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Primal Carnage: Extinction News

HALLOWEEN HORRORS EVENT

A shocking new update is here for Primal Carnage: Extinction on Steam!
HALLOWEEN HORRORS returns to haunt you all...

Our annual frightfest brings a terrifying assortment of nightmarish new looks, along with a new game update packed with feature tweaks and improvements suggested by our scarily dedicated players!

Game Changes


Before we get to the gorey details of this year's special event, here are some of the highlights of our latest game update...

[h3]Tyrant Buffs & Bonus EXP[/h3]

As of now, everyone can see Tyrant buff overlays (red, green and blue for rex / spino / acro boosts). Previously these would only be visible to the dinosaur who received the buff.


This change allows Tyrants to see who they just gave a boost to, and lets humans know if they are fighting a buffed enemy. This is something which has been long requested, and we feel it's a positive change for everybody.

Another tweak related to this is that Tyrants no longer automatically get bonus points for roaring. Instead, they now gain additional EXP for every dinosaur buffed within their roar's range. This rewards actually helping your team instead of just roaring for fun with nobody around.

[h3]Taming the Tupa[/h3]

Flyers have always been one of the most problematic classes to balance, but we still keep trying. This update brings some major changes to the Tupa that make it slightly less of a nightmare to fight...


Aside from fixing bugs and exploits with the class (such as Tupa being able to land charge hits while hovering) we have added extra sound cues for when a nearby Tupa reaches charge speed, and adjusted its stats significantly.

Tupa players will now need to watch their stamina closely, as a more noticeable chunk is taken out of it whenever you ram into humans. This coupled with higher stamina drain when sprinting means you can get into situations where ramming is not allowed due to low stam. So watch that bar!


Remember you can conserve energy by simply diving downwards to gain speed, just angle your Tupa directly toward the ground while flying. This is more than enough to land deadly hits with Tupa's charge, allowing you to save stamina for an escape instead of relying on it to attack. To make up for higher stamina usage in general, Tupa's roar now provides much better stamina regeneration.

[h3]Fixes, Fixes and More Fixes...[/h3]

Circle 5 remains a small and mostly part-time team with only a couple of programmers, so we're doing our best to address issues as they're reported by the community. This update we have worked with our players to improve wherever we can, resolving many edge cases with weapons and various exploits such as being able to deal extreme knockback by hitting humans in midair as a Bruiser.

We have now started our PlayStation beta but will continue deploying any fixes and improvements we can to the PC side while that is underway. Some small but fun changes this time include new community animations for the machete... (thanks to SpinoRavenger!)



Other community-requested changes include adjustments to the UI - such as a small but helpful tweak to class counts and their availability on the Class Select screen that now sees them update in realtime. Previously, they wouldn't refresh until you reopened the menu.

There are many other fixes, for example the flamethrower failing to delete Dilo puddles (they still like to leave a smelly cloud, but don't worry about that). You can view the full changelog further down, which also includes details on a few more balance tweaks such as making Oviraptor's pounce less of an "instant win button" and reducing the deadliness of zap traps a tad now that they hit more reliably.


[h3]Special Event:[/h3]
[h2]Halloween Horrors[/h2]


It's that most terrifying time of the year again! Our annual Halloween Horrors event is now LIVE, bringing a gaggle of ghastly new looks to strike fear into your enemies!

[previewyoutube][/previewyoutube]

In-store we have a double-sized featured store set filled to the brim with horrifying new mutations! There are two new spooky skin packs -- the Jasper collection with their mesmerizing ghostly glows and the Nightmare collection which features a whole range of creepy creatures.


Capping it off is the 2023 Halloween Gift - open on a server to scare up to 24 other players with spooky items! The gift opener is cursed with a spine-tingling Satanic Royal Acro for their evil deed.



And of course, hundreds of previous Halloween items are back with devilish discounts!



Outside of the store SPOOKY DROPS have been enabled! These include new mutations, skins, and some seriously spooky sprays along with the creepy classics from yesteryear.



Feast your eyes on this year's entire nightmarish collection, if you dare...
Enter the Trello of Terror!


[h3]Coming Soon:[/h3]
[h3]ULTIMATE EDITION DLC[/h3]



Keep an eye out for the Ultimate DLC Collection coming VERY soon!
From centigrade to thalassic, these beasts are pulsing with energy and have unique particle effects.


Full Changelog

[h3]
Flyer Changes:
[/h3]
  • increased base speed needed for Tupa charge to activate
  • added a new sound cue when Tupa reaches charge speed
  • hitting humans with Tupa's air ram now costs a chunk of stamina
  • fixed Tupa dealing charge damage when moving slowly or in hover mode
  • fixed impact effects still playing if you fly slowly past a human without hitting them as Tupa
  • longer charge impact cooldown for Tupa
  • reduced tupa charge sphere radius
  • increased Tupa sprint stamina cost
  • reduced Tupa stamina regen rate
  • shorter Tupa roar cooldown period
  • increased stamina regained from Tupa roar
  • fixed Tupa gliding animation not playing properly
  • flyers must now be in hover mode for at least 1 second before they can sprint out of it
  • increased audible radius of Flyer whistling wind while diving
  • fixed one of the flyer diving wind sounds quietly looping forever
  • made flyers slow down from sprint in-air quicker
  • marking many targets at once as Ptera now combines the total EXP into a single onscreen message

[h3]Tyrant Changes:[/h3]
  • Tyrant buff overlays are now visible to all players
  • Tyrants now get bonus points for every player they buff when roaring
  • Acro now takes reduced damage when using its stomp attack
  • minor increase to Spino clawswipe range
  • improved blending between head and body for a couple of T.Rex skins
  • reduced audible range of distant Tyrant footstep booms

[h3]Ovi Changes:[/h3]
  • reduced Oviraptor pounce maul damage from 50 to 40
  • doubled Oviraptor stamina consumption while mauling
  • Oviraptor's roar ability now has a buff timer in the corner to show its duration

[h3]Bruiser Changes:[/h3]
  • allowed Carno to sprint while stunned
  • reduced stunned duration for Bruisers
  • longer charge impact cooldown for Pachy
  • increased Pachy's charge hit detection radius
  • Bruisers are now forbidden from landing charge attacks while in mid-air
  • increased knockback momentum from Ceratosaurus tailswipe attack

[h3]Weapon Changes:[/h3]
  • increased effective range of Desert Eagle
  • regular shotgun now has a 1.25x crit multiplier
  • reduced assault cannon fire interval slightly
  • increased assault cannon unscoped recoil
  • lowered assault cannon crit damage from 2x to 1.5x
  • removed auto-firing for the assault cannon when holding primary fire down
  • fixed flameslammer grenades not working correctly when spam clicking
  • fixed flamethrower and flaregun not destroying dilo spit puddles
  • fixed a couple of exploits relating to weapon fire rate
  • increased total flaregun ammo from 4 to 6
  • increased ammo picked up by stungun
  • fixed zap traps not working when submerged in water or when clipping into models/terrain
  • stun animations now correctly end at the same time the stunned status effect ends
  • updated machete with new community-created animations
  • fixed most of the golden gun skins being too dark and contrasty

[h3]Other Changes:[/h3]
  • reduced GTTC capture speed when dinosaurs are on the point to 25% of normal capture rate
  • class select screen now refreshes total class counts and availability every few seconds
  • added a Quit Match option to the class select and team select screens
  • item descriptions no longer break when hovered on the right side of the screen
  • server gifts now display a warning that it's impossible to open them while in the main menu
  • fixed a rare crash related to gift opening
  • fixed glow and reflection masking on certain dino skins
  • changed distance falloff behaviour of dino footstep sounds
  • added new Halloween Horrors cosmetic content
  • added support upcoming Ultimate DLC Collection
  • unique nameplates now show in the Esc menu while playing
  • set gas masks to use the secondary item slot, clipping be damned
  • re-enabled skeleton skins in the default inventory for halloween
  • allowed skeleton skins to equip all cosmetics, because why not

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


For all things Primal Carnage, get involved on the Official Discord...

September Update

The September Update is now available for Primal Carnage: Extinction on Steam!
Here are the highlights...

[h2]Game Changes[/h2]

This update brings a few quality of life changes and fixes to the game, resolving several issues that were reported by the community.

For example, sniper rifles have a crit damage multiplier to ensure headshots kill at long range. This was not quite working correctly before and has now been fixed. Also on the subject of the Scientist, her stamina regen time is no longer unintentionally slower than other classes.

In addition to a bunch of visual fixes and crash fixes, we added a highly requested server admin feature. Server owners can now use adminservermute to block messages from specific users. This will stop their messages from being visible to anyone in the chat.

When logged in as admin, simply open the console with ` or @ or F7 and type "adminservermute" followed by the player name or ID you wish to mute. To unmute, use the command "adminserverunmute" followed by the player name or ID.

[h3]NEW Item Rotation:[/h3]
[h2]The Autumnal Collection[/h2]



Today's update brings a fresh rotation of autumnal items to the game. A new featured store set includes Arsenal Appearance Pack 3.0, along with a collection of Fall-themed skins and mutations!

[previewyoutube][/previewyoutube]

Outside of the store there are a bunch of new free drops now available, ranging from the Rainforest Rex to the legendary Sharpshooter's Carbine...



Remember you can check out previews for all the latest items on our Trello page!

[h2]Version 2.9.15 Changelog[/h2]



  • Imported new cosmetics for September
  • WIP updates to human shading and weapon shading
  • Updated base textures for the M4 carbine
  • Updated textures and added more accurate colour slider masking for Battlescarred Rex skin
  • Fixed a couple of Spino skins with incorrect eye masking

  • Halved the distance required for sniper rifle crit boost damage on small targets to take effect
  • Made sure sniper crit boost on small targets at long range is 4x not 2x
  • Fixed stamina regen time on Scientist being too slow

  • Fixed an FPS drop caused by holding the bow at the ready
  • Fixed a crash when trying to cancel using a nametag/description tag

  • Added new "adminservermute" and "adminserverunmute" commands


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


For all things Primal Carnage, get involved on the Official Discord...

Minor Patch 2.9.32

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


This patch primarily addresses an exploit with the compound bow that would make it fire like a minigun.
We fixed this ASAP as it also allowed scientists to continue firing while pounced or being eaten.

In addition to the bow fixes, we resolved a long-standing problem with default loadout availability. If you are unable to connect to the economy servers, you will now still have access to the entire default inventory instead of only a handful of items.

Previously, if you weren't fully connected you'd be unable to use alternate weapons at all. With this patch you can at least still use the complete arsenal even if your customizations are not there.

[h3]Patch 2.9.32 Changelog:[/h3]
  • Fixed being unable to use all of the default items when not connected to economy
  • Fixed an exploit that could cause the bow to fire at ludicrous speed
  • Fixed the Prime Cerato skin being missing from the customization list in-game
  • Fixed the Battleburned Tupa skin having fibers

We're working on a bunch more quality of life fixes such as these for future patches, in addition to a bigger rewrite of server connectivity that should roll out later this autumn. Thanks for playing!

[h3]MELTDOWN EVENT[/h3]

The Meltdown Event is still running and will be here until mid September! A second helping of sizzling special deals has just gone live, with dozens more classic items returning in addition to the spicy new set added with our most recent major update. Get 'em while they're hot!

Minor Patch 2.9.31

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

This version addresses a few issues with our recent Meltdown update, improves colour slider functionality and makes some tweaks to the new visual effects.



[h3]Patch 2.9.31 Changelog:[/h3]


  • fixed the Battleburned Tupa not being shown in the Tupa skins list
  • fixed various Spinosaurus skins erroneously using the T-Rex body mask for colourization
  • updated eye blending for simple colour sliders
  • wider range of selectable colours on the simple eye slider
  • eye and body colour on glowy skins will now be more similar when adjusted via slider
  • capped the intensity of body glow colourization

  • lower minimum damage for explosive arrows
  • slightly shorter max charge-up time for explosive arrows
  • fixed an auto-fire issue when shooting the bow on spawning
  • fixed an odd delay between shots when firing special arrows

  • smoothed out camera animations for all jumping and melee attacks
  • updated screen effects for spawning/healing

  • reset loadouts to fix Scientists who kept the bow in the secondary slot from previous game version
  • fixed desert eagle being shown as a default Pathfinder customization on first launch even though it was unusable

MELTDOWN 2023

Meltdown 2023 is here!

With our latest major update we've made several spicy gameplay changes and visual tweaks, plus there's a seriously scorching selection of new looks being added. Check it out...

[h3]Feature Update:[/h3]
[h2]The Bowverhaul[/h2]

Having listened to feedback, we decided to radically reposition the Compound Bow's place in the game.


The bow is now a primary weapon and has a lot more customizability with its controls and firing modes. We've worked hard to make the bow feel easier to use, it's now less annoying to quickfire and you can continuously fire arrows without needing to take your finger off the button.

[h3]Alternate Control Scheme[/h3]

There are two control schemes for the bow now in Gameplay settings, the Classic (default) setup that was available previously and the new Combined control method...

Classic:
Charge up by holding secondary fire, tap primary fire to shoot

Combined:
Charge up by holding primary fire, release primary fire to shoot

Tap the secondary fire button in Combined mode to cancel a shot, saving the arrow from being fired.

[h3]Bow Auto-Fire[/h3]

Three new auto-fire options for the bow in Gameplay settings control when an arrow is released...

Half: Auto-fires the bow when your shot is half charged.

Full: Auto-fires the bow when your shot is fully charged.

Max: Default behaviour, only auto-fires when you lose control of the arrow after several seconds.



By selecting an auto fire option you can continuously fire by holding the primary fire button in Combined mode or primary+secondary together in Classic mode. As always, half charged shots do half damage and will not ignite targets if you are using explosive arrows.

[h3]Bow Rebalancing[/h3]

Although a lot of actions with the bow have been made faster, we deliberately made using explosive arrows take longer now. The draw time is over twice that of regular arrows even for half charged shots, making them less of a "quick win button."

Turning the bow into a primary weapon is as much about making it feel better to use as it is removing an overly deadly combination. The devastating one-two hit of assault cannon + explosive arrow was an incredibly lethal and unsporting tactic that Scientists could use previously. There's interesting potential for combining the DoT effects of arrows and darts with the bow's new loadout position, but it's not the crazy almost insta-kill on smaller dinosaurs that could be exploited previously.

Regular arrows have seen a modest buff to their damage output, and the bow no longer has a muzzle flash when fired, which would give away your position before.

[h2]GENERAL CHANGES[/h2]

[h3]DINOSAURS[/h3]

A few classes have been rebalanced a bit or received fixes / tweaks that make them handle better.

Tyrannosaurus now has new tail swipe animations, these are faster and swing out lower down while also stretching more to the side. This gives the attack greater reach and flexibility, making it much more effective and more in line with the Cerato's tail swipe.



It's leg day for Ceratosaurus, who can now sprint for longer without getting out of breath, andi has much faster stamina regeneration. The Pachy has also been taking notes and is now able to reach max sprint speed quicker, jump a little higher without roaring, and has a slightly more damaging knockback slide.

Finally, the Oviraptor has been buffed with more health along with its primary attack and pounce speed being faster. This makes it a more compelling alternative to the Novaraptor.



[h3]HUMANS[/h3]

Aside from the bowverhaul, a few of the guns have received some TLC. We're mainly fixing some annoyances, like being unable to heavy melee with the Spaz by using the actual heavy melee key (you can still use the secondary fire button if you really want to).


The big changes were to the burst rifle, making it a more accurate weapon, particularly when scoped. Its primary damage is slightly less, but the much better spread and falloff make up for this. The burst rifle's blade actually deals a bit *more* bleed damage, it just occurs over a shorter period of time. It's also a lot easier to melee now with the burst rifle, since firing can be interrupted.

[h3]A Taste of 3.0[/h3]
[h2]VISUAL UPDATES[/h2]

As part of evolving the PlayStation side of Primal, we've been adding a whole bunch of new visual flourishes to the game. These range from purely cosmetic touches to indicators that help you in combat.

When fighting as dinosaurs, successful melee or charge hits will show a more noticeable impact particle. Landing a critical hit as a dino will show a dust effect with subtle red claw swipes on impact.



Several new screen overlays also appear for certain gameplay events such as healing or being stunned, and getting a kill causes a subtle flash of the screen. If you're too close to an incendiary explosion or are using the flamethrower, the screen will turn hot in addition to having new screen shake motions...



Moving fast whether as a result of SpeedGreed or by diving as a Pterosaur will cause "speed lines" to appear on the edges of your view....



A lot more camera shake effects have been added to many in-game actions, which add extra weight and impact when they occur. Everything from using heavy melee to being knocked back by a tailswipe or just jumping around will play unique camera motions now.



We feel this connects you a bit better to the character you're playing and makes actions like chainsawing feel much more visceral. However, if you wish to disable these, the Camera Shake option in Gameplay Settings has been expanded to cover more than just Tyrant footsteps and explosions.


Updated Feature:
[h3]COLOUR SLIDERS[/h3]

By popular demand, we have reimplemented the simple colour slider adjusters for dinosaurs!



These still have the same limitations as they always did, being unable to save the colours permanently. The simple sliders are remembered per-class, not per-skin, and are not guaranteed to remain selected between sessions. However, they do offer an easy way of tweaking the body and eye tones.

For more in-depth colour customization that can be saved, the paint crafting system is still usable and can actually be combined with the simple hue sliders for interesting results. As a reminder, all paint tools can be obtained as drops now.

There are even more visual upgrades in the works for 3.0, not least of which will be another round of revamps to the game's maps. Expect overhauled post processing, lighting, and denser details while also being better optimized for performance when it arrives later this year!



[h3]In-Game Event:[/h3]
[h2]MELTDOWN 2023[/h2]

[previewyoutube][/previewyoutube]
Welcome to MELTDOWN 2023! Our annual summer event is now LIVE in-game, with loads of awesome new community-created items being added. There's a brand new Summer Gift in-store today, alongside the Smouldering Saurian Selection which includes TEN scorching dinosaur looks!



Humans get some love with the frankly stylish Dapper Duster Trapper and Gambler's weapon skins...



There are also new dinosaur taunts and a collection of new mutations in this year's featured store set!



Outside of the store, there's a whole bunch of new free drops being added, from the Veteran Acro and Rostrum Cryo mutations to exotic weapon skins, glowing Red Welder Goggles and a new Acro taunt!



And don't forget that classic items from previous summer events are also returning!
Check the Specials section for some HOT discounts!

To take a look at ALL of the new event items, see our special Trello board!

Those are all the highlights.
For a full list of changes, see below...


[h2]VERSION 2.9.30 Changelog[/h2]

[h3]The BOWVERHAUL[/h3]
  • made the bow a primary weapon
  • now possible to fire bow continuously with ease
  • swap between two control schemes (Classic and Combined)
  • tap alt fire in Combined mode to cancel your shot

  • added bow auto-fire options to gameplay settings with 3 options
    (auto-fire arrow when half charged / fully charged / default)

  • adjusted bow firing interval times
  • tracker arrows fire at the same speed as regular arrows now
  • explosive arrows now take much longer to fire than regular arrows
  • most other bow actions are now faster
  • increased regular arrow max damage from 140 to 165
  • shortened explosive arrow burn damage duration from 2.5 secs to 2 seconds
  • increased max burn damage over time for explosive arrows from 40 to 48
  • increased the amount of arrows received when resupplying the bow
  • running out of one arrow type now always makes you auto-swap to the other
  • fixed the bow having a muzzle flash light when fired


[h3]HUMAN CHANGES[/h3]
  • fixed dual wielded weapons not applying recoil when you're firing with just the right hand
  • fixed Spaz not allowing you to do heavy melee attacks with the actual heavy melee button
  • slowed down the Assault Cannon heavy melee attack
  • updated Double Barrel Shotgun melee animation

  • reduced burst rifle reload by 0.15 seconds.
  • tweaked burst rifle spread to not bloom quite as much
  • buffed burst rifle damage falloff to be closer to the Assault Rifle
  • reduced burst rifle primary fire damage from 45 to 40
  • tweaked burst rifle recoil and spread in scoped mode so you can actually hit stuff
  • reduced bleed duration for burst rifle from 4 seconds to 2.6 secs
  • reduced bleed damage per tick for burst rifle from 18 to 16 (total damage down from 72 to 64)
  • burst rifle can melee after having fired 3/4 bullets of the burst (saves 0.16 seconds)

  • started addressing the "double shot" issue when hold-firing weapons continuously

  • various skin fixes
  • began updating human shader (WIP)
  • fixed incorrect default throwables for humans on first launch


[h3]DINO CHANGES[/h3]

  • added new T-Rex tail swipe animations
  • reduced Tyrant stamina drain while bracing, now costs less than half its previous value

  • Roar refresh should now remove the poison status (if you're not marked for death)
  • Tyrants and large bruisers do not receive screen shake when hit by melee attacks now
  • Fixed fully tranq'd dinos having no camera effect when hit by poison dart rifle
  • Fixed bleed icon for heavy melee not shown for small dinos

  • faster acceleration to max speed for Pachy
  • increased Pachy default jump height to reliably be able to jump on top of cargo containers
  • longer threshold for Pachy auto-ending a charge due to time spent in the air
  • made the Pachy slide ability do more damage and slightly more knockback
  • minor increase to Pachy slide and jump stamina cost

  • increased stamina regen speed for Cerato
  • reduced sprint stamina consumption rate for Cerato

  • increased Oviraptor health from 280 to 300
  • reduced sprint stamina consumption for Oviraptor
  • slightly faster primary attack speed for Oviraptor
  • minor increase to Oviraptor primary attack damage
  • minor increase to Ovi pounce maul damage to be exactly double that of Nova

  • fixed Cerato/Pachy technically not having a default skin on first launch
  • consistency fixes between head and body for glowy Rex skins

  • re-implemented classic simple colour slider options for dinosaurs
    - has same limitations as before, cannot save non-crafted skin colours permanently
    - can be used in combination with the multi-layered paint system


[h3]AUDIO[/h3]
  • tweaked soundclass prioritization
  • removed AlwaysPlay from regular footsteps
  • enabled AlwaysPlay on large dino steps and weapon sounds
  • reduced the chance of throwable items playing impact sounds over and over
  • increased max sound concurrency on roars


[h3]VISUAL CHANGES [/h3]

Camera animations:
  • new screen shake when using the flamethrower and chainsaw
  • jumping up now has more shake as human
  • jumping now pulls the camera up and back as dinosaurs
  • shaking when diving at high speed as flyers
  • screen shake when using quick knife
  • screen shake when using heavy melee
  • new shake when hit by heavy melee as dinosaur
  • intense screen shake when receiving knockback as human
  • new machete camera motions for quick slash, heavy slash and winding up
  • new shake when being hit by trample damage and Acro stomp
  • camera bobbing when fully tranquillized or poisoned


Screen FX:
  • hot glow when firing the flamethrower
  • speed blur when using speedgreed or diving as a flyer
  • pulsing effect when you start being healed
  • extra effect when receiving burst rifle bleed damage
  • extra effect when stungunned as non-Tyrant
  • short screen flash when getting a kill
  • subtle flash when spawning

Impact FX:
  • dealing "critical" damage as a dinosaur (removing 50% health) shows a special impact effect
  • red "claw dust" appears when a Bruiser / Tyrant lands a secondary attack


Join us on Discord...




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