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Primal Carnage: Extinction News

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!




Patch 3.0.8

A new patch is now available for Primal Carnage: Extinction on Steam! This week's patch addresses more bugs and balance issues based on community feedback, while introducing a couple of feature tweaks...

[h2]Patch Highlights[/h2]

Carnotaurus and Ceratosaurus now have a new Bruiser Ground Slam ability! If they hit the ground and take fall damage, this triggers a "stomp" on landing...

[previewyoutube][/previewyoutube]

The amount of damage scales based on how far you fell, up to a maximum of -90 HP for Cerato, and has a low radius with rapid falloff. When coupled with the "goomba stomp" ability, it provides an interesting alternate playstyle for the bigger Bruisers.

Heavy melee stagger now lasts half as long. It is still a highly effective ability if you can pull it off, but this gives small dinos a little more chance of escaping. We'll be fine tuning it further in our next patch. Pounce stagger remains the same, and now also occurs when raptors are shot off a human while mauling.



A while ago we made some modifications to how knockback works, this seemed to have a side effect of Rex and Spino swipes not really affecting players very much. We've fixed this so that they both work properly and give humans a good whack backwards when hit.

A couple of weapons have been tuned further, such as the assault rifle having a slightly faster dropoff in damage over midrange and flaregun shots dealing a bit heavier crit damage.



The biggest change is rebalancing the poison dart rifle. As one of the more annoying guns to fight against, we decided to give it a reduced ammo count and make it a bit more unwieldy to use.

Spread and recoil are higher, fire rate is lower. Coupled with a longer equip time when swapping to the poison dart rifle, it can still be lethal in the right hands but the changes make battles last longer and require a little more skill to do well with it.

You can see more changes in the full log further down...


[h3]STORE UPDATE[/h3]
[h2]Classic Goodies![/h2]



Winter Warmup starts today, with EVERY classic winter item returning to the store! That's hundreds of festive looks that are back with serious seasonal savings! From feathered Spinosaurs to snowsuited scientists, there's sure to be something yule love...



That also includes ALL winter gifts cycling back in, so why not spread some Christmas cheer?



[h2]Version 3.0.8 [/h2]
Full Change Log:


[h3]GAMEPLAY[/h3]
  • NEW: Bruiser Ground Slam

    • taking fall damage as Carno or Cerato causes a radial "stomp" that deals moderate knockback
    • damage has rapid falloff and increases with height, maximum of -90 HP


  • heavy melee stagger is now separate from pounce stagger, with melee stagger being shorter
  • reduced heavy melee stagger controls lock time from 1.5 seconds to 0.7 secs

  • fixed T.Rex tail swipe not dealing proper knockback
  • increased knockback on Spino claw swipe
  • pouncing raptors are now staggered if they are interrupted when mauling someone

  • toggle crouch option no longer makes Pachy slide endlessly over and over
  • added spam prevention to Pachy sprint activation to mitigate charge exploits
  • added a timeout for crush damage to prevent insta-kills when pinning humans next to walls

  • assault rifle now has a faster damage falloff curve over distance
  • increased flaregun crit damage multipluer from 1.25x to 1.4x

  • Posion Dart Rifle tweaks:

    • reduced clip size from 9 to 7 and reserve ammo from 45 to 35
    • reduced fire rate from 0.55 to 0.7 with higher recoil and spread
    • increased equip time from 0.5 to 0.85


  • humans are now properly prevented from attacking while swimming
  • added first person swim animations for humans

  • fixed AI not respawning when stuck out of bounds for a long time in Survival mode
  • fixed Bruisers being unable to return eggs to the nest in CTE mode

[h3]MAPS[/h3]
  • Airbase: fixed a crashed airplane that was missing collision on the perimeter
  • GTTC Falls: lighting and foliage tweaks, additional optimizations
  • Downpour + Ruthless: various collision fixes, lighting improvements and optimizations
  • Downpour: added more cover to the helipad area
  • Geothermal: gated off the weapon upgrade station since there were previously no unlockable areas
  • Geothermal: possible fix for AI dinos not attacking when humans are backed up against rear wall

  • purchasable gate consoles in Survival now have blinking lights that change when bought
  • added extra details and lighting to help with navigation in Survival mode

  • fixed spectators escaping the playable area on Airbase, Marsh, Docks, ForestChasm

[h3]VISUALS[/h3]
  • spitter drool mesh no longer shows for un-charged spit
  • fixed molotov instakill not charring dino corpses
  • added soft edges and near camera fade to force fields
  • fixed spit overlay for Molten SMGs
  • lowered momentum on sniper shots to reduce neck spaghettification
  • fixed sandstorm spino skin having hue modification active by default
  • fixed a couple more kill icons such as Carno swipe and DoT burn that were using generic skulls
  • fixed Dominating text getting cut off at the top of the HUD

[h3]SOUND[/h3]
  • fixed player death sounds being audible to everyone except their killer
  • attempt to fix sounds that were often dropping out / ambience resetting in multiplayer
  • fixed missing equip sounds for SMGs
  • added new resupply sounds


More Soon!




Winter Warmup is just the beginning! This year's major Winter Carnage update drops next week, adding dozens of fresh festive items and restoring winter map variants with 3.0 era overhauls!


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

The Thanksgiving Update

A new patch is now available for Primal Carnage: Extinction on Steam!



Today's update brings several balance changes, bug fixes, and other tweaks based on community feedback. We also have a brand new store rotation that ties into a certain festive occasion...

[h2]Balance Highlights[/h2]



We've been continuing to refine balance with the help of our dedicated open testing crew after seeing the most recent changes out in the wild. While still strong, Cryo acid damage has been tuned slightly lower again to give humans half a chance of reacting while still rewarding accurate spitters.

The spread factor for all shotguns has been reworked to be much more consistent, allowing them to hit more reliably. To counteract this, they now have less mid-range damage compared to previously but are still lethal to raptors up close.

As of this patch the rest of the automatic weapons such as commando's rifles and the SMGs have faster damage falloff over distance, to account for the added hit test reliability introduced recently.

If you didn't already know, Flyers can put themselves out if they're on fire in the air by simply diving downwards for a moment. We've made this easier to pull off now, requiring a dive of around 0.6 seconds to remove fire from your Ptera / Tupa, and added a hint reminder for it.

There are several other balance adjustments (and quality of life improvements) in this patch.
Check out the full change log further down for more info!


[h3]STORE UPDATE: [/h3]
[h2]Thanksgiving Event[/h2]

Those six foot turkeys are still trying to take over!

[previewyoutube][/previewyoutube]

To tie in with Thanksgiving, we've got a fresh batch of looks for our favourite feathered fiends today, along with some new styles for the other more plumage-challenged species too.

Check out all the latest items on Trello, including several free drops!

[h2]New Merch![/h2]



Our official merch store has another turkey tie-in with a NEW Oviraptor Portrait!

This beautiful artwork by Aram Papazyan is now available on premium posters, mugs and T-shirts.


[h2]Version 3.0.7 [/h2]
Full Change Log:



[h3]BALANCE[/h3]
  • reduced max Cryo spit hit damage from 130 to 110
  • removed crit multiplier for cryo acid hit damage
    (was near-impossible to achieve, but ultimately unneccessary)

  • reduced dilo spit direct hit damage from 25 to 22
  • increased dilo bite poison damage from 7 per tick to 8
  • fixed dilo poison kills challenge counting cryo acid kills
  • reverted dilo spit blind durations (back to 5 secs regular and 9 secs charged)

  • changed spread pattern of shotguns to be more consistent
  • regular shotgun + spaz: 50% faster damage falloff at midrange due to pellet accuracy
  • regular shotgun max crit damage reduced from ~400 to 360
  • tighter spread on double barrel secondary fire

  • reduced carbine rifle max effective range from 6000 to 5000
  • carbine damage falloff close range distance reduced from 2400 to 1250
  • increased burst rifle max effective range from 5000 to 6000
  • lower damage falloff for burst rifle, increased damage at max range slightly
  • 10% increase to assault rifle effective range

  • Shortened flyer dive time needed to self-extinguish to 0.65 secs
  • Added hint when flyers are set on fire in the air that they can dive to put themselves out

[h3]VISUAL[/h3]
  • fixed spit mask for RGB Assault Rifle skin
  • fixed overheating effect for molten SMG skin
  • fixed missing teeth on most of the variant scientist models
  • fixed scientist pounce recovery animation not playing when rescued
  • fixed scientist aiming animation in 3rd person not being very noticeable
  • fixed human hairpieces still being visible in some cinematics
  • fixed scientist not playing get up animations when rescued from a pounce
  • added separate 3rd person reload animations for left / right SMGs
  • some minor dino shader optimizations
  • added thanksgiving items

[h3]MENU / UI[/h3]
  • Host Game (Peer 2 Peer listen servers): fixed server host not being able to do damage
  • in-game chat can now be used during cinematic sequences
  • scoreboard is now displayed first instead of challenges on endround cinematics
  • fixed objective icons not hidden in cinematic mode

  • NEW: an "Equipped" symbol now shows on items that are in your loadout when browsing the inventory / crafting

[h3]MAPS[/h3]
  • fixed a handful of maps that weren't enabling Cinematic Mode fully when cutscenes begin
    (caused visible players, crosshairs, nametags, etc.)

  • players should now be kicked out of menus when a cinematic occurs, to prevent crashes

  • health corpses now render at long distance by default, so they're always visible to hungry dinos

  • AI-Renaissance:
    • fixed an invincibile ledge spot on the rear clifftop
    • fixed enemy Bruisers repeatedly trying to walk through beach fences
    • gave more space for Acro to escape the cargo container maze
  • Main Menu:
    • fixed scenes not having a fade-in
    • fixed missing scientist ponytail and pyro fuel tank on human scene
    • humans now have randomized outfits on their scene

    ForgottenOutpost:
    • attempt at fixing endscreen sequence when in CTE mode
    • put back a missing corpse in the swamp on CTE mode
    • fixed dinos being able to enter the human base in CTE mode
  • DesertionPoint: fixed an unreachable ammo kit
  • ForestChasm Night: fixed a tree with no collision
  • Ubase Day/Night: fixed various stuck spots and exploits
  • Ubase Night: fixed a couple of volumetric light cones that were blocking bullets
  • Ubase Night: fixed one of the perimeter wall ends being raised slightly too high, blocking bruisers
  • GTTC-Downpour: remade fuel valve sequence, should now rotate when capture begins


Look forward to further improvements and feature tweaks for winter, with more major additions appearing alongside our upcoming release of the new PlayStation version Primal Carnage: Evolution...

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