1. Prehistoric Kingdom
  2. News

Prehistoric Kingdom News

Prehistoric Kingdom - Patch (EA 1.10.45)



Welcome, Park Managers!

The team are now back from their holiday breaks! To celebrate the New Year, Prehistoric Kingdom is currently available for 30% off. If you'd know someone who'd be interested in trying out the game, we'd appreciate the support!

[h3]About the Patch[/h3]


In this patch, we've targetted a number of reported issues such as visitors falling through tiny gaps, various bugs with the building toolbox and more. As a quick little side project, we improved the Animal Nursery preview with new lighting, idle animations, added a 3D animated human scale, and fixed the wetness effect that would appear during rain.


We've also revised different areas of the UI with new tooltips to better explain what certain values or colors mean, such as an animal's "Biome" need. If the wrong biome is present in an animal's enclosure, selecting the biome will now automatically open the removal tool in the Terraforming menu.


Thank you for all the great feedback and we'll be in touch again soon with an early January Dev Diary.

[h3]Known Issues & Additional Notes[/h3]
  • We're still experiencing instances of animals ignoring all navigation rules and phasing through fences, and we've made this our top fixing priority. Until we fix this, a reload should resolve the issue temporarily.


Full Patch Notes

[h2]Additions[/h2]
  • Animals
    • Added morphological sexual and skin dimorphism to the Woolly Mammoth. This is especially noticeable in the tusk shape of the various individuals
  • UI/UX
    • Improved UX on animal info menu biome reporting by adding button behavior to each biome icon: hovering them with the cursor will show you the correct status of that biome in relation to the animal preferences, and clicking them will set up the relevant terraforming tools
    • Added loads of relevant explanatory tooltips to animal welfare bars and animal habitat needs
    • Added biome tooltips to the Paleopedia biome icons
    • Added biome tooltips to the Landscaping Menu biome icons
    • Added a species count to the enclosure info menu rating section
[h2]Changes[/h2]
  • Balance
    • Changed starting Funds values for Sandbox Settings in the New Game menu - these will now reflect the updated economy more closely
    • Increased Tall Feeder capacity to 1500kg
    • Slowed large sauropod hunger and thirst drain rates
    • Decreased Apatosaurus weight and eating amounts after discovering a data oversight
    • Updated needs values for Megaloceros and Ursus
    • Increased Megaloceros base score to 430
    • Science Teams now properly unlock one star rating earlier
  • Gameplay
    • Reduced Price Appeal influence of Bathrooms and Binoculars, increased influence of Park Entry Price
  • Animals
    • Animal Nutrition and Hydration welfare now only starts to decrease when the animal is very hungry or thirsty, not slightly hungry or thirsty
  • Guests
    • Guests in queue lines will now be more capable of pushing through crowds and other people
  • Buildings & Scenery
    • Moved the navigation access portal for staff gates an additional 0.5 meters out, which should address a few issues where it wasn’t allowing staff through even when placed in perfectly legitimate areas
  • UI/UX
    • Revised fence snapping to be less aggressive at closer camera distances
    • Made several improvements to the Animal Nursery preview
      • Spatialized and animated the human silhouette
      • Removed world lighting and world effects (like wetness) from the animal preview, making the preview visuals much more consistent
      • Drastically improved fidelity of shadows and fur rendering
      • Added idle and action animations to the Animal Nursery animal previews
      • Removed redundant animal information from the Animal Nursery, giving the animal preview more screen space. All that information is still available in the animal’s Paleopedia entry
    • Improved Excavations Team menu animal button responsiveness
    • Excavations Team menu animal buttons now link to their respective Paleopedia page
    • Updated sizing for the Group Editing overlay panel to improve overlapping with other menus
    • Improved modular group double clicking selection functionality by only allowing the behavior to run when the first click selects the target structure
    • Screenshot Mode: adapted height movement speed to take more after the orbit camera inputs, overall making more precise motions possible
    • Enclosure welfare state icons (missing water, missing feed), are now disabled if Animal Welfare is disabled in the gameplay options
  • Rendering
    • Improved animal fur rendering during night time
[h2]Bug Fixes[/h2]
  • Critical
    • Fixed distant foliage loading from the wrong maps when browsing the New Game menu before loading a save
    • Fixed a critical modular selection bug triggered by undoing user actions
    • Fixed a left mouse click input error causing terraforming brush actions to occasionally lock in even if the left mouse button wasn’t held down
    • Improved saving diagnostics significantly
    • Save system should no longer delete a save when it fails to overwrite the save for any reason
    • Fixed a bug that caused loading to fail when saves had more than 256 gates
  • Gameplay
    • Loading bay overfill export requests will no longer generate Module Logistics Unfulfilled park issues
    • Module Logistics Unfulfilled will now correctly be removed when a staff member takes on the assignment
    • Fixed Price Value Appeal not correctly calculating
  • Animals
    • Animal pathfinding is more robust
    • Fixed an audio bug when removing animals
  • Humans
    • Human pathfinding is more robust, reducing unrealistic crowding and improving their capability to find alternate routes.
    • Human to human collision has been adjusted to allow people to scoot around each other more aggressively, drastically reducing most crowding scenarios.
    • Fixed humans falling through tiny gaps on tall structures. They should also recover more reliably
  • Guests
    • Fixed guests rarely getting stuck under the map
  • Buildings & Scenery
    • Fixed statues not giving their listed Attraction Points
  • Foliage
    • Fixed new temperate grasses not aligning to the terrain
  • Construction
    • Fixed fence and path length snapping being twice what is listed in the UI
    • Fixed vegetation being removed from far above or below a modular piece or path when it is placed with the Remove Foliage toggle enabled
    • Fixed a bug that prevented an interactable from updating is registration when placed in an area with no nav access
  • UI/UX
    • Fixed a problem with the new Modular Styling menu, causing it to occasionally remain closed if a filter was applied
    • Fixed Ecology bonus values being displayed incorrectly in the UI
    • Fixed Local Prefabs showing up in the Workshop Prefabs building menu category
    • Added back workshop buttons to structure buttons
    • State Icons now don’t disappear when opening the Management View menus
    • Fixed ‘Animals ready for release’ notification popup sometimes becoming stuck on screen after moving animals
    • Fixed several instances of notification popups appearing at the wrong time
    • Fixed several text elements not having the proper language localization
    • Fixed the ‘Open Guest Needs’ button on the guests’ info menu opening the rating management view
    • Fixed several instances of tooltips not getting opened when it was expected (for instance, during user actions)
[h2]Performance[/h2]
  • CPU Optimizations

Prehistoric Kingdom - Update 13 (1.10.37)



Welcome, Park Managers and happy holidays!

Update 13 is now available! This releases introduces 2 new species, an overhauled building experience, reworked park rating system and more. Prehistoric Kingdom is also 30% off right now during the Winter sale!

Please send feedback and bug reports to our Discord server's appropriate channel.

Update 13 Content

[h3]New Species[/h3]
Discover the furrociously lovable cave bear, Ursus spelaeus and the majestic Irish Elk, Megaloceros giganteus. Sharing a formation with ice age classics like the Mammoth and cave lions, these new additions are sure to feel right at home in Prehistoric Kingdom.

[previewyoutube][/previewyoutube]
[previewyoutube][/previewyoutube]
[h3]Park Rating Improvements & Guest Influx[/h3]
The park rating system is now goal oriented, showing the player what exactly is required to move up a star. It's an average of the park's Animal Rating and Guest Rating, each with their set of goals to max out.


The rate at which guests enter is influenced by both your park rating and the park's appeal. Players can now hover over their guest population at the bottom of the screen to see how these factors impact their projected guest population as well as their arrival rate.

A small trend icon let's you know if you're gaining or losing guests at a glance!



[h3]Building Toolbox Updates[/h3]
The building experience has been revamped with a new toolbox designed to better highlight the various construction options available to the player. The menu is now contextual and can be unpinned to maximize screenspace while building, dropping away.

Additional options such as showing small icons, filtering favorited items and toolbox pinning are now saved across all games, making it easier to configure your preferred way to play. Oh, and you can see every item in a single scroll!


When building with prefabs, items, paths or fences, a side panel appears to clearly list the available settings. For modular building, this includes new options: random rotation, random scale, incremental movement and flipping pieces on their X, Y or Z axis.


The styling menu now not only allows coloring per style, but can be filtered to only show modules, walls, roofs, lights or miscellaneous pieces. Oh, and it can be scaled vertically, too!

[h3]Guest Resting, Eating & Animal Viewing[/h3]
As visitors explore the park in Update 13, their rest need will begin to drain. Benches and tables offer respite to guests, giving them a place to sit and catch their breath. Similarly, guests will now seek out benches after purchasing a meal! The restaurant module is a great demonstration of this, as visitors will actually use the booths.

We have improvements planned to make transitioning in and out of seating look better in extreme circumstances, as well as to address visitors dropping their burgers on the floor. Mm, delicious!


That's not the only change to visitors, though! They're now far more likely to view animals and will do so for longer amounts of time. Guests will have a higher chance of trying to view animals with lots Animal Points (detailed below) and will even try to stand approximately near animals to get a good view.


[h3]Guest & Staff Navigation Viewer[/h3]
The management view has been updated to include a navmesh viewer for guests and staff, allowing players to see what's traversable and troubleshoot any issues.


[h3]New Scenery[/h3]
26 adorably stylized animal signs have been added in Update 13! These illustrations are available for most creatures in the game.


For the hardcore builders out there, we've also added 17 new shape pieces based on community suggestions. They're joined alongside 5 brand new material styles: matte, metallic, plaster, wood and granite!


[h3]Expanded Temperate and Coastal Foliage[/h3]
The temperate and coastal biomes have been expanded with over 35 pieces of additional foliage. For biome presets, the temperate shrubs and temperate field have been added for ease of creating realistic meadows and transitionary forest.


[h3]Smooth Camera Toggle[/h3]
The camera settings menu has been updated to include a smooth camera toggle! This allows players to replicate our trailers and make their very own cinematics with slowed panning and rotation.


This setting also works while in screenshot mode, so it's easier than ever to get the shot of your dreams!

Update 13 Changes

In addition to the content above, here are some specific changes we've made to animal scoring and how the new attraction points work.

[h3]Animal Points[/h3]
Viewable from the Nursery, Paleopedia or an animal itself, animal points are the perceived worth of a creature, made up of values such as the species base rating and any genetic mutations. Animals that are housed in mixed species exhibits will receive bonuses if they share a dig site, region and time period.

Animals with a high amount of animal points will typically attract more visitors to their enclosure due to their popularity.

This system replaces exhibit score in its entirety and is factored into the park rating. We'll be expanding all of this with the milestones mechanic in the future! Further information TBD.


[h3]Attraction Points[/h3]
Attraction points measure the perceived worth of the facilities in your zoo. Granted by placing modules such as kiosks, restaurants, binoculars and statues, each level of park rating will require a higher amount of attraction points than the last.

We intend to add more attraction-oriented modules in the future!



[h3]Known Issues & Additional Notes[/h3]
  • Visitors will drop their burgers on the floor before using their telekinetic abilities to grab them.
  • While placing an object, selecting an advanced movement option from the UI will not display the gizmo. This can be resolved by selecting another advanced option (e.g. movement, rotation, scaling) and then switching back to the desired tool. Alternatively, players can use the default keybind of V to access the advanced tools.
Full Patch Notes

[h2]Features[/h2]
  • NEW ANIMAL: Megaloceros giganteus
  • NEW ANIMAL: Ursus spelaeus
  • NEW FEATURE: Guest Sitting
    Guests will now stop at benches to rest or enjoy a delicious meal. This retroactively applies to all saves!
    A new ‘Rest’ overlay is available for checking on your guests' new need!
  • NEW FEATURE: Improved rating and park goals
    • Park Rating Stars are earned by achieving incremental goals
    • Animal Points are given by every animal in your park based on the species, genetics, and ecology of the animal
    • Removed Exhibit Score: the Ecology Bonus is now part of Animal Points, and cleanliness was always part of Animal Welfare (making it redundant)
    • Attraction Points are currently given by shops and binoculars, but is planned be expanded in the future
    • Park Appeal affects guest population, and is driven by Overall Park Rating, Amenity Prices, and Park Beauty
[h2]Additions[/h2]
  • Buildings & Scenery
    • Added Stylized Animal Sign, coming in multiple animal designs:
      • Acrocanthosaurus
      • Ankylosaurus
      • Apatosaurus
      • Brachiosaurus
      • Coelodonta
      • Deinocheirus
      • Dilophosaurus
      • Dryosaurus
      • Edmontosaurus
      • Elasmotherium
      • Iguanodon
      • Leaellynasaura
      • Mammuthus
      • Megaloceros
      • Microraptor
      • Ouranosaurus
      • Pachyrhinosaurus
      • Parasaurolophus
      • Protoceratops
      • Psittacosaurus
      • Smilodon
      • Spinosaurus
      • Triceratops
      • Tyrannosaurus
      • Ursus
      • Velociraptor
    • Added 5 material styles, including the old plastic style, to the shape pieces:
      • Plastic (current material)
      • Matte
      • Metallic
      • Plaster
      • Wood
      • Granite
    • Added several additional shape pieces to expand the current selection:
      • Cylinder Half
      • Cylinder Hollow
      • Cylinder Hollow Half
      • Pyramid Octagonal
      • Pyramid Pentagonal
      • Pyramid Hexagonal
      • Pyramid Triangular
      • Sphere Half
      • Torus Half
      • Torus 2 (Thicker)
      • Torus 3 (Thickest)
      • Cone
      • Cone Truncated
      • Helix 1 (Thin & Spaced)
      • Helix 2 (Thick & Close)
      • Icosahedron
      • Buckyball
    • Added 2 Animal Silhouette signs for the new species:
      • Megaloceros
      • Ursus
  • Foliage
    • Added or updated the following Coastal plants:
      • Coastal Manroot 1
      • Coastal Manroot 2
      • False Lily of the Valley 1
      • False Lily of the Valley 2
      • Maidenhair Fern 1
      • Maidenhair Fern 2
      • Maidenhair Fern 3
      • Scots Pine 1
      • Scots Pine 2
      • Scots Pine 3
      • Scots Pine 4
      • Scots Pine 5
      • Scots Pine 6
    • Added the following Temperate plants:
      • Beech Tree 1
      • Beech Tree 2
      • Beech Tree 3
      • Beech Tree 4
      • Beech Tree 5
      • Beech Tree 6
      • Beech Tree 7
      • Beech Tree 8
      • Daisy Grass 1
      • Daisy Grass 2
      • Daisy Grass 2
      • Dandelion Grass 1
      • Dandelion Grass 2
      • Dandelion Grass 3
      • Dandelion Grass 4
      • Eared Willow 1
      • Eared Willow 2
      • Eared Willow 3
      • Eared Willow 4
      • Field Grass 1
      • Field Grass 2
      • Field Grass 3
      • Flame Azalea 1
      • Flame Azalea 2
      • Flame Azalea 3
      • Flame Azalea 4
      • Flame Azalea 5
      • Flame Azalea 6
      • Flame Azalea 7
    • Added the following Temperate biome presets:
      • Temperate shrubs
      • Temperate field
  • UI/UX
    • Added a ‘Smooth Camera’ toggle to the Camera Menu, switching between the default camera mode, and a smooth cinematic camera
    • Added paleopedia page descriptions for Archaeopteryx, Brachiosaurus, Camarasaurus (all species), Dryosaurus, Torvosaurus (both species), Tyrannosaurus, Protoceratops, Velociraptor and their respective formations
    • Updated the Building Toolbox menu with a fresh new look and improved functionality
      • Every structure category now has an ‘All’ menu selection, allowing a quick visualization of the entire structure list set for that category
      • Added ability to switch between large and small icon size for the Building Toolbox
      • Added save preference functionality to structure favoriting - newly favorited structures will now carry over across all saves
      • Added a set of contextual Building Action panels to the right hand side of the screen - these menus appear while any structural action is active and are highly contextual based on the current action type. Through these menus, several QoL features have been added to the building suite:
        • Improved keybind tooltip readability
        • Modular: random rotation and scale settings
        • Modular: gimbal move increment
        • Modular: gimbal Axis Flip, available during gimbal scaling. This allows quick mirroring on any local axis for the current objects
    • Building Toolbox settings (‘Button Scale’, ‘Pin Toolbox’, and ‘Show Prefabs’) are now saved across all saves and game sessions
    • Added a new keybind: Toggle Fences/Path Replacement Mode - bound to ‘R’ by default. When pressed, this keybind will toggle the current fence/path action from ‘Build’ mode to ‘Replace’ mode, and vice versa
    • Updated the modular styling and coloring panel to be completely independent of the building toolbox, allowing for more screen real estate when changing modular pieces!
    • Color controls are now relative to piece types, giving more granular control over the coloration of each piece style
    • Updated the Management View menu and included a new park rating report to match the new rating additions
      • Added a Guest Navigation view - allowing guest navmesh visualization
      • Added a Staff Navigation view - allowing staff navmesh visualization
    • Added explanatory tooltips to several gameplay GUI elements in the Management View menu, detailing various systems within the game
    • Added a Projected Park Population report tooltip that appears when hovering the park guest count on the main board
    • Added a trend icon next to guest population that shows when the projected number of guests is higher or lower than your current amount
    • Clicking the finances, staff, animals and guest numbers at the bottom of the HUD will open up their respective management menus
[h2]Changes[/h2]
  • Gameplay
    • Removed individual price categories for different food and gift brands, unified into two simple categories
    • Added price setting for Binocular modules
  • Animals
    • Lowered shininess of Coelodonta fur
    • Animal overall welfare has been reworked to better consider each component of an animal’s life
      • Animal needs drain slower
      • Animal excretion amount lowered
    • Adjusted minimum exhibit sizes for the following species’ default grouping size:
      • Charonosaurus: 5,550m2 → 4,340m2
      • Deinocheirus: 3,400m2 → 1,575m2
      • Edmontosaurus annectens: 14,000m2 → 6,125m2
      • Edmontosaurus regalis: 33,440m2 → 10,425m2
      • Iguanodon: 13,580m2 → 4,030m2
      • Juxia: 6,220m2 → 1,100m2
      • Lambeosaurus: 11,400m2 → 2,500m2
      • Muttaburrasaurus: 6,524m2 → 2,796m2
      • Nasutoceratops: 3,600m2 → 1,400m2
      • Ouranosaurus: 7,920m2 → 3,300m2
      • Pachyrhinosaurus canadensis: 18,800m2 → 13,100m2
      • Pachyrhinosaurus lakustai: 11,780m2 → 6,570m2
      • Pachyrhinosaurus perotorum: 5,500m2 → 2,400m2
      • Parasaurolophus cyrtocristatus: 9,845m2 → 2,737m2
      • Parasaurolophus walkeri: 9,510m2 → 3,538m2
      • Styracosaurus: 6,000m2 → 2,400m2
      • Ugrunaaluk: 6,220m2 → 2,860m2
  • Staff
    • Removed staff unhappiness for now, we have plans to reintroduce it with more gameplay in the future
  • Guests
    • Adjusted guest population cap and spawn rates as a function of Park Rating and Park Appeal
    • Guests should now look at animals much more frequently, with higher Animal Points resulting in more frequent visits
    • Guests now view animals for significantly longer
    • Guests now consider the number of binoculars vs animals when selecting how to view them
    • Guests will now only view animals when they can get close to their enclosure
    • Guests now leave line queues if they think they are waiting too long
    • Guests should be less likely to stand on something that is not the correct part of the navmesh
    • Shopping behavior is no longer a need that builds up over time, instead guests will shop after having positive park experiences
    • Guests should now walk faster in general, and even faster still when they have a pressing need
    • Guest AI will no longer ‘explore’ for overlong periods
  • Buildings & Scenery
    • In addition to benches and tables having interaction points, the Restaurant now has functional tables. Guests will get in line to purchase food, then take it to a table to sit and eat. Guests will also attempt to find nearby seating after purchasing from Food Kiosks or Vending Machines
    • Guests will now get in line to make a purchase after viewing products on shelves in the Gift Shop
    • Kiosks now have an exit point slightly to the right of the register interaction point, which helps clear up traffic jams when guests try to leave the kiosk. Guests moving from the register to this exit point are able to move through navmesh obstacles for that short distance, making it possible to build queue line ropes/barriers to direct the line, while still allowing guests to leave without walking backwards through the queue
    • Large bathrooms now have an internal capacity of 8 “stalls” for guests to use
    • Slightly reduced nav-cutting size of flat feeders
  • Environment
    • Updated sunrise/sunset ambient light to be brighter and warmer, reducing pitch black shadows
    • Updated Tanzania map lighting to be more consistent with other maps and appear less harsh
    • Updated environmental reflections to include fog
    • Adjusted clouds to appear less saturated and overblown during sunrise/sunset
    • Slightly brightened grass in the shade
  • Foliage
    • Updated wind settings on older trees and removed wind from various cactus species
    • Adjusted global wind simulation to look more lively
    • Adjusted elephant grass coloring to better fit with the rest of the foliage
    • Adjusted shading on boreal fireweed and labrador tea to appear less round
    • Adjusted sizes for temperate arrowwoods 1 and 2 for better leaf size consistency, making them smaller overall
    • Reduced wind during rain
  • UI/UX
    • Updated building tutorial screenshots to show the new building toolbox
    • Updated biome preset icons for temperate foliage and coastal pines
    • Updated the enclosure info panel to reflect the new rating changes
    • Updated the animal rating info panel to reflect the new rating changes
    • Opening the Terraform Menu now clears all non-animal selection
    • Changed help link buttons on the Park Issues items to instead be displayed on the issue header
    • Converting a Challenge game to Sandbox will now properly update the Weather Menu settings
    • Improved camera tracking calculations to better focus on animals’ heads or guests’ faces when up close
  • Post-Processing
    • Adjusted auto-exposure to improve the game’s base brightness and increase visibility when in dark areas. This is most noticeable in dense forests, buildings and at nighttime
    • Adjusted bloom to have less spread and appear less intense. Most noticeable on metal objects such as feeders. It now mostly acts as light bleed for dark areas
    • Looking at navigation in the Management View no longer tints the screen blue, making the navmesh more visible
  • Rendering
    • Improved selection outline clarity
[h2]Bug Fixes[/h2]
  • Crashes
    • Fixed a crash that could occur when deleting a fence section if that fence had been loaded in overlapping another fence section
      • This enforcement of fence proximity rules may break existing enclosures which had gates and fences trying to occupy the same space!
    • Fixed improper process scheduling that could lead to a rare crash
  • Critical
    • Fixed the “Sabre Toothed Cat” and “Three Horned Face” Steam achievements not properly triggering
    • Added better keybind validity checks, to ensure certain controls can’t be mapped to specific keybinds, affecting both saved bindings, as well as new user settings. This measure fixes selection problems some users have reported
    • Fixed a long standing resolution saving bug that would cause the game window resolution to reset any time a level was loaded
  • Gameplay
    • Fence placement undo and redo now properly changes the park balance
  • Animals
    • Fixed Brachiosaurus drink intro
    • Reworked interactable access which should help address animals not always using interactables after modifying them
  • Staff
    • Fixed staff going on eternal breaks
    • Fixed rare navigational issue that prevented staff from moving
    • Fixed keepers being able to walk through obstacles to clean up dung if there was no navigable path
    • Fixed keepers getting stuck in an infinite loop of offloading dung if the assignment for that dung pile had previously been attempted and failed
    • Brought back staff end-of-assignment reaction animations
    • Fixed Auto-Hire-Cashiers not hiring anyone at the moment the toggle is activated
    • Fixed Staff Placement only showing correct placement validity while the mouse is moving
  • Guests
    • Fixed Visitor Welfare being incorrect at roughly 75% of the desired value
    • Fixed a bug that caused guests to be unable to see animals
    • Fixed guests falling out of a queue line occasionally
    • Fixed guests getting stuck because they thought that roofs were walkable area
    • Fixed a bug that caused guests to have a slightly lower opinion of animals than they were supposed to
    • Adjusted nav recovery timeout to reduce cases where humans get truly stuck
  • Foliage
    • Fixed incorrect alphabetical ordering for Coastal biome trees in the terraforming menu
  • Construction
    • Fixed a major bug that caused modular piece colors to desynchronize after deletions
  • UI/UX
    • Fixed a GUI Input oversight that would cause toggles to turn on graphically but otherwise not trigger their intended behavior upon right clicks or middle clicks
    • ‘Animals ready for release!’ localization element is now capitalized and exclamatory
    • Fixed camera min/max zoom not being properly enforced while the camera was in tracking mode
  • Rendering
    • Improved synchronization of human and prop animation
    • Generally improved human animation system
    • Fixed outline desync when camera field of view changes
[h2]Performance[/h2]
  • Numerous small memory improvements
  • Human animation is more optimal
  • Many performance improvements to the building menu, especially for the search function
  • Slightly improved save loading speed
  • Minor CPU Optimizations

PTB: Patch (1.10.16)


Welcome, Park Testers!

This PTB release adds a work-in-progress version of the cave bear, improves animal viewing behaviour for guests and addresses some feedback for the updated building tools. The bear will be receiving additional sounds, animations and vocalizations very soon!

We will continue polishing Update 13 before its release in a few days. Thank you for the help so far!



[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.

Full Patch Notes

[h2]Features[/h2]
  • NEW ANIMAL: Ursus spelaeus (work in progress!)
[h2]Additions[/h2]
  • UI/UX
    • Added an ‘Attraction Points’ tag to the structure button tooltip in the Building Toolbox
    • Re-added the filtering menu to the Building Toolbox, allowing for theme and prefab filtering
    • Re-added global coloring settings to modular selection after player feedback. This goes alongside the granular per-style coloring controls
    • Building Toolbox settings (‘Button Scale’, ‘Pin Toolbox’, and ‘Show Prefabs’) are now saved across all saves and game sessions
[h2]Changes[/h2]
  • Balance
    • Mini Aviary now has 500 Attraction Points
  • Guests
    • Visitors have a vastly higher chance of viewing animals when not doing something more important
    • Visitors now view animals for significantly longer
    • Visitors now consider the number of binoculars vs animals when selecting how to view them
    • Visitors now leave line queues if they think they are waiting too long
    • Visitors should be less likely to stand on something that is not the correct part of the navmesh
    • Rebalanced spawn rates to be about double the previous base rate, and reduced overall park capacity by about half. There was also a rather steep invisible spawn penalty that reduced spawn rate as guest count reaches the projected population, which has not been removed but has been changed to only begin when current count is above 80% of the projected population
    • Improvements to where visitors decide to view animals from
    • Visitors will now only view animals when they can get close to their enclosure
  • UI/UX
    • The modular style menu can now be resized
    • Properly resolved building menu and modular style menu overlapping with other GUI panels
    • Improved building toolbox search function accuracy
    • Reduced sensitivity of modular gimbal rotation angle snap
    • Changed help link buttons on the Park Issues items to instead be displayed on the issue header
    • The various action panel angle snap sliders now contain all the value granularity from previous updates
    • The ‘Pin Toolbox’ toggle on the Building Toolbox is now selected by default
    • The ‘hover to view items’ panel is now shorter, wider and matches the same style as the header beneath it
[h2]Bug Fixes[/h2]
  • Critical
    • Fixed a couple bugs where incorrect data could be read when making changes to the navmesh while many paths are calculating, potentially resulting in crashes
    • Fixed the “Sabre Toothed Cat” and “Three Horned Face” Steam achievements not properly triggering
    • Fixed IndexOutOfRange error in LogisticsAnalytics
    • Reduced Burger Size by 10%
  • Guests
    • Fixed buggy animations when getting up from sitting
    • More diverse animation selection when viewing animals
    • Adjusted interact position in small bathrooms so guests aren’t visible from outside while using them
  • Buildings & Scenery
    • Fixed Feeder Empty status icon persisting after style change
    • Fixed feeders not always registering as interactable for animals when placed
  • UI/UX
    • Fixed a big underlying issue in the modular style selection code that caused pieces to not properly initialize with the last selected styling
    • Fixed guest kiosks, restaurant, vending machine, info sign and binoculars not displaying their attribute icon correctly
    • ‘Animals ready for release!’ localization element is now capitalized and exclamatory

Prehistoric Kingdom is 30% off!



Season's greetings, park managers!

To celebrate the festivities, Prehistoric Kingdom is on sale for up to 30% off. This comes just in time for Update 13 which will be releasing in a few days!

This patch will be adding two new species: the Cave Bear (Ursus spelaeus) and the Irish Elk (Megaloceros giganteus). Alongside these creatures are improvements to the building experience, a revamped park rating system and more. In fact, existing owners of Prehistoric Kingdom can jump onto the Public Test Branch to help look for bugs right now!

We hope you're looking forward to the next update!

- The PK Team

PTB: Update 13 Begins Testing!



Welcome, Park Testers!

This PTB release features a work-in-progress look at Update 13's content, including the reworked building toolbox, building experience, park rating rework, guest sitting and biome updates. Please note that Megaloceros and Ursus are not included in this pre-release and will be available once the patch is completely finished.

Here are some specific things that we'd like to get feedback on:
  • Balance and Park Rating Changes: The conditions and various thresholds required to achieve higher park ratings have been changed, with goals that are laid out in the new rating UI.
  • Building Toolbox and Building Experience: Help us find any oddities, bugs or experience downgrades from the previous system. It's totally new, so please take a little time to play with it!
  • Guest AI: Visitors have had quite a few AI changes, including the addition of a rest need. Let us know how they distribute in the park and how their needs feel in terms of balance.

Once we've fixed the most prevalent bugs and finalized the content on our end, we will be releasing Update 13 very soon! Please send your feedback and bug reports to our Discord server's appropriate channel. Thank you!



[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.

[h3]Known Issues & Additional Notes[/h3]
  • This version of the building toolbox temporarily does not contain filtering for specific themes or prefabs. This will be added for the official release of Update 13!
  • Due to a crash fix, some exhibits may be broken if they had fences and gates occupying the same space! Please update habitats accordingly.
  • Some menus, such as the new building style and coloring menu and the modular selection info panel can seldom overlap. We are working on improving the automatic scaling behavior of any overlapping menu.
Full Patch Notes

[h2]Features[/h2]
  • NEW FEATURE: Guest Sitting
    Guests will now stop at benches to rest or enjoy a delicious meal. This retroactively applies to all saves!
    A new ‘Rest’ overlay is available for checking on your guests' new need!
  • NEW FEATURE: Improved rating and park goals
    • Park Rating Stars are earned by achieving incremental goals
    • Animal Points are given by every animal in your park based on the species, genetics, and ecology of the animal
    • Removed Exhibit Score: the Ecology Bonus is now part of Animal Points, and cleanliness was always part of Animal Welfare (making it redundant)
    • Attraction Points are currently given by shops and binoculars, but is planned be expanded in the future
    • Park Appeal affects guest population, and is driven by Overall Park Rating, Amenity Prices, and Park Beauty
[h2]Additions[/h2]
  • Buildings & Scenery
    • Added Stylized Animal Sign, coming in multiple animal designs:
      • Acrocanthosaurus
      • Ankylosaurus
      • Apatosaurus
      • Brachiosaurus
      • Coelodonta
      • Deinocheirus
      • Dilophosaurus
      • Dryosaurus
      • Edmontosaurus
      • Elasmotherium
      • Iguanodon
      • Leaellynasaura
      • Mammuthus
      • Megaloceros
      • Microraptor
      • Ouranosaurus
      • Pachyrhinosaurus
      • Parasaurolophus
      • Protoceratops
      • Psittacosaurus
      • Smilodon
      • Spinosaurus
      • Triceratops
      • Tyrannosaurus
      • Ursus
      • Velociraptor
  • Foliage
    • Added or updated the following Coastal plants:
      • Coastal Manroot 1
      • Coastal Manroot 2
      • False Lily of the Valley 1
      • False Lily of the Valley 2
      • Maidenhair Fern 1
      • Maidenhair Fern 2
      • Maidenhair Fern 3
      • Scots Pine 1
      • Scots Pine 2
      • Scots Pine 3
      • Scots Pine 4
      • Scots Pine 5
      • Scots Pine 6
    • Added the following Temperate plants:
      • Beech Tree 1
      • Beech Tree 2
      • Beech Tree 3
      • Beech Tree 4
      • Beech Tree 5
      • Beech Tree 6
      • Beech Tree 7
      • Beech Tree 8
      • Daisy Grass 1
      • Daisy Grass 2
      • Daisy Grass 2
      • Dandelion Grass 1
      • Dandelion Grass 2
      • Dandelion Grass 3
      • Dandelion Grass 4
      • Eared Willow 1
      • Eared Willow 2
      • Eared Willow 3
      • Eared Willow 4
      • Field Grass 1
      • Field Grass 2
      • Field Grass 3
      • Flame Azalea 1
      • Flame Azalea 2
      • Flame Azalea 3
      • Flame Azalea 4
      • Flame Azalea 5
      • Flame Azalea 6
      • Flame Azalea 7
    • Added the following Temperate biome presets:
      • Temperate shrubs
      • Temperate field
  • UI/UX
    • Updated the Building Toolbox menu with a fresh new look and improved functionality
      • Every structure category now has an ‘All’ menu selection, allowing a quick visualization of the entire structure list set for that category
      • Added ability to switch between large and small icon size for the Building Toolbox
      • Added save preference functionality to structure favoriting - newly favorited structures will now carry over across all saves
      • Added a set of contextual Building Action panels to the right hand side of the screen - these menus appear while any structural action is active and are highly contextual based on the current action type. Through these menus, several QoL features have been added to the building suite:
        • Improved keybind tooltip readability
        • Modular: random rotation and scale settings
        • Modular: gimbal move increment
        • Modular: gimbal Axis Flip, available during gimbal scaling. This allows quick mirroring on any local axis for the current objects
    • Added a new keybind: Toggle Fences/Path Replacement Mode - bound to ‘R’ by default. When pressed, this keybind will toggle the current fence/path action from ‘Build’ mode to ‘Replace’ mode, and vice versa
    • Updated the modular styling and coloring panel to be completely independent of the building toolbox, allowing for more screen real estate when changing modular pieces!
    • Color controls are now relative to piece types, giving more granular control over the coloration of each piece style
    • Updated the Management View menu and included a new park rating report to match the new rating additions
      • Added a Guest Navigation view - allowing guest navmesh visualization
      • Added a Staff Navigation view - allowing staff navmesh visualization
    • Added a Projected Park Population report tooltip that appears when hovering the park guest count on the main board
    • Added a trend icon next to guest population that shows when the projected number of guests is higher or lower than your current amount
    • Clicking the finances, staff, animals and guest numbers at the bottom of the HUD will open up their respective management menus
[h2]Changes[/h2]
  • Gameplay
    • Removed individual price categories for different food and gift brands, unified into two simple categories
    • Added price setting for Binocular modules
  • Animals
    • Lowered shininess of Coelodonta fur
    • Animal overall welfare has been reworked to better consider each component of an animal’s life
      • Animal needs drain slower
      • Animal excretion amount lowered
    • Adjusted minimum exhibit sizes for the following species’ default grouping size:
      • Charonosaurus: 5,550m2 → 4,340m2
      • Deinocheirus: 3,400m2 → 1,575m2
      • Edmontosaurus annectens: 14,000m2 → 6,125m2
      • Edmontosaurus regalis: 33,440m2 → 10,425m2
      • Iguanodon: 13,580m2 → 4,030m2
      • Juxia: 6,220m2 → 1,100m2
      • Lambeosaurus: 11,400m2 → 2,500m2
      • Muttaburrasaurus: 6,524m2 → 2,796m2
      • Nasutoceratops: 3,600m2 → 1,400m2
      • Ouranosaurus: 7,920m2 → 3,300m2
      • Pachyrhinosaurus canadensis: 18,800m2 → 13,100m2
      • Pachyrhinosaurus lakustai: 11,780m2 → 6,570m2
      • Pachyrhinosaurus perotorum: 5,500m2 → 2,400m2
      • Parasaurolophus cyrtocristatus: 9,845m2 → 2,737m2
      • Parasaurolophus walkeri: 9,510m2 → 3,538m2
      • Styracosaurus: 6,000m2 → 2,400m2
      • Ugrunaaluk: 6,220m2 → 2,860m2
  • Staff
    • Removed staff unhappiness for now, we have plans to reintroduce it with more gameplay in the future
  • Guests
    • Adjusted guest population cap and spawn rates as a function of Park Rating and Park Appeal
    • Should now look at animals much more frequently, with higher Animal Points resulting in more frequent visits
    • Shopping behavior is no longer a need that builds up over time, instead guests will shop after having positive park experiences
    • Guests should now walk faster in general, and even faster still when they have a pressing need
    • Guest AI will no longer ‘explore’ for overlong periods
  • Buildings & Scenery
    • In addition to benches and tables having interaction points, the Restaurant now has functional tables. Guests will get in line to purchase food, then take it to a table to sit and eat. Guests will also attempt to find nearby seating after purchasing from Food Kiosks or Vending Machines
    • Guests will now get in line to make a purchase after viewing products on shelves in the Gift Shop
    • Kiosks now have an exit point slightly to the right of the register interaction point, which helps clear up traffic jams when guests try to leave the kiosk. Guests moving from the register to this exit point are able to move through navmesh obstacles for that short distance, making it possible to build queue line ropes/barriers to direct the line, while still allowing guests to leave without walking backwards through the queue
    • Large bathrooms now have an internal capacity of 8 “stalls” for guests to use
  • Environment
    • Updated sunrise/sunset ambient light to be brighter and warmer, reducing pitch black shadows
    • Updated Tanzania map lighting to be more consistent with other maps and appear less harsh
    • Updated environmental reflections to include fog
    • Adjusted clouds to appear less saturated and overblown during sunrise/sunset
    • Slightly brightened grass in the shade
  • Foliage
    • Updated wind settings on older trees and removed wind from various cactus species
    • Adjusted global wind simulation to look more lively
    • Adjusted elephant grass coloring to better fit with the rest of the foliage
    • Adjusted shading on boreal fireweed and labrador tea to appear less round
    • Adjusted sizes for temperate arrowwoods 1 and 2 for better leaf size consistency, making them smaller overall
    • Reduced wind during rain
  • UI/UX
    • Updated biome preset icons for temperate foliage and coastal pines
    • Updated the enclosure info panel to reflect the new rating changes
    • Updated the animal rating info panel to reflect the new rating changes
    • Opening the Terraform Menu now clears all non-animal selection
  • Post-Processing
    • Adjusted auto-exposure to improve the game’s base brightness and increase visibility when in dark areas. This is most noticeable in dense forests, buildings and at nighttime
    • Adjusted bloom to have less spread and appear less intense. Most noticeable on metal objects such as feeders. It now mostly acts as light bleed for dark areas
    • Looking at navigation in the Management View no longer tints the screen blue, making the navmesh more visible
[h2]Bug Fixes[/h2]
  • Crashes
    • Fixed a crash that could occur when deleting a fence section if that fence had been loaded in overlapping another fence section
      • This enforcement of fence proximity rules may break existing enclosures which had gates and fences trying to occupy the same space!
    • Fixed improper process scheduling that could lead to a rare crash
  • Gameplay
    • Fence placement undo and redo now properly changes the park balance
  • Animals
    • Reworked interactable access which should help address animals not always using interactables after modifying them
  • Staff
    • Fixed staff going on eternal breaks
    • Fixed rare navigational issue that prevented staff from moving
    • Fixed keepers being able to walk through obstacles to clean up dung if there was no navigable path
    • Fixed keepers getting stuck in an infinite loop of offloading dung if the assignment for that dung pile had previously been attempted and failed
    • Brought back staff end-of-assignment reaction animations
    • Fixed Auto-Hire-Cashiers not hiring anyone at the moment the toggle is activated
    • Fixed Staff Placement only showing correct placement validity while the mouse is moving
  • Guests
    • Fixed Visitor Welfare being incorrect at roughly 75% of the desired value
    • Fixed a bug that caused guests to be unable to see animals
    • Fixed guests falling out of a queue line occasionally
    • Fixed guests getting stuck because they thought that roofs were walkable area
    • Fixed a bug that caused guests to have a slightly lower opinion of animals than they were supposed to
  • Foliage
    • Fixed incorrect alphabetical ordering for Coastal biome trees in the terraforming menu
  • Construction
    • Fixed a major bug that caused modular piece colors to desynchronize after deletions
  • UI/UX
    • Fixed a GUI Input oversight that would cause toggles to turn on graphically but otherwise not trigger their intended behavior upon right clicks or middle clicks
  • Rendering
    • Improved synchronization of human and prop animation
    • Generally improved human animation system
[h2]Performance[/h2]
  • Numerous small memory improvements
  • Human animation is more optimal
  • Many performance improvements to the building menu, especially for the search function
  • Slightly improved save loading speed