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Primal Carnage: Extinction News

Minor Patch 2.9.56

A new patch is now available for Primal Carnage: Extinction on Steam, this patch fixes a few issues found with the most recent update and aims to fix a couple of exploits.


[h2]Patch Changelog:[/h2]
  • fixed heavy assault cannon having incorrect damage types applied when scoped vs unscoped
  • assault cannon now does 1.3x crit damage when fired from the hip, 1.5x crit damage when scoped
  • fixed assists not being awarded when hitting enemeis with sniper rifle hipfire

  • both sniper rifles now have a splitsecond delay before crit damage is enabled when aiming, to prevent unfair quick-scoping.

  • made human sprint animation blending more responsive
  • if Hold Sprint option is enabled - sprinting humans that fire their gun will now automatically start running again when they stop shooting (if the sprint button is still held down)

  • adjusted gravity scaling on trapper nets, shouldn't fly quite so long distance now
  • flyers killed in midair should no longer pop into the flight animation if their ragdoll hits a wall after death


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

MAY PATCH 2.9.55

Our latest patch for Primal Carnage: Extinction on Steam sees further bug fixes and balance improvements, as we continue working through our backlog of issues reported by the community.

These changes are just the tip of the iceberg compared to what is coming with 3.0 later this year, but we'll keep getting all the fixes we can out to you guys while that is still cooking in the background.

See the highlights below and read about the latest community events, or scroll to the bottom for the full changelog...

[h2]When Bugfixing = Balance Overhaul[/h2]

PCE is getting quite long in the tooth these days - our codebase is around 10 years old, and the engine is even much older than that. As we've been resolving bugs on the road to 3.0 we've often been fixing things that in the past had negatively affected the game's balance...



[h3]Tupa Sprint Exploit[/h3]

This latest patch resolves longstanding problems with the Tupa's attack cooldowns in flight, finally preventing it from being able to easily land double hits on enemies. Flyers can be exceptionally dangerous in the right hands, and this "sprint exploit" that reset Tupa's headbutt was a painful issue.

[h3]Sniper Rifle Hipfire[/h3]

The scientist's sniper rifle no longer deals insane crit damage when not scoped in. A while ago we separated scope damage and hipfire damage, however it was still possible for the scoped multiplier to get added when shooting from the hip. This fix makes the sniper rifle less overpowered in close quarters.

[h3]Tranqs & Armor[/h3]

Other balance changes that come from bugfixes include resolving an issue where dinosaurs couldn't get health back from kills or corpses if they had been tranqulized, and fixing the armor buff from the tranq pistol stacking with Pyro's chainsaw damage mitigation. Angus is enough of a tank already.

On that note, the flamesaw now only blocks 30% of incoming damage while revving instead of 50%... we'll be watching to see how this plays out in the live game, but halving all damage has ultimately felt a bit too much in practice.

[h3]Bruiser Adjustments[/h3]

One last balance consideration worth mentioning is we have adjusted the health pools of two Bruisers after seeing them in action lately. Ceratosaurus now has 100 less HP, it also has a slightly slower primary attack now but makes up for this with better sprint acceleration and turn speed.

Pachycephalosaurus has been granted an additional +50 HP to help it out a little. This shoud let a full health Pachy survive a double barrel shotgun blast with both barrels, rewarding Pachy players that have managed to stay undamaged but still making such a hit lethal if they have seen any combat.

In addition to the above, there are many other small but meaningful tweaks this patch which hopefully remove a bit of friction and aggravation from gameplay. Hopefully!


[h3]Next Retro Store Rotation[/h3]
[h2]Flyer Week[/h2]



In the lead up to Summer Meltdown we're cycling through some classic cosmetic collections in-store, featuring different classes each week. For all you Flyers out there, Pteranodon and Tupandactylus will have their moment in the sun starting Tuesday!

Dozens upon dozens of classic mutations, skins, taunts and bundles for our flying fiends will be back with time-limited discounts, so get them before they fly away!

[h3]Art Contest[/h3]
[h2]Spring Chickens[/h2]

Just a reminder - our latest comunity art contest ends this Friday!



If you'd like to take part, simply post your artwork on the Official Primal Carnage Discord server under #Art-Contest-Chat for a chance to win in-game prizes and a physical raptor poster grand prize!

Just make sure your creation fits the contest theme of Raptors in Springtime. For full contest details and rules see pinned messages of the Art Contest chat on Discord.

We'll be running more of these throughout the year, so keep an eye out!

[h2]New Spitter Merch[/h2]
The official merch store will be getting a set of new spit-tacular items starting tomorrow!



Featuring new artwork of the Dilo and Cryo created by Aram Papazian, this is the latest in our dinosaur portrait series and will be available as a high quality poster, plus mugs and T-shirts. Elsewhere, our most recent Royal Acro portrait will start appearing on more merch as well in the coming days.

Visit store.primalcarnage.com to browse all our physical merchandise, new designs will continue to be added throughout summer!

[h3]Version 2.9.54[/h3]
[h2]Full Changelog:[/h2]

[h3]Balance Tweaks[/h3]
  • Increased health of Pachy from 750 to 800
  • Reduced health of Cerato from 1600 to 1500
  • Improved turning speed and acceleration for Cerato
  • Slightly longer interval between Cerato bite attacks

  • Prevented immediate re-use of Tupa charge attack after hitting a human - fixes "Tupa sprint exploit"

  • Dart debuff effects should no longer stop dinos getting health from kills or eating corpses
    (unless they are in the fully overdosed / "marked for death" state)

  • Pyro chainsaw armour now gives 30% protection while revving instead of 50%
  • Tranq pistol armour buff on Pyro no longer stacks with chainsaw damage mitigation
  • Reduced tranq pistol buff duration from 20 seconds to 15 seconds

  • Fixed broken sniper rifle hipfire damagetype, no longer causes 2x critical hits when un-scoped
  • Netgun nets are now smaller with a tighter collision radius
  • Net projectiles have higher gravity, reducing their flight distance

  • Humans now auto-cancel sprint when they initiate an attack
  • Reduced time needed to reach max charge of stungun
  • Stungun auto-discharge when not releasing the trigger now takes 8 seconds instead of 5
    (more time to avoid hurting yourself)


[h3]Bug Fixes:[/h3]
  • Fixed it being possible to get idle kicked if currently capturing an objective
    (if kick warning shows, stepping on an unclaimed control point should reset the idle kick timer)

  • Survival: fixed Hunt Nova AI still being able move when netted / stunned
  • Survival: fixed Hunt Nova AI not being insta-killed if hit after being netted
  • Survival: fixed AI dinos that are on fire being able to extinguish themselves by going into water

  • If using a taunt that hides your weapon as Pyro, the flamesaw will now hide its pilot light flame
  • Fixed inspect animation triggering if you tap reload with ammo in the clip but no reserve ammo

  • Fixed netgun flight projectile particle getting "stuck" rotating on the spot
  • Fixed assault rifle grenade effects vanishing on low detail mode
  • Fixed netgun having a muzzle flash light

  • Optimizations to master human shader
  • Fixed incorrect fx mask being used for Kestrel Ovi skin
  • Fixed lighting issues with Precursor Spino and Spring Rex skins
  • Fixed a few T.Rex skins with mismatched head and body shading
  • Fixed corrupted glow effect on Andromeda Rex skin
  • Fixed glow sight effect of Nighthawk Spaz skin applying to the whole gun, no longer looks "green"


[h2]Just Warming Up[/h2]

We hope you enjoy this latest update!
Our annual Meltdown Event will be here on June 27th, with a sizzling selection of new looks...



The new PlayStation version is advancing towards release now, so this June you can expect a closer look at the major improvements and additions coming with the Evolution Update (3.0) for PCE on PC.

We've been hard at work on the console side for about two years, not just bringing the many updates PCE has received on Steam to PlayStation but taking things way futher.

Expect massive overhauls to level design, new lighting, subclass music, hundreds of new dialog lines, VFX updates, HUD improvements, major optimizations and brand new gameplay features!

There's no official release date just yet, but we're looking at running a Steam beta for 3.0 this summer.
Stay tuned...

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

APRIL PATCH 2.9.54

Today's patch marks the end of our special Easter Event, bringing a selection of various fixes and quality of life improvements to the game. Our major focus today though concerns:

[h2]Changes to Challenges[/h2]

This update we have modified dozens of challenges and their requirements based on community feedback. Over 200 people responded to the challenge survey we ran a while ago, and we've taken on board some of the suggestions from that along with what we've been reading in the official Discord.

[h3]Lowering Frustration[/h3]

Many challenges that were previously lower tier have been upgraded to either Silver or Gold because of various factors that can affect their difficulty, be it limited access to a certain class or mode or some requiring tricky timing.

On the other hand - some challenges have had the opposite. Several tasks have been downgraded to lower tiers since they do not require as much skill and can be accomplished without strict conditions.

Specific requirements for a handful of particularly annoying challenges have been changed to be easier, such as killing a Pachy with an armour piercing headshot. Challenges for playing as Tyrants have lower requirements in general. We also removed the Cerato challenge for defending GTTC control points, because there is another challenge that is basically identical and doesn't require a specific class.

[h3]Future Challenges[/h3]

Hopefully things feel fairer with this update, but we will be monitoring feedback in the next few weeks to see how these adjustments play out and will make additional tweaks if needed.

There are just over 60 challenges currently active in the game, and we'd love to add some more this year. Please let us know over on our Challenge Suggestions channel if you have any ideas!

[h2]Retro Store Rotation[/h2]

In the lead up to Summer Meltdown we'll be cycling through some classic cosmetic collections in-store, featuring different classes each week. The first of these is Tyrant Week starting today...

[previewyoutube][/previewyoutube]

We've also recently made a bunch of skin bundles available permanently in-store, along with many older items that will now be sticking around in the Browse section.

Note that as of a few updates ago, the most recent cosmetics are shown first on the store instead of the oldest. We're looking into adding a couple more store features in future such as more advanced filtering and potentially a Search function, but that's a little while off.

[h3]Version 2.9.54[/h3]
[h2]Full Changelog:[/h2]

  • Changed requirements and rarities for many challenges based on community feedback

  • Non-Tyrant dinosaurs now spawn with only a 50% roar cooldown
  • Expanded roar popup notification with Roar Ready message when cooldown is over

  • Set a longer air ram attack cooldown for Tupa
  • Fixed a missing bone in the Tupa strongpoint list, Tupa's head should now be entirely armoured
  • Added variation to Flyer idle glide animations
  • Added alternate flight camera style option
    (enable this to stop flyer moving in direction of camera while gliding)

  • Modified spit and other particle trail effects
  • Fixed trails ending early for some particles
  • Fixed some projectiles getting "stuck" in midair
  • Possible fix for spit blinding effect getting stuck onscreen

  • Reduced recoil and spread of double barrel shotgun (single shot mode)
  • Adjusted reload end times for all guns, no longer need to wait for entire animation to complete
  • The "unstuck bump" now only triggers every 3 seconds when stuck instead of over and over again

  • Big update to master human shader and pretty much all human skins, optimizing texture usage

  • Fixed name and description tags not showing anything to use them on if selected from the Tools tab in the inventory

  • Fixed missing ponytail on Monarch Scientist skin
  • Fixed incorrect texture used for Cerato swirl spray
  • Updated Pachy slide attack kill icon

  • Disabled double EXP in CTE mode post-easter


[h2]New & Upcoming Official Merch[/h2]
The official Primal Carnage Store has a new poster just added, featuring the Royal Acrocanthosaurus!



This is another in our ongoing dinosaur portrait series, talented artist Aram Papazian is already working on the Classic Acro poster which is up next, followed by portraits for the remaining classes this summer.



Other recently added items feature designs from our community contests, such as new mugs, shirts, stickers and pins. Feeling creative? Post your own merch ideas and art for consideration over here!




[h2]Onwards to Summer[/h2]

We hope you enjoy this latest update! Outside of the game itself, there will be more community contests throughout the year. You can get involved by joining our official Discord...



Our annual Meltdown Event arrives at the end of June, with an epic collection of seriously hot new looks! We're still cooking the 3.0 overhaul and will be running an open beta for it this summer. Stay tuned...

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

EASTER UPDATE

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

We have some eggcellent new items available today, alongside a quality of life update for the game which features some long-requested changes and various balance tweaks...

Gameplay Changes




[h3]ROAR ABILITIES[/h3]

Working on feedback from the community, we're continuing to adjust various gameplay elements over time. This update introduces auto-cooldowns on spawn for dinosaur roars, since many players end up wasting a very valuable ability the moment they pop into the game.

This goes hand in hand with a shorter timeout for roar abilities on most dinosaurs. It's worth noting that no roar had a cooldown longer than 60 seconds before, but we've brought most of them down by another 5 to 15 secs based on the class for this update. We're interested to see how these tweaks affect the dynamic of matches.

[h3]TUPA TUNE-UP[/h3]

Tupandactylus continues to be the problem child, proving a difficult beast to balance. Previously the class would lose a small amount of stamina when dashing into enemies, primarily to discourage them from killing too quickly with multiple hits.

However since this was a little counter-intuitive, we've reversed things. Now, you gain stamina back for charging into targets as Tupa, which rewards you for being good at your main job.

Other safeguards have been put in place over time to reduce Tupa's being over-effective with charge attacks, but we'll be watching closely. Feedback from previous patches also caused us to remove a crit spot at the base of Tupa's skull.

[h3]CAPTURE THE EGG[/h3]

Elsewhere, humans can now continue carrying the egg in CTE mode if they take damage. They will only drop the egg when they are killed. This is a somewhat experimental change, humans seemed to be having a hard time when a simple scratch would make them drop their cargo. Depending on how this plays out, we may end up adjusting things so that the egg is dropped at low health instead.


Special Easter Event


Rolling into store today are a clutch of eggcellent new looks for your dinosaurs! Take a peek at some of the highlights of our latest special event below...

[previewyoutube][/previewyoutube]

Outside of the featured rotation, we have almost a baker's dozen of fresh drops, ranging from multicoloured weapon designs and tie-dyed pyro attire to some intricate new dino skins!



As always, you can check out every new item added this update on our Special Event Trello page!

[h2]Double EXP in CTE![/h2]



Celebrating our egg-loving friends the Oviraptors, participating in Capture the Egg matches this spring will net you DOUBLE extinction points! If you haven't checked out CTE in a while, why not give it a shot?


Version 2.9.52 Changelog


[h3]BALANCE CHANGES[/h3]
  • Dinosaurs now spawn with their roar on cooldown to discourage wasting their ability
  • Reduced roar cooldowns on several dinos:

    • Tyrants from 60 secs to 45 secs
    • Nova from 60 secs to 45 secs
    • Ovi from 45 secs to 35 secs
    • Ptera from 30 secs to 25 secs
    • Pachy from 50 secs to 45 secs
    • Carno from 55 secs to 40 secs
  • Tupa now gets stamina restored instead of drained when charging into humans
  • Removed a weakspot from back of Tupa's head

  • Humans can now continue carrying the egg in CTE while taking damage, it will only drop on death
  • Enabled double EXP in CTE mode


[h3]FEATURE TWEAKS[/h3]
  • New easter items now available!
  • Added graphics option for Dino Spray Style - Bloody or Clean visuals
  • Added gameplay option for disabling dino head tracking - useful for taking screenshots
  • Can now revert skins that were Colourized, click the remove paint button in customization


[h3]GENERAL FIXES[/h3]
  • Fixed several throwables that were dropping to the floor instantly when thrown
  • Fixed extra delay being applied to flamethrower when tap firing

  • Fixed some cases where spit could pass through objects
  • Fixed midair spit particles vanishing on low graphics mode
  • Fixed spit puddle particles still showing when you get a direct hit

  • Fixed watermelon tupa not using the right crest mask
  • Fixed seam on classic feathered nova skin
  • Fixed the Cyborg Commando not fully dissolving when hit with acid - his metal's not THAT tough.


Join the Official Discord!



[h3]HAPPY EASTER![/h3]
-The Primal Carnage Team

ST PATRICKS UPDATE

The 2024 Saint Patricks Update for Primal Carnage: Extinction is now live on Steam!

Featuring not just new looks but a bunch of big gameplay changes, we're continuing to deploy what we can manage to the PC side while wrapping up the new PlayStation version. Much larger overhauls will be arriving with 3.0 later this year, but some will start trickling in over time as is the case with this update...

Gameplay Changes


The first of two updates this March brings many large and small gameplay adjustments. Check the full changelog at the bottom or read on for the highlights...

[h3]FLAMESAW OVERHAUL[/h3]

On the human side, the flamesaw has seen the biggest changes (with more on the way)...

Balance-wise, flamethrower fuel consumption is lower and overpressure is now more damaging, but with bonus damage ending sooner. It's now less useful than ever to just go flailing around everywhere, but if a Pyro does go wild with the flamethrower it'll cover less of your screen...

[previewyoutube][/previewyoutube]

All particle effects for the fire jet have been reworked to both be more optimized and have a tighter trail, their bold blue appearance at high pressure mimics the enhanced Survival flamesaw.

The chainsaw now has a refire delay to prevent spam-tapping. Previously, this was a method of killing dinos super quickly without worrying about the saw overheating. You can still get around overheat if you get a good rhythm going, but it's now much less exploitable.

Audio for the Flamesaw has been completely overhauled. It now uses the latest looping weapon system for optimization and less obvious repetition (other players can now also actually hear it properly). Firing the flamethrower at high or low pressure has different sounds, there is now a crackling effect when hitting an enemy with the fire jet, and its idle sound changes from a rattling chainsaw motor to the hiss of the flamethrower depending on which was last used.

[h3]SPIT POLISH[/h3]

Both spitters have received a boost to their ranged attacks, partially due to fixing a bug where they would spawn an invisible damage puddle in midair when direct hitting a target. We still want direct hits to be a rewarding thing for them, just not through bugged means.



Cryo acid is a bit more damaging when landing on a human, while Dilo's charged spit now deals worthwhile damage instead of just blinding. The Cryo's spit was never meant to properly blind, so the duration of that effect has been greatly reduced until a new screen overlay is made that's less obscuring.



With regular spit now being more dangerous, we decided to deliver on a community request to make it more visible. It now has brighter, more solid particles. Additionally, both regular and charged spit effects now use lengthy trails that linger after impact to show where the spit came from.

[h3]TYRANT RESISTANCE[/h3]

Previously a couple of factors led to situations where Tyrants could have a really bad time. Chief among these were dart weapons that could quickly drain them, and electrical stuns which cancelled any attacks.



With this update, stungun and zap traps no longer interrupt Tyrant animations that are in progress, meaning they can complete eating people, stomping, swiping etc. when hit. They cannot initiate a *new* attack when stunned, but they are not prevented from finishing one. Elsewhere, the stungun itself has a longer charge time to give Tyrants a chance to escape before getting hit again.

In a change that affects more than just Tyrants, dinosaur strongpoints now ignore darts completely. They deal no damage to armoured spots on a dino and no debuff is applied if shot in these spots. This means poison dart rifle and tranq pistol users will need to have better aim to gain an advantage, instead of just spam firing in a dino's general direction. This mostly helps the largest classes such as Tyrants, but is a net improvement for dinosaurs overall.

There's a number of other small gameplay tweaks in this update, including fan-requested changes like a max distance for assault rifle grenade bouncing (if they travel far enough, they'll just explode on impact). Check the full changelog further down to see more!

[h2]SAINT PATRICKS EVENT[/h2]

Super green! We've got an emerald shower of new items in celebration of Saint Patrick's Day...

[previewyoutube][/previewyoutube]

In addition to our featured store rotation, Lucky Drops are back! With a fresh batch of new free items added to the drop pool, we're running a double drop event weighted in their favor for the next 2 weeks!



You can check out all of the NEW looks on our Special Event Trello Board. We've also got plenty of classic St Patricks event items from yesteryear returning with discounts today, from a bold top hat wearable by both humans and dinos, to Mister Green himself!



[h3]CONTEST WINNERS NOW IN-GAME![/h3]

The lucky winners (and even some of the runners up!) in the emoji contest now have their creations officially added to the game! Select from six new avatars and sprays that are now dropping in-game, and pick up some of them as physical merch on the official web store!



We'll be back with more goodies at the end of the month when the Easter event arrives.
Til then, feast your eyes on the full list of changes from our latest update...

Version 2.9.52 Changelog


Flamesaw Balance Changes:
  • increased overpressure damage
  • overpressure bonus damage ends quicker now
  • reduced flamethrower fuel consumption rate
  • shorter timeout period before overpressure starts recharging
  • added a refire delay to prevent spamming the chainsaw
Flamesaw Visual Changes:
  • added hot barrel glow to the flamethrower
  • barrel glow is blue when using upgraded flamesaw in Survival mode
  • on fire effect for dinos hit by upgraded flamesaw is also blue
  • updated flamethrower particle effect to be tighter and more optimized
  • flamethrower particles are now more intense at high pressure
Flamesaw Audio Overhaul:
  • upgraded flamesaw sounds across the board
  • converted flamesaw to use the new weapon audio system
  • flamethrower start sound is now different for low vs high pressure
  • added new flamethrower sounds for hitting flesh and water
  • fixed hearing a chainsaw revv when swapping to secondary weapon
  • fixed other players not hearing flamesaw sound effects properly
  • idle sound now changes based on whether chainsaw or flamethrower was used


Spit Modifications:
  • added more noticeable spit projectile trails to show trajectory of where they came from

  • direct spit hits no longer spawn a floating damage pool
    (known issue: a puddle particle effect still appears for direct hits, but this is a purely visual bug)

  • increased crit damage multiplier for spit attacks
    (crit spit Dilo = 30% bonus, crit spit Cryo = 25% bonus)

  • increased minimum Cryo acid direct hit damage from 60 to 64
  • increased Dilo charged spit max explosion damage from 25 to 35
  • increased Dilo charged spit explosion blind time from 5 to 6 secs
  • increased Cryo charged spit explosion splash damage to 55
  • reduced charged Cryo acid explosion blind time
  • greatly reduced uncharged non-explosive Cryo spit blind time
  • fixed weapon spit overlay not fading out if swapping weapons during the fade period
  • possible fix for rare cases where spit would perma-blind you until respawning
General Gameplay Changes:
  • Tranq and poison darts are now blocked by dinosaur strong points
  • If assault rifle grenades travel far enough, they will no longer bounce
  • Increased charge-up time for stungun from 0.75 secs to 1.6 secs
  • Flyers can now extinguish themselves by diving down if they are on fire
  • Tyrants no longer have attacks cancelled if they were mid-attack when hit by electricity
  • Fixed pyro explosion effects from dying to fall damage not showing
  • Added new custom "pyro bomb" explosion particles and sounds
  • Fixed projectile trails vanishing at the moment of impact in multiplayer
  • Increased timing window for Dirt Nap achievement to be a little more generous
Cosmetic Changes:
  • added new St Patricks Event content
  • added support for spit overlay to melee weapons
  • fixed certain weapon skins losing details when spat on
  • game-wide consistency pass across all weapon skins
  • fixed a couple of missing inventory icons
  • fixed Blazing Royal Acro having incorrect default colour tint
  • fixed specular intensity between head and body of Bluff Creek Rex
  • fixed Cyborg Pyro's wandering eyeball
  • Cyborg Scientist can now wear a cat on her head


[h3]STEAM SPRING SALE[/h3]



The Steam Spring Sale is LIVE - enjoy great deals on PCE and its DLC until March 21st! Both the ultimate and deluxe collections are discounted in addition to the game itself, why not take a gander?

Our next major update will be towards the end of March, featuing more gameplay changes and quality of life fixes in addition to eggcellent new looks!

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



[h3]Happy Saint Patrick's Day![/h3]
-The Primal Carnage Team