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Dev Diary: November 2024





Welcome to the November Development Update!

In this blog post, we’ll be taking a quick look at the remaining parts of Update 13, including a brand new animal. Oh deer! We’re also 25% off on Steam right now, so if you’re yet to support us, it’s a great time to jump in!





To summarize the last Dev Diary, Update 13 will be released in December as our final update for the year. It’s primarily a content update focused on adding two new animals, stabilizing parts of the game’s balance and including quality of life improvements such as a redesigned building toolbox. There’ll be a trailer announcing the release date soon!

Going into 2025, the team will be focused on completing long awaited updates such as animal socialization, babies and paleobotany. Since these features are so large, we don’t have an ETA for when they’ll be playable. As usual, though, we’ll be releasing Dev Diaries to keep the community informed and show progress as we’re further along.



Update 13

[h3]New Species[/h3]
It may not be a reindeer, but we reckon a Megaloceros could pull Santa’s sleigh just as well! This massive deer is best recognised by its absurdly large antlers, measuring in with a span of over 3 meters.



Also known as the Irish Elk, Megaloceros once lived across Eurasia with the cave bear and woolly mammoth. Despite the nickname, Megaloceros is more closely related to a living species, the fallow deer. Our scientists have noted the two animals making very similar calls, highlighting their common ancestry!



We’re excited to see what habitats you create for Megaloceros and the cave bear in Update 13!



[h3]Expanded Coastal & Temperate Biomes[/h3]
Rounding out the foliage additions from Update 12, we’ll be adding a few more plants to the Coastal biome. These include the Coastal Manroot, False Lily of the Valley, Maidenhair Fern and improved Scots Pines. There are 13 individual plants between them.



Similarly, the temperate biome will be getting quite a lot of love, too! This update adds beech trees, daisy grass, dandelion grass, field grass, eared willows and flame azaleas (flowered and unflowered versions!) for a whopping 29 new foliage pieces. These plants have quite a bit of color, making them particularly great for more diverse habitats or within decorative planters.



[h3]Stylized Animal Signs[/h3]
Finally, let’s take an in-game look at some of the animal signs that were shown off last month! There are quite a lot of these coming in Update 13, so please look forward to discovering them all when it releases in December.




Created by Nerd


Created by W3


Created by luci257



Thank you for reading November's dev diary!

Although a shorter one, we hope you’re looking forward to Update 13. We’ll be taking a little break over the holiday period at the end of December, so in case we don’t end up doing a Dev Diary due to New Years, we wish everyone a happy holidays. See you soon, park managers!

Until next time,

- The PK Team

Prehistoric Kingdom - Patch (EA 1.9.79)



Welcome, Park Managers!

This patch improves stability and introduces notifications that tell the player about one-time events such as finished research, animal unlocks and excavation changes. The next major release will be Update 13 in December!

Please send your feedback and bug reports to our Discord server's appropriate channel. Thank you!

[h3]Steam Autumn Sale (25% off!)[/h3]

Prehistoric Kingdom's now 25% off until December 4th! It's a great time to jump in and cozy up while building the ultimate prehistoric zoo.

Full Patch Notes

[h2]Additions[/h2]
  • UI/UX
    • Added the new Notifications Menu, where the player can receive information about one-time events in the park. Current notifications include:
      • New Animal Unlocked
      • Research Completed
      • Excavation Completed
      • New Excavation Event
[h2]Changes[/h2]
  • Gameplay
    • Changed how interactables work behind the scenes, the positions of interact points on various modules may change. This change lays groundwork for future expansion, but in the immediate term will provide fixes for traffic jams at queue lines, binoculars not always connecting to the navmesh correctly, misaligned positioning at some modules, and modules being inaccessible from some directions when the game thinks they are accessible.
  • Staff
    • When a keeper is cleaning dung, selecting the keeper will show which dung piles they are planning to clean up in this trip
  • Audio
    • Adjusted large theropod eating sounds
[h2]Bug Fixes[/h2]
  • Critical
    • Fixed a critical guest issue that caused them to misbehave after removing an interactable item that they were using previously
    • Fixed a rare freeze when trying to exit the game
  • Animals
    • Fixed a case where animals could get permanently stuck if they’re too far above or below the navmesh
    • Fixed Dilophosaurus sleep using the rest animation
  • Staff
    • Fixed staff being assigned to different shops than the ones they were at previously on loading a save
    • Fixed keepers being overly picky about distances and fill levels when finding a compost heap
    • Fixed staff members not playing their post-assignment reaction animations
  • Buildings & Scenery
    • Fixed placement and nav detection bounds for many modular pieces
  • UI/UX
    • Fixed park issue icons displaying as blank in the Park Issues menu
    • Fixed a message popup layout issue causing popups to overlap on screen when in instances where they are meant to be hidden
    • Fixed main board economy report not properly displaying negative numbers
    • Fixed park issues arising when the relevant gameplay settings are disabled
  • Rendering
    • Improved light LODs transitioning behavior
  • Misc.
    • Many stability improvements behind the scenes
[h2]Performance[/h2]

Prehistoric Kingdom - Hotfix (1.9.65)



Welcome, Park Managers!

This hotfix fixes issues such as animals not eating from feeders, crashes, and some critical save/load issues.

Please send your feedback and bug reports to our Discord server's appropriate channel. Thank you!

Full Patch Notes

[h2]Changes[/h2]
  • Animals
    • Reduced amount of time it takes animals to get dry after emerging from bodies of water
[h2]Bug Fixes[/h2]
  • Crashes
    • Fixed an issue during shutdown which could cause a crash
    • Fixed a couple oversights in terraforming that could potentially cause crashes when terraforming near the edge of the map
  • Critical
    • Fixed a critical save/load issue related to empty animal info screens
    • Improved modular/save load behavior so that file writing errors for specific pieces won’t completely skip saving the whole modular group - this will minimize missing groups on load in the future
    • Fixed critical modular bug causing random extra ‘ghost’ pieces to be loaded in bulk in saves
    • Fixed click input collision that would cause actions to finalize if left click input is detected during right click hold input
    • Addressed animals not being able to eat from feeders until moved
  • Buildings & Scenery
    • Fixed bad floor collision on official prefab ‘Rustic Restaurant’
  • Environment
    • Fixed Aurora not showing up in the ‘Canadian Rockies’ level
  • UI/UX
    • Fixed GUI exception in the modular Storage Widget
    • Fixed a layout issue at the bottom of the Modular Prefab saving panel

Prehistoric Kingdom - Hotfix (1.9.55)



Welcome, Park Managers!

This hotfix resolves additional issues reported by the community as well as expands the Help menu with a new section for Park Issues.

Please send your feedback and bug reports to our Discord server's appropriate channel. Thank you!

PSA: Animal Info Signs

This hotfix makes Animal Info Signs more reliable by streamlining their data for saving and loading. To facilitate this transition however, we had to phase out all the existing info screen save data.

Players will be required to re-assign animals to their info signs and save their game. We apologise for this inconvenience!

Full Patch Notes

[h2]Additions[/h2]
  • UI/UX
    • Added Help articles for Park Issues
    • Added section to the Terraforming Help article that mentions how to remove specific pieces of foliage
[h2]Changes[/h2]
  • Balance
    • Lowered purchase price for Microraptor and Archaeopteryx
  • Animals
    • Removed the backwards look around animation from Argentinosaurus, Brachiosaurus and Camarasaurus until a better solution can be put in place
    • Added the Grassland biome to the following animals:
      • Apatosaurus
      • Brachiosaurus
      • Brontosaurus
      • Camarasaurus
      • Dryosaurus
      • Paraceratherium
      • Torvosaurus (tanneri only)
    • Adjusted minimum exhibit sizes for the following species’ default grouping size. Most of these were significantly reduced:
      • Ankylosaurus: 2,000m2
      • Coelodonta: 1,200m2
      • Coelophysis: 600m2
      • Dilophosaurus: 1,100m2
      • Dryosaurus: 732m2
      • Elasmotherium: 1,300m2
      • Leaellynasaura: 435m2
      • Mammuthus: 1,904m2
      • Panthera: 700m2
      • Plateosaurus gracilis: 994m2
      • Plateosaurus trossingensis: 1,704m2
      • Protoceratops: 650m2
      • Psittacosaurus mongoliensis: 475m2
      • Psittacosaurus sibiricus: 401m2
      • Psittacosaurus sp.: 250m2
      • Scelidosaurus: 734m2
      • Smilodon fatalis: 600m2
      • Smilodon populator: 800m2
      • Sinotherium: 1,300m2
      • Velociraptor: 550m2
    Buildings & Scenery
    • Adjusted collider for Cedar Siding Wall Pillar 4m
    • Gate modules will no longer cause groups to snap to fences if that group contains any non-decoration or non-enclosure-related modules
  • Foliage
    • Increased forest contribution of Acacia 1, 2 and Marula 1, 2
    • Decreased forest contribution of Yucca Tree 2
  • UI/UX
    • Improved placement states readability by extending the placement actions’ tooltips to include more information about the validity of the current construction
    • Animal, Staff, and Guest welfare displays will now show accurate fill levels, even in sandbox mode, but will always display as green to indicate that a low welfare bar won’t actually have any negative impact on the park
    • Renamed Park Issue: ‘Module Logistics Unfulfilled’ to ‘Pending Logistics Transfer’
    • Renamed Park Issue: ‘Park Logistics Unfulfilled’ to ‘High Resource Demand’ and disabled it temporarily until we add a Logistics overview screen to the Park Services menu
  • Post Processing
    • Removed CTAA option from the Antialiasing quality, as it was causing unwanted visual effects
    • Sharpened default TAA
    • Adjusted the game’s Ambient Occlusion for a higher visual fidelity. This has a major effect on shaded geometry (such as interiors)
[h2]Bug Fixes[/h2]
  • Crashes
    • Potentially fixed some crashes caused by moving and placing large modular prefabs
    • Fixed a crash related to guest animal visibility
    • Fixed a crash occurring right after loading a large park
    • Fixed a critical application hang when demolishing a large amount of pieces from a large modular group
  • Critical
    • Strengthened checks for removing Animal Nursery preview assets, corresponding to previously viewed animals. This should properly resolve a bug that would cause 2 or more animals to be previewed in the Animal Nursery at the same time
    • Patched a rendering issue that would cause the camera FOV to not be applied correctly, resulting in weird rendering artifacts on water especially
    • Fixed inconsistency around updates to the navmesh
    • Animals loaded with invalid positions will now be recovered
    • Fixed a bug that could cause the guest walkable area to calculate incorrectly and break all visitors
  • Animals
    • Fixed animals getting stuck at the edge of water
  • Staff
    • Fixed several bugs leading to staff not properly taking up necessary tasks
    • Fixed the way staff gates connect to the navmesh, which should prevent them from teleporting onto roofs
  • Guests
    • Further fixed guests ability to recover when you change the environment around them, they should no longer reset to the entrance
    • Fixed a bug with animal viewing
  • Buildings & Scenery
    • Fixed visibility for Rustic Log 2.5m and Rustic Log 4m fences
    • Fixed several desync cases for animal info signs - streamlining their data and save/load. This means that in the future, animal info screens should be far more reliable. To facilitate this transition however, we had to phase out all the animal info screen save data, apologies for this inconvenience.
  • UI/UX
    • Fixed camera zoom intensity for perspective camera mode
    • Fixed enclosure button in the Animal Info panel not being enabled when the animal is enclosed
    • Fixed several localization elements throughout the GUI
    • Fixed duplicated keybind elements in the Options Menu
    • Fixed a GUI issue causing all the animals in the Animals Management Menu to have maximum star rating
    • Fixed a Building Menu listing bug that would result in a significant portion of user-downloaded workshop prefabs to not appear in the list
[h2]Performance[/h2]
  • Significant optimizations to the modular system
  • Improvements to fence loading

Dev Diary: October 2024





Welcome to the October Development Update!

Update 12 is out now! In case you missed it, this latest release introduces 3 new species, brand new basic tutorials, a new map, building, staff training, official prefabs and more. You can find the full patch notes here along with our exciting announcement trailer below!

[previewyoutube][/previewyoutube]



[h2]Update 12 Support[/h2]
During the start of November, we’ll be supporting U12 (Update 12) with additional hotfixes targeting outstanding issues reported by the community, as well as feedback regarding the feel of Park Issues. At the time of writing, we’ve already released two patches and will continue to read reports as they come in. Thank you for your help!

[h2]Swapping Update 13 & Update 14[/h2]
If you’re a keen follower of our Public Roadmap, you probably know what we’re cooking. However, for the sake of ensuring players get more content before Christmas, we’ve made the decision to swap the next two updates.

Update 14 will be focused on animal sociality and improving the state of animals. There is a fair bit of work to be done, especially with ontogeny on the way. Here are our technical goals for the animals in U14:

  • Socialize and communicate amongst themselves
  • Form herds or groups that follow a leader
  • Smooth out locomotion, minimizing jitter or snappy behavior
  • Polish foot IKs, making limbs less prone to breaking and ensuring footstep sounds are triggered consistently

This is going to take time and a huge amount of resources, but our programmers have actually been working on U14 on-and-off since August. Once we’ve finished supporting U12, they’ll be going back to finishing animal awareness.

We obviously don’t want to leave you hanging in the meantime, though, which is why Update 13 will be released in mid-December. Since this is primarily content-focused, it does not detract development time from U14.

Update 13 will be our final update of the year, focused on adding new animals, foliage, music and rounding out the user experience with UI changes.

Update 13

[h2]New Species[/h2]
To reveal the first of two mammals arriving in Update 13, we can bearly contain our excitement. After a long hibernation, the Cave Bear (Ursus spelaeus) is finally joining the park.



This primarily herbivorous bear is best distinguished by the massive hump between its shoulders, giving it a bulkier appearance than the modern grizzly. Some of you may be thinking it’s “just a bear,” but to that, we offer the following counterpoint:

It’s a bear!



[h2]Stylized Animal Signs[/h2]
New animal signs are coming in the next update! These illustrations will be available as modular objects for a few dozen key species, adding a lovely charm around the zoo.

We love how these turned out and can’t wait for you to see them all!



[h2]Building Toolbox Updates[/h2]
In Update 13, we’re going to be making changes to the building experience. We first started sketching this out internally all the way back in Update 9, but now that we have our updated official prefabs, we think it’s the right time to make the leap.

We understand that building is a huge part of why so many players fell in love with Prehistoric Kingdom, so making changes to the creative side of things needs to be handled with care. Our goal with this update is to streamline the experience and make building more approachable. We do not want to remove customization, but rather present it in a way that is more appealing.

These are just design concepts for the time being, so there’ll be lots of would’s and could’s in the discussion below. Let’s begin!

[h3]New Toolbox & Organisation Changes[/h3]
In this example, we’ll select the central building category. As you can see below, this would be home to all of the game’s modules.



By default, every item is shown in the All category, reducing the clicks needed to find common modules like feeders, enrichment, bathrooms or kiosks. Just like the current UI, players would be able to drag the toolbox up or down to adjust how much of the screen it takes up.

If we were to switch from All to the Guest Facilities tab, we would now only see items that belong to guests. The modules are also split into subcategories to better distinguish their use in the park.



From the bottom, players would be able to isolate a subcategory, hiding all other items. This would be especially helpful when trying to navigate something like the modular building toolbox, as there can be hundreds of pieces!



[h3]Prefabs[/h3]
In this new toolbox, prefabs and items would not coexist at the same time. While this is maybe an odd choice at first glance, players can have hundreds, if not thousands of prefabs saved.

We propose that in the bottom right of the toolbox, players would swap between items or prefabs. By putting prefabs behind a switch, it’d mean we can properly organize them by subcategory without risk of cluttering the toolbox. There’s no chance that they’d drown out important modules.

For the hardcore builders, this means you could save custom beams or arches into their correct spot, rather than having them shoved to the bottom of the list like in the current game.

Side note: the new toolbox would support a small thumbnail option to show more content at once, as seen above.

Controls & Styling
Once the player selects or edits an item, the toolbox quickly ducks out of the way, leaving the player with more screen space to see what they’re doing. On the right, panels for the modular controls and styles slide in, completely detached from the toolbox.

Hovering over the bottom of the screen or canceling your current action would make the toolbox reappear.



Here’s how these two panels would work:

  1. Modular Controls
    The control panel is contextual, depending on what settings have been enabled. Options like angle snap and align to surface would be hidden if the building grid is enabled, since they only work with free movement.
  2. Styling
    The styling window can be expanded vertically, like the toolbox, to show more or less materials at a time. You can also filter for specific object types by selecting one of the style categories (all, modules, walls, roofs, lights or miscellaneous). Coloring options would be available per style.

[h3]Can the Toolbox… not?[/h3]
If you’re someone who wants to keep their toolbox on-screen, just like in the current game, we’ve got you covered. Enabling the “pin” toggle would prevent the toolbox from ducking away while building.

The modular controls change during advanced editing, too! Wow, increments.

[h3]And all the rest…[/h3]
This style of contextual control would be brought over to the paths and fences, too. Even though it’s displaying the same information as the current game, we think it draws more attention to what options the player actually has.



And that’s it! We’ll be reviewing your early impressions, but we think these changes to building will be for the better. Let us know what you think!


Created by Krex


Created by W3


Created by DagothDagothDagothDagothDagoth.png



Thank you for reading October's’s dev diary!

With the release of Update 12 having just happened, we hope you can forgive a shorter Dev Diary. We will be back next month to share more progress on Update 13!

- The PK Team