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PTB: Patch (1.8.15)



Welcome, Park Testers!

This PTB release fixes a number of player reported issues with continued polish made to the current PTB features.

It also introduces a work in progress version of the Paleopedia - an encyclopedia featuring animal information and habitat statistics! A lot of information is either missing or temporary (e.g. paddock calculator, social needs, animal life cycle stats) so don't worry about that too much.


Some improvements have been made to the behaviour of fence gates, but please let us know if you run into other issues with the fence system.

[h3]How to Access the Public Testing Branch (Experimental!)[/h3]

The Public Testing Branch (PTB) is a version of Prehistoric Kingdom that can be opted-into on Steam, containing experimental and potentially breaking changes. With the help of the community, we're able to hunt down various issues and gather feedback before pushing a an update to the public version of Prehistoric Kingdom.
  1. Right click Prehistoric Kingdom in your Steam Library
  2. Go to Properties
  3. Betas
  4. Select 'ptb_public_testing'
Please note that it is not recommended to play Public Testing Branch parks on earlier versions of the game. Please send feedback and bug reports to our Discord server's appropriate channel.

Known Issues
  • Due to splitting the animal species into their own genera, some info sign screens might load up with the wrong animal on display. Simply resetting the animal screen and saving should resolve the issue.


[h3]Full Patch Notes[/h3]
Additions
  • UI/UX
    • Added the Paleopedia (please note a lot of the values and stats are temporary!)
Changes
  • Balance
    • Enclosure Size and Crowding requirements for animals have been readjusted
  • Buildings & Scenery
    • Added a Gates section to the Enclosures menu
    • Gate to fence snapping improvements
    • Gate to fence group snapping (any gate!)
    • Added support for gates to play open and close sounds
  • UI/UX
    • Updated graphics and coloring to the animal info panel
Bug Fixes
  • Critical
    • Fixed hard crash when placing objects near the edges of the map
    • Fixed hard crash relating to visitor visualization
    • Hardened how some systems initialize so that they work consistently
    • Fixed multiple exceptions that broke various tools and menus
    • Fixed various modules being unplaceable
    • Fixed logistics memory errors
    • Fixed a temporary deadlock issue (would cause the game to pause for 1 second, when changing feeder type)
    • Revised fence placement logic to make enclosure detection much more reliable
  • Gameplay
    • Re-enabled nursery holder animals saving/loading
    • The tutorial was disabled again, after being mistakenly left available. We are currently working on a more intuitive tutorial system, about which we will be sharing more details in the future!
  • Animals
    • Fixed Leaelly IK
  • Guests
    • Fixed a bug that caused guests to use incorrect textures
  • Buildings & Scenery
    • Fixed fence terracing
  • Construction
    • Habitat Markers are now correctly made invisible when loading a game
    • Fixed fence terracing
    • Can no longer place fences intersecting a gate module
    • Can no longer place fences that exit the map boundaries
  • Rendering
    • Glass rendering happens later to render VFX pieces through it, may improve visuals, please give feedback :)
  • UI/UX
    • Fixed the Nursery Holder animal elements’ animations not updating with different time scales
    • Fixed overview settings button not properly toggling off once entering the pause menu
    • Fixed buggy module placement after placing a gate
    • Fixed layouts in the structure filter menu not refreshing correctly
    • Fixed main menu bugging out upon exiting a save[
    • Fixed Animal Info Signs not detecting nearby species after loading a save
  • Misc.
    • Fixed _TEMPSAVE string stacking multiple times on save files
Performance
  • Minor optimizations and stutter reduction
  • Loading performance improved
  • Modular memory usage reduced

PTB: Update 11 Begins Early Testing!



Welcome, Park Testers!

An early, in-development version of Update 11 is now available to opt-into on the Public Testing Branch! This release includes the adorable Leaellynasaura and many work in progress changes to the game. Staff, logistics and in-depth Excavations ARE NOT included and will be added to the PTB once their systems have developed further.

We're aiming to make continued use of the PTB throughout 2024 so that players have a way to check out what we're working on, even in a basic state.

[h3]If you are looking for a polished experience, we strongly suggest you do not opt-into the PTB! Update 11 is in-development![/h3]

Here are some specific things that we'd like to get feedback and bug reports on:
  • PTB Save Directory: The Public Test Branch will save games to a separate directory ('__PTB__') in order to reduce potential save conflicts. We've made some other changes to the save system, so please report ANY issues that you encounter!
  • Fence Rework & Staff Gates: Fence placement and mesh generation has been overhauled to allow for the addition of staff gates. Enclosures are very work in progress as a result, potentially to leading to cases where they may fail to register or don't appear in the animal overview menu.
  • Excavations System: The basic version of our new Excavations system allows players to unlock animals. Please let us know if any issues are experienced, though given its primitive state we don't expect much here.
  • GUI Updates: New UI elements have been added with more coming throughout the PTB. We've disabled notifications which means inexperienced players may have difficulty navigating the game and some elements such as the Weather menu are in a different location. The Animal Nursery can be accessed from the Park Services menu, but there's temporarily less visual feedback when creating animals (we are working on new notifications!). There's a lot of work to be done in restoring game feel and guiding the player experience!
  • Guest Art: Some of the updated guest art is in! These are still very much a work in progress, currently lacking clothing color variation and male visitors (we're working on their animation set!).

[h3]How to Access the Public Testing Branch (Experimental!)[/h3]

The Public Testing Branch (PTB) is a version of Prehistoric Kingdom that can be opted-into on Steam, containing experimental and potentially breaking changes. With the help of the community, we're able to hunt down various issues and gather feedback before pushing a an update to the public version of Prehistoric Kingdom.
  1. Right click Prehistoric Kingdom in your Steam Library
  2. Go to Properties
  3. Betas
  4. Select 'ptb_public_testing'
Please note that it is not recommended to play Public Testing Branch parks on earlier versions of the game. Please send feedback and bug reports to our Discord server's appropriate channel.

Known Issues & Additional Notes
  • We're anticipating some potential crashes from loading old parks. If this is discovered, please send your crash logs to our Discord server's appropriate channel.
  • All staff and logistics buildings are NON-FUNCTIONAL! This is intended until we add staff and logistics.
  • Enclosures from existing save files are not yet registering as valid exhibits. We are working on this!
  • The staff gates feature temporary art and will be updated in the future.
  • The UI is a massive work in progress, featuring old and new panels.
  • Many UI features such as notifications have been temporarily disabled while we rework them.
  • When incubating an animal, there's no visual feedback. We intend to show a small notification entering the Animal Holder, but this is not implemented.

As always, we kindly thank you for your patience!

[h3]Full Patch Notes[/h3]
Features
  • NEW ANIMAL: Leaellynasaura
Additions
  • Gameplay
    • Added the Eumeralla Formation
  • Buildings & Scenery
    • Added new basic fence: Basic Chainlink Fence
    • New Staff Management & Logistic modules (non-functional!):
      • Staff Gate 2.5m
      • Staff Gate 4m
      • Staff Center
      • Loading Bay
      • Goods Storage Small
      • Goods Storage Large
      • Produce Storage Small
      • Produce Storage Large
      • Compost Heap
      • Produce Station (Mix Feed, Plants, Fruit, Meat, Fish, Insects)
    • New Park Management modules:
      • Fossil Depot
      • Research Station
    • Added over 19 new basic/backstage props!
      • Liquid Barrel
      • Plastic Bowl
      • Cooling Box
      • Plastic Box
      • Plastic Box Tub
      • Wooden Box
      • Construction Cone
      • Construction Floor Sign
      • Dry Erase Board 1
      • Dry Erase Board 2
      • Keeper Spade
      • Ladder 1
      • Ladder 2
      • Shipping Container
      • Shipping Crate
      • Shipping Pallet
      • Staff Shelf 1
      • Staff Shelf 2
      • Staff Sink
  • Audio
    • Added Nigel dialogue to the following animals:
      • Charonosaurus
      • Elasmotherium
      • Juxia
      • Leaellynasaura
      • Muttaburrasaurus
      • Panthera atrox
      • Panthera spelaea
      • Tarbosaurus
      • Sinotherium
Changes
  • Animals
    • Updated default expression for Panthera atrox and spelaea
  • Guests
    • Fully reworked art (work-in-progress)
    • Human animation system reworked from the ground up (work-in-progress)
  • Buildings & Scenery
    • Updated the ‘Prehistoric Kingdom Visitor Entrance Stone Age’ prefab to not contain tropical themed pieces
    • Updated several Fence visuals
  • UI/UX
    • Updated layout, flow and functionality for several pieces of the GUI (wip)
      • Main Action Board
      • Management Menu and all its sub-menus (e.g. excavations, animal menu, etc.)
      • Modular Editing Overlay
      • Weather Menu
      • Animal Nursery Holder
    • Moved the Animal Nursery Menu into the Management Menu
    • Terraforming menu now displays updated biome icons to match animal info panels
    • Huge improvements across the board when it comes to GUI layout updating and refreshing
  • Audio
    • Adjusted Nigel’s VO processing
    • Selecting Panthera in the Nursery will play the lion roar instead of Smilodon
Bug Fixes
  • Critical
    • Fixed a bug that caused loading to break when Documents/Prehistoric Kingdom/Modular Prefabs folder was not creatable or accessible
    • Added a fix for size limit on modular save files
    • Fixed a rare crash when animals would check for a place to stand
    • Fixed a rare crash in pathfinding
    • Fixed a blackscreen issue that would persist through reloading a save, now those saves should be recoverable!
    • Fixed a rare animal unlock load bug that would break loading
    • Fixed a crash that occurred during Mac emulation
  • Buildings & Scenery
    • Fixed a selection issue with the Rock Basalt 1 piece
  • Terraforming
    • Fixed numerous issues with modular undo/redo, particularly terrain flattening logic
    • Fixed a bug with the water remove brush where it would generate horrific janky edges near the shoreline
    • Fixed a bug where undo/redo would just delete a huge chunk of water
  • UI/UX
    • Fixed a typo in the Elasmotherium info sign
    • Fixed an issue that would cause Screenshot Mode to remain open when opening a building menu
Performance
  • Loading performance has been improved with additional multi-threading
    • This especially affects the Canada map or any save with a lot of pieces
  • Improved modular system performance in a few areas
    • Primarily addressed slowdowns when working with pieces that had many tens or hundreds of thousands of instances on the map (trees on canada for instance)
    • Memory efficiency improvements
  • Save system upgraded with better read/write performance and a fix for having too many files in a save (caused workshop upload issues)
  • Save/load menu performance improved
  • New human animations are more memory efficient
  • New fences are more efficiently rendered and consume considerably less memory

Dev Diary: April 2024





Welcome to the April Development Update!

In this bite-sized blog post, we’ll be providing more information about the Update 11 PTB (Public Test Branch) and showcasing some important changes to the fence system. If you’d like to learn more about Update 11 as a whole, be sure to check out last month’s development diary!



To keep it brief, development on Update 11 is going well! The logistics system is essentially complete but pending integration with staff and more UI elements. Staff themselves are coming along with a lot of work being done on their models and animations. Although staff and logistics won’t make the initial PTB release for Update 11, we’re pleased with how they’re developing and look forward to sharing more with you soon.

[h2]Update 11: PTB Features[/h2]
The first version of Update 11 will be hitting the Steam PTB on May 10th. This build will contain the following features:
  • New species: Leaellynasaura
  • New modules
  • New basic/backstage props
  • Improved fences & staff gates
  • Improved Excavations system
  • Improved GUI flow

We’ll be rolling out logistics and staff related gameplay to the PTB as their development continues. In the meantime, players will have access to the new staff related modules such as the Loading Bay, Staff Center and Fossil Depot to prepare parks and create custom prefabs.

One of the other changes we’ve made is to the Animal Nursery. Like the Fossil Depot, there will only be one Animal Nursery module per park, with the menu now accessible from the Park Services menu. The current module designs will eventually be converted into props, with a new building and Nursery UI revamp coming down the line.

The current Nursery menu will be found in the same place as Excavations, Research and Finances!

As always, the PTB will include experimental changes and won’t reflect the final Update 11 release. The team will be working to add more content, polish and progressively finalize the update. This year, we’re aiming to utilize the PTB more frequently so that players can check in to see what we’re up to, even if it’s in-development.

[h2]Update 11: Fence Rework[/h2]


Over the years, fences and enclosures have accumulated a lot of tech debt due to having some of the oldest code in the game. They were so old, in fact, that they actually predate the modular building system! With staff needing to access enclosures pretty soon, we had two options:
  1. Bandaid gates onto the old code and rework fences down the line.
  2. Rework fences now but delay Update 11’s PTB to May 10th.

We chose the second option, and in a little over a week, our awesome programmers not only rebuilt the fence system from the ground up, but improved performance AND added support for modular staff gates. On the technical side, these new fences are way less rigid to work with and have allowed the team to add some excellent quality of life improvements for our users.

For example, when placing fences, they’ll now collide and snap to existing sections rather than clipping through them.



The maximum segment length has been increased, making it easier to create circular habitats. There’s also a new line indicator that appears once the max length is reached.



If touching an existing segment, angle snap now uses its local direction, rather than defaulting to the world grid. This means that if you’ve been building fences at a strange angle and decide to use angle snap (e.g. 45°, 90°), the game will automatically account for it.



When replacing fence designs, the preview is now real time! You can see an example below (ignore our debug dev material).



Modular staff gate modules can be attached to fences, updating in real time (temporary gate art). These will eventually allow staff to pass into enclosures once they are included in Update 11.



All of this is on top of fences not only rendering faster, but taking up waaay less memory too! Thanks to this new infrastructure, it’s going to be so much easier for us to tackle things like fence maintenance and animal breakouts in the future. These improvements have been needed for a long time and we couldn’t be happier to finally get it out of the way.

[h2]Update 11: Basic Theme Props[/h2]
In Update 11, we’re adding a bunch of new backstage props as part of the basic theme. With staff coming soon, we wanted to provide a few more items to help make the zoo feel more real!



The Future

Looking to the immediate future, everything discussed below will not be available in the initial Update 11 build coming to the PTB, but will instead be added progressively.

[h2]New Species[/h2]
During the Update 11 PTB, a new sauropodomorph will be marching its way into your parks! Please welcome the broad lizard, Plateosaurus.



Unlike its younger relatives currently featured in the game, this Triassic dinosaur was bipedal, featuring short forelimbs with sharp claws. Our scientists have observed extreme size variation in adult specimens of Plateosaurus, making this species a particularly diverse bunch to look at!

Plateosaurus will be released later in an Update 11 PTB patch.



[h2]Animal Nursery Revamp & Paleopedia[/h2]
During the Update 11 PTB, we’ll be overhauling the Animal Nursery with a fresh design and new behavior.

Our goal is to move away from showing a general or ‘default’ specimen and aim to instead display the actual individual that’ll be bred. This means that you’d be able to see potential mutations, size and skin variation prior to creation. Each time you create an individual, the next one will appear different.



As you can see in the UI concept art above, all of the habitat stats are missing! That’s because everything you need to satisfy your animals has been moved to the Paleopedia, an upcoming database that can be accessed from anywhere in the park.



Since a lot of the species descriptions are currently being written, we’ll be adding them into the Paleopedia at a later date. Here’s an early look at how that looks, though!




Created by Incog


Created by luci257


Created by gemini98



Thank you for reading April’s dev diary!

Don’t forget that the initial PTB for Update 11 goes live May 10th! We’re excited to have you with us on this journey and look forward to continuing development on Update 11.

- The PK Team

Status: Update 11 PTB



Hey, Park Managers!

Over the last week, we've been hard at work revising our fence system to account for future features like staff gates and breakouts.

We are now looking at May 10th for our first PTB release focused on some of Update 11's basic features.

These features include:
  • Leaellynasaura
  • New Modules & Backstage Props
  • Improved Fences & Staff Gates
  • Improved Excavations System
  • Improved GUI flow

So, what about staff and logistics?

These mechanics actually hinge on the improvements we're making to the fence system! Without a better framework, it'll be difficult to add gates and breakouts. Due to this, staff and logistics will arrive in a PTB update.

We're trying to approach Update 11 iteratively, so even though we'll be working on it for a while, players will be able to play it and watch it improve. We'll have more info in the Dev Diary, but we can't wait to have you with us on this journey!

Dev Diary: March 2024





Welcome to the March Development Update!

In this blog post, we’ll be detailing some of the things you can expect to see in Update 11, talking about new game mechanics and more.



Before jumping into the bulk of our Update 11 coverage, we wanted to quickly touch base on a few things.

The first is that we are working on another recording session with the brilliant Nigel Marven! Not only are we doing dialogue for the species that currently lack it, but we’re retroactively adding an introduction and fact to animals that are now an alternate genus (Tarbosaurus, Charonosaurus, etc). It feels strange to say, but soon we’ll have lines for almost every animal that we’re planning to release during Early Access!



Secondly, we’ve revised the American Lion and Cave Lion’s base animations to fix up their thousand-yard stare. We’re not sure what horrors they might’ve experienced, but relaxed cats are on their way in Update 11!



[h2]Supporter Bundle[/h2]



In case you missed it, we dropped the Supporter Bundle in early March to help fund development and provide access to Volume 1 of our digital art book and soundtrack! We are incredibly proud of how these turned out and wanted to thank everyone for their warm reception.

The art book provides a 200 page look at animal concept art, environment renders and concept sheets for the hundreds of building pieces available in-game, whilst offering development insight into our choices and why things were designed that way. It was important for this to feel like it was more than just a picture book!



We also released a soundtrack, featuring 25 minutes of music and 4 exclusive bonus tracks if purchased on Steam or Bandcamp. The album is also now available on streaming, too! You can find the OST on Apple Music, Spotify, YouTube Music and pretty much any other platform you might prefer.





In-Development: Update 11

In late April, we’ll be rolling Update 11 out onto the Public Testing Branch on Steam so that we can gather feedback and continue developing this update. This release is going to massively change how the game is played, so it’s important that we have the community provide feedback during production. So, in the mean time, here’s a broad look at what’s coming soon!

[h2]New Species[/h2]
Update 11 will be introducing two new animals, the first of which is the squirrel-like dinosaur from down under, Leaellynasaura!

(pronounced Lee-ell-in-a-sore-a)



As southern parts of Australia were located within the Antarctic circle during the early Cretaceous, it’s possible that sunlight would have been highly variable. With this animal potentially going weeks without sunlight, we’ve chosen to highlight the various levels of cold tolerance Leaellynasaura might’ve had through varying lengths of plumage per skin.

Unlike the other small, herbivorous dinosaurs in Prehistoric Kingdom, these ones have quite the frightening dentition!



Now, that leaves one unknown species for Update 11, and before anyone rushes to speculation, this is not another theropod. Enjoy!



[h2]Species Splitting[/h2]
Going forward into Update 11, all animals in the game will be properly split by their species in the UI. This means that when you’re in the Nursery or Excavations menu, you’ll find distinct buttons for each species, rather than lumping them all under one umbrella. We will be extending this functionality to the Animal Info Signs, too.



As far as the game was concerned, each species was already considered unique, and this change simply makes the UI consistent with that. To reflect this upcoming change, we have updated our website’s Animal Gallery!

The Nursery will be receiving a big UI overhaul down the line to better accommodate these changes, so please stay tuned for that!

[h2]Early Staff & Logistics Gameplay[/h2]
In this part of the Dev Diary, we’re going to walk you through what to expect from logistics and the overall gameplay loop it presents.

When Update 11 releases, we’ll only have keepers and laborers available as they are the most essential at this stage of development. The remaining staff types (janitors, engineers, security, vets) will be added as their gameplay systems become relevant.



[h3]STARTING OUT[/h3]
As you begin to build your park in Update 11, you’ll notice that feeders and kiosks are now empty when placed. In order to actually work, they must be stocked by staff members. This is where our logistics gameplay begins.



To get resources into the zoo, players will first need to build a Loading Bay. Upon the initial first-time placement, players will receive an immediate shipment of goods to help get the park up and running. After that, your Loading Bay will continue to import guest meals, merchandise and a small amount of animal feed every 15 minutes (time not yet finalized) via box truck.

Players can purchase up to 2 additional box trucks for their Loading Bay to speed up delivery times or place additional Loading Bays around the park if they need more shipments.



Once the resources have arrived, players will need staff to transport them around the zoo. Laborers can carry the meals and merchandise to guest facilities, while keepers are needed to refill feeders with animal feed.

To access the staff hiring menu, players will need to build a Staff Center. Of course, like any module, these new structures can be built over or recoloured with the modular building system! Just ensure any access points (i.e. doors) remain accessible.



While out in the park, staff are intended to be very automated. You can call staff to complete specific tasks like refilling a certain feeder or transporting goods, but with the scale of Prehistoric Kingdom, the expectation is that they should just do their jobs.

We believe your primary role as park manager should focus on who you hire, how many people you hire and how you layout the park’s logistics infrastructure rather than micromanaging where your staff are and what they are doing. If jobs aren’t being done, you likely don’t have enough people or your layout stinks.

[h3]EXPANDING STORAGE[/h3]
Picture this: you’ve got a few habitats, the zoo is expanding, but so is the distance between your Loading Bay and the park.

It’s time to introduce some Goods Storage and Produce Storage modules! These warehouses come in small or large variants, allowing logistics staff to move stock from the Loading Bay into their respective storage spaces. This means that if a feeder needs refilling or your restaurant needs more meals, staff can simply travel to the nearest storage module that has what they need rather than walking all the way back to the Loading Bay.



These warehouses are planned to have a few basic UI options that dictate how they should be filled up (e.g. stop ‘Fruit’ from being delivered to this Produce Storage module) but we were aiming to make them more contextual, so a Produce Station near a meat feeder is naturally going to have more meat delivered to it than the Produce Station that’s next to a herbivore paddock. That’s all a bit more theoretical, though, just sharing how we’d like them to work.

[h3]YOU SMELL THAT?[/h3]
When animals eat, they eventually… excrete! Without a place to dump their dung, keepers can’t clean habitats. This is why you’ll need to invest in a couple of Compost Heap modules.



After cleaning dung piles, keepers will transport the poop from a habitat to the nearest Compost Heap. Once delivered, the stored poop will convert to ‘Compost’ over time - a resource that’ll become invaluable when making your own animal feed.

This module can have a pretty negative impact on Park Beauty, so you’ll want to keep it hidden from guest view!

[h3]CREATING PRODUCE[/h3]
After a certain amount of park growth, the measly amount of animal feed you get from the Loading Bay isn’t going to be enough. Thankfully, this is where the Produce Station comes in.

A Produce Station is able to passively create food for your animals by converting the compost in your park into feed. As long as staff can keep delivering compost, you can keep making produce!



Produce Stations can be specialized to cultivate a specific dietary type (plants, fruit, meat, fish, insects) or produce ALL dietary types for a lower yield per compost conversion. As your Produce Station fills up, laborers will transfer it out and place the feed into the Produce Storage modules around the park.

In the event that you have no storage modules, your Keepers will instead take food directly from Produce Stations when going to refill feeders.

[h3]LOGISTICS SYSTEM: IN REVIEW[/h3]
Looking at everything we’ve just discussed from a very high-level view, we end up with a loop like this!



[h3]CHANGES FROM JANUARY DEV DIARY[/h3]
As a final side note, we’d like to mention that since the last Dev Diary, our plans for ‘generalist staff’ have changed. We now intend for cashiers to simply be part of kiosk modules (and their upkeep costs) rather than being separate entities that can be hired/fired like keepers or laborers.

Because of this change, the idea of janitors and laborers temporarily taking on other jobs has been scrapped. This potentially makes the role of staff in the game a lot more clear cut and should make it more obvious when something in the park isn’t working out. Not a huge change in our opinion, but notable enough where we want to keep you in the loop!

[h2]Gameplay Changes: Excavations[/h2]
Excavations are what allows Prehistoric Kingdom to bring extinct animals back to life, scowering the globe in search of viable genetic materials. In the current game, however, the Excavations mechanic really is nothing more than a glorified shopping menu. With Update 11, we aim to rectify this.

[h3]THE NEW SYSTEM[/h3]
Coming in Update 11 is a brand new module - the Fossil Depot! This building provides space for the park’s dig teams and grants access to the Excavations menu.

It is here that players will be able to both buy and send out dig teams to various dig sites around the world. These sites are used to obtain the necessary DNA required to create animals in the Animal Nursery. Any idle dig teams currently not excavating will eventually be visible in the car park below.

(Wikimedia Commons: Hell Creek photograph by Vladimír Socha)

By hovering over a dig site, players will be able to see the potential operating costs of an excavation, the estimated time per excavation cycle and whether or not there are events impacting the dig site. Once opened, up to 5 dig teams can be assigned at once, increasing the ongoing operating costs in exchange for a higher DNA yield every cycle.

There’s no financial penalty for moving teams from dig site to dig site, but they will have to travel back to the park first.

[h3]EXCAVATING[/h3]


Each excavation cycle, your assigned teams will send their findings back to the park in the form of DNA.

The yield amount for DNA is random, but can be improved by installing infrastructure at the dig site such as housing (decreases total excavation time) and their own personal genetics lab (improves DNA yield amounts).

Different species have their own yield rarities, so even if you decide to tackle Hell Creek from day one, you’re unlikely to unlock a Tyrannosaurus before Edmontosaurus. Once 100% of the DNA has been found for a species, it can be bred from the Animal Nursery!

Completing all animals within a dig site will unassign the relevant teams and return them to the park.

[h3]EVENTS[/h3]
Everything we’ve discussed so far assumes that your excavation has gone smoothly, though! Every month, there are global events that randomly impact dig sites all across the globe.

A positive event like the Fossil Boom can help speed up the excavation process, drastically increasing yield amounts for as long as the event is active in a dig site. On the other hand, a negative event like High Export Tax can increase your operating costs, excavation time and lower yields as your teams struggle to send your excavated goods back to the park.



Players may need to pivot their excavations from month to month depending on how these conditions change, taking advantage of sudden opportunities or temporarily leaving a site behind. What might have been a great month in the Hell Creek Formation may quickly turn to an expensive crawl the next!

[h2]Guest Art Overhaul[/h2]
Moving into a more stylized art direction, the future brings a new era of visitors to Prehistoric Kingdom; intended to introduce better faces, hairs, clothing, new ethnicities and an expressive suite of animations that make the park feel more alive.



Below you can see some of the work in progress animations we’ve been making. Though not all will be in-game as of Update 11 (there are some technical things required to make the selfie work!) we hope this shows our commitment to improving the quality of our humans.

Mesh topology is non-final, we’ll be improving those elbows!

Update 11 is planned to bring the first stage of this guest art overhaul with it, focused on upgrading our technical backend to support these new visual features. There have been a lot of assets to design, model and curate, but we are getting there! We will have more info about what guest features are ready for Update 11 once it hits PTB.

And yes… we’re working on bench sitting!





The Future

[h2]Ontogeny Art Tests[/h2]
To close out this month’s Dev Diary, we’ll leave you with a work in progress look at our baby Tyrannosaurus! We’re expecting some proportions and face shapes to change before ontogeny is fully implemented and added to the public game, but this at least gives you an early look at how these fluff balls could look. You can even spot an adolescent T. rex in the back based on the Jane specimen!



As mentioned previously, all baby skins are designed to blend into their adult coloration regardless of what skin was selected. In the case of our T. rex here, that means all Tyrannosaurs would start as feathered infants and either lose feathers through maturation (e.g. growing up into a scaly skin) or retain them (e.g. growing up into the feathered skin). We can’t wait to share more looks at ontogeny with you in the future!

EDIT: Here’s an additional look at the baby rex with improved proportions! Since ontogeny in Prehistoric Kingdom is seamless, infant animals cannot have perfect 1:1 limb sizes to what’s found in the fossil record. We will be doing our best to make the babies feel cute and somewhat accurate without overly warping the models!




Created by Incog


Created by ASSASSINSPINO


Created by CarlosG72



Thank you for reading March’s dev diary!

There was a lot to read this month, but we hope you got through it okay! We’re very excited to continue developing Update 11 and can’t wait to share more once the PTB version goes live.

- The PK Team