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Primal Carnage: Extinction News

Meltdown 2025

[p]A new update is now LIVE for Primal Carnage: Extinction on Steam![/p][p][/p][p]Welcome to our annual Meltdown Event, featuring sizzling new skins, HOT new mutations, and some straight fire game overhauls... [/p][p][/p][h2]UPDATE HIGHLIGHTS[/h2][p][/p][h3]SPAZ SHOTGUN REWORK[/h3][p][/p][p]For a long time the Spaz has been in a slightly odd place among the shotguns. With this update we set out to give it a more distinct identity...[/p][p][/p][p]Spaz has a new secondary fire ability that uses single slug shots, not pellets, similar to the Flame Slammer's underslung shotgun. These are highly damaging, armour piercing rounds. [/p][p]As such, you are forced to do a pump action before firing every time you press the button. This wind-up before a shot avoids dealing excessive damage in too short a time and adds an extra layer of skill with the timing.[/p][p]On the other hand, its primary fire is now fully automatic with no need for it to pump between shots. The tradeoff is a reduced range and slightly lower rate of fire than it had previously, but still faster than the default shotgun. [/p][p]Aside from the Spaz, there are a few other balance changes based on playtest feedback. You can find those in the full changelog further down...[/p][p][/p][h3]SWIMMING LESSONS[/h3][p][/p][p]We've been making a few fixes with the upcoming Sandbox Mode in mind, doing a pass on swimming in general to make it a smoother experience. Going in and out of deep water is no longer a hassle, where previously you'd often get stuck on slopes at the water's edge.[/p][p][/p][p][/p][p]Some classes now have new swimming animations, such as Tyrannosaurus, and we're in the process of adjusting them to have custom float heights when in water.[/p][p]Speaking of which, a new experimental physics setup allows corpses and other objects to float on the surface of Valley's deep lake (some may want to, uh... bounce).[/p][p][/p][h3]OPTIMIZATIONS[/h3][p][/p][p]Even though PCE has been going for about ten years, we're currently trying to make it run well on consoles that are even older than that. Work on the PlayStation version is finally wrapping up and we're bringing some of those optimizations to the PC side. [/p][p][/p][p][/p][p]Texture memory usage should be a tad lower now, with more efficient handling of Spino, Rex and Raptor skins. Instead of them being separate assets, they're now merged and packed alongside eachother, delivering effectively the same resolution but with half the memory footprint.[/p][p]We've also been continuing to optimize particle effects, adding different levels of detail to fire vfx and fine tuning shaders to be less intensive while still giving good visual results. [/p][p]More overhauls will be coming in future, alongside PC-specific improvements that require tinkering with the engine code. Borderless fullscreen? Maybe(!)[/p][p][/p][h2]Special Event:[/h2]
SUMMER MELTDOWN
[p][/p][p]Our annual Meltdown event is back! This featured store rotation includes scorching new mutations, a selection of summer-themed dino skins, a T.Rex taunt, and a handful of fresh weapon paintjobs!Check out the entire collection (including a couple of free drops!) on our Trello board HERE[/p][p][/p][p]Remember we've also got ALL classic store items back forever - this includes all the featured items from previous Meltdown Events - so why not grab a great discount on legacy looks this summer?[/p][p][/p][p][/p][h3]VERSION 3.1.8[/h3][h2]FULL CHANGELOG:[/h2][p][/p][h3]SHOTGUN CHANGES[/h3]
  • [p]NEW Secondary Fire ability for Spaz shotgun:[/p]
    • [p]secondary now fires high damage single slug shots instead of pellets[/p]
    • [p]secondary has slower rate of fire and higher recoil[/p]
    • [p]secondary requires pump action before actually firing every time you click[/p]
    • [p]max secondary fire damage is 300 per slug shot[/p]
  • [p]reduced max damage falloff distance of Spaz shotgun from 3300 to 3000 units[/p]
  • [p]reloading the Spaz restocks both ammo types (secondary+primary) at the same time[/p]
  • [p]newly updated animations for spaz including fire, reload and inspection[/p]
    • [p]fixed spaz doing one extra reload loop when already full on ammo [/p]
  • [p]spaz crosshair is no longer circular[/p][p][/p]
  • [p]faster damage falloff over distance for double barrel shotgun[/p]
  • [p]reduced DB shotgun damage output by removing two pellets from secondary fire[/p]
    • [p](maximum of 640 damage instead of 720)[/p]
    [p][/p]
[h3]BALANCE TWEAKS[/h3]
  • [p]reduced MK pistol damage from 50 to 40[/p]
  • [p]gave Ptera a bit better eyesight than Tupa again[/p]
  • [p]small dinosaurs now take slightly longer to heal up at corpses[/p]
  • [p]enforced a minimum server player count of 9 before Tyrants are selectable [/p]
    • [p](applies to Competitive modes only, not Freeroam)[/p]
    [p][/p]
[h3]OTHER CHANGES[/h3]
  • [p]FR-Valley:[/p]
    • [p]lake now has much deeper swimmable water[/p]
    • [p]lake now has buoyancy effect that makes objects such as corpses float on top[/p][p][/p]
  • [p]fixed some elements of main building on UbaseSnow vanishing on low detail mode[/p][p][/p]
  • [p]smoother swimming, no getting stuck when exiting deep water anymore[/p]
  • [p]new swim animations for certain dinos such as Tyrannosaurus[/p]
  • [p]continued WIP updates to vehicle animations [/p]
  • [p]continued WIP injured animations for Commando, now extended to Pathfinder[/p][p][/p]
  • [p]new checkbox option to hide servers that are outdated in the browser[/p]
  • [p]any server running the BasicTesting map now shows under Custom, not Competitive[/p][p][/p]
  • [p]added Meltdown items[/p]
  • [p]updated Dynastias Rex mutation model[/p]
  • [p]various particle effect updates and optimizations [/p]
  • [p]texture memory optimizations for Spino, Rex and Raptor skin collections[/p]
  • [p]fixed soda can not showing when using health / speed vending machines in Survival[/p]
  • [p]fixed broken credits list[/p][p][/p]
[h2]COMING SOON...[/h2][p][/p][h3]NEW MAJESTY[/h3][p]Arriiving this July is the latest addition to the Royal skin family... the Royal Spinosaurus![/p][p][/p][p][/p][p]Featuring a completely new model with unique custom textures, the Royal Spino is a premium skin with a story built into its flesh. An elder creature who has seen many battles, with the scars to prove it - from a torn sail to uneven teeth and chipped claws.[/p][p]We're hoping to have this latest royal duet available within about a week. [/p][p]That's right, there are of course two variants of the Royal Spino day one! The different colorations are currently being finalized, with Amber and Aqua versions in the works.[/p][p][/p][h3]GLOBAL CARNAGE[/h3][p]🇫🇷 🇮🇹 🇩🇪 🇪🇸 🇵🇱 🇧🇷 🇫🇮 🇺🇦 🇷🇺[/p][p][/p][p]We've had very janky support for French, German & Spanish in the past, but with the upcoming launch of Primal Carnage: Evolution we wanted to expand our lexicon. [/p][p]So, we reached out to the community. A whole team of fan translators are currently hard at work converting the game into multiple other languages! The translation will localize the menus and UI, excluding cosmetic names / descriptions and Intel (which remain in English simply due to sheer size).[/p][p]As a volunteer effort, we need all the help we can get. If you can assist, let us know![/p][p][/p][p]Full List of Languages (WIP):[/p]
  • [p]Brazilian Portuguese[/p]
  • [p]Finnish[/p]
  • [p]French[/p]
  • [p]German[/p]
  • [p]Italian[/p]
  • [p]Polish[/p]
  • [p]Russian[/p]
  • [p]Ukrainian[/p]
  • [p]Spanish (Castellan)[/p]
  • [p]Spanish (Latin American)[/p][p][/p]
[p]We need both additional translators and proofreaders / testers to verify things are correct. Since the translation is a fan-led project, we can't just rely on one person for accuracy.[/p][p]If you think you can lend a hand, simply hop on to the official Discord and say you'd like to join the translator group. We'll get you an invite.[/p][p]Don't see your language there? We're adding more all the time, don't be afraid to suggest another![/p][p][/p][h3]EVOLVED EDITION[/h3][p][/p][p]Primal Carnage: Extinction on Steam will be automatically upgraded with a new Evolved Edition later this summer! [/p][p][/p][p][/p][p]Effectively acting as PHASE TWO of the "3.0" overhaul, the new Evolved Edition will introduce our final remastered map (Contingency) to PC, alongside deep new lore, the expanded soundtrack, long-awaited Sandbox Mode with bonus playable dinosaurs (and much more!)[/p][p]If you already have PCE on PC, you won't need to buy anything - this will be a FREE update to the Steam version, as a thankyou for supporting us all this time. It doesn't feel all that long since we celebrated a decade of the Primal Carnage franchise, now 2025 marks 10 years of Primal Carnage: Extinction itself! [/p][p][/p][p]We hope you've enjoyed being on this journey with us. [/p][p]There's plenty more Primal coming your way...[/p][p][/p][h3]Thanks for playing![/h3][p]-The Primal Carnage Team[/p]

Patch 3.1.7 NOW LIVE

Our latest patch for PCE on PC brings a collection of new bug fixes and quality of life improvements, along with a number of map changes...

[h3]THE DEADLY FALLS[/h3]



After years of being non-threatening, the rivers leading to the cliffs of The Falls map are now back to being dangerous. Entering the new white water rapids will quickly whisk you down the river, which will seal your doom. This map hazard was in the original Primal Carnage and has been restored due to fan demand, presenting a unique way of dealing with your enemies.

[h3]VERDANT VERTICALITY[/h3]



Based on the response to the most recent Verdant map updates, we've modified things slightly in the main building. There is still a hole in the wall but no longer a ramp up to it. Instead, the ramp has been moved to the under construction area across the way. It now links the two main outer buildings with a perilous shortcut over the street.



Other new additions to Verdant include a collapsed wall to give some extra cover when feeding on the alley corpse and a broken window that allows players inside one of the buildings to both see and shoot through. You can also slip past the cargo container that's blocking the entrance if you're a Bruiser or smaller.



Hopefully these tweaks encourage people to use the other zones more often as places to hold up.

[h3]PACHY PUNCH-UP[/h3]



Some lingering problems with Pachy have been resolved this patch, improving its attack timers and adding new animations + effects to more clearly communicate when attacks are on cooldown and whether a Pachy is in the roared state. It should feel less clunky than the initial rework but we'll likely do some additional fine tuning of stats in the future depending on how it fares in the wild.

[h3]FIXES AND IMPROVEMENTS[/h3]

As usual we've been looking through community feedback and making some changes. Several quality of life improvements and fixes are in our latest patch, ranging from a better "shoulder camera" on several dinos to fixing hit reactions interrupting attack animations.

Bugs such as Pteranodon automatically dropping humans when they hit a wall or ceiling have now been resolved, along with several other glitches such as shotguns sometimes loading "fake" shells that do no damage. For a full list of all the tweaks and fixes, see the changelog further down...

[h3]THEY'RE STILL HERE[/h3]
And they're not going anywhere!
As mentioned before, the in-game store no longer rotates items out completely...



You can find pretty much everything we've ever released back in the Browse section, along with every bundle we've ever had under the Bundles tab, featuring years worth of skin packs and gifts to collect. The most recent Easter collection will join this epic horde in the Browse section as of this patch, with fan favourite selections being highlighted in the Featured tab until the next infusion of new items.


[h3]VERSION 3.1.7[/h3]
[h2]Full Changelog:[/h2]

  • TheFalls: added deadly river rapids which send swimmers over the coastal cliffs to their doom
  • TheFalls: added post process for underwater on rivers, updated lighting, new environment details
  • TheFalls: added sounds to streams and waterfalls that didn't have them before
  • TheFalls: opened up a route between som rocks in dome interior, improved Tyrant collisions

  • Verdant: removed ramp in main building, but left hole in the wall for dino access
  • Verdant: added new ramp in construction site that links two outbuildings
  • Verdant: fixed Tyrant stuck spot, updated foliage and lighting, added more cover

  • Transfer(s): workaround for being unable to graze in some areas, now has more greeenery
  • ForestChasm: fixed background sequences not looping, optimized background NPCs
  • Marsh / Snowbound: minor tweaks to lighting, improved collision, fixed floating props

  • Pachy roar now lasts 20 seconds, has 50 second cooldown
  • Pachy primary attack now traces from more bones for better reliability
  • added alternate attack animations for roared and un-roared Pachy primary attack
  • longer primary attack interval for Pachy after roaring, shorter cooldown when un-roared
  • shortened Pachy exploit prevention timers
  • updated Pachy class info + hints

  • unlocked shoulder camera on Tyrants (can now swap shoulders when looking backwards)
  • extended new spline-style shoulder camera arc to Spitters

  • fixed dino hit reactions interrupting attack animations
  • fixed a bug where Pteranodon would automatically drop humans when bumping into walls / ceilings
  • fixed Tupa peck attack timeout being active when on the ground

  • fixed an issue with Spaz shotgun where "fake" shells would be loaded that did no damage
  • fixed SMG and Burst Rifle crit kills not causing head loss
  • fixed 3rd person equip animation not showing for the bow
  • higher default rumble from firing guns when using gamepad

  • updated settings on a whole bunch of looping animations to reduce jitter
  • reduced dino charred overlay time from ~45 seconds to ~35 seconds after being burned

  • further ragdoll optimizations on servers
  • fixed ragdolls spaghetiffying sometimes when being head shotted
  • fixed dynamic props such as cardboard boxes producing blood decals when hitting walls

  • crying novaraptor taunt now has actual tears
  • updated a few easter icons to be clearer
  • fixed broken scope texture on fade sniper rifle skin
  • fixed incorrect feathers on bee eater nova skin


[h3]SUMMER IS APPROACHING[/h3]

The weather is starting to heat up, and that can mean only one thing - MELTDOWN is on the way!
Our next major update is at the end of June, with a volcanic eruption of HOT new looks... See you then!




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


Join the Official Primal Carnage Discord!

EASTER CARNAGE

A new update for Primal Carnage: Extinction is now LIVE on PC!

We've got several major gameplay overhauls, numerous fixes and quality of life improvements, and of course our special Easter event starts today. Read on for all the details...

[h2]PACHY REVAMP[/h2]

This update introduces what we hope is the final form of Pachycephalosaurus, finessing its kit and stats to build a speedy Bruiser that's easy to get to grips with but has some mastery involved.



Its roar ability has changed to boost knockback on the primary attack, which can now be used while sprinting. The fall damage from this attack while boosted can be lethal, and the knockback gives Pachy an even better way of breaking up groups. To balance this out, the attack speed no longer gets faster and does 10 less damage when roar is active.



Instead of boosting mobility so heavily when a Pachy roars, we've increased their sprint speed by default (and then some!). They can now run faster than a Carnotaurus without needing to roar, and gain a slight acceleration boost to reach charge speed faster when the roar is active. To balance this out the Pachy now has a slower turning rate, but the straight line speed and increased default jump height make up for this.

[h2]OTHER GAME CHANGERS[/h2]

[h3]CERATO COMEDOWN[/h3]



Feedback over the last couple months has been that Cerato is a bit of a handful to deal with, simply due to its survivability. For this update the big Bruiser gets a health reduction from 1420HP to 1300. This -120 isn't a massive loss, but means it will not last as long in a fight and may just be enough to turn the tide.

[h3]FLYER TWEAKS[/h3]



Pterosaurs make loud wingflaps as a clue for players who don't look up that there's something about to get them. We've observed that only veterans really pick up on this, which makes longtime players able to instantly wheel and take out an approaching flyer. We still think it's a useful element, but decided to give flyers a way to be stealthy.

If you glide without input, your wing flaps will be quieter. Additionally, hover mode wing flaps are now heard only at close range. The actual regular flight flap sounds now get muffled with a low pass filter at long range, making them slightly less present than before.

[h3]SUBMACHINEGUNS & BOOMSTICKS[/h3]

Finding the right balance for the SMGs has been tricky, as against large targets they can still be effective even with high spread (which tap-firing effectively negates). They *have* received a minor spread increase, but the main change this update is a slower rate of fire for SMGs - so that their overall damage ouput is lower without actually changing how much each shot hits for.



While we felt that the actual range of shotguns did not need adjusting, it seemed reasonable to give both the regular shottie and the spaz a mid-range damage boost. The max distances are the same, but the falloff modification means they now do 50% damage at the midpoint compared to 30% they did previously. Hopefully this makes them pack more of a punch at standard engagement distances, while not turning them into an overly viable long range option.

[h2]NEW: Aiming Arcs[/h2]

We've improved the spitter targeting indicator, replacing the laggy dots with a much prettier arc that matches the colour of your spit (bright green for cryo, bold violet for dilo). The arc doesn't just look nicer, it's much more efficient in terms of performance too.



We were so happy with the new arc system that we decided to add it for the raptor pounce as well. When "charging up" a pounce you will now see the arc of your pounce drawn between your raptor and the destination point. Since pounces can often be interrupted by various objects on the way to your jump target, this arc helps tell whether you'll end up where you really want to go.

[h2]NEW: Ragdoll Physics Overhaul[/h2]

Force imparted to dead body ragdolls is now more consistent and detailed than before, taking into account which bone was hit at the moment of death and applying force to that point.



The way momentum is applied to living targets from knockback has also been updated, to further improve reliability of abilities such at tail swipes. Instead of flying off in randomly different directions each time, your hits should send humans in more predictable directions.



[h2]MAP UPDATES[/h2]



Additional dino feeding corpses have been placed across several maps. Some of these are risk / reward resupply options in highly trafficked areas, where it's potentially worth the extra danger of stopping to eat. Others offer resupply spots closer to objectives in Get to the Chopper mode.



Many more spawn points are now on maps such as UtilityBase and TheFalls, with TheFalls now having human spawns inside the dome for the first time in years. Extra cover has been sprinkled around, for example - there's a new building inside TheFalls, and one of the dome exits has been narrowed with low fences to give a little protection to small dinos healing inside.



Bigger changes are afoot in Snowbound, which now has a major new tunnel route from the lower cave to the upper chasm. Most entryways have been widened to offer better views and reduce friction, while a couple of new anti-Tyrant / anti-Flyer zones are now present.



Snowbound has received a good number of new health and ammo pickups as well, since it was probably the map with the fewest items previously. These are just some of many minor tweaks and improvements made across many of the game's maps for this update, from extra water sources to a tonne of collision fixes.


[h2]Easter Carnage Event[/h2]

As always, this Easter we've got a range of eggcellent new looks for you! There's a big focus on our resident "egg thief" Oviraptor along with fresh skins and mutations for several other classes.

Check out some of the featured items in-store below...

[previewyoutube][/previewyoutube]

We got new free drops too, so be sure to check out our Trello for the full selection!



All classic Easter store items are of course available too, along with EVERY ITEM EVER.



Finally, for those who are unaware - you can get the featured Oviraptor artwork from this event as a poster from the official merch store along with a whole range of other character portrait posters! More new art pieces will be added to the online store near to Evolution's release, so keep an eye out...


[h2]Version 3.1.6[/h2]
FULL CHANGELOG:


[h3]PACHY CHANGES[/h3]

Basics:
  • increased Pachy sprint speed to be faster than carno
  • slightly slower turn speed for Pachy in general
  • lower stamina cost for bracing as Pachy
  • increased trace distance of pachy primary attack
  • reduced default Pachy primary attack damage from 50 to 40
  • shorter stungun stunned duration for Pachy from 1.8 to 1.5 secs
  • fixed Pachy being able to continue bracing when eating / stunned / netted
  • added several safety checks aimed at fixing / mitigating Pachy double hits
  • increased Pachy default jump height to comfortably clear cargo containers
  • higher stamina consumption for sprinting and jumping as Pachy
  • 2x longer jump timeout for Pachy
Roar:
  • Pachy roar now lets you use your primary attack while at charge speed
  • Pachy roar buffs primary attack with more powerful knockback than its charge
  • Pachy primary attack under roar deals much heavier fall damage to humans as a result
  • Pachy primary initial impact damage is lowered to 35 when roar is active
  • Pachy no longer gets sprint speed boosted when roar is active
  • Roar still retains boosts to jump, turning and acceleration but they are more minor

  • (NOTE: hints have not been updated yet)


[h3]GENERAL GAMEPLAY[/h3]

  • Tyrant roar cooldowns now last 60 seconds

  • reduced Cerato health from 1420 to 1300
  • minor increase to Cerato jump height

  • 20% slower fire rate for dual SMGs
  • adjusted SMG spread to be proportional to the new fire interval
  • increased SMG clipsize from 25 to 28, reserve ammo to 140

  • increased midrange damage for regular and spaz shotguns from 30% to 50%

  • reduced flaregun projectile lifetime from 8 to 6 seconds
  • set heavier gravity on flaregun shots to make them not travel as far

  • reduced Tupa air ram timeout from 3 seconds to 2.6 seconds

  • made it possible to heal from Dilo bite poision kills
  • added new spitter targeting arcs with custom coloration for each subclass
  • added new raptor pounce targeting arc indicator

  • fixed double damage being dealt sometimes by bruiser impacts
  • fixed a bug with fully charged arrow shots not instantly applying bleed
  • fixed a bug where holding sprint and moving sideways / backwards could stop guns from firing

  • knockback code rewrite for better consistency when using momentum-based attacks
  • dead ragdolls physics now replicates hit bone and applies local forces from point of impact


[h3]MAPS[/h3]

  • added an extra corpse or two on GTTC Falls, GTTC Docks, GTTC Downpour
  • GTTC-Ruthless: fixed side door / skylight of Point A being closed in freeroam mode

  • Snowbound: new tunnel route through central mountain from lower to upper zones
  • Snowbound: added many more health and ammo packs
  • Snowbound: new anti-tyrant / anti-flyer areas, opened up rock maze a bit

  • fixed getting stuck by wedging yourself into the bow of the ship on Docks

  • added a clamp to airspeed on humans so they can't be sent to the stratosphere when colliding with dinosaur bodies

  • added more spawn points and details to UtilityBase
  • added more crates to TheFalls interior + new lights + details

[h3]OTHER FIXES & IMPROVEMENTS[/h3]

  • fixed a minor animation "bump" when going from walking to sprinting as Bruisers
  • fixed 1st person flameslammer shotgun sounds cutting out when firing too fast
  • flyers now have quieter wing flaps when hovering or gliding
  • tyrant footsteps now make large foliage shake up to several meters away
  • added more intense acro stomp attack foliage interaction

  • general performance improvements for experimental AI bots
  • fixed human bots getting stuck running in short loops over and over
  • fixed human bots firing behind themselves when looking the other direction

  • fixed bloody claw slash screen effect shown when receiving pyro bomb damage as human
  • fixed raptor pounce not having a kill icon
  • added new kill icons for bruiser ground slam (radial damage, not direct hit currently)

  • added new Easter cosmetic content
  • fixed Moloch Pachy missing some sockets
  • fixed broken human arms when previewing certain taunts in-store
  • fixed missing economy icons + more optimized economy icons
  • fixed a few description typos, Desert Eagle is now always Deagle
  • changed Show Damage in options menu to read Show Hit Markers to be clearer

  • item rename / description tools now check for invalid characters to prevent crashes

  • fixed inconsistent progress tracking for Clear Skies sniper challenge

  • fixed an admin command used for ending games early - enter ForceRoundEnd after using admin enablecheats to instantly end a round


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



Join the Official Primal Carnage Discord...




Hotfix 3.1.5

A new hotfix is available for Primal Carnage: Extinction on Steam, this minor patch mainly resolves a few last bugs found after the recent Spring Update...


[h2]Version 3.1.5 Changelog:[/h2]

  • fixed tupa charge-peck timeout lasting 10x longer than it should (...oops)

  • reduced stamina consumption for machete heavy attack from 30% to 25%

  • fixed thrown dynamite bouncing off human teammates

  • fixed a feathered Ptera skin that was missing feathers

  • fixed a description typo & updated some flavour text




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

Patch 3.1.4

A new patch is now available for Primal Carnage: Extinction on Steam, featuring additional tweaks and fixes. This patch follows our recent Spring Update which introduced several gameplay overhauls.

Lest we forget, there's a handful of new FREE drops available from today that are sure to make anyone green with envy. As always, you can check a look at our latest event items on Trello!



[h2]Version 3.1.4 Chaneglog:[/h2]
  • faster slashing - reduced machete primary attack time-out to 0.75 seconds
  • machete heavy attack time-out is now 1.25 seconds
    (this also means delay is now shorter for using primary after charged slash)

  • improved tupa peck prevention when at high speed
  • updated spawn hint sound to be a tad more noticeable

  • additional collision refinements to TDM Docks and Ruthless Snow maps
  • fixed missing corpses on Ruthless Snow

  • fixed Ptera grab animation sometimes not playing when using the alternate flight camera
  • fixed Vitiosus Cerato mutation not wearing collars properly
  • fixed Lava Rex skin using default textures
  • fixed incorrect FX masking on Kilowatt Rex skin
  • brightened Nettle Nova skin

  • added new free drops for St Patrick's Day


[h3]Steam Spring Sale[/h3]

You can get 50% OFF ALL DLC until March 20th during this month's Steam sale, don't miss out!



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