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Prehistoric Kingdom News

Dev Diary: September 2024





Welcome to the September Development Update!

Update 12 is chugging along! As the last pieces of art start to come through, we’re focused on developing tutorials and getting the update finished. You can expect a trailer in October announcing its release date, showing the main features and dinosaurs in action. For now, however, let’s look at some new content!



Update 12

[h3]Ankylosaurus[/h3]
After the reveal of our green Ankylosaurus last month, it’s time to show off another skin! Featuring dark stripes and a yellow body, this Anky is loud and proud with its striking contrast. Carnivores beware!



[h3]Rustic Theme[/h3]
After much speculation, the long awaited Rustic Theme will be arriving in Update 12! Inspired by US National Parks, this building set makes heavy use of woods and sustainable materials to achieve its vernacular look.

Taking a peek at the construction options, you’ll primarily find aged materials that seem like they’ve seen a thing or two. In order to perfectly capture our references, the wooden walls have been given extra 3D geometry to truly make them pop out!



Of course, the Rustic Theme wouldn’t be complete without its decorations! We’ve got some gorgeous wood carvings, lamps, signposts and giant hollow logs for small animals to walk through.



[h3]Coastal Map[/h3]
Welcome to Redwood Valley, set on the American West Coast. This mountainous region is home to a variety of coastal foliage, like its namesake, the redwoods. Featuring a graveled coastline and varied terrain, this map features tiered areas of flatland with slopes connecting each of its plateaus. A fitting environment for many North American dinosaurs!

Though we’re still finalizing the layout and density of foliage, you can get a rough idea of how this location will end up feeling below.



The Coastal biome itself is also being updated with new trees, improved underbrush and additional flora such as rhododendron and lily of the valley. As it’s currently one of the oldest biomes in the game, the upgrade will be pretty transformative!

[h3]Theme Updates[/h3]
Starting with the Basic Theme, we’ll be adding two recolorable wall styles: raw wooden planks and wood look tiles. These materials are especially great for more lowkey builds, offering a nice and simple aesthetic.



Alongside a new stone material, polished terrazzo, the Modern Theme will be getting an extra coat of paint with updated wood materials!



[h3]Official Prefab Redux[/h3]
Coming in Update 12 is a much needed standardization of our official prefabs with fresh designs. It’s important to us that without interacting with the workshop, players can access a bunch of easy to use prefabs for all themes.

So, what’s changing? For the guest centric prefabs, there’ll be a wide array of structure layouts with styling available in every theme. Their foundations will be consistently sized, too, depending on the building.



This means that if you’re thinking of swapping your Basic Restaurant for a Modern Restaurant, it’ll fit perfectly. Easy peasy!



As for logistics and park services (e.g. loading bay, staff center, etc.) we only plan to release Basic prefabs for now, but we can revisit them if community demand is high enough.



The Future

[h3]Ontogeny[/h3]
Lots of work was done prototyping ontogeny in September. We’re making good progress with animation scaling and have started on getting the animal entities smoothly transitioning as they grow.

As we’re going for a real time growth system, we’ve been taking a look at bone proportions and seeing how much of the animals we can change before they begin to stretch. Thankfully, it’s all looking good!



Even with our rudimentary tests, watching these gangly little beasties walk around and eat next to their adult counterparts is truly something. We’ve got a good pipeline going and are excited to tackle the challenges ahead of us. We seriously cannot wait to get them more polished and show you all!

Below are some examples of our current growth stages for the T. rex and Triceratops. We don’t have alternate normal maps for babies yet, so keep in mind that things like ridges, bumps and keratin will be toned down in the future!



When we spoke of ontogeny earlier this year, we mentioned that there’d be 1 baby skin per animal. Today, we’re pleased to confirm that alternate species will receive their own texture and ontogeny, rather than sharing them.

In most cases, this’ll be as simple as a change in color palette. But for something like Triceratops prorsus and horridus, they’ll have unique designs to better transition into their adult colorations. You can even see that their horn nubs are shaped differently!



One of the other cool things about ontogeny is sexual dimorphism! Though included in all species, this feature will be best observed in animals with horns or tusks, like mammoths. By stopping growth stages a little early, we’re able to give animals a more gracile look, depending on the sex.

All in all, a lot has changed since the last time we tackled ontogeny. Afterall, we couldn’t have baby Tyrannosaurs having meteorite flashbacks, could we?



[h3]Alternate Species[/h3]
When creating our animals, we often like to include alternate species that wouldn’t make it into the game on their own. They help add variety, but can often feel like approximations by sharing an identical shape to the animal they were based on. To this, we say no more!



As you can see above, Tarbosaurus will look quite different from Tyrannosaurus, especially when it comes to bulk. This is a huge improvement over its current in-game appearance, where it appears more like a soft T. rex with dewlap.

Excitingly, we’ll be extending this philosophy to every alt species in the game, making anatomical adjustments where possible. In the case of animals like Camarasaurus, we especially look forward to making the silhouette of all three species unique!


Created by ASSASSINSPINO


Created by Incog


Created by Insen



Thank you for reading September's dev diary!

Until next time,

- The PK Team

Dev Diary: August 2024





Welcome to the August Development Update!

In this post, we’ll be going over the upcoming improvements coming in Update 12 and taking a look at the latest developments along the way.





Since the last dev diary, we’ve been working to address a number of sore spots reported by new players and to improve what was introduced in Update 11.

To start, camera controls for panning and rotation will be updated to better support laptop users with new optional keybinds, including a toggle that switches the Q and E keys from raising/lowering the camera to rotating it left/right instead.

In terms of onboarding, we have almost completed a unified objectives system that will allow us to finish implementing tutorials, notifications and the park issues list shown in our previous dev diary.



We’ve had notifications and park issues running internally for a little while now, which means most of the remaining focus is going to tutorials and making them intuitive. For example, if you’re playing through a tutorial, there’ll be some fancy new highlights that direct you around the UI.



Excitingly, this objectives system has also been built with scenario missions or quests in mind. The idea of integrating more characters as occasional quest givers is something that the team has wanted to do for a while, so it’s nice to have some of that infrastructure in place. We look forward to sharing more about this in the future!

Update 12

[h2]Species Spotlight[/h2]

Our titanic duo Apatosaurus and Brontosaurus are here to make their cinematic debut with two species spotlights! As always, they’re returning with narration from our trusty park supervisor, Nigel.

[previewyoutube][/previewyoutube]
[previewyoutube][/previewyoutube]
[h2]New Species[/h2]
The walking tank, Ankylosaurus, will be waddling its way into Prehistoric Kingdom in Update 12. This armored dinosaur features rows of large, protective osteoderms and a clubbed tail perfect for battering the shins of deserving predators everywhere.

Alongside its much older relative, Scelidosaurus, this will be the second thyreophoran added to Prehistoric Kingdom!



[h2]Guest Visibility Changes[/h2]
What’s a zoo if the visitors can’t see properly?! Update 12 will be bringing a variety of backend improvements to guest visibility that better supports extremely large and small exhibits. Visitors will also show more realistic crowding behaviors as they try to congregate closer to where visible animals are.



This does mean that since guests can see animals from further away, some visitors will take advantage of elevated terrain or view from a distance rather than always standing directly next to viewing areas. Foliage, fences, scenery and buildings can be used to block guest sightlines and create a more curated experience, just like a real zoo!



[h2]Staff Improvements[/h2]
When Update 12 releases, there’ll be changes made to alleviate some of the efficiency woes experienced by players.

Staff will not only carry more resources, but will also queue up multiple tasks at a time. This means that Keepers will be able to refill multiple feeders in a single trip, picking the shortest path between all destinations if possible.



The Future

[h2]Staff Skills, Training & Wages[/h2]
In the next few updates, we’ll be implementing new management and gameplay mechanics for staff. Here’s an overview of how it’ll work once it’s fully developed:

...

Inside the Staff Management menu, players will eventually have the option to set the maximum skill level their employees can train up to.

By training at the Staff Center in their spare time, a worker can increase their skill level, unlocking perks that boost their efficiency. Depending on their role, these perks may come in the form of buffs such as reducing the time it takes to gather resources. Each job type has preset perks depending on a worker’s skill level, there is no RNG.



As employees increase their skill, they’ll bump up into a higher wage bracket. The salary tab can be used to adjust the minimum and maximum pay for staff across the park. Increasing pay will improve staff welfare and might make workers more willing to put up with poor conditions, while reducing it can lead to people quitting.

Side Note: we’ll be adding similar salary-like controls to the Finances menu, eventually letting players set the entry ticket or amenity prices park-wide. We’re also considering scaling down the economy for readability and balance purposes (smaller numbers!), making $100,000 worth as much as $1,000,000 in the current game.

[h2]Ontogeny[/h2]
Babies! Yes, we’re still working on them. Between creating and implementing all the new species that’ve arrived this year, we’ve been working on the assets for ontogeny where we can. We are currently making our way through painting a lot of baby skins, creating blend shapes for all the growth stages and prototyping animations.

We’re working on it, but it’ll take some time to do properly as it’ll not only touch every animal, but all the animal related systems, both in terms of gameplay and on the technical side (AI, locomotion, IKs, etc.)

For this month, however, please enjoy this early look at our baby Apatosaurus blend shapes. It’s using a temporary baby skin and normal map, but the final design shouldn’t be too far off!



[h2]Animal Awareness[/h2]
To cap out this Dev Diary, we have a tiny bit of animal AI news! Throughout August, we’ve been working at the animal awareness system. When it’s finished, this will let animals effectively see and hear their surroundings, recognising and prioritizing entities based on their size, loudness, etc.

Think of it as a gateway to the more requested behaviors like fleeing and conversing between animals. Once it’s finished, there’ll be a lot of exciting stuff to build on top of it!




Created by Suwa


Created by MajorJuggler


Created by domesito



Thank you for reading August's dev diary!

Until next time,

- The PK Team

Prehistoric Kingdom - Patch (EA 1.8.42)



Welcome, Park Managers!

This patch brings additional quality of life improvements to staff, Sandbox and Challenge mode, and plenty of other changes. Thank you for all the feedback so far!

[h3]Features[/h3]

New gameplay options have been added to Sandbox mode, allowing players to customize their staff and logistics experience. The existing dung toggle being changed to account for Update 11's logistics functionality.

Please note that a Staff Center MUST be placed in the park for cashiers to be auto-hired as they are integral for kiosks to function! When staff welfare is off, newly hired cashiers will auto-teleport to any existing or new kiosks that require staffing.

New Sandbox Gameplay Settings
  • Dung: disabling this ensures animals don't generate dung piles, compost heaps are not necessary and produce stations will operate at max speed
  • Logistics: disabling this ensures all consumers (feeders, kiosks, etc.) are topped up and will never drain
  • Staff Welfare: disabling this ensures staff never become unhappy or take breaks. Cashiers instantly teleport to kiosks, serving there forever
Staff Travel Lines
Selecting a staff member will now reveal their navigation path, showing their destination and chosen route while completing a task.

Quick Access: Park Services & Management View
The Park Services and Management View buttons have been moved to the left side of the screen to make them more obvious. This allows players to quickly jump to the Animal Nursery, see their finances or view a breakdown of their guest needs.



Further Balance Changes
After reviewing the impact of staff on the economy, we've decided to drastically reduce the cost of upkeep even further. Now that things like staff, logistics and Loading Bay deliveries are an active part of the park management costs, it makes more sense to deminish the role of upkeep after Update 11.

We also addressed an issue where staff wages weren't getting reported correctly in the finances tab, making it difficult to understand how much money was being lost. Players should have an even easier time making a profit in Challenge mode as a result.

[h3]Known Issues & Additional Notes[/h3]
  • Players with old Sandbox saves may have to enable and disable the Logistics toggle one time per park for it to properly engage (replaces the previous Infinite Feeders toggle).
Full Patch Notes

[h2]Features[/h2]
  • NEW SANDBOX OPTION: Logistics
    Disabling this ensures all consumers (feeders, kiosks, etc.) are topped up and will never drain
  • NEW SANDBOX OPTION: Staff Welfare
    Disabling this ensures staff never become unhappy or take breaks. Cashiers instantly teleport to kiosks, serving there forever
[h2]Additions[/h2]
  • Staff
    • Selecting Staff will draw a line to show where they’re going while working
[h2]Changes[/h2]
  • Balance
    • Upkeep for logistics, park service modules and guest facilities have been reduced to $50 now that staff wages, deliveries, excavations and research fulfill that role
    • Upkeep for remaining modules have been reduced to $10 or $0 depending on their function
    • Loans have significantly reduced interest, extended repayment durations, and the first loan option now has a 0% interest rate
    • Drastically reduced the internal threshold at which insufficient fencing becomes a problem
  • Animals
    • Adjusted Tyrannosaurus facial integument
    • Revised poop positioning so piles stick to the ground more accurately
  • Staff
    • Staff will now go on break even if they didn’t just finish an assignment
    • Cashiers teleport to kiosks if staff welfare is off, also hires one less cashier because shifts and breaks aren’t needed
  • Environment
    • Adjusted tropical lighting
    • All maps now have slightly brighter shadows at night to improve visibility
  • UI
    • Updated the new game previews and loading screens for the Tropical, Temperate and Scrubland maps
    • Updated the main board and overview access toggles. Park Services and Park View can now both be found and accessed on the left sidebar
[h2]Bug Fixes[/h2]
  • Critical
    • Fixed a bug causing duplicate enclosures
  • Gameplay
    • Fixed exhibit’s scores being badly affected by fencing
    • Fixed donation boxes overflowing their monthly donation cap
  • Staff
    • Fixed staff not ending on their breaks on time
    • Fixed laborers constantly trying to move stock out of warehouses
    • Fixed export requests persisting after a new demand pressure was applied to warehouses
    • Fixed potential kiosk deadlock if you fired or otherwise interrupted the cashier or the replacement
    • Fixed staff wages not being properly calculated in the finances menu
  • Buildings & Scenery
    • Fixed production modules not stopping their production when they are full
    • Fixed misaligned windows on the Fossil Depot to work better with modular walls
  • Construction
    • Fixed fences not being able to be placed in 2-segment circles
    • Fixed an issue where fences coming out of the same point in the same direction could stop an enclosure from forming
    • Fixed modules being able to be rotated to align with surfaces
  • UI/UX
    • Fixed Call Staff button showing green when a cashier is in a kiosk and no replacement is needed
    • Fixed widget for producer modules to accurately represent their current production

Prehistoric Kingdom - Patch (EA 1.8.40)



Welcome, Park Managers!

This follow up patch to Update 11 addresses some of the more immediate feedback given by the community. Additional patches are soon to come!

[h3]Features[/h3]

Amongst various changes to balance, guests and staff (particularly regarding travel speed and exploration distance), we've added a Sandbox conversion tool to Challenge Mode! This should help players whose parks are impacted by balance or calculation adjustments made throughout Early Access.

Going to Settings > Gameplay will now display the sandbox conversion button.



For more information about what other changes are coming in the next few weeks, please read our previous Dev Diary. Thanks!

[h3]Known Issues & Additional Notes[/h3]
  • Animation issues with human props are still present
  • The newly introduced fence-end arrows appear on load. Placing a fence and cancelling will make them disappear!
  • Some visitors may disobey gravity at higher altitudes and continue walking forwards
  • Staff wages may be having too big an impact on the economy, so we'll be awaiting feedback on that
  • The sandbox toggles for staff and logistics are NOT currently implemented! Though the buttons have snuck into the build, we are still working on them and are being targeted for release ASAP.
Full Patch Notes

[h2]Features[/h2]
  • NEW GAMEPLAY OPTION: Convert to Sandbox
    When running a Challenge Mode game, going to Settings > Gameplay will now display a sandbox conversion button, allowing players to rescue problematic challenge games and continue in peace
[h2]Changes[/h2]
  • Balance
    • Increased starting cash when beginning a new Challenge game
    • Increased profitability of kiosks and restaurants by 200%
    • Reduced the placement cost of staff gates, park services, logistics and animal care modules
    • Reduced the upkeep cost of staff gates, park services and storage modules
    • Increased the placement cost of Loading Bays to $125,000
    • Increased the upkeep cost of Restaurants and Shop Large modules to $500
    • Small Donation Boxes now cap out at $3000 instead of $50,000
    • Compost Heap now converts 8kg of dung into 4kg of compost
  • Animals
    • Can no longer leave dung piles in deep water
  • Humans
    • Increased human movement speeds by 20-30%
  • Staff
    • Increased staff movement speed while transporting resources by 50%
    • Staff now explore closer to visitor areas while idle
  • Guests
    • Visitors no longer react to needs under their reaction threshold
    • Visitors' needs view has been modified to show their needs more accurately. Now Green -> Yellow represents their needs below reaction threshold, Yellow -> Red above.
    • Visitors with critical needs will leave the park a lot faster
    • Visitors will generally spend less time in the park, allowing more guests to cycle in and increase ticket revenue
    • Greatly increased the chance to explore the park when there’s nothing to do
  • Enclosures
    • Excess dung will not display a state icon until the enclosure reaches 30% cleanliness
  • Buildings & Scenery
    • Moved Visitor Spawner into Guest Amenities > Finances
    • A newly placed Loading Bay should no longer purchase new resources if there are available resources from a previously demolished loading bay
    • Loading Bay will now highlight overstock in red
  • UI/UX
    • Moved park service structures into their own building menu category, park logistics structures are now more accessible
    • The fence info boxes in the building menu now properly display the fence’s strength
    • Offset Paleopedia images for Spinosaurus and Tarbosaurus so that they are centered
    • Enabled the ‘Open Paleopedia Entry’ button in the Nursery Menu’s animal preview screen
  • Post Processing
    • Improved general image clarity and quality for TAA
    • Reduced visitor heatmap opacity significantly from 75% to 25%
  • Audio
    • Slightly increased delay after Nigel’s Leaellynasaura intro
    • Adjusted crowd audio parameters
[h2]Bug Fixes[/h2]
  • Crashes
    • Fixed a navmesh-related crash
  • Critical
    • Patched an issue with screenshot preview generation that stopped the save system from finishing
    • Re-enabled the Kökşetau Formation after it was mistakenly disabled!
    • Patched challenge mode cheat that would allow locked animals to be breedable through the paleopedia menu
    • Modular movement of existing pieces is not cross checked with the economy anymore, which fixes a long-standing issue where moving structures would not be allowed if the park balance could not cover the whole building cost. Sorry to have missed this one for so long!
    • PTB saves can now be overwritten (and upgraded) by same or newer release builds (Beware that PTB saves may sometimes retain PTB-related bugs, we suggest naming your saves appropriately if you play on the PTBs)
  • Animals
    • Fixed an animal welfare issue where exhibit markers would be calculated towards the fence strength need
  • Staff
    • Fixed a bug that caused humans but especially idle staff to spin when reaching a destination
    • Should be less likely to fall into cracks and clip up through walkways
    • Keepers should no longer be prevented from using compost heaps that other keepers are using
    • Fixed staff giving up on dung cleanup assignments directly after shoveling if there was only one mound to clean up
  • Guests
    • Fixed some diffuse map mistakes in the female guest outfits
  • Buildings & Scenery
    • Glass shadows have been disabled after being temporarily enabled in Update 11
    • Fixed Fruit Block not having staff interact points
  • Construction
    • Fixed a bug that caused the modular grid to be incorrectly sized
    • Fixed gates snapping into fences causing breaks that prevent enclosures from forming
  • UI/UX
    • Fixed various ‘Call Staff’ buttons not properly initializing, losing their supposed functionality
    • Fixed typos in the Help menu
    • Fixed Ugrunaaluk name typo (again)
[h2]Performance[/h2]
  • Fixed a major performance issue certain amenities could continuously try to generate queue lines
  • Minor performance improvements
  • Minor modular load performance improvements

Dev Diary: June 2024





Welcome to the June Development Update!

In case you missed it, Update 11 is out now on Steam! This is by far our largest update and adds a bunch of exciting changes to better the future of Prehistoric Kingdom. Staff are finally here alongside an entire logistics system, reworked human art, two beautiful genus of dinosaurs and lots of other changes. The patch notes are absolutely massive, so if you’ve got time, be sure to give them a look!

[previewyoutube][/previewyoutube]
For the remainder of this post, we’ll be talking about what’s next for the game and going over the improvements we’d like to make based on player feedback!


[h2]Thoughts on Update 11[/h2]



Overall, we’re very pleased with the response to Update 11 and are glad to see players enjoying the direction we’re taking management in. As stated above, this was a really big update for the team and it’s sort of surreal to finally see staff walking around the parks. It’s helped build a lot of systems for us to improve and we’re excited that both staff and visitors will only get better from here.

Developing alongside the PTB (Public Test Branch) proved to be incredibly useful in reducing the amount of critical stability issues experienced at the launch Update 11 and is definitely something we’d like to do more of in the future. We weren’t able to catch everything, but what did slip through appears to impact a smaller subset of players and are mostly bugs related to things like the guest queuing system which came back online a day before release (oopsies).

In terms of balance, things aren’t quite where we’d like them to be. The feedback we’ve gotten over the last few days has been very valuable and the team have been thinking of ways to improve both the short and long term impact of staff and logistics. While some things can’t be addressed until Update 12 at the earliest, we are working on quality of life patches to improve the game’s flow in the meantime.

[h2]Upcoming Improvements[/h2]



These are some of the most immediate changes we’re looking into to help improve Challenge Mode:
  • Increase starting cash across all difficulties
  • Add the Loading Bay and Staff Center to new saves by default (these can be moved or deleted)
  • Increase the human movement speeds (both guests and staff arrive at their destination quicker)
  • Reduce the amount of time individual guests spend in the park to improve the flow of ticket sales (the main source of income)
  • Reduce the construction and upkeep cost of Park Service buildings (Animal Nursery, Fossil Depot, etc.)
  • Split the building category ‘Park Infrastructure’ into Park Services and Park Logistics to make searching more convenient and better support future logistics modules
  • Show the travel time/delay on modules that need to be stocked, indicating how long it actually took for a staff member to arrive
  • Show the staff efficiency, indicating how many tasks they’re able to complete before going on break
  • Add a ‘Convert to Sandbox Game’ button in the options menu, allowing players to rescue Challenge games that are struggling

We are also working to reintegrate notifications and give them a more defined role, serving as a way to communicate unlocks, changes within excavations, or any other one-off events that may have happened.


Anything that’s actually wrong with the park would instead get sent to the Park Issues screen, a comprehensive list of persistent problems that need to be solved. This is where you can easily find empty feeders, dirty habitats or find out which modules are inaccessible to guests. Clicking on the item, staff or animal will take the player directly to it.

Since the issues are all labeled, this menu should also address players not understanding certain state icons!


We believe that these two additions alone will drastically improve gameplay clarity and reactivity, especially with excavation events changing month to month.

[h3]When are these changes expected?[/h3]
They’ll be scattered across a few smaller patches rather than coming later in one big update. The earliest patch which includes sandbox conversion, human speed buffs, small balance changes and a bunch of fixes will be arriving in the next few days!

Larger additions like notifications and park issues are trying to be finished ASAP, but will take more time.



The Future

[h2]Update 12[/h2]
Beyond further improvements and support for Update 11, the team’s now beginning to shift to Update 12 and beyond. To kick off this next phase of development, we’re giving you another glimpse at one of the previously revealed dinosaurs for Update 12, the majestic Brontosaurus!


Arriving as an alternate genus to another Update 12 addition, Apatosaurus, this thunder lizard is sure to wow guests with its extravagant patterning and dorsal spines. Our Brontosaurus features a set of large keratinized spikes running down the sides of its neck, with the park scientists believing that they might’ve been used during disputes with other herd members.


[h3]Park Rating Improvements[/h3]
One of our goals for Update 12 is to revisit a few systems like the Park Rating to see where it can be tidied up. With this proposed update to the management view, the park rating will display a clear breakdown of its components and current progress towards the next goal.


[h3]Additional Guest Variation[/h3]
One of the things we didn’t get time to add back into Update 11 was clothing variation! Update 12 will correct this by not only including alternate outfit colors, but introducing props for visitors to use like hats and phones.

[h2]Tutorials[/h2]
Tutorials have been a hot topic amongst new and returning players for some time now, and so we’d like to finally discuss our approach for the future.

First, let’s talk about the requirements. We need a tutorial system that is easily accessible, walks the player through mechanics at their own pace and that can be easily expanded or changed at any point in development. For this reason, we’ll be pivoting to a system that can be accessed during a Sandbox or Challenge game.

The idea is to have guided tutorials accessed through the Help menu, covering small chunks of the game to keep it digestible. These tutorials would be text based, highlighting buttons or elements on the screen to guide the player. The tutorial box would be movable so that it never covers an important UI element.

Below is an example piece of concept art showing how a tutorial might progress:

We don’t have an exact ETA for this, so for now we recommend reading the newly updated Help menu included in Update 11. We’ve written a bunch of articles that should help players wrap their head around the new mechanics. Most articles include shortcuts to quickly build specific modules or jump to another page!


[h3]What about the tutorial scenario?[/h3]
As nice as it was at the time, the original tutorial scenario became increasingly buggy with each major update and was quickly outdated as new mechanics got introduced. To fulfill the needs of today, it’d have to be rebuilt from the ground up.

We aren’t opposed to revisiting scenarios again in the future (we love them just as much as you do!) but the dev time required to build and maintain them isn’t on the table right now. Realistically, it makes the most sense to try again once the game has left Early Access and things aren’t in flux.

[h2]Official Prefab Redux[/h2]
We’d like to quickly mention that we’ll be cleaning up and improving the game’s official prefabs. Looking forward, we would like our prefabs to feel unified, easily accessible and ensure that all the themes are represented across the guest amenities and viewing attractions.

We understand that there are players out there who may not enjoy modular building or simply find it too overwhelming, so in redoing our prefabs we’re taking this opportunity to create something that we hope is more appealing for that plug-and-play experience.


Created by ThatOneGlitch


Created by Pombo agiota


Created by Krex



Thank you for reading June's dev diary!

It’s been a big month for the team, so we hope you can forgive the shorter dev diary. We’re eager to read more of your thoughts and dish out further changes to Update 11.

- The PK Team