount for DNA is random, but can be improved by installing infrastructure at the dig site such as housing (decreases total excavation time) and their own personal genetics lab (improves DNA yield amounts).

Different species have their own yield rarities, so even if you decide to tackle Hell Creek from day one, you’re unlikely to unlock a Tyrannosaurus before Edmontosaurus. Once 100% of the DNA has been found for a species, it can be bred from the Animal Nursery!

Completing all animals within a dig site will unassign the relevant teams and return them to the park.

EVENTS
Everything we’ve discussed so far assumes that your excavation has gone smoothly, though! Every month, there are global events that randomly impact dig sites all across the globe.

A positive event like the Fossil Boom can help speed up the excavation process, drastically increasing yield amounts for as long as the event is active in a dig site. On the other hand, a negative event like High Export Tax can increase your operating costs, excavation time and lower yields as your teams struggle to send your excavated goods back to the park.




Players may need to pivot their excavations from month to month depending on how these conditions change, taking advantage of sudden opportunities or temporarily leaving a site behind. What might have been a great month in the Hell Creek Formation may quickly turn to an expensive crawl the next!

Guest Art Overhaul
Moving into a more stylized art direction, the future brings a new era of visitors to Prehistoric Kingdom; intended to introduce better faces, hairs, clothing, new ethnicities and an expressive suite of animations that make the park feel more alive.




Below you can see some of the work in progress animations we’ve been making. Though not all will be in-game as of Update 11 (there are some technical things required to make the selfie work!) we hope this shows our commitment to improving the quality of our humans.




Mesh topology is non-final, we’ll be improving those elbows!

Update 11 is planned to bring the first stage of this guest art overhaul with it, focused on upgrading our technical backend to support these new visual features. There have been a lot of assets to design, model and curate, but we are getting there! We will have more info about what guest features are ready for Update 11 once it hits PTB.

And yes… we’re working on bench sitting!





The Future
Ontogeny Art Tests
To close out this month’s Dev Diary, we’ll leave you with a work in progress look at our baby Tyrannosaurus! We’re expecting some proportions and face shapes to change before ontogeny is fully implemented and added to the public game, but this at least gives you an early look at how these fluff balls could look. You can even spot an adolescent T. rex in the back based on the Jane specimen!



As mentioned previously, all baby skins are designed to blend into their adult coloration regardless of what skin was selected. In the case of our T. rex here, that means all Tyrannosaurs would start as feathered infants and either lose feathers through maturation (e.g. growing up into a scaly skin) or retain them (e.g. growing up into the feathered skin). We can’t wait to share more looks at ontogeny with you in the future!

EDIT: Here’s an additional look at the baby rex with improved proportions! Since ontogeny in Prehistoric Kingdom is seamless, infant animals cannot have perfect 1:1 limb sizes to what’s found in the fossil record. We will be doing our best to make the babies feel cute and somewhat accurate without overly warping the models!





Created by Incog


Created by ASSASSINSPINO


Created by CarlosG72



Thank you for reading March’s dev diary!

There was a lot to read this month, but we hope you got through it okay! We’re very excited to continue developing Update 11 and can’t wait to share more once the PTB version goes live.

- The PK Team

Prehistoric Kingdom - Blue Meridian


Welcome, Park Managers!

We're pleased to announce that the Supporter Bundle is now live on Steam; featuring volume one of the Prehistoric Kingdom digital art book and soundtrack!

The Supporter Bundle is intended for players who would like to continue supporting our development team and is available for $7.99 USD as optional downloadable content here.

For new players looking to jump into Prehistoric Kingdom, there is also a Base Game + Supporter Bundle option available to purchase.

Alternatively, the art book and soundtrack can be purchased independently.

Q&A


Who is this for?
This bundle is meant for people who would like to continue supporting the development team, that may have missed out on Kickstarter rewards, or simply want to listen to some PK music and read a book!

I’m a backer/early adopter! How can I get this?
Please check your Crytivo account for elligible rewards. We are still working on getting everything correct, so please give it a few days for your rewards to appear. We will post to Twitter and Facebook if major changes need to occur!

What does this mean for the game’s monetization?
We will continue to release free content updates as we continue to go through Early Access and beyond! It’s way too early to think about paid gameplay/animal DLC.

These art books and music releases simply help fund development and give the community something to enjoy in return! We hope that everyone looks forward to and enjoys the Supporter Bundle when it releases on March 8th.
Prehistoric Kingdom - Blue Meridian


Welcome, Park Managers!

We hope you’ve been enjoying the recent release of Update 10! In case you missed it, this update introduces the new prehistoric mammals Elasmotherium, Sinotherium, and two species of cave lion. On top of that, there’s a brand new map, stone age building set and an updated boreal biome!

You can find the full patch notes for Update 10 here. We don’t have a traditional Dev Diary for you this month due to the release of Update 10, but we do have a rather exciting announcement instead!

Supporter Bundle


We’re proud to announce that on March 8th (next Friday!), we’ll be launching the Supporter Bundle on Steam: featuring volume one of the Prehistoric Kingdom digital art book and soundtrack!

This collection has been lovingly put together by our team’s artists and composer over the last few months, working together to build dozens of beautiful pages and a gorgeous selection of music from the game.



The Supporter Bundle is intended for players who would like to continue supporting our development team and will be available for $7.99 USD as optional downloadable content.

Alternatively, the art book and soundtrack can be purchased independently.

The Art of Prehistoric Kingdom, Vol. 1


Available separately for $5.99 USD on March 8th

Over 180 pages of artwork, including exclusive early looks at upcoming animals and behind the scenes information about how we work on the game and our design decisions.





Non-final previews.

This volume provides an in-depth look at our process, animal concept art, the science behind some of our creatures and a deep dive into the wealth of structural art we’ve painted for the game. Whether you’re a paleo fanatic or simply interested in the art process of game dev, you won’t wanna miss this!

Prehistoric Kingdom, Vol. 1 (Original Game Soundtrack)


Available separately for $3.99 USD on March 8th

Ranging from dino-sized orchestral soundscapes to introspective instrumentals, take a walk in the park and enjoy 30 minutes of music of Prehistoric Kingdom composed by Byron McKay.


This release features 15 tracks (including 4 bonus biome medley tracks) in addition to updated music arrangements not yet heard in-game with live woodwinds performed by Joe Di Fiore and mixing by Adam Miller. You can wishlist the soundtrack page on Steam right now!

Q&A


Who is this for?
This bundle is meant for people who would like to continue supporting the development team, that may have missed out on Kickstarter rewards, or simply want to listen to some PK music and read a book!

I’m a backer/early adopter! How can I get this?
We’ll be sharing info on how to get your copies next week! Thank you for your patience.

What does this mean for the game’s monetization?
We will continue to release free content updates as we continue to go through Early Access and beyond! It’s way too early to think about paid gameplay/animal DLC.

These art books and music releases simply help fund development and give the community something to enjoy in return! We hope that everyone looks forward to and enjoys the Supporter Bundle when it releases on March 8th.
Prehistoric Kingdom - Blue Meridian

Welcome, Park Managers!

Update 10 is now available! This patch introduces 4 new species (3 genera), an enhanced boreal biome, a new map, as well as the much anticipated Stone Age building set. Please send feedback and bug reports to our Discord server's appropriate channel.


Looking ahead, the team is working on bringing a greater sense of management gameplay to Prehistoric Kingdom with the addition of staff and other mechanics such as ontogeny later this year. While this development continues, we will continue supporting the game with hotfixes to address outstanding issues reported by the community.

There'll be no dev diary later this month due to the release of Update 10, though there will be a small blog post exploring the upcoming art book and soundtrack releases for those who would like to further support the game's development.

Thanks, and enjoy Update 10!

- The PK Team

Update 10 Features

New Species
Expand your kingdom's collection with 4 brand new species: Elasmotherium, Sinotherium, Panthera atrox and Panthera spelaea!





These ice age mammals make heavy use of the alt species system, allowing us to implement both American and European cave lions in addition to the much lesser known rhinoceros ancestor, Sinotherium!

Animal Avoidance
In Update 10, animals will now try to dynamically path around one another! While there will still be some clipping with heads and tails (hard to get rid of without having oversized avoidance ranges on the animals), this will be a massive improvement across the board.



Additional AI improvements will be coming this year, so stay tuned!

New Map & Boreal Biome Update
Explore the frozen wilds of the Canadian Rockies with this mountainous environment. Scattered all over the map, players can find 21 new foliage pieces for the Boreal biome. Create lush steppes, tundras, and even flowering alpine forests.



New Building Theme: Stone Age
It's time to go full unga bunga. Return to caveman and embrace the stone's cold embrace.

Featuring a new set of fences, walls, roofs, and modular objects inspired by both paleolithic and neolithic architecture, this is one of the most detailed sets we've created yet. The pieces are so diverse in their uses that we can't wait to see where they'll show up in your builds!




Using objects like the new stalagmite and stalactites, it's even possible to build surprisingly authentic cave structures. Perfect for cave lions, hm?



For those who're less creatively inclined (or enjoy the ease of use!) there are a bunch of new prefabs, too. These designs feel right at home amongst the pine forests.



PSA: Modular Mural Changes



All the modular murals have been merged into style options rather than individual objects to improve performance. Unfortunately, this means that some murals in your park may disappear and will need to be replaced. We're very sorry for the inconvenience!

Known Issues & Additional Notes
  • The new animals are missing Nigel voicelines! We will be adding them once we do our next recording session with Nigel.
  • The new Boreal map can be quite memory intensive (may result in crashes on lower end systems!)
  • There is an issue related to the undo/redo handling of the modular system which affects water edges. We have found the source of the problem and hope to address it in a hotfix update.
  • We are aware that rendering and shadow culling distance on several modular items are too aggressive currently, which we are also addressing ASAP
  • The tutorial scenario is momentarily disabled due to some unforeseen effects created by the newest changes and additions. We will be enabling it again as soon as these effects are addressed.
As always, we kindly thank you for your patience!

Full Patch Notes

Features
  • NEW ANIMAL: Elasmotherium
  • NEW ANIMAL: Panthera atrox/spelaea
  • NEW ANIMAL: Sinotherium
  • NEW MAP: Canadian Rockies
  • NEW BUILDING THEME: Stone Age
Additions
  • Gameplay
    • Parks can now be opened and closed at a player’s whim, forcing guests to react accordingly. This can be toggled through the Management View
    • Added and reshuffled Cenozoic formations:
      • Added the Liushu Formation in China
      • Added the Tokod Formation in Hungary which now contains the existing Mammoth Steppe biota - Vilyui River and Yamal Peninsula have been removed from the excavations selection
      • Added the Koktschetaw Formation in Kazakhstan
  • Buildings & Scenery
    • Added Concrete Roofs to the Basic Theme
    • Added new materials to the Curved Cap Roof piece (Tropical Thatch, Basic Shingle Tiles, Modern Wooden Tiles & Modern Metal Planks)
    • Added Elasmotherium & Cave Lion Silhouette pieces
    • Added Stone Age Theme Structures & Pieces
      • Added Moss Roofs
      • Added Cave Roofs
      • Added Layered Thatch Roofs
      • Added Stick Wall
      • Added Cave Walls
      • Added New Mammoth Steppe Mural
      • Added 2 Stone Age Fences with short, medium and tall size variants (Stone Cave Fences & Wooden Palisade Fences)
      • Added 4 Stone Age Paths (Log Path, Fossil Path, Footprint Path & Substrate Path)
      • Added Cave Paint decals with 12 different styles!
      • Added 2 Doors
      • Added 3 Benches
      • Added 2 Bins
      • Added 2 Tables
      • Added 3 Basalt Rock pieces
      • Added 2 Stalagmite pieces
      • Added 2 Stalagmite Column pieces
      • Added 3 Stalactite pieces
      • Added 3 StoneHenge Rock pieces
      • Added 2 Carved Stone Beam pieces
      • Added 4 Mushroom pieces (Porcini, Fly Amanita, Chanterelle, Shaggy Ink Caps)
      • Added 2 Moss Clump pieces
      • Added Fish Rack piece
      • Added Furs Rack piece
      • Added 3 Railing pieces
      • Added 7 Hide-Wall Structural pieces
      • Added Dugout Boat Canoe piece
      • Added Campfire piece
      • Added 4 Pot pieces
      • Added Basket Fish Trap piece
      • Added Stone Axe piece
      • Added Obsidian Knife piece
      • Added Rope Net piece
      • Added Rope Plane piece, uses World Space tiling textures similar to the Chainlink pieces!
      • Added 4 Dry Log pieces (4m Thin, 4m Thick, Thick Arch, Thin Arch)
      • Added 3 Birch Log pieces (4m, 2m & Arch)
    • Added 7 new Theropod bones (Theropod Vertebra Tail, Theropod Vertebra Neck, Theropod Finger, Theropod Toe, Theropod Radius & Ulna, Theropod Humerus, Theropod Shoulder)
    • Added 4 new Basic Railings
    • Added 2 Bollard pieces
    • Added Metal Shelf
    • Added a host of new official prefabs:
      • Stone Age Themed Prefabs
        • Prehistoric Kingdom Visitor Entrance Stone Age
        • Bathroom Stone Age Small, Large
        • Shop Shell Stone Age Small, Medium, Large
        • Bone Hut
        • Rest Area Stone Age 1
        • Viewing Platform Ston Age 1, 2
        • Stone Henge
        • Stone Henge Ruins
      • Misc. Prefabs
        • Animal Metallic Walkway
        • Climbing Tree 1, 2
  • Foliage
    • Added 3 new vegetation painting presets to the boreal biome: Pine Forest, Flower Field and Dry Prairie
    • Added Boreal Scots Pine 1,2,3,4
    • Added Dry Tundra Grass 1,2
    • Added Labrador Tea 1,2 and Labrador Tea Bare 1,2
    • Added 8 variations of Dwarf Birch
    • Added Fireweed 1,2,3
  • UI/UX
    • While editing a Modular Group, clicking repeatedly in the same place will now cycle through all Modular Pieces beneath the cursor
    • Added a QOL dialog notifying the player of a prefab creation’s success state
  • Environment
    • Added Snow and Blizzard as environmental effects - they can be encountered naturally on the Canadian Rockies and Goldfinch Fields maps
    • Added northern lights effects to the Canadian Rockies map, visible at night time
  • Audio
    • Added snow footstep sounds to animals
    • Added snow surface interaction sounds to animals
    • Added sounds to Coelodonta one shots
    • Added missing new game bird sounds to Tanzania
  • Music
    • Added Boreal new game and load game music
    • Added Grassland new game and load game music
Changes
  • Gameplay
    • Improved modular quick scaling behavior - multiple piece actions are once again included in quick scaling, while audio feedback is triggered when scaling isn’t allowed (i.e. on modules)
  • Animals
    • Significant improvements to animal limb IKs
    • Adjusted swimming heights and transitions for Tyrannosaurus, Parasaurolophus, Muttaburrasaurus, Scelidosaurus, Velociraptor, Dryosaurus and Psittacosaurus
  • Buildings & Scenery
    • Moved Concrete Walls to the Basic Theme
    • Slightly Trimmed the Plant Wall Facade Style to prevent the leafs overlapping the edges so it's easier to work with in builds
    • Moved Murals into Styles rather than their own individual objects to improve rendering performance - note this will cause some murals to vanish in your builds and they will need to be replaced, apologies in advance!
  • Environment
    • Updated volumetric light to be less overwhelming at sunset
    • Updated light shafts to appear more volumetric
    • Updated sunset on most maps
    • Updated Spain lighting based on community feedback
    • Updated Tanzania night lighting to be consistent with other maps
    • Decreased immediate strength of fog for a clearer image
    • Decreased ambient reflections (less blue skylight reflected in the shade)
    • Increased night time star brightness
  • UI/UX
    • Improved nursery animal preview and fur rendering by adjusting the preview angle and field of view
  • Audio
    • Updated Coelodonta vocals to sound more full
  • Music
    • Music that isn’t timing sensitive will not pause with the pause screen anymore
Bug Fixes
  • Critical
    • Fixed a rare crash that could occur when animals drink
    • Fixed one issue breaking the undo/redo system for modular placement
    • Resolved an issue causing the info screen pieces to not correctly load information for alt. animal genera
    • Fixed a critical tutorial issue causing players to get stuck in the animal cinematic tracking mode
  • Gameplay
    • Fixed a selection issue related to double clicking a modular item to get into edit mode
    • Fixed an issue causing animal placement to not totally reset the action when right-clicking
  • Animals
    • Escaped animals should be far less common
    • Fixed animation error on Psittacosaurus eating exit
  • Foliage
    • Fixed incorrect collision layer for Fox Glove White
    • Fixed offset pivot for Marula 3 (this may move your existing ones by a meter!)
  • UI/UX
    • Fixed several instances of blank modular prefab previews
    • Resolved some layout issues in the Excavations Menu
    • Fixed a GUI issue in the main menu, causing the tutorial prompt panel to not be clickable
    • Fixed an issue causing time pausing not to properly trigger when first opening the screenshot menu
    • Fixed a layout positioning issue with the Tyrannosaurus preview in the loading screen
    • Fixed a layout issue in the building filter menu causing the grassland biome to be wrongly offset
  • Audio
    • Fixed large ceratopsians using small ceratopsian yawn sound
    • Fixed rhino surface interaction sounds not accounting for terrain material
  • Music
    • Fixed issue with music playing prematurely in the loading screen
Prehistoric Kingdom - Blue Meridian



Update 10 is coming soon on February 26!

Introducing 4 new species, an expanded boreal biome, and the Stone Age building set, the park has never looked so prehistoric.



Prehistoric Kingdom - Blue Meridian




Welcome to the January Development Update!

Happy New Year, everyone! We hope you all had a lovely holiday season with plenty of gifts and giving to go around. This blog post will be focused on what’s to come in 2024, looking at the upcoming Update 10 as well as some rather exciting additions coming throughout the year. Let’s jump right into it!







Last month in December, we released Update 9 featuring the Grassland biome and a selection of fan-favorite animals like Spinosaurus and Carcharodontosaurus. The reception to this update was really positive, and we quickly wanted to thank everyone who tuned in to play the game again.

Both Update 8 and 9 have been our first major steps into making our animals feel more organic and alive thanks to the overhauled locomotion and brain systems. This year, we’re going to continue this trend with adding more AI behaviors, animations, and the long-awaited introduction of baby animals.

As a start, we’ve been tackling a long standing community request; animal avoidance. Borrowing much of the technology currently used on guests, our goal is to give the animals a similar implementation, dynamically pathing around any incoming creatures in a nice and performant way. Take a look at the work in progress version below that’ll be coming in Update 10!



Once Update 10 releases, players will be able to see a dramatic decrease on animals walking directly through the middle of each other. While there will still be some clipping with heads and tails (hard to get rid of without having oversized avoidance ranges on the animals), this will be a massive improvement across the board.



Update 10: Coming Soon
In mid-late February, players will be able to explore the frozen wilds of the Canadian Rockies in Update 10, building your park with a brand new modular theme and resurrecting extinct species straight out of the ice age.

New Species
Joining the roster is none other than the Siberian unicorn, Elasmotherium! This large species of rhinoceros is best known for what is typically depicted as an exceptionally large horn. In recent years, however, its exact size has become the topic of debate.



When cloning Elasmotherium, our scientists were fortunate enough to find a variety of horn shapes and sizes depending on the genetic skin that they selected. Very convenient!



That’s not the only rhino joining us for Update 10, however! Found in east Asian fossil deposits, Sinotherium was a hairless ancestor to what would later become Elasmotherium. Available in-game as an alternate species, Sinotherium is the perfect option for park managers that want another grassland-based mammal.




In total, this makes two species of rhino and two species of cave lion coming to the game in February. The team looks forward to seeing all of your gorgeous screenshots once Update 10 releases!



Stone Age Theme
The Stone Age theme is a new collection of styles and building pieces inspired by paleolithic and neolithic architecture. With items based on caves, early living and budding civilization, we think this theme will truly make your park feel like a Prehistoric Kingdom.





Of course, a new building theme wouldn’t be complete without new fences, too! We look forward to seeing what habitats you build with these palisade and stone fences in Update 10.




New Map
Finally, we’ve arrived in the mountains of Canada. This map boasts gorgeous, snowy views with a variety of foliage from the boreal, coastal and grassland biomes.




At night, players will be greeted to a stunning lightshow from the… aurora borealis?! At this time of year, at this time of day, in this part of the country, localized entirely within your kingdom?! Yes! Please stay tuned for the release of Update 10 in mid-late February!





The Future
So, Update 10 is looking pretty cool, but what does the year look like for the game? We have a few major pillars that are in development behind the scenes, and our aim is to deliver them throughout 2024.

As these pillars are quite the undertaking, we will continue to release more art-centric updates (e.g. Update 10) to help prevent content droughts while we work on them in the background. There were a number of months last year when the game did not receive support while we developed Update 8, and that’s something we do not want to repeat.

So, grab your reading glasses and a drink because we’re about to see a lot of text!

Staff & Logistics
Staff are going to be the heart of Prehistoric Kingdom’s management. They are the connection to your park, your guests and your animals. Beyond simply hiring the right people, it will be your job to ensure the park’s layout is designed efficiently so that supplies for both guests and animals can be moved quickly.

In terms of development, we’ve started laying the groundwork for staff in the codebase. We’ve done a lot of design work figuring out what exactly they should bring to the game and how that relates to our upcoming logistics management systems. While we’ll be getting into exact gameplay details in a future post, we’d like to start by sharing our vision for the various staff types in Prehistoric Kingdom and what they offer.

GENERALIST STAFF


Generalist staff primarily interact with the guest and backend side of your park. Taking up the role of cashier, janitor or logistics, these are the people who ensure everything runs smoothly.

  • Cashier: tends to visitors at kiosks and stores
  • Janitor: cleans toilets, trash and delivers garbage to dumpsters
  • Logistics: delivers shipments from loading bays to various storage units around the park (goods storage, animal feed warehouses)

What makes generalists unique, however, is that these roles aren’t rigid! If an urgent task appears and there’s an idle staff member nearby, they’ll complete it as long as it’s a generalist job. For example:

If a cashier is waiting vacantly with no customers to tend to, they might decide to quickly go clean up a pile of trash (janitor job) or restock some merchandise shelves (logistics job) if they have nothing else to do. Once complete, the cashier would return to their original job.

Our goal here is to maximise the utility of your generalist staff, so if the park’s demand raises slightly higher than your current workforce numbers, the player has a built-in safety net. Of course if the demand continues to rise and trash gets out of control for example, the best move would be to hire more janitors.

SPECIALIST STAFF


Specialist staff interact with specific parts of the park management experience. Unlike generalists, their roles are fixed and can’t be done by other staff types.

  • Keeper: restocks animal feeders and enrichment, cleans habitats and delivers dung to compost heaps
  • Veterinarian: monitors habitats for sick, injured or pregnant animals, can provide feeder supplements and medication
  • Engineer: repairs damaged fences, modules and builds high security fencing
  • Security: accompanies staff into dangerous habitats and protects guests in the event of an emergency
WHEN CAN WE HEAR MORE?
There’s a lot to cover with staff and logistics gameplay, so we will be doing a more in-depth blog post when we have more in-game content to show.

This is going to fundamentally change and set the direction for Challenge mode going forward, so we’ll likely run some early feedback builds on the Public Testing Branch once we get to that stage. If you’ve been waiting for Prehistoric Kingdom to get more meat on its management bones before jumping in, please stay tuned to these dev diaries because we’ll be wanting your feedback in a few months.

Ontogeny
This year, the team will be adding the process of ontogeny to Prehistoric Kingdom. In real time, you’ll be able to watch your animals seamlessly grow from tiny babies to gangly adolescents and of course, into the fully grown adults you’ve already been incubating in the park.



These are not just simply scaled down adults, either! Our baby animals will have softer appearances, smoother skin, different bone proportions and make the most adorable of squeaks. You can see an early test of our Edmontosaurs above, showcasing stubbier snouts, a lack of spinal ornaments, and their baby skin patterning!

HOW WILL THIS WORK?


Over time, the animals will seamlessly blend between their life stages, growing into their mature silhouettes and fading into their adult coloration. If you got to play or have seen footage from our old demo in 2017, you’ll know exactly how this works.

HOW MANY BABY SKINS WILL THERE BE?
For both technical reasons and memory constraints, we will be limiting baby skin patterns to 1 per animal. This means that regardless of the skin you’ve chosen, all designs for a given animal (e.g. Edmontosaurus) will appear the same at birth and eventually grow into their selected skin color. There may be a few exceptions to this as development continues, but generally the rule is 1 baby skin per animal.

We should note that like adults, however, baby animals will have individual color variation. Each little hatchling, calf or kitten will look slightly different from another.

HOW WILL PLAYERS CREATE BABY ANIMALS?
In Sandbox, players will be able to pick the age of an animal when creating them in the Nursery. In Challenge mode, however, we are planning to make that part of the research tree. If players want adult specimens at the beginning of their Challenge game, they’ll have to go through different means to acquire them (ooh, future mechanics!).

More info on revised animal creation and acquisition gameplay will be coming in the future.

BREEDING?
Breeding is something that a lot of people have been requesting and we agree that it feels like the next step for ontogeny in Prehistoric Kingdom. With that said, we are focused on delivering the core experience first (animals growing up) before expanding with additional gameplay (breeding).

Update 12: New Species
Arriving later this year in Update 12 is the much beloved gentle giant, Apatosaurus. This enormous creature is the first dinosaur included in Prehistoric Kingdom to be part of the superfamily known as Diplodocoidea, a group of sauropods best recognized for their immense length and whip-like tails.

We’re still working on this animal of course, painting the other skins, animating, etc. but the team really wanted to start 2024 off with an early look at one of the biggest creatures coming this year.




Coming alongside Apatosaurus, however, is an alternate species with a household name and much dubious fame.

We hope you enjoy the concept art for what will eventually become the mighty thunder lizard, Brontosaurus! Adorned with “bronto smash” neck spikes and a cluster of lethal spines at the tip of its tail, this classic from the Jurassic has never looked so good.





10 Years of Prehistory
Grab your digging tools and call us a fossil, because on February 14th, Prehistoric Kingdom will have existed for 10 years.

When this project was first created all the way back in 2014, we were teenagers, high school students, and young adults in college. This project, iteration upon iteration, has been us learning, growing and meeting amazing like minded individuals who share a passionate love for not just this genre but prehistoric life as a whole.

It took a number of years before Prehistoric Kingdom started to go anywhere, and we’re still not as fast as the big studios making games like this, but we love our baby and we couldn’t be more grateful for having the opportunity to develop this game.

To our team, families, backers, Crytivo, players and fans; thank you.





Created by ASSASSINSPINO


Created by Hex-MSMB


Created by Incog



Thank you for reading January’s dev diary!

We hope this post has gotten you excited for the year ahead (those babies look so cute!) and that everyone is looking forward to Update 10’s arrival in February.

- The PK Team

Prehistoric Kingdom - Blue Meridian


Welcome, Park Managers!

This is a small patch bringing over recent fixes and changes from the PTB, fixing common crashes as well as drastically improving guest pathfinding.

The team are now returning from their holiday breaks, so we hope you look forward to hearing more about Prehistoric Kingdom in 2024. As always, please send feedback and bug reports to our Discord server's appropriate channel.

Full Patch Notes

Changes
  • Guests
    • Guest pathfinding is significantly improved, now taking into account crowding and multiple chokepoints
Bug Fixes
  • Critical
    • Fix for very common OverlapCapsule crash
    • Fixed a rare bug in Animal AI Recover To Navmesh that would also cause that entire capability to be defensively disabled, resulting in further downstream issues
    • Fix for common crash when multiple animals try to share a feeder
  • Guests
    • Patched a rare but dangerous bug regarding visitors getting reset to the entrance
  • Misc.
    • Fixed a number of unhandled exceptions
    • Minor safety improvements
Performance
  • Minor CPU Optimizations
Prehistoric Kingdom - Blue Meridian



Welcome, Park Testers!

This is a small hotfix that addresses a common crash for players in Update 9.

How to Access the Public Testing Branch (Experimental!)

The Public Testing Branch (PTB) is a version of Prehistoric Kingdom that can be opted-into on Steam, containing experimental and potentially breaking changes. With the help of the community, we're able to hunt down various issues and gather feedback before pushing a an update to the public version of Prehistoric Kingdom.
  1. Right click Prehistoric Kingdom in your Steam Library
  2. Go to Properties
  3. Betas
  4. Select 'ptb_public_testing'
Please note that it is not recommended to play Public Testing Branch parks on earlier versions of the game. Please send feedback and bug reports to our Discord server's appropriate channel.

Full Patch Notes

Bug Fixes
  • Critical
    • Fix for common crash when multiple animals try to share a feeder
Prehistoric Kingdom - Blue Meridian



Welcome, Park Testers!

This PTB release improves guest pathfinding and game stability with various crash fixes for what could be experienced in Update 9.

You should see guests making better use of their walkable space, especially when encountering multiple chokepoints throughout the park. Previously, they would almost exclusively form a single chokepoint. We have ideas on how to further improve guest pathfinding which will be implemented early next year.

Please send feedback and bug reports to our Discord server's appropriate channel.

How to Access the Public Testing Branch (Experimental!)

The Public Testing Branch (PTB) is a version of Prehistoric Kingdom that can be opted-into on Steam, containing experimental and potentially breaking changes. With the help of the community, we're able to hunt down various issues and gather feedback before pushing a an update to the public version of Prehistoric Kingdom.
  1. Right click Prehistoric Kingdom in your Steam Library
  2. Go to Properties
  3. Betas
  4. Select 'ptb_public_testing'
Please note that it is not recommended to play Public Testing Branch parks on earlier versions of the game. Please send feedback and bug reports to our Discord server's appropriate channel.

Full Patch Notes

Changes
  • Guests
    • Guest pathfinding is significantly improved, now taking into account crowding and multiple chokepoints
Bug Fixes
  • Critical
    • Fix for very common OverlapCapsule crash
    • Fixed a rare bug in Animal AI Recover To Navmesh that would also cause that entire capability to be defensively disabled, resulting in further downstream issues
  • Guests
    • Patched a rare but dangerous bug regarding visitors getting reset to the entrance
  • Misc.
    • Fixed a number of unhandled exceptions
    • Minor safety improvements
Performance
  • Minor CPU Optimizations
Prehistoric Kingdom - Blue Meridian


Welcome, Park Managers!

Today we have a mini-patch disguised as a hotfix for you, adding a new Spinosaurus animation in addition to some extra sound variations. We have also made a few more changes to the animals as well as giving Muttaburrasaurus the correct formation.

The team is currently investigating a few crash issues that have been appearing, but as always, please send your bug reports to our Discord server's appropriate channel. Providing the player log and save files will allow us to hunt down these issues a lot quicker!

Additions
  • Animals
    • Added digging behavioral one shot to Spinosaurus (mudcrab gets audibly annihilated, onlookers shocked)
  • Audio
    • Added broadcast variations to Spinosaurus
    • Added broadcast variations to Carcharodontosaurus
Changes
  • Animals
    • Animals now begin life with randomized need values
    • Animals should now try to stay around their appropriate animation speeds during locomotion, making them less likely to stay at transitional values for extended periods (e.g. halfway between walk and run)
    • Muttaburrasaurus is now properly found in the Mackunda Formation (removed Winton Formation)
    • Updated Smilodon ‘Dauntless’ skin icon to better match its new coloration
  • Buildings & Scenery
    • Adjusted rendering distance for particle VFX
  • Foliage
    • Optimized Marula 3
  • UI/UX
    • Removed the now obsolete ‘Min. Exhibit Size’ stat from the nursery animal preview screen
Bug Fixes
  • Animals
    • Fixed animals having their decision making process completely overwhelmed by swimming, which prevented them from satisfying basic needs
    • Animals will now avoid trying to interact with feeders from a direction that would place them too far underwater
    • Improved animal individual pathing randomization
  • Guests
    • Fixed a common bug where visitors would get stuck walking to particular areas endlessly
    • Visitors should utilize much more of the navigable path area, prioritizing wide open spaces and avoiding narrow choke points
  • Foliage
    • Fixed green seams on Acacia 2
  • UI/UX
    • Fixed the Animal Info Menu displaying low welfare stats and welfare issues with the ‘Animal Welfare’ and ‘Animal Habitat Welfare’ gameplay settings turned off
  • VO
    • Fixed text overflow for one of Nigel’s Spinosaurus lines
Performance
  • Fixed several major memory leaks
  • Minor CPU Optimizations
Known Issues & Additional Notes
  • The team has tracked down the source of guests not using donation boxes as often as they should. This issue is caused by guests not observing animals properly, rather than something wrong with the donation boxes.

    Unfortunately, this is going to be quite an involved fix
...