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Primal Carnage: Extinction News

SDK Update + Deadlines And Other Info

A new update has been released for the Extinction Editor (SDK) toolkit!

If you are making content such as skins or maps for Primal Carnage: Extinction, please update to the latest version of the SDK to use the most up to date shaders and newest features.

Interested in creating your own Primal content but don't know where to start? First, you'll need to download the Extinction Editor (SDK) from the Software section of your Steam library.

The unofficial SDK Creators Discord can help you get going.

If you're just starting out. "skin creation for dummies" may be useful...
https://www.youtube.com/watch?v=RMDvE8dKaBM


[h2]SDK HIGHLIGHTS[/h2]

The latest release takes the development kit up to around ~40GB in size, so make sure you have room prior to installing. There have been many changes to game content and features, here are some of the major updates...

[h3]Latest Master Shaders for Characters[/h3]



This version of the SDK includes the most recent master shader updates for characters, most notably support for colour shifting in dinosaurs and changes to how subsurface scattering is handled on skin.

Make sure when creating a new skin that your material instance is based off either the default skin for that class or the most recent skin for that class. Dinosaurs require additional masks to be specified now, to allow for the eye to be excluded from regular coloration in certain cases (e.g. eye glows).

[h3]THOU SHALT NOT TOUCH[/h3]

Material options under the category THOU SHALT NOT TOUCH or DO NOT TOUCH are exactly that - things you should NOT touch. These options are usually modified during gameplay for things like collar eye glows, being on fire, etc. You should never need to adjust these.



Parameters that influence dinosaur skin colour in the Colourizer menu are also located under this section. You can try manipulating these to see how they affect things, but NEVER save the changes, as they will break the skin when Colourizing. There are also a couple of work in progress features that have been added to the master dinosaur shader which are not quite ready for use, and may never be included in the game as they are experimental. Again, these are in the forbidden section, so you should never need to worry about them.


[h3]New Environment Assets & Materials[/h3]



There are a bunch of new and updated models in the Environment folders. Several assets have received material updates with higher resolution textures and parallax occlusion mapping. A handful of damage decals that feature this effect can be found in the DEC_Effects area, they create the illusion of depth when projected on surfaces. See the before and after below for an example, where additional cracks and stones are layered on top to make the ground feel more three dimensional...



This effect is rather expensive so don't use too many of these. Set your decal properties to project only on terrain so that heavy static meshes aren't receiving the effect.

"Fake" like shafts are another new effect now placed in several areas. These often use the same volumetric meshes that are under other light sources such as lamp posts. Unlike regular light cones, these have options for angle-based fading so that they softly blend out when viewed from certain angles in addition to distance-based opacity.



An example of this effect mesh being used is the Docks garage tunnel, where dynamic light shafts have been replaced by the new "fake" version for better performance (and to stop dinosaur eyes turning into laser beams when standing below the fan).

There are also additional shadow decals available, including the fan shadow in that tunnel, which is now a projected texture.

The water shaders are currently in the process of being tweaked, you may have noticed new normal mapping and foam effects on the Docks ocean. We may need to adjust things further as additional optimizations are put in place for PS4.



[h3]Map Optimizations & Content Reorganization[/h3]



Over 12 maps have had major optimization passes in preparation for being ported to PlayStation platforms, with more planned in future. Part of this process has involved changing or in some cases removing various assets, or transferring them to different folders.

Please check existing maps for examples of best practices when creating your own environments. For example - the large shipping containers on Docks now have different meshes for each colour instead of relying on a material swap on one model. This allows for the model to render at lower detail with simpler shading when far away, while still having individual variation between crates and high resolution up close. Try not to override materials of objects placed in the map if you can help it, since there is usually already a model that exists with the material pre-applied to it.



Foliage has also had major performance improvements that are mainly facilitated by the use of Level of Detail (LOD) models. Almost every plant now swaps from its interactive version that blows in the wind to a static LOD version at distance, and then to an even simpler LOD model when very far away. The lighting setup in the foliage shader now uses a simpler approximation of light scatter and does not support detail normal maps anymore (they were so small as to not be noticeable in most cases).

Almost all grass now uses a separate Grass Master Shader that is even more simplified than the master foliage shader, with grass models themselves having up to four LOD models to improve performance when used in large numbers. It is still one of the most costly things you can fill a map with though, so be sure to use the actual Foliage tool when placing grass to at least gain some additional performance benefits.

Although the maps should run smoother than before, please be aware that editing uncooked content in an SDK does require a much higher performance level than running the regular game. If you want to do mapmaking, ensure your system is up to the task by having at least 8 GB of graphics memory and a 3GHz+ CPU.


[h2]CROSS-PLATFORM CONTENT PSA[/h2]



All user-created items that have been marked as officially accepted for Primal Carnage: Extinction through the game's Steam Workshop now have the possibility to appear on PlayStation platforms. Anything accepted up to 6th June 2022 will automatically be eligible for porting to console, as they are already a part of the game and property of Circle 5 Studios.

The only difference between Steam item sales and PlayStation item sales is the revenue split. Item sales that occur on PlayStation platforms do not award royalties to the community item creators, as the transaction is being made via PlayStation Network, not Steam.

Nothing will change with item sales made on the Steam platform. User-created items sold through the Primal Carnage: Extinction in-game store on Steam will continue to provide the standard 25% royalty fee when they are accepted for sale on the PC game. Creators will simply not receive any *additional* revenue if the item is also sold on PlayStation platforms.

If you wish to not have your items appear on PlayStation, there is a grace period for items that have not yet been accepted to the game which will last until 22nd June 2022.

Any and all items on the Primal Carnage: Extinction Steam Workshop that are accepted for the PC game from June 22nd 2022 may appear on PlayStation platforms as free or paid in-game DLC items with revenue share from Steam sales only. If you do not agree to these terms you must remove your content from Steam Workshop before 22nd June 2022 or it will automatically become eligible for porting to PlayStation upon acceptance to Primal Carnage: Extinction on Steam.


[h2]SUBMISSION DEADLINES FOR SEASONAL EVENTS[/h2]

We will be running themed events for Halloween and Winter as usual this year! If you want to take part by creating items based on those themes, please submit your content to Steam Workshop before the following dates to have a chance at being included...

[h3]HALLOWEEN THEMED ITEMS[/h3]
Deadline: July 29th 2022

[h3]WINTER THEMED ITEMS[/h3]
Deadline: August 26th 2022

There are tags for Halloween and Winter when uploading to Workshop which will help your entries stand out properly. If you don't see them, a moderator can apply the tags after the item(s) are uploaded. Putting the words "Summer" or "Winter" in your workshop item name can also be useful.


[h2]ART CONTEST IS LIVE[/h2]

You don't need an SDK or modelling skills to enter this!
If you're artistically minded, why not get involved in our latest art contest...?



We're looking for cool new designs for use on Primal Carnage merch, now that our official store is open.
For full contest details (including some sweet prizes!) look HERE.

Join us on Discord to get involved!

New website and Art Contest!

The new Primal Carnage website is now online, alongside our Official Merch Store!

We will be posting larger official announcements relating to the Primal Carnage franchise on the website, which is much more streamlined now (along with being pretty snazzy looking).

Major news relating to the PlayStation version of PCE will be forthcoming on the official website in future, so keep an eye out if you're interested!



We've been working on both the site upgrade and official store for a long time now (in-between everything else!) and have enlisted a few community artists to create our initial collection of official Primal Carnage swag. There are posters, T-shirts, hats, mugs and more in-store...

Now, IT'S YOUR TURN!


Official Merch Design Contest


It's been a while since we last had an art competition, and this is as good a time as any!
We're looking for cool / fun / epic new designs that we can use on the Official Primal Carnage Store.
If you're interested, read on for instructions on creating designs and how to get involved!

[h2]HOW TO ENTER[/h2]


  • Post your completed artwork to the Art Contest channel on the official Discord server along with the hashtag #contest-submissions

  • A download link to a high quality version of the artwork in your post would be helpful too!

  • After posting your submission, one of the moderators will shortly add it to the artwork collection for the developers to judge.

  • Your entry must be submitted before 11:59PM UTC on July 1st 2022.


[h2]TECHNICAL ART GUIDELINES[/h2]

[h3]General Requirements[/h3]

All designs MUST follow these three rules or will not be suitable for use:
    Images must be at least 300 DPI
    Images must be minimum 2000x2000 resolution
    Avoid semi-transparent elements on designs for anything other than T-shirts

We want designs that will work well on any of the following item types:
  • Posters
  • T-Shirts / Tank Tops
  • Stickers
  • Mugs
  • Hats
  • Face Masks
  • Mouse Mats

If your finished artwork adheres to the technical requirements and fits into one of these categories, it will be officially considered. We don't have a set theme for you other than Primal Carnage, so go nuts!

You can specify which item type in particular you have created your design for when submitting your artwork if you like. We will take this into consideration when deciding the product lines it will be available for in-store.

[h3]T-Shirts:[/h3]
  • Shirt designs can only be printed on the front side
  • Design printing is primarily limited to a rectangular space on the upper two thirds of the product
  • Shirts may have the official Primal Carnage logo(s) added to them if accepted


[h3]Hats:[/h3]
  • All hats use embroidery instead of direct printing, so you must work with a restricted palette when designing for a snapback or baseball cap.
  • Please use the colours listed in the image above for best results. Up to 6 different shades max.
  • Design placement on hats is limited to the front area, as seen in the above image.

[h3]Mugs:[/h3]

  • Designs that are "sticker-like" may be repeated on both sides of the cup or centered.
  • All ceramic mugs have a white base colour, so take this into account when creating designs specifically for use on a mug.
  • You can have a design with no transparency to fill the print area, however the interior and edges will still have the white base colour.


[h3]Stickers:[/h3]
  • Stickers require a clean outline with an alpha channel, PNG files are acceptable so long as the transparent areas are 100% empty

[h2]OFFICIAL CONTEST RULES[/h2]


  • Limit of three entries, per person.
  • Be respectful to all other members of the community and their entries.
  • Entry must only contain original work- do not steal another person's hard efforts.
  • You are allowed to collaborate / work in teams of up to 3 people maximum.
  • Your entry must not contain anything offensive or inappropriate.
  • Do NOT reference other franchises or media properties.
  • All entries must be made with passion!


[h2]PRIZES[/h2]

We have a range of rewards for the lucky winners to receive, both physical and in-game.
Here are the prizes up for grabs that will go to the first, second and third best design creators...

[h3]3rd Place Winner:[/h3]
  • Design added to the official merch collection!
  • Receives any 5 in-game items of their choice.
  • Receives up to 2 variants of their artwork on items of their choice (shirt, mug, etc.)

[h3]2nd Place award winner: [/h3]
  • Design added to the official merch collection!
  • Receives any 5 in-game items of their choice.
  • Receives up to 2 variants of their artwork on items of their choice (shirt, mug, etc.)
  • Receives up to $50 USD worth of any other Official Primal Carnage Merchandise they choose.
  • Receives a bonus £50 Steam Gift Card

[h3]1st Place (Grand Prize) award winner:[/h3]
  • Design added to the official merch collection!
  • Receives any 5 in-game items of their choice
  • Receives up to 3 variants of their artwork on items of their choice (shirt, mug, etc.)
  • Receives up to $100 USD worth of any other Official Primal Carnage Merchandise they choose.
  • Receives a bonus £100 Steam Gift Card!


Winners will be announced on the official Primal Carnage discord and social media channels, within a couple weeks of the contest closing. Developers will get in touch with the community creators personally through Discord to arrange receipt of prizes.

[h2]GOOD LUCK![/h2]

You can post your progress, get critiques and advice in the Art Contest channel of the official Discord. This community has some really talented people in it, we've seen incredibly creative concepts for in-game items in the past and are looking forward to what you come up with for actual official merch!

We'll be showcasing all the designs made for the contest once it has concluded, as well as spotlighting honorable mentions which didn't quite make it to the top (but might still be added to the store later).

You have just under a month to show us what you can do. Have fun!



In case you missed it, Jurassic June is entering into high gear!
Summer Warmup, Part Two is now live with the Meltdown Event and MORE coming soon.


Thanks for playing everyone!
-The Primal Carnage Team

Summer Warmup, Part Two

Today's patch includes a selection of new customizations on the in-game store and a few minor fixes.
Summer Warmup is here, and we have a second set of taunts, skins and mutations now available...

[previewyoutube][/previewyoutube]

The fourth generation of Royal Dilophosaurus now sit the throne, with a fresh quartet of premium skins...



Several new mutations have appeared, ranging from the extra-bulky Exaltus Spino to the Allosaurid infused Fragilis Dilo and the nicely rounded Chubutensis Cerato...



All that and a handful of new regular skins, not to mention some really fun new taunts for the Ceratosaurus, Pathfinder and Pachy classes!



We're extremely busy right now with most of our engineering time occupied by overhauling the PS4 side of things. So over the next couple of months we hope you'll understand why patches will for the most part be cosmetic-focused.

On that note, our yearly MELTDOWN event is coming up. We're gonna have dozens upon dozens of new items, both in-store and free drops! Expect that to arrive later this June, alongside a certain yearly sale...


Patch 2.8.6 Changelog


  • Optimized several more sounds
  • Adjusted volume of some taunts
  • Reduced audible radius of Tyrant footsteps
  • Fixed an issue where weapon sounds could get stuck looping during cinematics / end of round
  • Changed some audio parameters that might help with sound stutter
  • Minor changes to health and stamina bar graphics

  • Added second set of Summer Warmup cosmetic content
  • Tweaked subsurface colour and intensity for Ceratosaurus
  • Adjusted glow colour and intensity settings on a variety of skins, with emphasis on Cerato
  • Fixed a couple of recent Cerato mutations missing full support for cosmetic attachments


Please make sure to restart your Steam client to receive the latest patch for the game.

You may need to verify the integrity of the files on your hard disk if you encounter settings issues.

Simply right click Primal Carnage: Extinction in the Steam library and go to Properties > Local Files > Verify Integrity of Game Files.



Join our official Discord server for the latest Primal Carnage news, contests and more!

Patch 2.8.3 - Now Available

Today's patches include fixes for some audio engine issues, various other bug fixes, further tweaks to skins on the new master shaders and a fresh batch of items in-store.

Summer Warmup is here, with a new selection of taunts, skins and mutations now available!

[previewyoutube][/previewyoutube]

From the dramatic display gestures of Carnotaurus and the malevolent growl a threatening Spinosaurus, to the down to earth Pyro re-adjusting his backpack, we have a bunch of new animations to deploy...



Keep an eye out for Summer Warmup, Round 2 arriving next month!


[h2]Changelog[/h2]

[h3]Patch 2.8.2[/h3]
  • Fixed an issue where the Tyrant timeout in TDM would not work 100%

  • Optimized several weapon sounds
  • Adjusted volume properties of some weapons
  • Reduced audible radius of various impact effects

  • Added first set of Summer Warmup cosmetic content
  • Updated assault cannon specular map & base texture
  • Tweaked subsurface colour and intensity on a few skins such as Diamond Rex
  • Fixed a few Ultimate skins looking incorrect, such as missing masks for Flyers
  • Fixed reflections being inverted on assault cannon bullet shell casings
  • Fixed missing pre-cached physics scale on a couple of plushies


[h3]Patch 2.8.3[/h3]
  • Increased engine max audio channels from 64 to 128
  • Weapons and dino vocals now take priority over footstep sounds
  • Fixed server log spam from weapon sounds that caused slowdown

  • Fixed two Dilo skins being swapped - Yellow Belly and King of the Shoreline
  • Fixed an incorrect model reference for Praeliator Cryo mutation
  • Fixed missing item text / descriptions for a few cosmetics




Join our official Discord server!

Patch 2.8.1 - Summer Warmup

A new patch is available for Primal Carnage: Extinction on Steam.
This release addresses various problems found in Update 2.8.0, and includes some new improvements.

You can scroll down to the bottom for a full list of fixes and changes in today's patch.
First, we have a few morsels of info about upcoming special events for Primal Carnage this year...

[h2]Primal Events[/h2]

As mentioned above, update 2.8.0 came out last week with a major Flyer Focus, revamping both the Ptera and Tupa in many ways and bringing a whole bunch of brand new Flyer cosmetics to the game. It was one of our biggest updates yet, even as it brought the game down to one third of the file size it used to be. However, there's much more coming this year to PCE and Primal Carnage in general!

The Primal Carnage franchise has its 10th anniversary in October, and we'll be celebrating across the year with big announcements for PlayStation in the coming weeks and our yearly extravaganzas on PC from this summer onwards, which will be even more... extravaganza-y!

We're full Steam ahead towards the Meltdown Event in June at the moment, which will be adding the motherlode of new items to the game, featuring dozens of new free skins on top of the usual store stuff!

[h3]But why wait til June? [/h3]



Just recently we kicked off our Summer WARMUP by reintroducing a classic summer gift each week.

The Box of May-Hem and Summer Sunset gifts return today, with more on the way!



But we're doing more than bringing back those dusty old items. Starting next Tuesday, keep an eye out for a fresh new batch of hot summer looks and snappy new taunts being added every ~2 weeks, culminating with the main Meltdown Event in the second half of next month!



In addition to this, over the next few weeks we'll also be running various flash sales on everything from skin packs to paint tools, and will be adding more colours to customize with!

[h3]Looking Further Ahead[/h3]

We'll of course be having a spooky horror-themed special occasion in October, closing out with some celebratory freebies to commemorate the franchise's first decade. That's followed by the winter wrap-up for 2022, which will be bringing oodles of festive gifts to the game!



During all this time we're going to be continuing to support PCE with further overhauls and bug fixes. We're looking into some major renovations for a couple of game modes, enhancing the abilities of certain dino classes, and even hope to bring in some new firepower for the humans this year as well!

And on top of everything else, we're bringing as much of this as we can to console too.
It's going to be a wild year!


That's all for now. Until next time...
[h3]Thanks again for playing![/h3]
- The Primal Carnage Team


[h2]Patch 2.8.1 Changelog[/h2]

Here are all of the fixes and improvements included in today's patch:

  • Fixed being unable to play Tyrant for the first minute of TDM when class limit requirements are met
  • Cryo spit vision now lasts only half as long before it starts to fade out compared to Dilophosaurus
  • Minor reduction to spitter base movement speed (sprint speed lowered from +85% to +80%)
  • Added more hints for Ptera and Tupa abilities

  • Increased size of audio memory streaming pools to prevent stutter
  • Optimized / updated first person sounds for sniper rifle, flaregun
  • Updated sound class settings, adjusted volume & distance filtering of weapon / explosion sounds
  • Fixed the Scientist not playing footstep sounds when moving around with the compound bow
  • Fixed looping weapon audio persisting after death and into cutscenes sometimes
  • Fixed heavy weapon melee on a few guns triggering weapon fire effects
  • Fixed a bug on listen servers where others would hear your 1st person weapon sounds everywhere

  • Fixed lighting not being built on PhantomCave
  • Fixed a shipping container not being solid on DesertionPoint
  • Fixed bumping into invisible walls when flying inside the Borealis ice cave chasm
  • Reduced the chances of the "double spawn issue" occurring (still happens with poor latency)

  • Fixed the Viridescent Green colour bucket being inconsistent between Colourizer and in-game
  • If you colourize more than one skin in a row, they should now all have their correct colours without needing to restart the game.

  • Refinements to dinosaur skin roughness and reflectivity
  • Fixed problems with lighting on a bunch of feathered dinosaur skins
  • Adjustments to a few human skins, reduced first person arm brightness
  • Removed broken first person arms model from Agent Trapper skin
  • Model fixes for Serratus Cerato and Primigenus Tupa mutations
  • Fixed missing opacity masks for a few Flyer skins
  • Changed default eye intensity value to be less bold
  • Fixed eye intensity/colour "resetting" when you first begin moving the sliders
  • Fixed some skins missing collar eye glow masks which caused their whole body to glow
  • Fixed skins that used eye masks for glow effects not being glowy enough, or glowing incorrectly

  • Fixed renamed items not showing correctly in the inventory
  • Fixed item names appearing without their prefix/suffix in some cases (Frosty, Combustible, etc.)
  • Fixed NOT OWNED showing sometimes when nothing is equipped in a colourizer slot
  • Fixed a few typos

  • Extinction Point amounts for completing Weekly Challenges are now listed on the main menu
  • Increased challenge reward EXP - new values for each tier are 2000, 4500 and 9000
  • Fixed only being able to see 3 of your 4 challenge reward items on the end round unlock screen
  • Fixed end round summary not showing challenge progress in some cases