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Primal Carnage: Extinction News

SPRING CARNAGE

The Spring Update is now available for Primal Carnage: Extinction on Steam!



This March we're addressing more bugs and balance issues highlighted by the community, along with major feature improvements based on your feedback. Oh and there's some green stuff too.

[h2]Flyer Overhauls[/h2]

A big portion of today's update focuses on further renovations to our two pterosaurs. For years the flying mechanics have been tinkered with in PCE. We've added new quality of life features over time and tried to make things smoother. Based on player feedback, we've made a few more changes...

[h3]Getting Flight Right[/h3]



You now have much greater tolerance before being forced out of flight whenever brushing against objects or at low altitude. This means you can fly along the ground without landing for about a second, allowing you to pull up and avoid becoming a ground pterosaur.

True Flyer Mains who want to stay airborne at all costs can now activate the Avoid Auto Landing option under Gameplay settings. The option allows you to skim along the ground as long as you want without popping out of flight, unless you hit a wall super hard. To avoid exploits with Tupa, you can't balance on your nose for very long, but if you're flying normally close to the ground this feature prevents you from ever exiting flight.

Note: holding crouch while flying low will always make you land.

We've got some very positive feedback for these changes in testing, so hopefully they make life less frustrating for Ptera and Tupa players.

[h3]These Broken Wiiiings...[/h3]



A fun visual update is if you become severely damaged while playing Flyers, your wings will now get shredded and have visible holes in them. This is another community suggestion we decided to implement, which turned out pretty cool we think. It also applies not just to the wings but Tupa's crest as well!

[h2]Reigning in the DB[/h2]

For a long time the double barrel shotgun had gone untouched compared to the other shotguns. Both other pathfinder primaries had seen range reductions due to the more reliable hit detection, now the DB has been adjusted to be more in line with its brothers. This is not meant to be a super long range weapon, with apologies to those of you who were using it like a sniper rifle...

Alongside a hefty effective range reduction, the double barrel shotgun's spread has also increased (because it didn't have any before). We're interested to see how things go with the DB in the wild. It's still a formidable weapon in terms of damage, but hopefully is in a fairer place where it won't need changing much further.

[h2]Chopping That Meat[/h2]

Over several patches we've been fixing and improving the machete. This time we've fixed the bleeding, since the debuff wasn't being applied when playing on dedicated servers (for charged hits).



This instantly made the machete much more powerful. To compensate, the attack cooldown is longer and instant hit damage has been reduced. Combining the heavy attack + bleed will deal the same overall damage together as the heavy attack dealt before bleed worked.

[h2]Better Bleed[/h2]



Speaking of which, we're following up on some feedback from you guys that *annoying* bleed may be better than strong bleed. Bleeding status now lasts longer, but deals less damage each tick. This means dinosaurs can more easily escape to heal, but can also survive a little longer if they choose not to run.

Aside from that, it now takes more arrow hits to start bleeding as smaller dinosaurs. The exception being Tyrants, who actually start bleeding with fewer hits in order to counteract the lower damage they receive. Bleed status also no longer applies when hitting super strong points such as the Pachy's dome skull.

Hopefully these changes leave bleed in a better state than we had previously. By the way, if you didn't already know - sprinting makes bleed more painful, and crouching will make it less painful.

[h2]Tyrant Roar Buffs[/h2]



To make Tyrants more valuable to the team, their roars buffs have been... buffed. All of our big boys now have longer lasting team boosts, making their roar abilities much more useful.

The biggest beneficiary this update is our stompy friend - Acro's roar now heals over time and the healing is percentage-based. Instead of just giving you a flat amount of HP and that being the end of it, you now receive health over time that is proportional for each class. This makes Acro's roar way more helpful to Bruisers in particular, who only received a very small amount before.

[h2]And More![/h2]



There's a whole bunch of other additional feature improvements and balance tweaks in this update, from adding more noticeable body roll when dinosaurs turn to making bruiser groundpounds more painful.

Check the full change list below, and see all the latest fan-made cosmetics on our special Trello page!

[h2]Version 3.1.3 [/h2]
Full Change Log:


FLYER UPDATES
  • added extra obstacle avoidance code when flying close to the ground
  • reduced flyer collision height while in flight, allowing them to fit through narrower gaps
  • slightly faster fall to flight recovery after hitting objects
  • faster descent when holding crouch in hover mode
  • fixed HUD icon for being in hover mode not showing

  • NEW toggle option for Avoid Auto Landing when in flight
    (attempts to prevent Flyers from landing when close to ground unless manually holding crouch)

  • pterosaurs that "fly" without actually moving anywhere at low altitude are now forced out of flight
    (useful for when stuck against walls, does not apply to hover mode)

  • tupa no longer requires its stamina bar to be at a certain level in order to air ram humans
  • tupa can now air ram multiple enemies in a row, but cannot hit
  • the same* enemy again for over 3 seconds
BLEED UPDATES
  • bleed status is no longer applied when hitting dino strong points such as pachy's dome
  • reduced bleed amount for tyrants from 60 to 40/sec
  • bleed damage for other classes is identical to 3.1.2 but applied across longer timespan

  • lengthened bleeding time from 6 to 9 seconds for tyrants
  • lengthened bleeding time from 6 to 8 seconds for bruisers
  • lengthened bleeding time from 5 to 7 seconds for others

  • lowered number of arrow hits required to start bleeding as tyrants from 12 to 9
  • increased number of arrow hits required to start bleeding as Pachy from 3 to 4
  • increased number of arrow hits required to start bleeding as Carno / Cerato from 3 to 5
  • increased number of arrow hits required to start bleeding as others from 2 to 3

  • fixed bleeding damage not working for machete
  • set a longer cooldown between slashes with machete primary fire
  • fixed machete charge attack (secondary fire) not costing stamina on dedicated server
TYRANT UPDATES
  • increased team buff durations for Tyrant roars from the default timer (previously was 12 seconds)
    • Acro team buff now lasts 16 seconds
    • Rex team buff now lasts 15 seconds
    • Spino team buff now lasts 20 seconds
  • Acro heal buff now heals a percentage of player health instead of a flat value (roughly 50%)
OTHER BALANCE CHANGES
  • reduced base machete damage from 180 to 160
  • reduced charged melee attack range multiplier from 1.4x to 1.2x
  • reduced machete charge damage multiplier from 1.75x to 1.6x
    (maximum instant hit damage now 256)

  • faster damage falloff for dual pistols
  • faster damage falloff and increased spread for double barrel shotgun
  • spino claw swipe attack now has a shorter cooldown
  • increased max carno groundpound radius from 360 to 440, max damage from 85 to 100
  • increased max cerato groundpound radius from 400 to 480, max damage from 90 to 120

  • fixed turning exploit that allowed much faster rotation if dino camera was at a certain angle
MAP CHANGES
  • PC-ForgottenOutpost: fixed smaller dinos getting stuck walking onto river bridge
  • PC-Marsh: fixed missing collision on a few jungle trees and a couple of stuck spots
  • PC-Docks: reduced fog saturation, additional optimizations
  • Fixed climbing exploits and updated static shadows on various maps
  • Fixed some level sequences refusing to play in TDM (the shark is now working)
  • Fixed some odd dino shenanigans on the main menu backgrounds

  • GTTC-Downpour: fixed a ramp with no collision
  • GTTC-Ruthless: improved dino team blockers for point A after capturing
  • GTTC-Ruthless: updated point B electrical substation sounds
  • GTTC-Ruthless: fixed human ending sequence not smoothly fading out
  • GTTC-Ruthless: all ferns are now interactive
  • GTTC-RuthlessSnow: fixed deafening high altitude wind playing when low to the ground (sorry!)
VISUAL CHANGES
  • new and improved dinosaur body roll when turning side to side
  • updated Rex bracing animations

  • pterosaur wings now look shredded when on low health
  • higher quality base textures for tranq rilfe, stungun and flaregun
  • reorganized and optimized more Carnotaurus skins

  • fixed bullet smoke trails appearing at incorrect location for listen servers
  • fixed footstep particles spawning at the origin point of the map if foot is too high off the ground
  • fixed tyrannosaurus having two left feet (now produces footstep particles in the right places)

  • fixed seam on Vitiosus Cerato mutation
  • fixed prairie pathfinder using the wrong model
  • fixed issues with glow masks on Anubis / Magmatic / Jasper Spino and Foxfire Tupa
OTHER CHANGES
  • added a gloriously green selection of new looks in honor of St Patrick's Day
  • in-game store now automatically returns you to where you stopped browsing in the item list after previewing

  • fixed missing poses when using vehicles as humans
  • improved vehicle handling with more solid physics

  • Survival: reduced damage done by AI spitter projectiles
  • Survival: spaced out AI spawning a bit more to lighten cpu / server load
  • Survival: reduced intermission time between waves from 40 to 30 seconds
  • Survival: reduced Compy wave size by one third

  • made 1st person flamethrower sounds slightly quieter and 3rd person sounds louder
  • fixed the Equipped tag showing for "None" in the inventory
  • fixed a missing avatar

    Note: there may be a few missing store icons for older items after this update, please bear with us as we fix these on the server backend.


[h2]New Art Available![/h2]



The featured artwork from this month's update is now available as physical merch from the online store! This is the final piece in our dinosaur portraits collection, highlighting both pterosaur species in a heavenly tableau created by artist Aram Papazyan.

[h2]Steam Spring Sale![/h2]



Save 50% when buying Primal Carnage: Extinction, the PCE 4-Pack and all DLC until March 20th as part of the Steam Spring Sale!

We've got more major updates just around the corner, and a lot more planned for Primal Carnage in general this year. The PlayStation relaunch should be here within a couple months, and our next Steam patch will be out in time for Easter. We hope to see you then!

[h3]Thanks for playing![/h3]
-The Primal Carnage Team

The Valentines Update

[h2]Game Changes[/h2]

Working with dedicated testers in the Carnage community we've made several balance changes and fixes that are included in today's update. The SMGs no longer use the same long range damage falloff values as the revolvers, spit can now be properly shot out of the air, and Pathfinder can't boost his stamina by hitting teammates with a machete.

There are also a few new quality of life updates, such as an enhanced "middle shoulder camera" for Tyrants and Bruisers that is more free floating and dynamic. Swap between different views with middle mouse button by default, or scroll in and out. Map rotation has been improved, and several maps have seen additional performance improvements and exploit fixes.

More minor adjustments range from animation tweaks for some human taunts that add facial motion, fixing blood particles looking purplish, a new sound + animation when raptors miss their pounce and land hard, and some UI tweaks.

For a full list of what we've been up to, check out the changelog further down...

[h2]Love is in the Air![/h2]

A fresh collection of lovely new looks has just arrived in-game, here in time to celebrate Valentines Day! Feast your eyes on some of the highlights below...

[previewyoutube][/previewyoutube]

There's some free drops too, check out our Trello for the full selection!



In addition to these brand new items, all of the classic Valentines items are of course back in-store, along with EVERY ITEM EVER (as we mentioned in our last post).

After the festivites are finished, this year's Valentines cosmetics will also remain available in the Browse section year-round alongside all of the other store items. No limits on love no more!


[h2]Version 3.1.2[/h2]
FULL CHANGELOG:


  • added a "center shoulder cam" for tyrants / carno / cerato that is more free-floating and dynamic
  • camera swap button now properly swaps between all camera positions
  • reactivated auto-switch on shoulder camera for Tyrants, with added resistance to make it less likely to happen accidentally

  • fixed charged spit projectiles not being destroyed by gunfire
  • nets can also now destroy charged spit projectiles (but are melted in the process)
  • reduced charged spit flight speed to make it easier to shoot down
  • charged spit now has a little explosion particle when shot down
  • increased charged spit lifetime before auto-detonating in air

  • increased SMG spread, set custom damage falloff distances for SMGs
    (lower range than the dual pistols ones they were using before)

  • increased recoil on double barrel shotgun
  • fixed being able to boost your stamina by hitting teammates with the machete

  • Posion Dart Rifle now deals light damage to Tyrants when bracing, but does NOT apply poison status during brace

  • fixed jump timeout counting from the start of a jump, now counts from when a jump lands
  • set new jump cooldown times for all dinos

  • pteras are now prevented from dropping humans if the ptera is currently inside a human blocker
  • humans dropped inside human blockers are now auto-killed if they are stuck there for a while

  • fixed map rotation swapping to an unsupported map if the server has changed game modes
  • ensured map rotation never goes back to a map already played before rotating through all maps in the playlist

  • ForgottenOutpost: added new broken wall segments to one side of the map
  • ForgottenOutpost: added two new outbuildings along the riverbank
  • ForgottenOutpost: placed more cover around health corpses
  • ForgottenOutpost: extra foliage, clearer fog and lighting tweaks
  • ForgottenOutpost: added map back to default rotation

  • Waterlogged: copied additional optimizations from PS4 game, should be lighter to run
  • Waterlogged: fixed several collision issues, prevented players hiding inside smashed specimen tanks
  • Waterlogged: closed up a problematic cargo container, adjusted lighting and decals

  • Ruthless Snow: fixed barrier next to third capture point still blocking humans after being captured
  • Ruthless Snow: fixed invisible chopper on final objective / cinematic if you captured points too fast
  • Ruthless Snow: copied logic for new lights, flares and wire effects from regular Ruthless
  • Ruthless Snow: fixed falling through a clifftop along the route to point A
  • made it possible for Bruisers to jump on top of more rocks on both versions of Ruthless

  • fixed UbaseSnow and ForestChasmSnow not having character snow fx enabled

  • ForestChasm(s): consistency fixes for bridge collision (is now harder to accidentally walk off them)

  • Borealis: closed one dino cage and moved another higher out of reach of humans

  • Survival: fixed animations not playing when using vending machines sometimes
  • Survival: fixed all upgrades getting boosted at once when using a vending machine after acquiring more than one buff type

  • AI-Renaissance: added extra details to the acro boss cinematic
  • AI-Geothermal: reduced cost of purchasable gate from 2000 to 1500
  • AI-Geothermal: sped up the lava flooding sequence so that it's shorter, improved lava materials
  • AI-Geothermal: increased minimum delay before lava flooding starts from 5 to 45 seconds

  • collision and lighting improvements to several maps
  • added smooth fade-in to main menu and optimized main menu fog
  • fixed spectators being able to escape the map bounds on a few other levels
  • fixed background ambience being spatialized on TDM Docks
  • fixed an unusable health pickup on TDM Docks
  • fixed shadows not rendering on a section of the TDM Docks waterfront

  • added a test "ending doors" sound effect (TDM Docks only so far)
  • added a special pounce landing sound effect / animation when raptors miss their target
  • updated rex and acro net escape sounds

  • added fast swim animations for humans
  • added a 3rd person equip animation for flamesaw instead of Angus just flailing wildly
  • updated a few taunt animations (more to come) with extra detail, including:
    - Scientist Hand on Hip Taunt
    - Scientist Victory Taunt
    - Scientist Kiss Taunt
    - Pyro Hand Burn Taunt

  • pyro head transplant update - no more Baby Face Pyro!
  • improved look of default pyro fuel tank
  • fixed survivor pyro fuel tank looking almost the same as regular dinobuster version

  • improved Tyrant breath particles
  • fixed breath effects showing on dead bodies
  • improved wetness of wet landscape shader with refined mud
  • fixed blood impact splashes looking purplish under lighting
  • start of adding surface-specific groundpound particles for Tupa
  • reduced cases where dinosaurs were twirling on the spot when spawning (still WIP)

  • moved customizer camera closer to the characters
  • fixed bandolier still visible on Iced Pathfinder skin
  • fixed a couple of old item descriptions with garbled text
  • backend fix: name / description tags should now save properly
  • fixed hit markers showing when hitting teammates sometimes
  • class select now better communicates which class you've selected on the top bar icons
  • equipped UI indicator now shows in the Customizer popups, not just the Inventory

  • reorganized content packages for extra efficiency (ongoing)
  • additional memory optimizations


We're getting real close to finishing up Evolution currently, and hope to have the new PlayStation game submitted for approval to the platform holder sometime next month. More fixes and feature updates will continue to slowly trickle in while we wrap up work on the console side, but you can look forward to some much bigger changes for PCE on PC later this year!

[h3]Thanks for playing![/h3]
-The Primal Carnage Team


Join the Official Primal Carnage Discord!




Classic Looks Return!

If you looked in-store lately, did you see a few older items are back?



We've took requests on the official Discord for a while about which classic skins should return. We don't normally allow things that are "out of season," but after nearly ten years we're loosening up a bit.

Actually, a lot.

[h2]THE VAULTS ARE OPEN[/h2]



EVERY SINGLE ITEM to ever appear in-store IS BACK, and it's not just a February feeding frenzy either! They're back FOR ALL TIME...



Almost 2000 cosmetics are available to Browse through, across themes that range from the emerald greenery of St Patricks Day to the horrors of Halloween!



That includes every bundle, every pack, and every gift we've ever introduced as well! So you can now spread festive cheer or shower the server with spooktacular goodies all year round...



The majority of classic store items will also have legacy discounts applied if you check the Specials tab!



[h2]INFO:[/h2]
[h2]Store Changes[/h2]

Everything being back isn't the only change in our store policy going forwards. We'll no longer be adding *new* gifts, and will be shying away from bundles for the most part.



This had already started to become the norm during 2024, but from now on, pretty much all new skins will be sold separately instead of being packed together. The reasoning is twofold. For starters, it allows you guys grab the items you really want (instead of needing to splurge on a bundle just for one item), and makes it easier for us to manage two games at once.

Primal Carnage: Evolution will be launching in the next couple months on PlayStation - it won't really feature bundles let alone gifts, due to differences with how things are done on console. The changes make it less of a headache to add the same content on both going forward, since we won't need to disentangle items from their gifts or bundles in the process of porting.

While classic gifts & bundles will stay available on PC, we'll be steering clear of them in future.


[h2]NEW UPDATE COMING SOON[/h2]



Another major update will be out next week, just in time for Valentine's Day!

In addition to the usual fresh batch of snazzy new looks, we'll have several feature updates and a bunch of bug fixes and balance tweaks, plus some extra polish and quality of life changes. See you then!



[h2]Thanks for playing![/h2]
[h3]-The Primal Carnage Team[/h3]


Join the Official Primal Carnage Discord!

Hotfix 3.1.0

A new minor patch is now available for Primal Carnage: Extinction on Steam, addressing issues found after the recently released Winter Carnage event.



[h2]Change Log:[/h2]
  • fixed ramps being hidden on Ubase Snow
  • consistency fixes on DocksNight, UbaseNight, and RuthlessSnow
  • fixed an infinite recursion loop when capturing objectives on RuthlessSnow

  • fixed Commando impersonating Pyro when thanking people
  • fixed overlap of pounce start and end dialog
  • added a few extra dialog variants

  • improved Reindeer Disguise offset for Cryo
  • fixed Vibelight Royal Dilo using an older version of its pattern texture
  • fixed Prion Ptera, Snowcap Acro and Clouded Feathered Novaraptor not being feathered
  • fixed incorrect feather mask for Western Novaraptor skin
  • fixed a few description typos




[h3]Thanks for playing![/h3]
- The Primal Carnage Team

WINTER CARNAGE

This December we've got another update to make you merry! Welcome to Winter Carnage...



Update Highlights


[h2]General[/h2]

Working with dedicated testers in the Carnage community we've made several balance changes and fixes that are included in today's update...

Firstly, we have further overhauled melee code to make things smoother and more reliable. You can now do both quick melee and heavy melee while using a primary weapon, simply tap melee for a quick knife slash or double tap for a heavy swing. Also, machete users should have much more reliable hit detection now when not using charged attacks, without "fake" hit markers appearing.

On the dino side, we've added a cooldown so that they can no longer be staggered multiple times in a short period, since it was possible to effectively get stun-locked forever before. Oof!

Previously, the Tyrant's couldn't free other dinos from nets the way other classes can, we've fixed it so that they can save netted raptors / spitters using both attacks and trample damage now.

There are a number of quality of life tweaks too, such as massively reducing camera sway when under the influence of darts (might've actually toned it down *too* much there, we'll see).

Finally, all characters now have new blood overlays for receiving damage!



As your health goets lower, the blood stains start to gradually fade in, being fully revealed when you are in desaturated vision mode. If this is a bit too much for you, the Show Gore option has been extended to cover blood overlays too.

[h2]Let it Snow! [/h2]

Another new character effect is the Snowverlay - if you're out in the cold for a while on a snow map, your skin will slowly start to turn frosty! It's currently more subtle on dinos than humans, giving a light dusting of white that fades off when going indoors.

This is combined with new breath effects that show in cold weather maps (rainy night included as well)...



ALL snow map variants have now been added! Newly remastered with optimized shaders and overhauled lighting, their level layouts are also now closer to the standard versions of the maps.



[h2]Special Store Event[/h2]

We come bearing baubles! Dozens of new items created by the Primal Carnage community have been accepted this winter, from human "disguises" to arctic carno camouflage. Check out a small smattering of highlights from this year's cool new looks below..

[previewyoutube][/previewyoutube]

Yep, there's a wide range of seasonal sensations by both new and old community creators, with some of this year's Christmas crackers hailing from way back in 2016! Just a little reminder that if you've submitted skins in the distant past, never give up - their time may yet come...

We've also got a handful of festive free drops, such as the Dynastias Rex mutation, Seal Leopard Nova and Studded Revolvers!



That's all in addition to the hundreds of classic winter items that returned recently, all with epic savings! And to top it all off, we're enabling DOUBLE DROPS for the next few weeks.



[h3]A Discount 66 Million Years in the Making...[/h3]



Why not give the gift of Carnage this Christmas?

We've got 66% OFF Primal Carnage: Extinction, the PCE 4-Pack and ALL DLC until January 2nd!


[h2]Version 3.0.9[/h2]
FULL CHANGELOG:


  • added newly remastered snow maps:
    GTTC-RuthlessSnow / UtilityBaseSnow / ForestChasmSnow

  • NEW idle breath effects for characters now show when in cold weather
  • NEW frosty snowverlay skin effect fades in when playing winter maps

  • NEW damage overlay - characters now become bloody at low health
    (can be toggled with the Show Gore option)

  • NEW: sniper scope glint lens flare now shows when aiming

  • can now both quick melee and heavy melee with primary weapons (tap or double tap)

  • improved hit detection for machete primary attack
  • fixed "fake" hit markers showing for machete
  • fixed charged machete range being inconsistent
  • generic quick knife melee is now faster
  • optimized melee code

  • staggered dinos now have a cooldown before they can get staggered again
  • fixed unique raptor stagger animation for being heavy meleed not playing
  • fixed temp sounds still used in Nova stagger animations
  • added 3rd person human swimming animations

  • Tyrants can now also free small dinos from nets with their attacks and trample damage
  • shortened cooldown between Tupa charge impacts

  • reworked dinosaur camera shake effect for darts to be less intense
  • fixed spit being able to blind dinosaurs if spit hits them after the spitter dies

  • fixed Acro boss AI getting door stuck on Geothermal
  • updated TDM Docks maps with more cover in main crane area
  • optimized background fog meshes in various maps
  • optimized & improved landscape snow shader

  • NEW voice lines added for actions such as:

    • trying to shoot when out of ammo
    • standing in acid pools
    • recovering from being pounced
    • using throwables
    • receiving supplies from teammates
    • seeing different dino types for the first time in a Survival wave
    • ...and more!
  • fixed hearing two dialogue variants at once sometimes
  • fixed incorrect footstep sounds when on snowy grass

  • fixed a few recent human skins not using custom arm materials
  • fixed default human arms being applied on weather maps when using skins with custom arms
  • fixed a couple of festive tracking devices that had their colour patterns missing
  • enabled winter basic testing and main menu maps
  • added new winter 2024 content
  • updated a few map descriptions


[h3]Happy Holidays![/h3]
-The Primal Carnage Team



Join the Official Primal Carnage Discord!