Prehistoric Kingdom - Blue Meridian




Welcome to the September Development Update!

To begin this month’s diary, we’d like to share that the team is very confident in an October release for Update 8! The core development phase has finished and we have now moved on to testing, finalizing and ensuring all animals have been upgraded successfully.

This update was originally slated for July and has taken a much longer time to finish than initially anticipated. The further we went into Update 8, the more unforeseen but addressable issues appeared, requiring immense levels of planning, teamwork and refactoring to eventually get this release across the finish line.

We have focused on getting all the underlying animal systems to feature parity with what players are used to, in addition to making them highly expandable and much more performant. This new base for the animals will allow us to easily make changes and additions in the future, as opposed to before, where the animals essentially did not change since release.

Update 8 has been a massive endeavor, so we’d like to thank you all for waiting patiently while our team worked hard over the last few months. It’s been an enormous collaboration between all departments and now that it’s almost ready, will allow us to do so much more with the animals going forward!





Where We're At
As one of the final steps for Update 8, we’ll be porting all of our species across to the new ‘AnimalsV2’ architecture, our latest collection of AI, locomotion and audio components that have been in development for the last few months.

Porting the old animals is extremely fast thanks to new editor tooling that allows us to not only upgrade existing animals, but set up brand new species with significant automation.

This new pipeline has tons of advantages, but perhaps the most important to players is how easy it is for us to customize behavioral differences between species. With a few simple sliders, we can now change things like an animal’s fleetness, metabolism or how much food they need to consume before they’re full. As new AI behaviors are added in future patches, it’ll be very easy to plug them into factors like playfulness, boldness and sociality.



Optimization Improvements
It might come as a bit of a shock to some players, but animals are actually one of the worst performing things in the live game. In some key areas, however, we’ve managed to improve the animal performance in Update 8 tenfold.

One of these key areas is our brand new in-house IK system that has been developed exclusively for the needs of Prehistoric Kingdom. For our more tech-oriented fans, the old IK system took 62 milliseconds (!!!) to process limb adjustment for 400 quadrupedal animals. From an in-development test, however, our new solution only took 3 milliseconds for the same amount of critters, offering up to a 20x improvement in IK performance.

Another substantial optimization has actually been animal audio processing. In Update 8, we now cull sounds early based on an animal’s level of detail. This prevents small, detail-oriented sounds from ever triggering if the player is too far away, cutting down on wasted processing.

Update 8 Overview
Before the October release of Update 8, let’s take one last look at all the major improvements coming in this patch. The full, extensive changelog will be available on Steam at the release of Update 8.

Animals
New Species


Boasting an impressive crest and sickle-shaped claws, it’s almost time for everyone’s favorite speedy thief to join the kingdom. Like all the animals in Update 8, Velociraptor will of course be making use of our brand new locomotion and AI.

Animal Overhaul
To recap, animals will be navigating seamlessly using strafes, walking backwards and turning on the spot as part of their general locomotion state. They are very fluid, reactive and can move between walking or running as needed.

Some creatures, like quadrupeds, even have trotting animations to smooth out that dynamic transition. You can see some work in progress debug footage below!


Footage slightly sped up to fit into a gif!

We’ve also redone our audio breathing system to better take advantage of the new fluid locomotion. Influenced by an animal’s speed and exertion, the pitch, intensity and frequency of their breath will respond to the current circumstances of an animal. If they’ve been running for a while, it might take longer for their breathing to steady.

We’d like to take this even further in the future by making an animal’s health or sickness audible through how they breathe, clueing players into potential issues.

New Interactables
As of Update 8, animals will seek out hay beds to rest or sleep, finally giving your prehistoric pals the sweet dreams they deserve.



We should note that at release, hay beds will only allow one animal to rest on them at a time (apparently genetic engineering makes them selfish). This is something we’d definitely like to improve, but in the meantime, we’d recommend making use of multiple beds in a habitat for the best results.

For the thirsty animals in your park, we’re pleased to announce that the long awaited modules, water troughs, are finally going to be included in Update 8. Available in large and small sizes, water troughs are a great solution for habitats that are too small or too uniquely shaped to comfortably contain lakes.



A small yet hopefully appreciated feature we’ve worked on is physicalized interaction points for feeders, water troughs and lakes. Rather than ensuring animals line up exactly where they need to when eating or drinking, they’ll instead check for valid head placements.

This results in a far more natural behavior where animals can be seen eating or drinking from random angles, so long as their head reaches the goal!

Genetic Mutations & Variation
When players create new animals in Update 8, there’s a random chance for them to be born as an albino, melanistic or leucistic mutation.


An albino and melanistic Edmontosaurus.

These mutations are procedurally generated, not a preset texture. This means that for every skin, they can mutate and vary in unique ways while preserving the underlying look of an animal (note the subtle patterning on the albino above).

This extends to our variation system, too. Every individual animal will have a unique hue, saturation or brightness that’s restricted to a pattern mask, providing far more natural results than what was in the game previously.

The two Brachiosaurus below have the same skin, yet they’re quite distinct thanks to this enhanced variation!



Gameplay
Park Beauty
Park Beauty is a new component of park rating, requiring players to build their park in an optimal way that keeps your aesthetic seamless and beautiful.

Gardens in particular are a great way to boost Park Beauty, while foliage, fences, walls and decorations can help to reduce the impact caused by infrastructure or dirty habitats.



Guest Needs & Queuing
Guest needs have been re-tuned along with a number of bug fixes that previously impacted how guests interacted with the economy. We’ve been able to make a few pathfinding updates along with the brand new queuing feature that should make guest traffic a lot more manageable and hopefully, predictable.

Players can tune into the Guest Needs management view to locate high quantities of disatisfied visitors.




Nigel’s Hints
If your animals or habitats have been neglected, Nigel will occasionally chime in to point out issues that need to be addressed. There are 76 new contextual lines across a variety of possible triggers.

Visual Improvements
Tropical Biome Rework
Including 34 foliage items, the tropical biome overhaul features a mix of brand new species and remastered classics ranging from lush monsteras to towering kapoks!



Updated Tropical Map
In Update 8, the tropical map itself has had a makeover, too. The playable area was remade to better incorporate the updated plants with new forests, waterways, waterfalls and prairies.

Existing tropical parks will not be affected by these changes.




Updated Scrubland Map
The scrubland map has also had its playable space revamped. The landscape has become much more forested with natural swamps and layers of rock dotting the horizon.

Existing scrubland parks will not be affected by these changes.




Updated Materials
Modular glass now displays ambient reflections and renders more accurately during atmospheric conditions.



We’ve also updated the Modern Stone Brick wall textures to better fit our vision for the Modern theme and improve fidelity. Like before, this is a recolorable material.



Updated Atmospherics, Lighting & Color Grading
As you might’ve been able to tell by some of the screenshots in this dev diary, we’ve updated the lighting and atmospherics on every map to make them look even better. The game should look a lot more balanced, real and rich in color.

Quality of Life Improvements
Cinematic Camera Tracking
A cinematic camera tracking mode will be available for non-mini exhibit animals, toggleable through the animal info panel at anytime.

When selecting a newly bred species, the cinematic camera is automatically enabled to coincide with Nigel’s voice lines. If too disrupting, players can disable that functionality in the options menu.



Auto-Foliage Removal
Modular and path placement actions will automatically remove terrain-bound vegetation from underneath them, making it much easier to expand the park.



Auto-Save Options
Added options to either change auto-save frequency or disable it entirely, which can be found in the Gameplay Settings!

The Future
For the next few updates, we will be focusing on content driven releases now that the animal overhaul is almost out of the way. This means we can get back to more regularly scheduled updates that include new animals, maps, and modular items while we work on bigger features in the background.

To reflect this, we’ve divided our Trello into current and planned developments. When we’re confident in a feature being ready (e.g. staff, animal behaviors) we’ll move it into one of the update columns on the right.



Our art, audio and animation teams have worked up quite the backlog, so these content updates will come much faster than Update 8. Behind the scenes, the programming team will continue to work on developing staff, improving guests and expanding animal gameplay through new behaviors and staff integration.

Update 9 Overview
Following the next release, we have Update 9; our Grassland update.

This patch will be dropping with 3 new animal species, featuring the big-nosed Australian icon, Muttaburrasaurus. Joining this animal are some not yet revealed mystery creatures, some of which should hopefully scratch a fan-favorite off your wishlist. You’ll hear more about these remaining species closer to the release of Update 9…



In terms of landscaping, this update will of course include the Grassland biome - a gorgeous selection of grasses dominated by a variety of acacia and marula trees. This is a highly versatile biome and will be retroactively added to animals like Smilodon.

To conclude Update 9, we’ll also include a brand new map set deep in the heart of a Tanzanian crater. This flat landscape is perfect for those looking for an easy building experience due to its lack of dense foliage or extensive waterways.

Please stay tuned for information regarding Update 9’s release after Update 8.






Created by Edhelluin.


Created by CZARNOBOG.


Created by 1ncognito.



Thank you for reading September dev diary!

We hope you’re ready to finally get your hands on Update 8 in the next few weeks. It’s a really big update, and although it took longer than expected, we’re happy with it and are just so excited to finally have the opportunity to build out what could be a really interesting and engaging simulation for the animals.

Please keep your eye on our socials for the release announcement, the team cannot wait to have you back in the game!

- The PK Team

Crush the Industry - cognoggingames
Hello friends!

Ever wanted to play using a controller from the comfort of your living room sofa or hot tub? Well now you can! No more hunching over your computer desk like a cave troll (editor's note: currently doing this). So kick back, crack open your favorite beverage, and grab that gamepad...

Keep an eye out for a few slick new enemy animations, too.

Here's a full list of the changes:

  • Controller Support Testing: Controller support is in! This shouldn't be considered "official support" just yet. Feedback and bug reports in our Discord channel are greatly appreciated. Xbox 360, Xbox One, and Sony DualShock 4 controllers should work. Other controllers may work but haven't been tested yet. Expect hotfixes in the coming days as I continue to refine controller support!
  • New Enemy Animations: a few enemies gained some new moves...
  • Hell Balance Adjustments: adjusted several Hell difficulty modifiers to be a little less severe. Most notably, many summoned enemies (e.g. Microtransaction Eggs) are limited to 1 random buff on the harder Hell difficulty levels.
  • Display resolutions that are not 16:9 aspect ratio should properly letterbox or pillarbox now. Dynamic resolution support is planned for a future update.
  • A whole lotta bug fixes.

So with that gargantuan heap of controller support work out of the way, what's next? Another endgame boss is still in the works. A rework of unlockable content and much-improved character endings will be coming soon. I'd also love to get more new talents, new skills, and new events in the game.

What would you like to see? If you haven't already, consider joining the Discord channel to tell us!

Travis & Kara
Sep 30, 2023
Dyztopia: Post-Human RPG - Bass
Though Halloween may not be for a while, the people of Dyztopia celebrate Hallowere all month long!
Talk to Asterisk and find yourself a shiny new costume. They come with a pallet swap, good stats, and a new move.

You have until the end of November before Asterisk puts them back on the shelf again!

New Features

New costumes! Some are pallet swaps, but Runi has a whole new sprite sheet. Each costume has it's own special move. Try them out! They're very affordable!

New Music for Twelve and Zazz Phase 1!

Here is Twelve's track:
https://www.youtube.com/watch?v=Gz-Yk5sFc1c&list=LL&index=5&ab_channel=Bass


Balance Changes
  • Crow's Advantage now gives him +1 Hype if any enemy has an ailment
  • Mimic Family all have their defences raised
  • Degen Aura has been added to more enemies
  • Faceless now have "Hyper" i.e. bonus stats when hyped. Enemies like Siren and the Angels had this before.
  • Favorite and Adverse elements have been correctly implemented. You will now do bonus/reduced damage respectively.
  • Hard Battle Lab now has 20 stages instead of 19. Akari's battle is still the final one, but there is a new encounter before that.

Bug Fixes

  • Fixed a bug where passives would get disabled for no reason
  • Fixed points in 8-3 where you could get hit by a bomb into offscreen, or stuck between a fish
  • Fixed the propellers in 8-3 so they work more than once.
  • Fixed the Call Bot giving you infinite Fredek and Genesis syncs
  • Fixed Bypass moves sometimes display the incorrect damage number
  • Fixed the Minigame not resetting flags properly
  • Fixed the Minigame taking away all your money if you win. It's accurate to real-life gambling but incorrect nonetheless.
  • Animations now play about 5 frames slower. This is to reduce stutters when targeting enemies.
Sep 30, 2023
Carth Playtest - Ruffbassn
Carth Alpha 1.95e3
~Began creating and fine tuning "50" New Monsters and Enemies of all shapes and sizes
~Fixed Edith Foster sliding on map during runtime
~Added New Enemy Spawners (For new enemies)
~Optimized new enemies
~Lots of changes and tweaks to existing and new enemies
~Fixed bug where clients and or hosts could both loot same enemy (Now first come first served)
~Fixed bug where Host or client already in game could have their HUD messed up by new player joining
~Added Horse saddlebags (visuals) to the game (More functionality to come)
~Bug fixes with directional combat system
~Fixed issue with enemies not being added or removed from internal lists correctly
~Mercenary UI bugs fixed
~Mercenary unable to be hired by Clients Bug Fixed
~Fixed Directional Combat Bugs
~Removed need to Press and Hold button during combat for Directional Combat to happen
~Now combat will just use the animated rotations towards your target
~As we move forward will implement and fix this more as needed
~Fixed issue with some enemies being removed from possible targeted enemy list
~Began fine tuning new and old enemies animations and attacks
~Added Graveyard near Nethrean and Viernes
~Added First Person View to Male Characters (Press Backspace to change Camera)
~Began changing some animations to use Root Motion
~Continual FBX optimizations of game objects
~Added 18 New enemy spawners to Viernes Island.
~Cavecrawlers
~Cyclops
~Spiders
~Orge
~Giant Rats
~Karcinomorphs
~Karckmahres
~Lucanops
~Morphorrids
~Pardathrox
~Tetrachnides
~Tree Ents
~New Trolls
~Vampires
~Vespomorphs
~New Werewolves
~Wyverns
~You can find most of the new monsters on the southern end of the island, but a few will be before then.
Alien Life Lab - jktouchstone


  • Enemy aliens now shrink into teleportation rather than just popping out of existence.
  • More dialog added here and there.
  • Some bugs that would trigger when objects exploded.
  • 2 new enemy aliens to encounter.

Sep 30, 2023
GeraScopia - Roebby
Fixed bug where the game would crash if you went to the main menu with all tools found
Sep 30, 2023
Greedland - GamerskyGames
Hello everyone I'm Vamp, this update mainly added new fusion support equipment and visual effects optimization, happy gaming!

  • Added new Floating Laser (Vulcan + Backwatcher)



  • Added new content hints for the chip system (get new chips with upgradable chip capacity)



  • Bomb monsters are now instant death against normal monsters (no damage shown)

You are welcome to leave your comments and suggestions in the comments section of the store!Click here to join our discord community:https://discord.gg/ChFBVnx8FA.You can communicate directly with our team here! GreedLand can't progress without your support!

https://store.steampowered.com/app/2218400/_/
Sep 30, 2023
Purrfect Survivors - RedPain
Hi, everybody!

  • Blue Runes can effect to the adjacent runes like Purple Runes, too.
  • Reduced Bell Attack Power.

Thank you for reading.

Have a nice day!
Ravager - techditto
Dev Notes

4MinuteWarning is finishing up their holiday, but the rest of the team has been busy! Please enjoy some of the fruits of our labours.

Act V Features

  • Art: Malice’s post-betrothal celebration (six images, Lubbio).
  • Voice: The dragon’s part in choosing the Realm’s faith (Greyscale).
  • Voice: The dragon’s part in the kobold catchup (Greyscale).
  • Voice: The rest of Rhyll’s part in his own catchup (Greyscale).

Act I-IV Features

  • Art: Chanwe’s mercenary fate (five images, Lubbio).
  • Art: Malice’s punishment, remastered (six images, Lubbio).
  • Art: The second phase of Marie-Anne’s experiment with Malagar (three images, Lubbio).
  • Voice: Mother’s response to receiving gifts (Midnight Iris, Demi Goggles, Greyscale).
  • Voice: Mother’s part in Cooch’s fate (Midnight Iris, Demi Goggles, Greyscale).
  • Voice: Mother’s part in Darja’s fate (Midnight Iris, Demi Goggles, Greyscale).
  • Voice: Mother’s part in Heloise’s fate (Midnight Iris, Demi Goggles, Greyscale).
  • Voice: Mother’s part in Maelys’s fate (Midnight Iris, Demi Goggles, Greyscale).
  • Voice: Mother’s part in Marie-Anne’s fate (Midnight Iris, Demi Goggles, Greyscale).
  • Voice: Mother’s part in Mina’s fate (Midnight Iris, Demi Goggles, Greyscale).
  • Voice: Mother’s part in the followup to Naho’s fate (Midnight Iris, Demi Goggles, Greyscale).
  • Voice: Mother’s part in the followup to Sabetha & Inej’s fate (Midnight Iris, Demi Goggles, Greyscale).
  • Translation: the German translation has been restored and remastered (Soulphase).
  • Translation: the Spanish translation has been restored and remastered (Soulphase).
  • Translation: the Turkish translation has been added up to the end of Act 1 (Gtoktas, Fluidastronaut, Bastion, and Soulphase).

Fixes

  • The ‘Daughters Of The Goddess’ scene can no longer be accessed if Maelys has been severed.
  • Mina considers her existing responsibilities before accepting a position as chancellor.
  • The generic wolfwoman glimpsed in conquest sequences will not reflect whatever changes you have inflicted on Naho.
  • The Status screen will show the drakesgard’s Morale as their own, legally distinct from that of the mercenaries.
  • Many typos and voice misalignments have been fixed.
90 Minute Fever - Online Football (Soccer) Manager - Isokron
Hi everyone

This is the second in a series of updates focussing on improving the match experience. This update also focuses on improving the value of the Supporter Days features by adding a couple of new features. The ability to view live player stats during matches. Also added is the ability to view club player records, for both senior and youth levels.

The brand new player stats feature will show stats of how your players are performing in matches, updated in real time! These stats include Tackles, Dribbles, Shots, Passes and Headers, broken down into Successful and Unsuccessful actions so you can see how your players are doing and give you more information to base your in-game decision-making. These stats are also shown for opposition players, so you can see where they are having successes or failures against your team as the game progresses.



The new Club Records page will show your top players (current and retired) in a number of disciplines, including Goals, Assists and Appearances. Records are shown for both Senior and Youth categories so you’ll have a record of both club legends and your potential young superstars!



The Changelog for the update can be found here:
https://steamcommunity.com/app/468070/discussions/1/3879345465230823432/

An introductory offer for new users has been added to the game that gives a bonus 30 Supporter Days with their first Supporter Days purchase (it is time limited to 14 days). This offer has been extended and also made available for all current users for the first 2 weeks of October.

Note: We have been working on a major update to the Match Engine. This will be released in the next Match Experience update coming at the end of this month.
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