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The Road To 3.0, Part 2 - Visuals

Our deep dive series continues! Today, we're looking at the ongoing visual overhauls...



[h3]Contrast, Colour & Detail[/h3]

Primal Carnage: Extinction was originally a very drab game that didn't feature much in the way of contrast or colour when it first launched. One of the goals of our Evolution overhaul is to further address this criticism by giving the game a dramatic makeover...



Although still working in the same engine, we've managed to push the visuals even further for 3.0 while finding a more natural brightness range compared to how PCE on PC used to look.



Most maps will appear darker than they used to in PCE on PC, without the nuclear hot sunlight that used to be blasting the environments. Aside from reducing the brightness of the sun itself, we've refined the post processing and overall look of the game, with more finely calibrated tonemapping.

Even though the actual colour grading is different, many bold colours actually come from the wide variety of flowers now found on the maps, which break up what used to be an almost uniformly green jungle.



Some areas have actually become even more detailed since our original before / after showcases at the start of the Evolution beta...



UtilityBase now has dirt filling in the cracks of its floor tiles and leaves piling up inside. New detail props that you can kick around, like traffic cones and boxes, make the game world feel more reactive.

In addition to improving the lighting and shading of the world, many assets have become more detailed over time. If you joined us long after the 2.0 update for PCE on PC, you might have missed that we gave our dinosaurs a 4k texture overhaul...



Since then, numerous other assets received updates too, including the polygons on Commando's head!



[h2]ANIMATION ENHANCEMENTS[/h2]

Many new animations have been created over the past couple of years, such as completely re-animating the entire human team a while ago for 2.0. In the clip below, you can see the original moveset was quite stiff, with motions that often looked a little unnatural. For example, the Pyromaniac on the left seems more like he’s ice skating than sprinting (and his belly is just completely out of control).



Heading into version 3.0 with Evolution, many of the new animations we're now working on aren't just for visual polish - they directly affect gameplay.

Take the raptors, for example. Compared to the regular quick-tap pounce, it was felt that running around with a charged-up pounce could sometimes give a slight advantage. Consequently, raptors now have unique ready-up animations for charging their pounce and moving around with it held ready. While these new animations do assist gameplay… they’re also just really cool.



Elsewhere, all Tyrants now have low health animations! Their idle pose and movement style changes with low HP, helping humans to know when they can push to take them down. Keep an eye out for Spino’s dangling arm, Rex’s limp, and Acro’s lumbering. We may extend this feature to other classes in future, but figured it was most valuable when dealing with Tyrants.

[previewyoutube][/previewyoutube]
An experimental feature that we're still unsure will make the final cut is floor alignment, which adjusts a dinosaur's rotation to match the surface angle when going up and down hills. This feature has caused some *interesting* bugs so far. Hopefully it can be tamed, since when it works it really helps immersion.



On the human side, the stungun has some new animation tweaks coming up. Regular shots have the same wimpy motion as ever, but charged stungun shots have much more kick, feeling suitably powerful. Also, new motions when fully charged convey that it’s a struggle to keep this thing from popping off.



There are of course plenty of changes that are purely aesthetic, but which go towards making the experience feel more polished. Many of these are 3rd person human anim tweaks, such as making sure guns don’t float out of their hands and fixing the last few missing equip motions.

That said, being able to properly SEE a human doing a melee attack when viewed in 3rd person is quite helpful as a dinosaur, especially if it’s a pathfinder winding up a heavy machete slash!


[h2]WEATHER EFFECTS[/h2]



A new “weather system” has been added, which applies special effects on maps that have it enabled. When you’re outdoors on Airbase, Downpour, etc. you’ll now see your character appear wet and shiny with raindrops pattering on them.



Humans will see their weapons being rained on as well, but go inside and you’ll slowly dry out over time. If you look up while standing in the rain, droplets will also appear on the camera lens.



For now, the only weather type is rain - but we’re looking at adding new snow effects for winter.

[h2]NEW OVERLAYS[/h2]



Similar to standing in the rain, go stick your camera under a waterfall and your view will become distorted as the water washes over you. There are many new post process screen overlays like this, but one of the more complex is the new Roar Ability effect! When deploying a roar, glowing veins now quickly trace across the screen to better communicate the buff...



Other post process additions include Tyrant roars now spraying spittle onscreen if you stand too near to them, and close-up melee kills will splatter your victim’s blood on the camera!

Classic effects such as getting poisoned or being blinded by spit / flares are also receiving upgrades. Flares are now more obscuring when seen by dinos (but hopefully not bright enough to give you a headache), while spit now has different overlays for charged vs. uncharged spit.

We think these adjustments make for a much more visceral experience - but if it’s too much for you, many effects such as screenshake can be adjusted to your liking or turned off entirely in the expanded game options menu.

[h2]STAY TUNED[/h2]

Keep an eye out for more deep dives coming soon, exploring more of the changes and improvements coming with the FREE Evolution Update on PC. You can try out many of these changes already in the Open Testing beta, but there are even more juicy features we've yet to fully reveal!



[h2]Join us on Discord[/h2]

Join the the Official Primal Carnage Discord to keep up with all the latest sneak peeks and take part in the Autumnal-themed screenshot contest, winners receive special spooky items this Halloween!



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

The Road To 3.0, Part 1 - Gameplay

We hope everyone had a rawrsome summer!



Apologies for the lack of updates, the last few months have been a very busy time for development, and there's still a lot to do. That said, we're about to enter the final polishing phase for Evolution.

Over the next couple posts, we'll be diving deep into some of the new changes that are already playable in the 3.0 beta on PC (or will be soon!)

Today, it’s all about gameplay...

[h2]RAPTOR POUNCE RECODE[/h2]

Perhaps one of the loudest complaints we’ve heard over the years has been “pounce sucks.”

We agree. It’s never worked 100% and it’s been clear for a long time it needed rethinking. After embarking on Evolution for PlayStation, we finally had the time and resources to do a full overhaul.



Philosophically, if we were to completely start over from square one, a completely immobilizing attack like pounce might not make the cut. Same with Ptera grabbing. However, these are both expected genre staples and are so embedded in PCE that it’s hard to justify removing them at this point...

[h3]The Problem[/h3]

The pounce overhaul’s goal is to make it an actual viable mechanic that is reliable and versatile. Previously, you'd often pounce at someone and end up just standing in front of them, nose to nose, ready to get your head blasted off. Or y'know, just bounce off the human entirely.

A lot of this was due to the arc between you and the target getting obstructed. Even just skidding along the floor invalidated it, because the raptor had technically already "landed" before it hit anybody.

[h3]The Solution[/h3]



To fix these annoying problems, several aspects of the pounce code were completely rewritten. It now uses much more advanced trajectory calculation, which accounts for variations in terrain between you and the target. This means you can now much more reliably pounce enemies below you from elevated positions such as rooftops, at angles that were near impossible before.



The new calculations also make charged pounces much faster, with speed usually about the same as the quick pounce. No more slowly ascending into the stratosphere if you aim too close!

To account for network latency, there is also a degree of “pounce magnetism” when you land near a target. If there is a human in view and they are close enough, you will automatically latch onto them if your pounce doesn’t land exactly on top of the target. This makes pounce much more effective, but not overpowered. There are additional sanity checks in place to ensure raptors don’t zoom backwards onto enemies, and you need to be really close to a human for it to actually kick in.

The actual pounce aiming indicator has been improved as well, allowing a greater range of acceptable pounce angles and more accurately reflecting where your pounce will land. Pouncing uphill? No problem.

DANGEROUS SPITTERS




As essentially support classes, one goal for the Spitters has always been increasing their versatility and giving them ways to still contribute without being the most powerful frontline dinos.

Both of them now have a chance to have the last laugh when killed, with their volatile internal juices spewing forth on death. Spitters will always form a puddle after dying, and if they are killed by a headshot while charging up their spit - they will actually explode!



The melting utility of Cryolophosaurus has also been extended. It can now destroy thrown health and ammo kits that have been deployed by the Commando, and Cryo itself has slightly higher HP.

HEAVY MELEE OVERHAUL


All primary weapons have a heavy melee attack, which has now evolved into its final form. If there’s an enemy in front of you, then meleeing with your primary equipped will now perform a heavy melee dash! This makes you zoom forwards to help land your attack.



If you manage to land a heavy melee hit, small dinosaurs will now be briefly staggered in addition to feeling knockback. This prevents them from attacking for just under one second. If you ever wondered why heavy melee needed to cost stamina, now you know.

RAPTOR POUNCE “ESCAPE”


Previously, if a raptor began mauling someone with low stamina, they would be able to detach at zero stamina with no consequences. They’d even still kill the human usually, since the person they’d pounced would be playing their get up animation and unable to defend themselves.



We’ve now changed this so that if a mauling raptor runs out of stamina, they'll be kicked away by the human, becoming staggered. The raptor gets control-locked for about the same length of time it takes for their victim to stand up, making this scenario much fairer.

BALANCE & OTHER CHANGES


[h3]Bruisers Clipped[/h3]



Bugfixing can often affect balance, and after taking another look at the collision setup for Bruiser headbutting it’s happened once again. They can no longer deal damage or knockback through walls / ceilings if they happen to clip through, welcome relief for anyone playing on Transfer.

[h3]Pounding Harder[/h3]
Since we’ve seen a lot of reports about the Tupa groundpound only being good for “finishing off” enemies, it's getting a major damage buff. This makes the attack actually worth the risk of attempting.



Although Tupa's secondary is now capable of insta-killing on direct hit, it does have a tighter blast radius - which means you should try to aim your attack properly or you won't be so effective. We're also going to look at changing things to where low altitude ground pounds deal less damage compared to if you started diving from higher up, adding another layer of skill.

[h3]*BOING*[/h3]

If you've played much Survival, you'll know that it’s particularly effective to jump on a little Compy's head for an easy kill. We felt it was unfair to let humans be the only ones to go “goomba stomping”, so the larger dinos can now do this to their enemies as well.



If you’re playing a Bruiser or Tyrant and happen to jump on top of (or land on) a human, your sheer weight will deal damage to them. The big boys will likely instakill, but if a Pachy jumps on your head you might get away with a concussion.

[h3]Dart Defense[/h3]

For those who hate darts, you’ll be happy to know that they will be completely blocked by armour. Scientists will have to hit soft spots to actually apply any debuff, so Tyrants may want to turn their head away if being assaulted by a tranq pistol. If you’ve got the stamina though, Tyrants can now brace to prevent darts applying any effect at all.

[h3]Tyrant Tuning[/h3]

Sticking with Tyrants, the Acro has received a speed boost and Spino’s claw swipe is more lethal. We’ll be looking at improving Acro’s roar ability in the coming weeks too, providing regen over time that is a percentage of health instead of a flat amount.

[h2]CAMERA IMPROVEMENTS[/h2]

[h3]Hard Shoulder[/h3]
Shoulder camera for dinos was reintroduced to PCE on PC in the last couple years (after having been originally removed during the 2014 beta)...



However, one problem with shoulder cam was the awkward clipping when activating this on bigger classes - the camera would go right inside your own body. It caused us to limit how far shoulder camera could swivel on Tyrants and Bruisers to prevent this. You'd be locked to one side.



Now, we’ve added a brand new shoulder camera arc that neatly avoids clipping. The camera is no longer restricted to a limited angle on the big guys, and will smoothly swap between shoulders once it has moved far enough across the axis. It’s not 100% perfect, but feels way more comfortable and makes shoulder camera much more useful for large dinosaurs.

[h3]Hulk Specate[/h3]
Spectator mode camera had some odd bugs we’ve fixed recently, such as a hidden timer that would stop you being able to spectate your killer after several deaths. You’ll have seen this as the camera just getting stuck on the floor where you died.



We've also fixed the “Hulk Hands” bug, where first person arms would show in spectator camera view. While this was hilarious, it was also honestly one of the most deviously annoying bugs we've ever tackled.

[h3]Usability[/h3]
Something related to the camera but also a UI improvement is interactive object highlighting.



For example, corpses still have red outlines when viewed through walls but will now get a golden glow if you are close enough to use them. This same effect is now employed by all usable items, but can be disabled in the options menu.

COMING SOON


You can try out many of these changes already in the Open Testing beta on PC, but there are even spicier features being put through their paces in the closed PlayStation test.

We hope to bring the 3.0 beta to the live Steam game around Halloween (fingers crossed!).


It won't feature *everything* that's arriving with Primal Carnage: Evolution (PS4) at first. However, most of the mechanic updates (such as pounce recode) will be included day one, along with over two dozen reworked maps and map variants.



[h2]Join us on Discord[/h2]

If you'd like to get all the latest Primal news & previews first, or take part in our regular community contests and polls, join the Official Primal Carnage Discord channel!



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

MELTDOWN 2024

The 2024 Meltdown Update is now LIVE on Steam!

Yes, things are really heating up now. Our annual summer event caps off Jurassic June, bringing with it both a range of sizzling new items and some MAJOR gameplay refinements! Check out the highlights:

Gameplay Changes


As we prepare for the gigantic 3.0 update, various fixes and improvements have been deployed along the way. We've got several that we've singled out as important for Meltdown below, along with some details on how we'll be evolving certain features going forward...

[h3]Human Melee[/h3]

This is the first part of overhauling human melee attacks, making it more rewarding to use melee attacks in general. Landing a melee hit will restore a small amount of stamina, while killing with melee will restore both a large anount of stamina and a portion of your health.

At the moment we're working on even bigger changes to melee, such as adding a dash to heavy bashes when you're close to an enemy, along with a potential rework of melee hit detection. Watch this space.

[h3]Flamesaw Improvements[/h3]

The flamethrower code has been adjusted to do multiple traces instead of just one, which should make its hit detection much more reliable. Flamesaw attacks in general should no longer be able to hit enemies *behind* the Pyro, and we have a hopeful fix for "fake" hitmarkers when using it.

Since it's potentially 3x more reliable now, we'll be watching closely just how much more effective the flamethrower is after this update.

[h3]Cerato Tweaking[/h3]

Compared to last patch, Ceratosaurus primary attacks are now a little faster than before. To encourage using the tailwhip in battle, whip kills will restore a chunk of the Cerato's health as of this update. That last part has been highly requested by the community, and we're happy to oblige.

There's another change that isn't 100% related to Cerato, but which will definitely help it out - humans now move a bit slower when backpedaling. This means they can't stay out of a dinosaur's reach as well as they could before just by walking backwards. Brawlers will enjoy this one.

[h3]Stun Adjustments[/h3]

The stungun has been modified so that there is less of an imbalance between its primary and secondary fire. Tapping the stungun's primary will only ~briefly~ immobilize small targets now. Additionally, the Tyrants can only be prevented from attacking by fully charged stungun shots, making electricity less of a nuisance.

Bigger changes for the stungun are planned in future, such as introducing a battery system to allow multiple shots without reloading and alternate control styles for weapon charging (similar to the bow).

[h3]Quality of Life Improvements[/h3]

Over the last couple months we have been able to bring on an additional programmer to help us out. You've already seen some of the QoL improvements they've been working on in recent patches, and there are a lot more in this update as well.

If you play as Flyers much, you'll know the annoyance of bumping into invisible walls or the map's "ceiling" and entering the fall state. This will no longer happen, allowing you to smoothly glide along the map boundaries without exiting flight.

Other small but meaningful changes include fixes for footstep attachment, so that particles don't spawn in midair at the center of the world instead of at your feet sometimes. Humans actually didn't produce any effects at all before, but if you look down now you'll see particles being kicked up as you run.

Fancy a swim? If you go for a dip on Freeroam dinosaurs have had their turning speed fixed. Instead of snapping 90 degrees everytime you move, they'll smoothly swim about in the water. You'll also no longer get your head stuck in one position if you stomp while holding the look up/down keys as Acro.

To see a full list of changes, scroll down to the bottom...


[h3]Special Event:[/h3]
MELTDOWN


Things are really hotting up in-store today with a sizzling selection of brand new summer looks! We've got mutations and mega skin bundles galore, let's soak in some of the highlights...

[previewyoutube][/previewyoutube]

Outside of the featured store set, there are dozens of new FREE drops such as the Maraudos Rex mutation, several new weapon skins and fresh avatars / sprays...


*(NOTE: hats not actually dino compatible)

You can check out every new item added this update on our Special Event Trello page!


Version 2.9.59 Changelog


[h3]BALANCE CHANGES[/h3]
  • NEW: Multiple Use Health & Ammo Kits- a "ghost" version remains at the same spot after somebody grabs one, allowing it to be used by a second player for a short time.

  • Modified flamethrower hit detection method, should now be 3x more reliable
  • Reduced flamethrower distance slightly to be a closer match to its visuals
  • Fixed flamethrower being able to burn targets behind yourself
  • Possible fix for flamesaw showing "fake" hitmarkers

  • Melee kills as human now restore 25% stamina and 15% health
  • Receiving multiple knife melee hits as a raptor or spitter will now apply the bleed status

  • Tweaked ceratosaurus primary attack speed to be a bit faster
  • Cerato tailwhip kills now restore health

  • Reduced human walk speed when moving backwards

  • Fixed electrocuted animations not playing
  • Changed how Tyrants react to being stunned - only fully charged stungun will stop them attacking

  • Rebalanced stungun, fixed stungun primary fire applying maximum stun state
  • Stungun charge time is now slightly shorter, begins at equal to tap firing damage level

  • Fixed it being possible to deal knockback to raptors when they are pouncing a human

[h3]GENERAL FIXES & TWEAKS[/h3]
  • Added bonus EXP for giving teammates energy drinks
  • Added bonus EXP for healing teammates with tranq pistol
  • Fixed not getting Hazard Removal bonus EXP for burning away Dilo spit pools

  • Fixed compound bow aim speed not respecting aim sensitivity setting

  • Fixed stomping as acro while holding "crouch" or "jump" locking your head position
  • Fixed flyers exiting flight when they hit the ceiling or edges of the playable area
  • Fixed broken turning speed when dinosaurs are swimming in Freeroam

  • Fixed footstep particles not showing for humans and flyers
  • Fixed footstep particle traces for Tyrants going under the level
  • Fixed a minor texture seam on battlescarred rex skin
  • Fixed harionna nova skin not having feathered model
  • Fixed a few other cosmetic issues

  • Updated requirements for challenge "My Little Friend"-
    (now requires 3 grenade launcher tyrant kills instead of 10, downgraded to Silver grade)


[h2]Steam Summer Sale![/h2]

During this year's summer sale you can get Primal Carnage: Extinction and the PCE 4-Pack for 50% OFF! With 3.0 just around the corner, it's a great time to bring some new friends into the carnage.



That's not all, we've got every DLC pack for PCE with a nice little 25% discount during the sale, which gives you an even better price if you pick up any of the game's bundle collections!

Sale begins at 10AM Pacific time today, and runs until July 11th.

[h2]3.0 BETA COMING SOON[/h2]



Our beta for Version 3.0 will soon be playable in Open Testing! Dubbed "the evolution update", 3.0 is one of the largest overhauls the game will ever see, and we'll be launching the beta early July...

This will be a rolling beta with new maps, features and additions added over time. The reason for this is because we have around two year's worth of changes to transfer across from the new PlayStation release. The first batch of content will include overhauls to various shaders, effects, audio and map upgrades.

[previewyoutube][/previewyoutube]

We're obviously very busy currently wrapping up the PlayStation version, so major new systems such as skillshots / the announcer / intel / new dialogue etc. will be added to the PC beta later. We're really excited to finally be on the verge of releasing all these upgrades, it's been along road.

[h3]Here's to a rawrsome summer![/h3]
-The Primal Carnage Team

Join the Official Discord!




Spring Art Contest Winners!

Our latest community art contest concluded recently, now we're unveiling the winners!

This time the theme was Spring Chickens, featuring the Oviraptor and/or Novaraptor in springtime. There was a range of styles and vibes in the pieces submitted, the community is full of artists so it's always fun to see what you guys come up with!

We'll be running more contests later this year, but let's quit stalling and get to the good stuff...


[h2]Grand Prizes:[/h2]

[h3]WINNER Third Place:[/h3]
(BadPlague)



We really like this one, even if the vibe feels more autmnal to us than spring. The quality of the actual drawing and wonderful use of lighting still makes it an excellent piece.

[h3]WINNER Second Place:[/h3]
(Chillonia)



A lovely serene scene of two vicious predators just relaxing in the forest. The flowers are bursting with colour and alive with wildlife, really hitting the sprintime theme.

[h3]WINNER First Place:[/h3]
(bullsh*t101)



You couldn't get much greener if you tried, but the overall feeling of a jungle in spring is really nice and the red flowers really pop against the sea of greens.

The dinosaurs in the scene blend with their surroundings beautifully and the composition is superb, with some actual chicken-sized compys thrown in for good measure - this one has the honour of top prize in the Spring Chickens art contest!


[h2]Honorable Mentions:[/h2]

It's always hard narrowing things down to find the overall winners, here are a few we also really loved but didn't quite make it into the grand prize category...

[h3](WhatTheShrimp)[/h3]
A raptor taking a nice spring stroll through the undergrowth gets a little surprise!



[h3](Domstrya)[/h3]
Novaraptor seems to be after those eggs... which are why we couldn't quite justify this as a winner. While the colours are beautiful, the multi-tone clutch of eggs is just a tad too Easter-y.



[h3](ShamroknRoll)[/h3]
A last minute entry, this one again doesn't quite hit the spring theme, but is a great depiction of a bearded feathered nova.



[h3](BBQ)[/h3]
Chonky birb meets butterfly. Adorable!


[h2]Congrats to all who took part![/h2]

We'll be reaching out to the grand prize winners to arrange their rewards soon! And if you missed this contest, keep an eye out for future competitions over on Discord...

HAPPY DINOSAUR DAY!

It's (apparently) National Dinosaur Day on June 1st, and we're here to celebrate with a preview of 3.0 and some special codes for you all...

[h2]Evolution = 3.0[/h2]

We've been mainly hyping up the PlayStation relaunch lately, as ye olde PS4 version has gone nearly 8 years without an update. While it will be a massive rework for the console players who are still stuck in 2017, we still have numerous changes and improvements coming to Steam with 3.0!

Extinction PS4 vs. Evolution...
[previewyoutube][/previewyoutube]
The "before" shots in that video might be a little nostalgic for some - they are already ancient history as far as PCE on PC is concerned. However, you can see that even compared to the current Steam version there are some sizable layout and lighting adjustments present.

We're calling it the Evolution Update (the game's still keeping the name Extinction on PC).
This will be a FREE update for Steam players, as a thankyou for your continued support.

PC players will essenially be receiving around two year's worth of overhauls with 3.0; from large scale improvements for all maps, to major overhauls in terms of optimization, effects, audio, and HUD.

[h3]Nighttime Map Variants[/h3]
Several maps including Docks, ForestChasm, UtilityBase and Transfer will be receiving nighttime variants to play on, moving the ambience to dark and misty moonlight.

[previewyoutube][/previewyoutube]

Ubase Night takes place just after a rainstorm, with water dripping from the plants, minor flooding and thunder rolling in the background. Transfer's giant acid storage tanks cast a dangerous glow after dark and the central flaming column projects deep red shadows below.

Thanks again to our community mappers for helping bring these new alternate maps to life!

[h3]Announcer & Skillshot System[/h3]

The Announcer is a classic feature of many FPS games, and we're happy to be bringing it to PCE with 3.0! Commenting on gameplay events as they unfold, the Announcer adds a special flare to your matches. That said, he will be set to Off by default (because not everyone can handle such levels of awesome).

[previewyoutube][/previewyoutube]

A complementary feature of the Announcer is the Skillshot / Skillmove system. By pulling off special moves or kills you will trigger skill notifications, awarding yourself some bonus EXP. And if you've enabled the Announcer, he'll shout out your accomplishments as well!

Skill actions range from Skyjacker - catch a human dropped by another Ptera, to a literal Trick Shot - killing a dino with a bounced grenade, and the ever-lovely Boned - melt an enemy as a Spitter. There will be well over 80 to pull off in total!



[h3]Expanded Soundtrack[/h3]

If you've been following our YouTube channel you might have seen some of the previews for our newly expanded OST! The evolution update will feature new soundtracks for every subclass, both light and heavy action tracks for each of them. Take a listen below...

[previewyoutube][/previewyoutube]

Our new composer Lyndon Kwan has been working hard to fit the new pieces into the same thematic genre as the original soundtrack, mixing both real instruments and electronic elements. The goal was to make music that sits alongside the classic Gareth Coker tracks but with a slight twist.

[previewyoutube][/previewyoutube]

There's also new dynamic musical stingers that play for events like being pounced, grabbed, or achieving a killstreak. We hope you enjoy the new tracks as much as we enjoyed creating them!

[h3]New Story Elements[/h3]

As of 3.0, you will find new story details throughout the game world. These can be minor details or major in-your-face billboards, which shed light on the greater universe of Primal Carnage.



In the months between the dinosaur outbreak and the mercenary team being sent to contain it, the unfortunate survivors left their mark. Scrawls from these "remnants" hint at a deeper backstory, while their journals are part of a larger set of collectible Intel documents.

Over 100 written diaries and articles delve deep into the history of Phoenix International, how the dinosaurs were brought back, and what led to the ultimate downfall of this secretive project.



[h3]Expanded Dialogue[/h3]

Every human mercenary will have hundreds of new dialogue lines that will trigger based on what's happening in the game. From getting taxi'd by a Ptera to being the last one standing in Survival, the mercs now have a lot more to say. Your chopper pilot will also be feeding you more details over the radio, and has around 300% more ways to complain about his job now.

[previewyoutube][/previewyoutube]

There's also new voices coming from the world. Embedded loudspeakers will play public service messages from Phoenix International, though usually mundane they will sometimes provide hints as to what happened on the maps before you got there. Our vending machines will also spout one-liners to you in different voices, each having their own personality in addition to some snazzy new visuals.

[previewyoutube][/previewyoutube]

Aside from dialogue, the Tons of Gun, Wealth of Health and SpeedGreed machnes will also be getting some mechanical tweaks - new multi-tiered upgrades are planned! The first wave will start you with a restricted default loadout, with the weapons machine offering the option to either continually upgrade your starting loadout or swap it out for different weapons using Survival cash.

[h3]Tutorial Screens[/h3]



We realize many of you are no doubt veterans at this point, but for new players there's a lot to take in with PCE. To coincide with the PlayStation relaunch which will bring in a lot of new blood, we're making a series of helpful little tutorial screens that detail some of the important but less obvious class abilities.


These will be viewable from a special How To Play area located on the main menu, and will also show on the Class Select screen when choosing what to play as.

[h3]More Options & Customizability[/h3]

The 3.0 Evolution Update will feature expanded accessiblity settings, and many more options in general to help tweak elements of the game such as the HUD to your liking.

Naturally there'll be updates to controller support backported to PC with the overhauls we've been doing on PS4, with additional control schemes and full button remapping.

We'll be sharing more about the other changes and improvements for 3.0 soon!

[h2]New Merch & Store Sale[/h2]

As part of National Dinosaur Day, get 20% off your order on the merch store with the code: DinoDay24 (single use per customer) Visit store.primalcarnage.com and enter the code at checkout!



Several new item variants are now live on the official merch store, from epic posters to shirts and mugs. Our dinosaur portrait series recently featured the spitter classes, and will continue soon with Carnotaurus.



[h2]In-Game Item Codes[/h2]



We've got a new special celebration code to use on the in-game store too! Open the store and click the redeem key option, then enter the code below to receive some classic goodies for free:

1852-2922-5163-5123

The code expires in a couple days, so don't miss out. Remember to include the dashes!

By the way - if you weren't around at the time, you might not know you can get even more free items by redeeming the anniversary code:

2012-2015-2022-0010

We'll be back again at the end of June with the Meltdown Update, featuring a sizzling selection of new looks. Our hope is to have the 3.0 beta available to test on Steam around then or soon after. Stay tuned.


[h2]Join us on Discord[/h2]

If you'd like to get all the latest Primal news & previews first, or take part in our regular community contests and polls, join the Official Primal Carnage Discord channel!



[h3]Have a great Dinosaur Day![/h3]
-The Primal Carnage Team