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Primal Carnage: Extinction News

Update 2.4.2 NOW LIVE

A new update is now available for Primal Carnage: Extinction on Steam.

This release brings a collection of small but important improvements across the board to gameplay, UI and more. Today also marks the start of a special Flyer-themed event in store, with dozens of new Pteranodon and Tupandactylus items being added!

This is the first of two game updates for June, with the second kicking off the Summer Heatwave event when it arrives in just a couple of weeks. You can read the highlights from today's update below, for a full list of changes scroll to the bottom.


[h2]Tuning up the new Weapons[/h2]



This update adds extra polish and stat tweaks for the compound bow & burst rifle which were recently added to the game. Using the bow is now much smoother, with less hitching when firing multiple shots in a row. It's faster and has extra regular ammo, but you must be more mindful of spread when pulling back a shot. There's also new details such as unique effects for charged up explosive arrow hits.



Burst Rifle melee has been made much snappier and more responsive, with more animation polish. Additionally, the burst rifle scope overlay is now cleaner and higher quality with no transparency issues.



[h2]Tyrant Roar Sanity Check[/h2]



The roar buffs that the Tyrant classes provide can seriously turn the tide of a battle if deployed at the right moment. This has always been one of the goals for them, to make having a Tyrant around a valuable thing. However, we recently discovered that it was possible for multiple roars of the same type to stack. So with specific timing, you could end up with a 3x damage boost if three Rexes happened to roar close enough to each other. This was obviously unintended, so it has been fixed with today's update.



After feedback from the community, we have also reduced Tyrant roar buff duration from 30 seconds to 12 seconds for all Tyrants. This makes it less likely that you will have overlapping buffs from e.g. Spino and Rex at the same time, plus reduces the chances that Tyrants can do a rolling buff after dying.

Rolling buffs are where a Tyrant has roared before being killed, and due to buff duration that buff is still active when they respawn (with a new roar instantly ready to buff again). If they're fast enough the Tyrant can keep their team buffed indefinitely. It's somewhat of an exploit that we're looking to cut down with this change and will be keeping an eye on.


[h2]Speed Blending[/h2]



Dinosaurs now smoothly transition from their slower sprint turning speed to their faster walking turn speed. Previously, you would instantly swap from one to the other if you stopped sprinting, which made certain classes able to turn much quicker than they were supposed to.

This change mainly affects Bruisers and Tyrants, who now have more momentum when exiting a sprint. They now take a moment to slow down from a full-on charge, and have much more natural feeling blends between walking and running. The handling of these classes now properly reflects the heavy weight of the animals, with it being harder to change direction the faster you're going.



Some TLC has been lavished on the other dinosaurs movement characteristics as well. Flyers now have more consistent diving momentum and carry that speed for longer when coming out of a divebomb. Finally, raptors have increased acceleration to let them dash off into a sprint quicker now.




[h2]HUD Help[/h2]

We're continuing to add new features to the in-game menus and user interface with this update, including helpful notifiers for certain gameplay events. After roaring as a dinosaur, you will now hear a sound when your roar has recharged coupled with the roar icon glowing for a few seconds. A new UI sound also plays when a buff is applied to your dino. This will be expanded in our next update with a whole new popup info system for dinosaur roars.

On the human side, there are new quality of life improvements for the weapon HUD. For starters. you can now choose between the standard RELOADING indicator text or a simplified circular reloading indicator. The charging indicator for weapons such as the stungun, machete etc. has been updated with a smoother animation that's cleaner to read and the size of the chargeup spinner is now adjusted by the crosshair scale setting.

After much tinkering, the weapon HUD is now visible when using sniper scopes. This means that if you are aiming, for example, the burst rifle or sniper rifle - you can now actually see how much ammo you have left. Previously, scope overlays covered up this vital information.

Another new function is the crosshair will now turn red when hovering over a target you can hit with your gun. This has been a long requested feature and has definitely improved human gameplay from what we've seen.


[h2]Flyer Store Takeover[/h2]

Flyer Season is here, and the birds have come home to roost...



Until the next update arrives, these flying fiends are taking up residence in the in-game store. There are dozens of new Pteranodon and Tupandactylus skins available and a handful of new mutations such as the Guidracos Ptera and Pirarucu Tupa.



There are also a whole flock of classic Flyer items returning, including several taunts. As of this update, we have added taunt previews to the in-game store, so you can finally try before you buy. Simply click a taunt in the store to play that animation on a loop and see how it looks!


Full Changelog


[h3]GAMEPLAY CHANGES:[/h3]
  • Tyrants now take longer to slow down from sprinting to walking
  • Faster walking to sprint speed acceleration for raptors
  • Reduced cerato walk turn speed
  • Reduced carno sprint turn speed

  • Reduced minimum speed required for air ramming as tupa
  • Adjusted momentum on Flyers when going from divebomb to regular flight
  • Flyer diving speed multiplier is now the same 3x boost regardless of whether you are sprinting

  • Reduced control lock time on Ceratosaurus tail swipe

  • Reduced secondary attack stamina cost for Carnotaurus
  • Reduced secondary attack refire delay / control lock time for Carno


[h3]BURST RIFLE CHANGES:[/h3]

  • Updated burst rifle scope overlay
  • Fixed burst rifle scope-in animation "stuttering"
  • Made burst rifle melee attack more responsive
  • Fixed melee animation playing in 3rd person when shooting the burst rifle
  • Made sure burst rifle melee does not apply knockback to bruisers / tyrants


[h3]BOW CHANGES:[/h3]

  • Increased bow default ammo reserve to 32
  • Increased regular arrow max damage to 140 (charged shot)

  • Slightly faster rate of fire / reload speed for bow
  • Crosshair is now hidden when you are not aiming the bow
  • Charging a shot now quickly reduces the spread over time as you draw back
  • There are now different effects for charged & uncharged explosive arrows

  • Fixed some issues with spam clicking when using the bow
  • Fixed explosive arrows causing bleed status sometimes
  • Fixed explosive arrows not dealing enough damage to their owner
  • Fixed arrow model still being visible when no arrows are left
  • Fixed no arrow being visible on bow unless you press alt fire
  • Fixed arrows incorrectly disappearing sometimes
  • Fixed solo mode showing the wrong arrows


[h3]MENU / UI CHANGES:[/h3]
  • Crosshair now turns red when aiming at a target in weapons range
  • Added new weapon charge-up indicator with smoother animation

  • Can now choose between default RELOADING text or circle indicator in options menu
  • Crosshair scale option now affects weapon charge indicators too

  • Fixed ammo counter / weapon HUD not being visible when scoped in
  • Fixed round number not being shown on the HUD in GTTC

  • Added taunt animation previews to the in-game store
  • Added new flyer themed scene variants to main menu


[h3]DINOSAUR CHANGES[/h3]
  • Added a sound for when roar is fully charged
  • Added new sounds for activating / receiving a buff
  • HUD roar icon now has a pulsing glow that shows up briefly when roar is recharged

  • Fixed tyrants sometimes being able to run while netted
  • Reduced tyrant roar buff duration from 30 secs to 12 secs
  • Fixed multiple tyrant roars (of the same type) being stackable


[h3]OTHER CHANGES[/h3]
  • Decreased respawn wave timer in Get To The Chopper mode from 20 secs to 15 secs
  • Fixed certain plants and vines blocking weapons fire on PC-ForestChasm

  • Updated integrum rex mutation model
  • Fixed only one eye animating on the Cerato Prayer Taunt
  • Fixed some regular MK pistol skins having Party Pistol properties
  • Fixed urban camo MK pistol having wrong texture applied

  • Upgraded texture resolution of several assets
  • Updated post processing effects


We'll be back with the next major update for Primal Carnage: Extinction later this month! It's going to be a big ol' beach party with the arrival of the new Dead Tide map...



See you when the heatwave hits!
-The Primal Carnage Team

Hotfix 2.4.1

A new patch is available for Primal Carnage: Extinction, please restart Steam to make sure you are on the latest game version!

This is a minor hotfix to address a few issues encountered with the release of yesterday's major update. As a reminder, the MAY-HEM Event is currently active and will conclude in just under two week's time.

If you encounter any further problems, please post in the Issues subforum on Steam or on the official Discord community.

[h3]Patch 2.4.1 Change List:[/h3]

  • - fixed skin for the keratinos carno causing crashing in the store
  • - possible fix for getting stuck moving in one direction sometimes
  • - fixed burst rifle fire sound looping forever
  • - made bow drawback cues mono instead of stereo
  • - smoothed out a few hard edges on the new weapon models
  • - disabled some server logging


MAY-HEM Event

[h3]MAY-HEM is here. [/h3]

Today's game update adds two brand new weapons to Primal Carnage: Extinction, brings an assortment of new human cosmetics and even our first mercenary-only gift box!

[previewyoutube][/previewyoutube]

We're excited to finally include some long-requested additions to the arsenal and have been hard work on improvements to human gameplay. Read on for highlights of the May-Hem update, version 2.4...


[h2]NOW IN GAME![/h2]
COMPOUND BOW


The bow is an incredibly versatile addition to the Scientist's arsenal. With this secondary weapon you can choose to either fire as fast as you can, or ready your shot for longer to deal more damage.



When using the bow. you must always hold alt fire (default right mouse button) to ready an arrow before firing, then tap primary fire (default left mouse button) to release your shot. Shots can also be cancelled, if you want to save an arrow. Simply let go of alt fire without pressing primary fire.



The bow is equipped with over two dozen standard issue arrows. Their raw damage may not be massive, but if you keep landing shots on a target it will cause them to start bleeding out. The amount of arrows before bleed begins varies between classes, with raptors requiring only two shots and Tyrants taking 12 hits before it starts. Use more powerful charged bow shots to reach bleed status quicker.

You also have a small supply of special ammo that you can swap to by tapping reload. For now, this takes the form of explosive tipped arrows, which have a vial of volatile liquid attached to them.



These pack a punch even when quick-fired, but if you draw a heavy charged shot they will explode with extra force and shatter on impact, setting the target on fire.


[h2]NOW IN GAME![/h2]
BURST RIFLE




Commando's third primary weapon is a flexible mid to long range rifle. Whilst technically fully automatic, it fires in a staccato rhythm, spraying several shots with every recoil of its unique mechanism. These four round "bursts" give the rifle its name.

You will need to watch your spread when hip-firing this thing. Continuing to blast away without taking your finger off the trigger will really hurt your aim. For more accuracy, you can enter into scope view.

One final little surprise the Burst Rifle has is a nifty bayonet attached to the front. This wicked blade isn't just there to look scary. Use melee when you have the rifle equipped to swing it at the enemy, knocking them back and inflicting blood loss. An ideal fallback move when fighting small saurians in close quarters. Naturally, this ability may be... less effective.. against a Tyrannosaur.



[h3]More on the Way![/h3]

We're excited to put these two fresh new weapons in your hands, and will be looking for feedback on how to tweak them further in future updates. We're hoping to add the melee ability to other primary weapons in future, and are already planning new types of special arrows for the scientist's bow!

Look forward to more weapons coming to Primal Carnage: Extinction later this year...




[h2]New HUD features[/h2]

This update introduces some community-requested HUD features, all of these are optional but some can provide valuable data during battle.

[h3]Damage Numbers[/h3]

A lot of people have been asking to have these for a long time, and we're happy to say they are now fully working. Whenever you shoot a dinosaur or slash a human, you'll see how much damage you dealt onscreen. Critical hit numbers are highlighted red for longer and show up bigger on the HUD.



[h3]Ammo Status Prompts[/h3]

To give more information about your weapon status, we have introduced ammo and reload notifications.

When you are low on ammunition, a prompt will flash center screen. Empty clips will tell you to reload, and there is a notification when you have no ammo left. RELOADING text now appears onscreen and fills up with colour as the reload completes, giving an indication of how long it will take.



As mentioned, all of these are optional hints and can be turned off in the options menus for a more immersive experience. Reloading and ammo prompts can even be toggled off separately as well.

[h3]Crosshair Customization[/h3]

Another new option is the ability to scale crosshair size onscreen to your liking. This is a global setting affecting all crosshair symbols, which can be increased or decreased from their default size. This is the first step towards greater crosshair customization in future, such as colour and opacity adjustment.


[h2]MAY-HEM Store Event![/h2]

Looking to deck your mercenary out in some sweet new gear? We've got you covered.

Today's store refresh adds several new human outfits such as the Black Widow Scientist and Jungle Pilot Commando, and has our first ever human-centric gift.

The BOX OF MAY-HEM contains dozens of hot new weapon skins, so grab one and rain down lethal weaponry on the server! For your generosity, the opener is rewarded with a cool new eyepiece - the Scout DinoVisor, which can be used by all human classes.

We didn't forget about the dinosaurs, though. There are a handful of new mutations arriving in-store today, such as the knobbly Proceras Cerato, the crazy Keratinos Carno and long-awaited Fragilis Nova.



All these and more are available on the in-game shop until the end of the event. You can see the full list of new items (including new free drops!) on our special Trello page here.

MAY-HEM concludes in just under two weeks time, and will be followed by Flyer Season.


[h2]Improved Map Rotation[/h2]



Rejoice, server owners! Map rotation is now guaranteed never to play the same map twice in a row, that includes not having the snow version of a map you just played pop up next in the list. The map rotation should now go through every shuffled level at least once before any are repeated.

Variety truly is the spice of life.


[h2]Achieve More[/h2]



We discovered some issues with achievements not tracking last update. After some investigation we believe we've fixed the problem as of today's release, although we have had to remove the CTE achievement for now. Achievements should be working properly after updating to the latest version.

If you are encountering any problems on the latest version, please post in the Issues and Bugs subforum on Steam to let us know!


FULL CHANGELOG


[h2]Human Changes[/h2]


  • NEW weapon : Burst Rifle


    • Automatic weapon that fires 4-round bursts
    • Has scope zoom ability similar to sniper rifle, but less magnification
    • Attached bayonet melee deals knockback and 1.5/s bleed to small targets
    • Burst rifle has Weapon Melee ability, knocks back smaller enemies and costs stamina to use.
    • Small dinosaurs also receive 1.5 seconds of bleed damage from burst rifle melee
    • This ability only works when burst rifle is in hands. If sidearm is equipped, your regular knife is used.



  • NEW WEAPON: Compound Bow

    • Ready and charge up your shot by holding alt fire
    • All arrows fly faster if held for longer (regular arrows also do more damage)
    • Tap primary fire to shoot your arrow after readying it
    • Release alt fire to cancel your shot
    • Continue holding alt fire after shooting to instantly start drawing again
    • Swap to special ammo (explosive / incendiary arrows) by pressing reload
    • Quickfiring special ammo will explode on impact
    • Firing a charged shot of special ammo causes it to shatter, setting enemy on fire


  • Regular Arrows inflict bleeding status if a dinosaur has been hit enough times. The amount of arrows required and how much damage is inflicted varies from class to class:


    • Raptors, Spitters, Flyers:
      - 2 arrows to inflict bleed, lasts 4 secs
      - 16 damage / sec

    • Bruisers:
      - 3 arrows to inflict bleed, lasts 5 secs
      - 20 damage / sec

    • Tyrants:
      - 12 arrows to inflict bleed, lasts 5 secs
      - 40 damage /sec


  • Fixed thrown grenades not ignoring humans
  • Gave commando 4 frag grenades instead of 2
  • Ammo kits refill 2 frag grenades instead of 1
  • Added custom barrel glow mask for stungun
  • Fixed a couple of stungun skins where overcharge glow wasn't visible

  • Fixed reloading sounds still playing after changing weapon
  • Fixed tranq darts not being visible on dinosaurs shot by them
  • Changed how weapon skin replication works, should be more efficient
  • Added higher res versions of several human character and weapon textures
  • Fixed scientist shoulders being dislocated in third person

  • Fixed pathfinder having two throwables as its default assigned items, instead of a pistol in slot 2 (when economy is not connected)


[h2]Menu / UI Changes[/h2]
  • Added new gameplay option to scale the Crosshair
  • Damage numbers now appear where your shots land (can be disabled)
  • Critical hit damage numbers appear larger and stay bold red for longer
  • Fixed "show damage" not working, it hides crosshair hit markers
  • Added text prompts centre-screen for low ammo, no ammo, and needing to reload
    (low ammo/reload prompts are not shown for some single shot weapons like flaregun)

  • Added new RELOADING progress indicator that fills with colour to show reload progress percent
  • Added options for toggling ammo status hints and reloading indicator
  • Added various hint popups for the bow such as how to swap ammo


[h2]General Changes[/h2]
  • Modified main menu map
  • Capture The Egg mode code optimizations
  • Fixed getting Tyrant solo EXP when suiciding as tyrant
  • Fixed some Cryo mutations that were sinking into the ground
  • Map rotation should now play each shuffled level once before repeating any
  • Various code changes relating to achievements, should fix being unable to unlock them.





We hope you enjoy this latest update, we'll see you later in June for the Summer Heatwave event!
-The Primal Carnage Team

PACHYCEPHALOSAURUS Reveal!

Today we're giving a sneak peek at what's coming soon to Primal Carnage: Extinction. From exciting new weaponry for the human team to a brand new dinosaur, there's a lot to look forward to!

[h2]NEW BLOOD[/h2]

Before we get to the juicy stuff, we'd just like to extend a warm welcome to anyone jumping into the carnage for the first time this weekend!



Our free to try event starts today and ends on the 10th - that means for the next few days ANYONE can join in the fun. You can also pick up Extinction for 65% off during this time, tell your friends!


[h2]NEW DINOSAUR [/h2]

We've been teasing something new is on the horizon the last week or so. Time to make it official.
Pachycephalosaurus is coming to Primal Carnage: Extinction this summer as a new playable class!

[previewyoutube][/previewyoutube]


Rejected by the Phoenix Genetics Division for being "uncontrollable", a small handful of specimens managed to escape and survive in the wild. These are not your regular garden variety herbivores, having been genetically engineered to subsist on a diet of meat due to their natural food source being unavailable. They can certainly still digest plant matter, but crave the sustenance of flesh.

Whether they're naturally just mean tempered, or have developed a form of rabies, field reports remain unclear due to infrequent encounters in the wild. One thing is for certain, the mercenary team will have their hands full when they're thrust into combat with these angry armored arrivals this summer!



As with our previous class additions, Pachycephalosaurus will be added in a free update to the game, and will be available for everybody to play in every game mode.

We're really excited for this one and can't wait to reveal more about it!
Keep an eye on Twitter, Facebook and Discord for more on the new Pachy class in the coming weeks.


[h2]NEW WEAPONS[/h2]



As discovered through this year's community scavenger hunt, the mercenary team will soon be receiving some serious hardware. May-hem will be unleashed next update with the addition of the new Burst Rifle for Commando and the versatile Compound Bow for Scientist...



Commando's new rifle uses an experimental SnapShot system to rapidly shoot several bullets almost simultaneously, before rotating a new bunch into the chamber. The scientist's bow can fire sharp tipped arrows at high velocity and swap alternate ammunition types in for different effects.

We hope these new additions to the human arsenal will introduce some nice variety, and there are even more weapons in development for later updates!


[h2]FEATURED CLASS: TYRANTS[/h2]

Finally, the Tyrants are having their moment in the sun. For the next week, they are the featured class on the Extinction Store. We have a range of new and returning items - from model mutations, to taunts, to exotic skins, with many available for half price in the Specials area!



Featured Class changes every Friday, so check back this time next week to see who's in the spotlight! Until then, grab some sweet deals on Acro, Spino & T-Rex items before they're gone!



[h2]STAY INFORMED, GET INVOLVED! [/h2]

We'll be revealing more about what's next for Primal Carnage: Extinction in the coming weeks and months across all our channels, but if you want to be first to know- join the official Discord server...



Interact with other players, participate in community contests, maybe even start making skins and maps!



[h2]MAY-HEM is on the Horizon[/h2]

That's the end of today's roundup.
To our veterans: try to make the new arrivals feel welcome before swallowing them whole!

We'll be back later this month with the MAY-HEM update.
Until then...


[h3]Good Hunting![/h3]
-The Primal Carnage Team

EXTINCTION FREE WEEKEND!

[h3]LET THE CARNAGE COMMENCE ![/h3]

Our free weekend starts today - that means for the next few days ANYONE can join in the fun!

[previewyoutube][/previewyoutube]

The free to try event runs from May 7th - May 10th, and you can also pick up Primal Carnage: Extinction and the PCE 4-pack for 65% off during this time. Tell your friends!



* Note: free weekend players cannot earn item unlocks
(purchase game to enable Steam economy)


[h3]GET INVOLVED ![/h3]

It's a really exciting time right now, with lots of cool new additions on the horizon!
We'll be revealing more about what's next VERY soon, but if you want to stay in the know...

Join our official Discord server:



Interact with other players, participate in community contests, maybe even start making skins and maps!