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January Update

And so it begins... again...

2023 sees the Primal Carnage franchise starting its second decade, and we'll be continuing to support PCE on PC with more updates throughout. Today we have a small one to kick the year off, with a few fixes and mechanic tweaks alongside the January store rotation...

[h3]Feature Update:[/h3]
[h2]Manual Flight Modes[/h2]



Pteranodon and Tupandactylus can now swap between regular flight or hover flight by tapping Alt. When regular flight mode is active, Flyers will now continue gliding forwards if there is no input - instead of automatically hovering on the spot the way they did previously.



Swapping to hover mode while flying at high speed acts as an air brake. When in hover mode, you can rapidly ascend with the "jump" button or descend on the spot in freefall using the "crouch" button. Continue holding crouch to gain speed while descending.


Hovering around allows for precise movements when trying to land on a specific spot, unlike regular flight. An indicator for the active flight mode is shown in the bottom right of the HUD when flying now.



[h3]Special Movement Key[/h3]

The flyer changes are part of a broader adjustment- the addition of a customizable Special Movement key for dinosaurs. Outside of the Flyers, other classes which use this currently are the Pachy for its slide ability, and Tyrants use it to brace. These actions are still doable by crouching, but you now have the option of using the rebindable Special Movement key as well.



We may look to include some additional utility for other dinosaurs in future now that there's a dedicated button for it. Watch this space.


[h3]Feature Update:[/h3]
[h2]Contextual Respawn Hints[/h2]

The tutorial hints system has been expanded with the addition of tips that display while you are waiting to respawn. These "death hints" are contextual in that they pertain to the method in which you died. So depending on which weapon, class, or attack killed you, the game will try to display an appropriate hint.

We'll expand on these and continue to add more types of tutorialization in future, to help expose the many interesting quirks of Primal's gameplay. Like all the existing hints, they can be toggled On / Off in the game's options menu.


[h2]New Year, New Looks[/h2]

[previewyoutube][/previewyoutube]

Our seasonal event may have come to a close but winter is still clinging on, with some cold blooded beasties stomping into the store today. We have a brand new set of mutations and beautiful boreal skins such as the Frozen Wake Tupa and magnificent Icefall Feathered Spinosaurus...



Stay both warm AND stylish with suits for all mercenaries! Not to be outdone by Agent Stone, a wardrobe of four tailored tuxedos for each human is now available. So, meet Agent Angus, Agent Crane, Agent Hart, and Agent Tyler bundles along with a retroactive pack containing several agent trapper skins...



Since the resident medical staff has no more need for it, our Commando can now don the Field Medic's outfit, perfect for the heavy weapons guy with the healing hands. And when it comes to pre-loved clothes, you can't go wrong with the Wilderness Commando outfit which has some rather charming slashes taken out of it.



[h3]New Free Drops[/h3]

Several new items have been added to the drop pool, obtainable by just playing the game, or completing challenges / crafting. White as the driven snow, the Winter Sneaking Suit is a legendary Scientist skin variant with piercing blue eyes. There is also a combo option cigar and shades for the Trapper, plus a couple of new weapon skins.



On the dinosaur side, the bold Ribbon Eel Acro is a legendary new look. And two striking new Bruiser mutations charge into the game: Ranaepedes Cerato & Torosus Carno...



Finally, a couple of fun sprays / avatars have been added to the game...



You can get a closer look at all of the items in the latest update on our Special Trello Board, or preview them directly in-game.


[h2]Version 2.9.11 Changelog[/h2]

  • New manual flight mode option for Flyers, toggle hover mode with Alt key
  • When in hover mode, hold crouch to rapidly descend on the spot
  • Added customizable Special Movement key for Tyrant bracing, Pachy slide, flight modes

  • Expanded clip size and reserve ammo of tranquilizer pistol
  • Faster reload speed for tranquilizer pistol

  • Added contextual "death hints" that display on the respawn screen
  • Reverted the snowy main menu and basic testing maps to normal
  • Fixed the Acro plush being backwards when worn by Scientist
  • Fixed a missing item description


[h2]Happy New Year![/h2]



After all this time, we're still here.

We have a busy year ahead of us, and hope you'll enjoy what we have in the works behind the scenes. More minor updates are coming throughout spring as we work on refreshing the PS4 side of Primal.
Valentines, St. Patricks and Easter will be here soon, and there's some big overhauls planned in future!

Thanks for playing!
-The Primal Carnage Team


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

Winter Update



Happy holidays!
We've got a new update for Primal Carnage: Extinction on Steam!

There's plenty of presents this year, with over 150 new winter themed items being added to the game! Not only that, but we've been doing some deep engine code work to improve the feel of PCE in general.

Read on for the highlights, and see the full changelog further down...
(thanks to community artist BadPlague for the artwork!)


[h2]CORE GAMEPLAY UPDATES[/h2]

This winter we're continuing to improve and rework some of the fundamental systems in the game, to create better moment to moment gameplay. Chief among these is how characters collide with the world. We've put a big focus on trying to avoid players becoming stuck or getting caught on objects, so now you should smoothly slide off in most cases instead.

With the tweaks we've made, movement in general feels much more fluid as you can step over many more smaller obstacles. There may be a couple of areas you can get to which you shouldn't, and we'll fix those in time, but we're really happy with the results so far.



Additionally, we reworked character rotation to mitigate dinosaurs turning the wrong way when making long turns. This is a big help for Tyrants and Bruisers in particular, it being way less likely for them to suddenly jerk in the wrong direction now.



We are exploring future updates to melee hit detection, but have made a small tweak this update which should make melee a bit more reliable. Detection traces for impacts now fire off much more frequently, hopefully making it harder for your attack to miss.


[h2]WINTER STORE EVENT[/h2]

From adorable plush backpacks, to feather galore, and some seriously cool new mutations... there are dozens of new featured items in-store this winter!

[previewyoutube][/previewyoutube]

Alongside a new cold-hearted collection of Royal Acros, the Novaraptor joins the monarchy this month with the first trifecta of Royal Nova skins! Featuring a unique partially feathered model and distinctly regal feather arrangements, they are quite a sight...

Everyone's looking to keep warm this winter, and there's an avalanche of feather coated fiends arriving today, such as those in the Northern Novaraptor Bundle. Humans have to watch out for the cold too, though! What better way to keep yourself cozy than wearing the corpse of your enemies?



There's a wolfskin pelt, Compy caps, and even stuffed animal packs with demon glowing eyes- festive! We've also got a couple of crazy human taunts... I mean, why not go wild with the dancing scientist?



And get a lucky shot with Trapper's net pitcher taunt to ensnare a dinosaur if they're close enough!



There's even a crowbar now.



And of course all of the legacy winter items are back at a discount for the duration of the winter event. Pick up a gift and spread festive cheer across the server, showering people with seasonal items! Don't forget you can grab three classic gifts for the price of one with the Gift Bag bundle.



[h3]New FREE Drops![/h3]



Santa Claws returns, raining down baubles from his pterosaur powered sleigh! Most of them are highly dangerous assault weapons, so just as well this island is solely inhabited by mercenaries...



Classic winter drops have also been reactivated and we're running a DOUBLE DROP event until January, where you can obtain twice the usual weekly limit of random item drops during winter!



And remember, you can view all of this year's new winter items on our Special Event Trello page!


FULL CHANGELOG

[h3]VERSION 2.9.10[/h3]



  • Major rework of character collision with the environment, greatly reducing stuck spots for dinosaurs and making movement in general much more fluid.

  • Overhaul of character rotation - is now less likely for dinosaurs to suddenly turn the wrong way.

  • Melee trace checks now occur much more frequently, which should help with reliability.

  • Updated default Tyrant limits for TDM (minimum players required to spawn increased from 10 to 12)

  • Reduced Carnotaurus health regen from charge while roared to be the same as its secondary attack
  • Increased air ram momentum multiplier for Tupa from 0.8x to 1.0x
  • Carno/Cera/Pachy charge kills now send dead human ragdolls flying in more natural ways

  • Machete and other heavy melee attacks now go through dinosaur armour
  • Updated assault cannon reload timing to feel better, with no awkward delay after firing
  • Added 3rd person equip animations for the AR, M4, BR, Shotgun and Sniper Rifle
  • All other weapons now have at least a placeholder anim (throw) in 3rd person when swapping

  • Compound Bow updates:

    • Swapping arrows is now possible while sprinting
    • When your last arrow is fired, the bow now auto-swaps to the alternate arrow type
    • Can now swap arrow types when drawing the bow back (causes current arrow to fire)
  • Specified unique movement sounds for all other Robo dinosaur skins
  • Added unique movement sounds when wearing Tyrant chains
  • Adjusted the kill assist sound to be less intrusive
  • Reduced volume of "Rextended" main menu theme

  • Another fix for camera shaking endlessly on Pyro death
  • Fixed incorrect status effect icon duration for dinosaurs hit by tracking arrows
  • Fixed spamming spacebar in scoreboard closing the game
  • Fixed some items showing as "skinname skinname" in store previewer
  • Fixed a crash that could occur when in the customization screen
  • Added class family categories to filter by when using the Browse tab in-store
  • Swapped out main menu for the winter version
  • Various post process effect optimizations
  • Updated the credits


[h3]STEAM WINTER SALE![/h3]

Give the gift of Carnage this winter!

https://store.steampowered.com/app/321360

Primal Carnage: Extinction, the PCE 4-pack bundle and even the original soundtrack are discounted during the Steam Winter Sale, so it's a great time to jump into all the carnage!


[h3]SEE YOU NEXT YEAR[/h3]



We're back in 2023 with more gameplay overhauls as the revised PlayStation version enters beta.
Why not join us on Discord to discuss everything Primal Carnage?


[h3]Thankyou all for playing, and have a great holiday! [/h3]
-The Primal Carnage Team

December Patch 2.9.9

A new update for Primal Carnage: Extinction is now live!

The December Patch brings some new gameplay features to enhance certain weapons and play-styles, along with more quality of life improvements and balance adjustments.

While our chief programmers are busy fixing platform-specific errors on the PlayStation side, the rest of us have had bonus time to polish and improve various aspects of the game, with some interesting results!

Not to mention, today also marks the start of our winter festivities!
Read on for some jolly good changes...


[h2]Playing Medic[/h2]
[h3]Updates to the Scientist Class[/h3]



Since a few players were lamenting the loss of their medkits this year, we're happy to announce that the Scientist class has some new utilities to allow her to be played as a healer!

You can now use the Tranquilizer Pistol to heal allies and give them a small amount of armour. This is one occasion where shooting your friends is a good idea! Allies can withstand more damage with this buff applied and it allows the Scientist to help their buddies from afar. Being hit by a dino shortens the buff duration, so watch your distance.

But that's not all!
Have you ever felt the need? The need for speed?



Everyone's favourite energy drink is breaking free of Survival mode. Yes, SPEEDGREED is now a throwable item for the Scientist! She picked up a multi-pack from somewhere and can now throw down a set of cold ones to revive herself or her friends (limit one drink per person).



The buff applies a movement speed boost to anyone who picks it up, lasting 15 seconds. This can be particularly helpful when getting to the chopper!

[h3]New Arrow Type:[/h3]
[h2]TRACKING ARROWS[/h2]



A new alternate special arrow type is now available for the compound bow. If you have the bow equipped, use the Special Ammo slot in Customization to choose what kind of special arrows you want to use...



Swapping out the default Explosive Arrows for Tracker Arrows lets you fire a special variant that highlights enemies for your team if you land a hit. This can be useful in tracking down particularly annoying targets.



We have additional functionality planned for the tracking arrows further down the track, and yet more arrow types planned in future. It's been a lot of fun testing these updates the past few weeks, and we're excited to see how the changes will play out in live :)

[h2]Store Updates[/h2]

[h3]CHRISTMAS COMES EARLY![/h3]



We're bringing back all of the legacy holiday content starting TODAY in-store! That's nearly 8 years of returning classics, ranging from festive outfits to merry mutations. An avalanche of awesome!



Oh and of course, they're all on sale! Grab great festive deals from now until early next year.
And in the spirit of giving, winter free drop items are now live, along with DOUBLE DROPS!

[h3]IN-GAME STORE OVERHAUL, PART ONE[/h3]

This update marks the start of a larger overhaul to the Extinction Store, with our end goal to make it a much more user friendly experience...



So, you can now preview (almost) all items available in the store! This includes multi-item packs, so you can browse through every single cosmetic contained within a bundle.

We also remembered that weapons haven't had a proper preview.. uh.. ever... so they can now be checked out as well, including weapon bundles such as the Arsenal Appearance Packs.



Multi-class previews are now a thing too! If an item supports more than one class, you now see all of the icons for the supported classes in the previewer, and can swap between them to see how the item looks on every character.



We'll be continuing to improve the store going forward with more quality of life features such as browsing by category and adding filters to show only certain item types. Improvements to inventory sorting are also coming further down the line.

[h2]Balance Adjustments[/h2]

We've been continuing to fine tune various classes lately in open testing, one of which is the Pachy...



Its speed reduction has been mitigated somewhat this update with slightly better turning and faster acceleration, alongside a modest +50 health increase. Our next goal is to remove some of the friction that makes it still feel a little clunky.

As of this patch it can now enter bracing faster when decelerating from a charge, but it's still not quite where we want it just yet. There are other adjustments to the class being considered, including a further change to how charge is handled, which we'll be experimenting with in testing over the next month or so.

And it's a good day to be a Carno player, with our pointy headed friend now capable of receiving over triple the amount of health back on headbutt when its roar is active compared to before.

Wrapping up highlights for the saurian side, we have flipped the tables on Ptera and Tupa...



Our flying rammer now has the larger pool of health out of the two pterosaurs, to help with multi-hit engagements. To even out the two classes, Tupa's damage has been boosted a bit and Ptera has a smidge less survivability due to being able to carry targets away at high speed.



From what statistics we've been able to gather, Pyro was seeming to lag behind his fellows, so we've been progressively building him up over time. That includes his kit...

The Flameslammer has been further refined after its previous nerf, getting a little more kick. Incendiary grenades now burn a little hotter, dealing more damage over time, and incendiary explosions now pass through armour (the same as other explosives). The underslung slam shotgun of the Flameslammer also has better mid-range damage now.

It's not all about the new toy, though. Flamethrower users rejoice!



Proportional damage has been added to the Flamesaw's firejet, meaning that larger targets are hurt more when they are hit by it. The overpressure function has also been made much more forgiving, lasting twice as long and being more effective in general.

Lastly, the Flaregun has received a boost to its afterburn damage. The fire no longer just tickles enemies, burning for up to a total of 96 damage instead of the paltry 17 it did previously. And if you haven't used it in a while, remember that critical hits from the Flaregun deal triple damage!

FULL CHANGELOG


Check out all of the changes in version 2.9.9 below...



[h2]Human Changes[/h2]
  • Increased usable range of thrown health and ammo utility items
  • Increased number of thrown ammo kit uses from 5 to 6
  • Increased heal amount of thrown health kits from 10 to 12 per tick
  • Increased blast radius of assault rifle grenades from 250 to 285
  • Ensured all explosions have ArmourPiercing and ThrowRagdoll flags enabled

  • Swapping between weapons is now faster with less of an artificial delay
  • Throwable weapons such as zap traps / landmines now avoid clipping into eachother
  • Jumping while scoped will now force you out of scope view
  • Fixed pounce recovery animations not playing for anyone other than Scientist
  • Added near-camera fading to bullet smoke trails so they don't have a hard cut-off

  • Resized human physics assets to be larger to properly encompass the whole character, which may further improve dinosaur hit registration

[h3]Scientist Overhaul:[/h3]
  • NEW arrow type - Marking Arrows!
  • Equip the bow and use the Special Ammo customization slot to select either explosive or marking. Tagged targets are revealed to all humans.

  • NEW sci throwable - Speedgreed Energy Drinks
  • Run over these to pick up an instant buff: sprinting is 1.2x faster, walking 1.35x faster (lasts 15 seconds)

  • Gas Mines now automatically detonate after 1.6 seconds
  • Increased the radius of gas mine poison clouds by ~25%
  • Fixed gas mines stacking their effects when overlapping
  • Increased gas duration from 12 to 15 secs
  • Increased stamina drain from gas cloud

  • NEW buff ability for the tranq pistol - shoot your friends!
  • Human teammates receive health and armour that lasts for 20 seconds (shortened if they take damage)

  • Significantly reduced the spread on tranq pistol
  • Scientists receive assist points when their dart buff helps an ally survive an attack
  • Humans with tranq pistol buff are outlined in blue

[h3]Pyro Overhaul:[/h3]
  • improved mid-range damage for the flame slammer's slug shotgun
  • increased burn tick damage of incendiary grenades from 15 per tick to 20
  • made sure incendiary grenade explosions are armour piercing
  • enabled ThrowRagdoll on incendiary grenades and added an impulse on death

  • Added proportional damage to the flamethrower - the larger the dino, the more it hurts.
  • Increased base flame damage from 3.5 to 4.5 (is multiplied by proportional damage)
  • Flamesaw overpressure now lasts about twice as long
  • Reduced overpressure extra damage from 160% to 70%
  • Reduced delay before pressure starts building again from 1.5 seconds to 1 second.

  • Increased total DoT fire damage for Flaregun from 17 to 96


[h2]Dinosaur Changes[/h2]
  • Improved heavy damage reactions for Tyrannosaurus
  • Updated the T.rex idle loop and movement animations with lower tail posture to make swipes easier

[h3]Flyers:[/h3]
  • Increased tupa health from 300 to 350
  • Increased tupa flight collision tolerance
  • Increased tupa air ram damage - minimum is now 40, max 70
  • Increased max tupa divebomb damage from 90 to 100

  • Reduced ptera health from 360 to 320
  • Fixed ptera marking dead bodies
  • Added head gore to Flyers!

[h3]Spitters:[/h3]
  • Made the spit to bite cooldown on dilo and cryo 50% shorter
  • Added new more dangerous feeling Cryo acid in-air sounds
  • Increased audible radius of spit in-air travel sounds and impacts
  • Reduced "health" of dilo venom puddles when burned
  • Tweaked the look of burned dilo puddle decals
  • Fixed spit decals not spawning properly in solo mode
  • Fixed cases where dilo spit would not extinguish molotov firepools

[h3]Bruisers:[/h3]
  • Improved sprint acceleration for Pachy
  • Increased regular (un-roared) sprint speed of Pachy
  • Made bracing cost slightly less for Pachy
  • Pachy brace can be triggered sooner when slowing from sprint
  • Pachy grazing speed only starts slowing down when past 65% full

  • Increased max ravenous health regen from Carno charge hits from 85 to ~300!

[h3]Other:[/h3]

  • Slightly different UI hit sounds depending on whether you're shooting dino strongpoints or weakpoints

  • Updated a few other HUD sounds, added "skillshot" kill sound (ricochet) for:

    • any multi-kill as human (grenades, usually)
    • killing with a stungun zap
    • killing a flyer that is in flight
    • shooting charged spit out of the air
    • solo tyrant killer
    • cerato tail crit kill
  • Started overhauling the in-game store:

    • Added multi-class previews for items that are usable by more than one character
    • Added multi-item previews for bundles, allowing you to swap between all items in a pack
    • Added previews for weapon skins and weapon packs
    • Added store filter categories (Flyer, Bruiser, etc.) to the Browse tab


  • Fixed the custom hair and arm textures of Woodland Scientist skin
  • Fixed the Uranium Carno skin having the head glowmap applied to the body
  • Fixed incorrect body texture on the Silver Peak Tupa skin
  • Fixed colour overlay texture for Mokala Pachy skin being too dark
  • Fixed incorrect description for Tawny Feathered Novaraptor skin
  • Tweaked eye masking for SnowFlame Nova and Starlight Cerato
  • Updated a few other item descriptions and rseolved some typos

  • Default image sharpen value is now Low (setting to Off affects Speedgreed buff visuals)
  • Various physics and server-side optimizations

  • Updated default map rotation lists:

    • Removed ForgottenOutpost and SandstormValley from regular TDM rotation
    • Added TheFalls and Docks back to CTE rotation

[h2]SEE YOU SOON![/h2]

We hope you enjoy this latest patch for Primal Carnage: Extinction, and there's more yet to come!



The next major update for PCE arrives within a couple of weeks and will see the Winter Event in full swing. Look forward to a glorious spread of fresh new seasonal looks for dinosaurs and humans alike!

The community has been churning out some cracking good items lately, with well over 100 new cosmetics on Steam Workshop set to be accepted this winter...



So check back soon for new taunts, skins, mutations, bundles, a new Winter Gift and Santa Claws's collection of festive free drops!

[h3]We hope you'll join us this holiday season![/h3]
-The Primal Carnage Team



[h2]Get involved on Discord...[/h2]

Thanksgiving Patch 2.9.85

Dinovember is almost over, and with the holidays approaching we are slowly but surely building up to our console beta. That means more fixes and feature tweaks added to PCE in today's patch...

[h3]NEW PATCH HIGHLIGHTS[/h3]



Since every Trapper in the world has been using zap traps the last couple weeks, a whole bunch of bugs and oversights with them were revealed that had not been seen before.

This patch addresses a number of glitches with zap traps, from visual bugs such as bonus beams and falling through the floor, to more serious issues like shooting through walls. While the little zappers are still a very useful tool, their range and cumulative damage needed to be lowered a bit now that their hit detection is much improved. They're also now properly limited in how many can be placed in one area.



Other traps have received similar treatment - land mines can't be stacked directly on top of each other anymore either. One spicy change is that Acro's stomp attack can now detonate any land mines or gas traps within range along with it deactivating bear traps.

A small but important change to Trapper's dual pistols is that each of them can now be fired continuously. Hold left mouse / left trigger to fire the left handgun automatically without needing to keep tapping, and right mouse / right trigger to do the same for the right handgun. This change comes from feedback that tapping to fire felt clunky, but we may investigate a gameplay settings option to choose between tap fire and hold fire in future for those who prefer the other method.

Elsewhere, dinosaurs now see the bleed status symbol in the corner when hit by the machete - useful now that there's a lot more people playing butcher(!). We've also started fixing a few issues with challenges that were not tracking properly, such as head shots on charging Pachycephalosaurs.

There are a few other minor adjustments, such as Oviraptor not draining as much stamina when sprinting now, which you can view in the changelog below.

[h3]NEW STORE UPDATE[/h3]

[previewyoutube][/previewyoutube]
Today we have a totally new collection of Workshop items added to the in-game store, from fresh mutations to intricate new skin designs and even a few human cosmetics! Check a look at the video above for some highlights!



We've laid out a double-page spread of new looks this rotation, featuring a large amount of autumnal themed items in addition to a spotlight on a certain feathered fiend...



Since it's nearly Thanksgiving, we're celebrating with a focus on our own six foot turkey - Oviraptor!



That's right, there's a brand new Oviraptor Skin Pack in-store, plus new Ovi mutations, and we're of course bringing back a whole nest full of classic Oviraptor looks on sale this rotation...



See our special event Trello page for all the latest content!


[h3]HAPPY THANKSGIVING[/h3]



We hope everyone has a great week!

And if you've got a friend who hasn't jumped into the carnage yet, Primal Carnage: Extinction is 50% OFF during the Steam Autumn Sale until Nov 29th!

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


[h3]PATCH 2.9.85 CHANGE LOG[/h3]

Zap Trap Changes:

  • Fixed zaptrap area limit not working
  • Fixed zap trap shooting through walls
  • Reduced detection radius for zap traps
  • Tyrants are now allowed to bite when hit by zap traps
  • Minor reduction to zap trap damage output
  • Increased immunity time after zapping from 2 to 2.5 secs
  • Reduced zap trap shock DoT duration from 1.75 secs to 1.5 secs
  • Reduced zap trap lifetime from 60 secs to 45 secs
  • Added check to prevent too many zap traps near to each other
  • Reduced effective radius for zap traps now that their hit detection is better
  • Fixed zap traps falling through floor when displaced / deactivated
  • Fixed a visual bug where zap traps shot out a beam across the map
  • Fixed zap trap effects sometimes never stop


Other Changes:

  • Each of the dual revolvers can now be fired continuously
  • Increased per-gun revolver damage output from 60 to 70
  • Reduced dual revolver fire rate slightly to compensate
  • Fixed being able to stack landmines on top of each other
  • Added a decal material swap when venom pools are burned away (WIP)
  • Fixed cryo being able to get Fire Rescue assist points
  • First pass updating the golden guns
  • Fixed acro stomping in midair to avoid fall damage
  • Land mines, gas mines can now also be destroyed by acro stomp attack
  • Fix-up for Assault Cannon scoped sensitivity
  • Tweaked kill assist sound, slightly less intense
  • Added bleed status effect symbol for dinos hit by machete
  • Fixed HUD icon freaking out for certain throwables
  • Some small tweaks to the Rex idle animation
  • Fixed an issue with "kill charging Pachys" challenge tracking
  • Fixed a couple of modelling glitches with the Imperious Cerato mutation
  • Shorter barrel for the sawn-off "hellwalker" DB shotgun
  • Fixed commando face bandana not being 2-sided


[h2]Join our official Discord...[/h2]

Autumn Patch 2.9.8

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

Patch 2.9.8 resolves numerous bugs whilst introducing several quality of life improvements for moment to moment gameplay (with more on the way).

The full changelog is further below, but let's check out some of the more important updates first...

[h2]Human Highlights[/h2]



We introduced healing over time for the floating medkits this halloween, but felt they may have put the humans at just slightly too much of a disadvantage. We decided to keep the feature, but time to heal is now quicker and you receive more health when you grab one. Should give the mercs a leg up.

Pyro's new toy - the Flame Slammer, has a few balance adjustments. With so many explosions going off, we decided to give him less reserve ammo for the incendiary launcher and more slugs for the under-barrel shotgun, since he had way too much of the former and not quite enough of the latter. The incendiary grenades don't burn quite so hot now either, with their after-burn damage cut in half.



The venerable Flamesaw has gained a little extra utility, now able to remove Dilophosaurus venom pools with fire in addition to Cryo acid puddles. It won't leave a firepool behind, but will nullify the status effects. We're still working on some new visuals for it, but the functionality is solid.

Many of the changes we've been exploring for the human team are about making the mercenaries less of a chore to play, smoothing things out and making it easier to use certain abilities. To that end, the machete can now properly do charged heavy attacks while sprinting (it also does more bleed damage).

A couple of weapons including the M4 Carbine and Poison Dart Rifle have received improvements to their aim down sights functionality, with the weapon positions and the models themselves being updated to make aiming much more comfortable.

Finally, if you enjoy playing an electrician, zap traps and the stungun have received a bit of love...



The traps now have a greater zapping radius and trigger faster, with better detection of targets. For the stungun, it now charges much quicker and can reload a little faster. We also fixed a couple of bugs that were preventing these two from working as intended in some cases.

There are more gameplay improvements like these coming in future updates. Right now we're looking at giving the stungun multiple shots before needing to reload, and we'll be continuing to refine the weapons in general.

[h3]Dinosaur Highlights[/h3]



The raptor pounce aiming functionality has been reworked slightly, to make it easier to do the kind of pounce you really want to. Aiming pounces now has a charge-up period, where the indicator shows as yellow before it is ready.

During this charge-up time, you will still do a "quick pounce" forwards instead of using the aimed arc. So it should be less likely you do an aimed pounce when tapping the button to do a regular pounce now.



Pachy mobility has been a big focus for us the last month or so in testing, trying to find a better spot for it in relation to the other Bruisers and wanting its roar to be more useful. With this update, Pachy's base speed is now slower but the roar significantly increases its charge speed. The trade-off is that you cannot turn very well at high velocity. This means the Pachy can still be a speed demon so long as it has the roar active, whilst giving the human players a bit more of a chance to actually hit them.

Charge impact damage for Pachy has also been reduced to a maximum of 60, as even though it is the thickest-headed of the Bruisers, it is still the smallest.

For the spitters, we've expanded the utility of Dilo's fire extinguish ability by allowing charged spit to put out Tyrants and Bruisers that are on fire. Being a small-fry, the Pachy can be extinguished with regular spit. Additionally, bear traps can now be destroyed / deactivated by acid.



This update introduces a new targeting indicator for charged spit, which uses a series of dots instead of the arc line we had before. It is a more accurate representation of where the spit will land, while also being more performance friendly to render (low end PCs and console experienced slowdown when aiming previously). Note that the visuals are not final, and we may swap to a different technique in future.

Back to bear traps, the Acro's stomp attack can now deactivate them! We have also expanded Acro's stomp to have a larger radius with a bump in impact damage to make it more effective.



Finally, there's a number of glitches and exploits resolved for dinosaurs this update such as Tyrants bracing in moments where they shouldn't. For a full list scroll down to the changelog below.

[h3]Autumn Events and Beyond[/h3]



Yep! More store sales are coming, the first being a community-selected Lucky Dip today. 36 classic items are back with a discount for a limited time in-store, get 'em before they're gone!

And later this month, we're bringing in a selection of brand new Autumnal items, so keep an eye out this Thanksgiving for a rotation that's sure to see a flock of Oviraptors descend on the store again.



Elsewhere, we'll be adding more mugs, posters, mousemats and stickers to the official merch store!



Looking ahead, the winter update will be dropping mid-December with the usual horde of holiday cosmetics, along with further fixes and gameplay adjustments as seen in this patch.



We're looking into a lot of small but meaningful additions, from expanded flight controls to healing tranq darts for scientist. Remember, you can always help us test new features and provide feedback by joining the official Discord server to participate in Open Testing!

That said, although we're trying to address any issues we can on the PC side where possible, much of our time is still devoted towards releasing our new PlayStation beta. We hope to share full details about the console carnage soon - sign up on the official website for more news.

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


[h2]Full Changelog[/h2]

[h3]Human Changes:[/h3]
  • Faster healing from health pickups
  • Increased initial health gain from +12 to +20 (total HP regained is now +100)

  • The machete can now strike and be charged up whilst sprinting
  • Doubled bleed damage amount from machete

  • Increased base scope sensitivity on weapons that have aim down sights
  • Modified ironsights for the M4 Carbine to be properly centered and less obstructive
  • Adjusted ironsights for Poison Dart Rifle so the view is less obscured and properly centered

  • Reduced stungun charge time by about 40%
  • Reduced stungun reload time from 2.5 to 2.3 seconds
  • Fixed stungun not applying extra damage when charged

  • Zap trap now arms itself quicker
  • Zap trap now fires faster, with shorter re-fire delay
  • Fixed zaptrap does no damage when tail is above it
  • Added a radius for how close zap traps can be placed next to each other

  • Reduced flame slammer incendiary round reserve ammo from 14 to 10
  • Increased flame slammer slug shotgun rounds reserve ammo from 25 to 35
  • Reduced "afterburn" damage for the flame slammer by 50%

  • Cryo acid pools that have been set on fire now have a shorter hurt interval and more damage
  • Pyro can now remove Dilophosaur venom pools with the flamethrower
  • Added a new venom puddle destroy effect
  • Fixed pyro chainsaw shaking the camera forever if he dies while using it

  • Dilo venom puddles no longer stop humans healing from pickups
  • Dilo venom poison effect is now cancelled when collecting a health pickup

  • (heavy) melee cancels out of scope view
  • Fixes for human customization & class select animations
  • Optimizations and updates to certain weapon particle effects
  • Increased volume and radius of air travel sounds for various explosives
  • Added sounds to regular pathfinder 3rd person melee animations


[h3]Dino Changes:[/h3]
  • Acro can now deactivate / destroy bear traps with its stomp attack
  • Increased radius of Acro stomp damage from 550 to 680
  • Increased max Acro stomp damage from 190 to 200

  • Raptor pounce aim indicator is now "charged" up after ~1 second
  • Aimed pounce now shows as yellow when not ready
  • If you pounce and indicator is yellow, you'll still be "quick pouncing"
  • Shortened pounce timeout for novaraptor

  • Fixed being able to initiate bracing as Tyrant after you have started eating a victim
  • Attempt to mitigate Flyers not landing when hitting the ground at extreme angles

  • Added a couple more strong points in Carno's tail
  • Fixed some holes in the collision mesh of Spino's tail

  • Reduction to Pachy base movement speed
  • Pachy now takes longer to reach charge speed
  • Slower turning rate at high speeds for Pachy
  • Roaring no longer improves Pachy charge turning rate
  • Quicker charge acceleration with roar active
  • Minor reduction to max charge speed and slide speed of Pachy
  • Fixed sprint speed resetting when toggling sprint during a roar as Pachy

  • Pachy charge now deals minimum 30 damage, max 60 damage
  • Increased knockback from Pachy charge impacts
  • Reduced intensity of Pachy un-roared charge breath sounds

  • Fixed spit disappearing when hitting bear traps
  • Fixed beatraps not being destroyed and not granting EXP if a Cryo spits acid on them
  • Dilophosaurus charged spit can now extinguish Tyrants and Bruisers that are on fire
  • Pachy now counts as a "small dino" and can be put out by regular dilo spit + puddles

  • Experimental: swapped the targeting indicator for charged spit to use a trail of dots instead of a beam arc - this is slightly more accurate and easier to render

  • Fixed being able to cancel spit animations by biting
  • Fixed dilo spits don't hit dinos / don't extinguish them in some cases
  • Raised minimum cryo acid impact damage to 35

  • Updated Dilatatum Carno model
  • Fixed up Albertensis Cerato model
  • Adjustments to a couple of Spino models
  • Fixed some inconsistency issues with a few Spino skins


[h3]Other Changes:[/h3]
  • Increased the Near view distance setting by 65%
  • Resolved physics warnings on a few attachment meshes
  • Various code and server logging optimizations
  • Servers now log fewer events to improve performance

  • Fixed avatars in spectator module
  • Fixed it being possible for the game to award you +0 EXP
  • Updated ranking progress bar to hopefully display more accurately
  • Fixed bugs with incorrect damage attribution for fall damage, falling out of world and net kills
  • Possible fix for kill credit sometimes not being correctly awarded for flame slammer kills

  • Added a new UI sound for getting a kill assist

  • Optimized a bunch of character assets to use less memory

  • Re-worded a challenge due to "tranq rifle" changes
  • Fixed the "Headshot Kill 15 Dinos" challenge only working if it literally caused head loss
  • Fixed a few item name / description errors
  • Updated credits with more community contributors