Prehistoric Kingdom cover
Prehistoric Kingdom screenshot
Genre: Simulator, Strategy, Indie

Prehistoric Kingdom

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



Changes


  • Animals

    • Reduced amount of time it takes animals to get dry after emerging from bodies of water

Bug Fixes


  • 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



Additions

  • UI/UX

    • Added Help articles for Park Issues
    • Added section to the Terraforming Help article that mentions how to remove specific pieces of foliage

Changes


  • 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)

Bug Fixes


  • 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

Performance


  • 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!






Update 12 Support


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!

Swapping Update 13 & Update 14


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



New Species


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!




Stylized Animal Signs


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!




Building Toolbox Updates


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!

New Toolbox & Organisation Changes


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!



Prefabs


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.

Can the Toolbox… not?


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.

And all the rest…


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

Prehistoric Kingdom - Hotfix (1.9.40)



Welcome, Park Managers!

This hotfix addresses various issues reported by players, as well as some small audio changes. Thank you to everyone who has reported thus far!

Over the next few days we will be fixing bugs relating to animal and staff AI after receiving a large number of valuable reports.

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

Full Patch Notes



Additions


  • Audio

    • Added additional bird calls to the Coastal map

Changes


  • UI/UX

    • Improved Animal Nursery gallery button fade responsiveness when opening the menu or changing the selection filter
  • Music

    • Music is now ducked more aggressively by voice lines

Bug Fixes


  • Critical

    • Fixed critical problem causing selection to not work on loaded parks
    • Fixed guests teleporting and locking themselves to the entrance when their navmesh was changed
    • Fixed a save/load issue related to animal skin genetics
    • Fixed input collision between redo and alternate camera controls mode switch
  • UI/UX

    • Fixed a bug that caused the animal list menu to not properly refresh after selling/removing an animal that wasn’t confined into an enclosure
    • Fixed an Animal Nursery bug that would cause certain animals not to show up in the selection gallery - if the filtering type was set to something other than the default
    • Fixed the ‘Open Research’ button in the staff training menu not using the correct paths towards the Research Menu, resulting in wrong behavior
    • Fixed multiple localization elements throughout the GUI
  • Audio

    • Fixed Coastal map using Boreal night and transition audio

Prehistoric Kingdom - Hotfix (1.9.37)



Welcome, Park Managers!

This hotfix addresses some of the common issues experienced with the initial release of Update 12. We will continue working to resolve other reported issues!

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

Full Patch Notes



Bug Fixes


  • Crashes

    • Enabled tracing for safety issues regarding navigation updates
    • Fixed a couple cases where navigation was being accessed unsafely
  • Critical

    • Fixed a navigation deadlock that could occur during some actions
    • Fixed critical selection issues
    • Fixed animal menu close button not closing the menu
  • Animals

    • Fixed Apatosaurus and Brontosaurus buoyancy
  • Staff

    • Staff will now be able to recover better if they fall off the valid nav mesh
  • Guests

    • Visitors will now be able to recover better if they fall off the valid nav mesh
  • Construction

    • Fixed issue where enclosures would be selected when moving a gate away from its previous position snapped into a fence, causing a ghost gate
    • When snapped into a fence, gates will no longer cause the resulting segments to be less than 1m long, and will snap to corners to prevent micro-fences
  • UI/UX

    • Fixed localization asset for Pine Needles
    • Dropdowns will now more accurately display localized texts

Prehistoric Kingdom - Update 12 (1.9.35)



Welcome, Park Managers!

Update 12 is now available! This releases introduces 3 new species, brand new basic tutorials, a new map, building theme, staff training, new official prefabs and more.

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



Update 12 Content


New Species


Unlock the bumpy and grumpy Ankylosaurus alongside two new sauropods, Apatosaurus and Brontosaurus.




Tutorials


Learn the ropes with a set of basic tutorials available at anytime from Challenge or Sandbox mode:

  • Basic Controls
  • Basic Building
  • Basic Staff
  • Creating Animals
  • Preparing the Park



Park Prices


From the newly updated Finances menu, players can now set custom park-wide pricing. Available for entry ticket fees and shop brands such as Giganto Gifts or Tea-Rex, additional options will be added as new modules or attractions are added to the game.


Staff Training & Wages


Unlocked via research, staff can undergo training at the Staff Center during downtime. This allows staff to acquire new role-specific perks, increasing their efficiency and wages.


As a result, players can now control the minimum and maximum range that staff are paid.


Redwood Valley Map & Expanded Foliage


Explore the stunning Redwood Valley, set within California's sunny coastline. This space features terraced terrain, a large shoreline and an abundance of redwood trees.



This map coincides with a revamp to the Coastal biome which includes overhauled plants and new additions such as the sequoias and rhododenron.



As per community request, we've also added the mighty King Fern to the Tropical biome. This plant is best known for its massive size and prehistoric look!


Rustic Theme


Inspired by US National Parks (or "parkitecture"), the Rustic theme offers iconic imagery with its assortment of wood-based materials, stone foundations and stunning woodwork. This is a highly versatile set, featuring over 60 new pieces, 2 paths and 9 styles between the walls and roofs.




Two new fence sets, Rustic Logs and Rustic Stained Metal, have also been added.


New Basic Fences & Staff Gates


To help round out some of the fencing options available to players, new wood and metal fences have been added to the Basic theme. These are the Wooden Chainlink and Cabled fences!



We've also snuck in two new staff gate designs, wooden and metal chainlink.


New Official Prefabs


The game's official prefabs have been redesigned and expanded to encompass ALL the available building themes. We hope this change makes the building experience more intuitive for players of all skill levels!


Update 12 Changes


Economy Rescale


The scale of the economy has been shrunk, reducing previously realistic, but hard to quantify costs, into something that matches real-world revenue prices. This means that while guests pay a realistic amount of money for food, souvenirs, and entry tickets, the cost of animals, buildings and monthly staff wages have been scaled down to compensate.

We’ve also revised loans to be less predatory, offering more forgiving interest and unlocking proportionally to the park rating.

Excavations


Excavations can now yield DNA for up to 3 animals upon completing a cycle, reducing some of the slog felt when excavating large dig sites. The funding bonus is also now active, allowing players to adjust their spending per-dig site! Raising or lowering the funding amount will affect the potential yield of a dig site.

Staff Efficiency


Staff are now able to deliver logistics resources to as many as ten destinations in a single trip, limited by their carry capacity. We will continue to monitor staff with player feedback.

Starting Maps


Starting a new game now includes a Staff Center and Loading Bay by default. The entrance is also dynamically picked depending on which building theme has been selected.

Known Issues & Additional Notes


  • Gameplay

    • The navmesh can sporadically fail to regenerate, leading to guests potentially getting teleported and stuck. We are already researching a solution to this problem and will be uploading a hotfix ASAP!
    • Fences will sometimes have the replacement mode turned on, even if the UI says it isn’t. This can be fixed by turning replacement mode on and off
  • UX

    • Notifications have been temporarily disabled due to a last minute issue. They’ll be patched back in ASAP!
  • Tutorials

    • Exiting objective conditions too early will sometimes cause them to be uncompleted
    • Creating Animals: building an enclosure that’s attached to an existing paddock and staff gate will prevent the player from progressing
    • Creating Animals: the objective “[Animal] selected in Nursery” will be unchecked if the player leaves after incubating an animal
  • Visual

    • The sun position will snap into the correct rotation during the early morning
    • Outline colors for selected objects aren’t reliable at the moment, and may appear red instead of white or vice versa

Full Patch Notes



Features


  • NEW ANIMAL: Ankylosaurus magniventris
  • NEW ANIMAL: Apatosaurus ajax
  • NEW ANIMAL: Brontosaurus excelsus
  • NEW MAP: Redwood Valley
  • NEW THEME: Rustic
  • NEW MECHANIC: Staff Training
    As long as the relevant skill level has been researched, staff will travel to the Staff Center during downtime and undergo training, acquiring a new skill level that comes with its own role-specific perk
  • NEW MECHANIC: Park Pricing
    Park-wide pricing can now be custom set in the Finance menu, allowing players to alter entry ticket fees, attractions, and shop pricing
  • NEW FEATURE: Tutorials
    Follow along with 5 new tutorials: Basic Controls, Basic Building, Basic Staff, Creating Animals and Preparing the Park
  • NEW FEATURE: Improved Starting Levels
    New prefabs are placed in new parks by default, to aid with initial set up. Prefab theming is based on the selected starting theme!
  • NEW SANDBOX OPTION: Unlock All Animals
    Enabling this will unlock all animals in a sandbox game (previously only available from the main menu!)
  • NEW SANDBOX OPTION: Unlock All Research
    Enabling this will unlock all research in a sandbox game (previously only available from the main menu!)

Additions


  • Gameplay

    • Added ability to sell shipping trucks from any Loading Bay
    • Staff salary options have been added. Players can now control the minimum and maximum range with which staff can be paid
    • New research - Staff Skill Lvl. 1 (unlocked by default)
    • New research - Staff Skill Lvl. 2
    • New research - Staff Skill Lvl. 3
    • New research - Staff Skill Lvl. 4
    • New research - Staff Skill Lvl. 5
    • New research - Rustic Theme
  • Buildings & Scenery

    • Added the following prefabs for the Basic, Modern, Tropical, Stone Age, Arid and Rustic themes:

      • Food Kiosk Small
      • Food Kiosk Large
      • Restaurant
      • Souvenir Kiosk Small
      • Souvenir Kiosk Large
      • Gift Shop
      • Toilet Small
      • Toilet Medium
      • Toilet Large
      • Park Entrance
    • Added the Rustic theme containing several new wall & roof materials:

      • Large Stone Wall
      • Flagstone Wall
      • Board & Batten Wall
      • Cedar Siding Wall
      • Wood Panel Wall
      • Log Cabin Wall
      • Cedar Shakes Roof
      • Asphalt Shingles Roof
      • Fishscale Shingles Roof
    • Added new materials to current themes:
      • ‘Carved Ceramic Planks’ to the Basic theme
      • ‘Raw Wooden Planks’ to the Basic theme
      • ‘Fine Terrazzo Concrete’ to the Modern theme
      • ‘Wood Tiles Thick’ to the Modern theme
    • Added woodchip style to gardening mulch pieces
    • Added 6 new wood carved Statues to the Rustic Theme:
      • Archaeopteryx
      • Edmontosaurus
      • Spinosaurus
      • Microraptor
      • Cave Bear
      • Protoceratops vs Velociraptor
    • Added Log Tunnel Full & Half pieces to the Rustic Theme
    • Added 3 Ground Lamps to the Rustic Theme
    • Added 1 Wall Lamp to the Rustic Theme
    • Added 1 Ceiling Lamp to the Rustic Theme
    • Added 3 Tables to the Rustic Theme
    • Added 4 Benches to the Rustic Theme
    • Added 3 Bins to the Rustic Theme
    • Added Silhouette Signs for Ankylosaurus & Apatosaurus
    • Added over 30+ new Beams, Planks & Logs to the Rustic theme
    • Added 6 hanging Trim pieces to the Rustic theme
    • Added 3 Rustic Log Fences
    • Added 3 Rustic Stained Metal Fences
    • Added 6 Rustic Windows
    • Added 4 Rustic Doors:
      • Moved 3 Doors previously in Basic into Rustic, making a total of 7 Doors in the Rustic Theme
    • Added 2 Paths to the Rustic Theme
      • Split Stone Path
      • Cut Log Path
    • Added new Cabled Fences to the Basic Theme (1m, 2.5m & 4m)
    • Added new Wooden Chainlink Fences to the Basic Theme (1m, 2.5m & 4m)
    • Added 2 new Staff Gate styles to all heights:
      • Wooden Chainlink Gate
      • Metal Chainlink Gate
  • Foliage

    • Added or updated the following Coastal plants:

      • Bracken 1
      • Bracken 2
      • Bracken 3
      • Redwood 1
      • Redwood 2
      • Redwood 3
      • Redwood 4
      • Rhododendron 1
      • Rhododendron 2
      • Rhododendron 3
      • Rhododendron 4
      • Rhododendron 5
      • Sequoia 1
      • Sequoia 2
      • Sequoia 2
      • Sword Fern 1
      • Sword Fern 2
      • Sword Fern 3
      • Tree Fern 1
      • Tree Fern 2
      • Tree Fern 3
      • Tree Fern 4
      • Tree Fern 5
      • Tree Fern 6
    • Added the following Tropical plants:

      • King Fern 1
      • King Fern 2
  • UI/UX

    • Re-introduced a height gizmo visual for when modular groups and pieces are being moved off of their height reference plane
    • Added a Park Issues menu, accessible from the left-side overviews tab
    • Added a Camera menu, where orbit mode, camera light and interface hiding can be set manually. This can be found in the bottom right of the main HUD
    • Added helpful messaging popups that alert the player of on-going situations within the park
    • Added a pricing and loan section to the finances management menu
    • Added a staff salary and skill training section to the staff management menu
    • Added a staff skills section to the staff selection menu
    • The weather report and forecast in the weather menu is now fully functional
  • Audio

    • Added sounds to various popups and GUI elements such as the Excavation Menu and Loading Bay widget
    • Added unique open sounds to the quick access buttons
    • Added missing sounds to Scelidosaurus additives
  • Voice

    • Added Nigel dialogue to Plateosaurus

Changes


  • Balance

    • Economy - huge changes have been made to the economy across the board in order to improve game feel and progression: we have chosen to scale down the economy into a smaller version of its former self, reducing previously realistic, but hard to quantify costs, to match real-world revenue prices

      • Reduced starting funds for challenge mode
      • Reduced animal and structure costs by 95%
      • Reduced staff salaries by 90%
      • Reduced research and excavation costs by 88%
      • Loan payouts and interests have been revised to be less aggressive, but their loaned amount is proportionally lower
      • Available loans now unlock proportionally to the park rating
    • Excavations

      • Expeditions can now yield new DNA for up to 3 separate animals at any given time
      • The funding bonus is now enabled, allowing players to increase or decrease per-digsite funding, affecting fossil yields
  • Animals

    • Decreased max scale for Lambeosaurus
    • Added Coastal to the biome preferences to the following animals

      • Panthera atrox and spelaea
      • Smilodon populator and fatalis
      • Ugrunaaluk
  • Staff

    • Staff are now able to deliver logistics resources to as many as ten destinations in a single trip, limited by their carry capacity
  • Guests

    • Guests should now be able to visit distant enclosures even when all their needs are met in a given area
    • Guests will now spend less time in bathrooms, to reduce wait times and queue line lengths
  • Buildings & Scenery

    • Retired most guest amenity and entrance prefabs as the new ones make them obsolete
    • Animal and human placement now ignores vegetation pieces
    • Updated Modern Wood Tiles Wall for increased visual fidelity
    • Updated Modern Vertical Wood Tiles Wall for increased visual fidelity
    • Updated Modern Clean Tiles Wall for increased visual fidelity
    • Updated Concrete Wall for increased visual fidelity and greater coloration control
    • Updated Tropical Wood Slats Roof for increased visual fidelity
    • Moved & renamed several bins and benches from the Modern theme to the Basic theme for easier progression
    • Moved & renamed Modern Awning 3 into the Basic theme
    • Adjusted the reflectivity of several metal materials across the board
    • Adjusted Color Mask of Glass Walls and Roofs to enable the metal on them to be almost fully recolorable across the whole spectrum
    • Adjusted the pebble path to be brighter and smaller in scale
      Added corresponding Trims to arch, window and doorway pieces for all Tropical Wall materials
    • Light schedule settings on prefab now properly persist across save/load and prefabs
    • Updated textures of Door Rustic 1, 2 & 3 (previously in Basic theme, although always intended for Rustic) so they match better against the new rustic additions & migrated them into the new Rustic theme
  • Environment

    • Updated biome textures:

      • Coastal sand changed to pine needles
      • Coastal dirt changed to substrate
      • Scrubland rock overhauled to better fit our original vision
    • Updated the terrain grass to use textured cards rather than individual strands, providing a more realistic look that better matches the Grassland grass pieces
    • Decreased chances of the same weather type getting randomly picked over and over
    • Clamped sun rotation during dawn, dusk and night time
    • Distant shorelines on the grassland, scrubland, tropical and temperate maps now appear wet
    • Rainy weather now has a smoother selection gradient between drizzle and storms
  • Foliage

    • Updated Coastal and Tropical biome presets to include some of the new foliage
    • Warmed Scots pine colors to better match new Coastal foliage, though it will receive an overhaul at a later date
    • Reduced saturation and brightness for Alpine Currant, Labrador Tea and Finnish Scots Pine
  • UI/UX

    • Camera:

      • Improved camera feel by clamping the max orbit when not hitting any viable orbiting surface - this should massively reduce instances of the camera accidentally being flung hundreds of meters in the distance
      • Improved movement and zoom behavior when canceling tracking mode while the camera is transitioning to the new tracking positions
      • Scenery focusing no longer takes into account foliage pieces
      • Camera should be far less janky when tabbing back in the game
      • Improved camera input to check for LeftControl input, in order to not overlap certain action keybinds
      • Decreased the minimum height the camera can get to, relative to the ground
    • Updated various camera controls:

      • Re-enabled LMB+RMB camera panning, previously being mistakenly disabled
      • The camera raise/lower controls (Q and E by default), can now also rotate the camera around the vertical axis. This can be switched on/off through the newly added control ‘Switch Camera Modes’, mapped to Y by default
    • Modular building:

      • Modular scale resetting now works for grid pieces also
      • Improved feel and responsiveness for modular placement when above the camera view
      • Improved quick modular selection behavior (achievable by double-clicking a group) to give swifter visual feedback
      • The modular grid now properly refreshes its visuals as the transform gizmo is being acted on
        Modular height editing is disabled when moving the camera fast with Left Shift
    • Mouse drag box visuals are now completely switched off when irrelevant (usually outside of modular group editing mode)
    • Screenshot mode: saved time of day and light orientation settings for screenshots don’t reset when exiting screenshot mode
    • The nursery holder now closes itself after placing an animal, if there are no more incubated individuals
  • Rendering

    • Animals:

      • Animals no longer appear wet under water
      • Improved how the fur shader handles light to make fluffy animals more realistic and pleasing
    • Atmospherics & Weather
      • Standardized weather modes across all maps
      • Standardized post processing across all maps, driving variations through lighting instead
      • Improved atmospheric scattering during heavily clouded weather
    • Changed the camera light to cast a more potent beam of light upon further objects, making it more useful during storms or night time
    • Underwater rendering now takes into account time of day exposure
  • Audio

    • Added ocean/beach sounds to the Scrubland and new Coastal map

Bug Fixes


  • Crashes

    • Fixed numerous uncommon crashes
    • Fixed a bug that could stop loading on certain saves
  • Critical

    • Potentially patched a saving issue that would result in the “Saving” dialog getting stuck on screen, with a silent save fail
    • Patched a save system exception that could potentially result in a save file getting completely deleted
  • Gameplay

    • Fixed an issue causing prefabs with logistic structures to not receive the correct stock in sandbox games
  • Animals

    • Fixed incorrect feather mask assignment on a Velociraptor skin, though this probably isn’t noticeable to most players
    • Fixed Torvosaurus IKs impacting rest animations, though this remains unresolved for one shots like rolling and sitting upright
  • Staff

    • Setting to auto-hire cashiers will now persist through save/load
    • Fixed a math error that prevented Keepers from ever being available from the hiring menu with more than one star skill level
  • Buildings & Scenery

    • Fixed a texture mip-map issue that caused certain fonts to disappear on lower texture quality settings
    • Fixed ‘Bollard 2’ having the wrong name
  • Research
    • Prefabs that contain locked structures (such as Restaurant prefabs) properly display themselves as locked now, enforcing research flow rules
  • Construction
    • Fixed modular construction edge cases where moving multiple items would shift their grid positioning
    • Clamped the min and max height a modular piece can be moved to through the quick height shifting tool
    • Resolved a modular material and coloring undo/redo issue that would cause undo operations to mix up pieces styles
    • Fixed a modular bug that caused duplicated and moved pieces to shift their height to the ground at the beginning of movement actions. Now, moving existing pieces or duplicating them will keep their height to where it was
    • Fixed a modular issue that caused group grids to not properly update their visuals when changing grid sizing settings
    • Fixed another edge case that could lead to resizing objects that shouldn’t be scaleable
    • Fixed a critical building issue related to editing groups with binocular overlay cones, potentially causing game-breaking behavior
  • UI/UX

    • Fixed the GUI Scale option not previously working, and improved its behavior by making it a stepped function
    • Fixed the modular styling menu being disabled for gates when selecting single gate groups
    • Fixed excavation tooltips getting cut off by the screen size
    • Fixed a staff menu discrepancy that would cause hired staff to display a different skill level than the hiring menu
    • Research item completion lines now always show on top of all other lines, making the research tree easier to read
    • Fixed the source of action mouse jitteriness when moving the camera
    • Fixed the camera being shaky on time pause
    • Fixed edge case causing the dropdown items in some dropdowns to not properly update their graphics if time was paused
    • Fixed excavation pin map positions for Elrhaz Formation and Kem Kem Formation
  • Rendering

    • Fixed noisy close shadows
  • Audio

    • Fixed Brachiosaurus not playing loop sounds while in the Nursery

Performance


  • Significant rendering performance improvement for glass objects
  • Noticeable loading time improvements, especially on larger saves
  • Massive efficiency and loading improvements for the ‘Canadian Rockies’ and ‘Ngorongoro Crater’ levels. Loading into these maps should be less prone to crashing on lower end systems
  • Rendering optimization during placement and terraforming actions
  • Drastically optimized moving a large amount of foliage in and around exhibits
  • Optimized audio system CPU and memory consumption
  • Various CPU optimizations
  • Plugged various memory leaks

Update 12 arriving October 28!


Update 12 is coming soon on October 28!

New Animals




This upcoming release introduces three new fan-requested animals: the armored Ankylosaurus and two large sauropods, Apatosaurus and Brontosaurus. These creatures can be accessed immediately in the game’s Sandbox mode or by completing Excavations in Challenge mode.

New Content



  • REDWOOD VALLEY MAP & COASTAL BIOME
    A diverse playable space, inspired by the California coast. Features varied terrain heights, unlike most other maps in the game.

    This map is best complemented by the newly improved Coastal biome foliage, adding sequoias, a huge variety of ferns and the floral rhododendron.

  • RUSTIC BUILDING THEME
    Dozens of new scenery pieces and construction materials with an aesthetic inspired by US National Parks.

  • STAFF TRAINING
    Research new upgrades to improve staff efficiency, building off what was introduced in Update 11.

Improvements




As Prehistoric Kingdom is an Early Access game, we take great pride in valuing community feedback, whether it’s through Steam reviews or communication channels such as Discord.


  • NEW TUTORIAL SYSTEM
    Players can now access a set of guided tutorials at any time from within their Challenge or Sandbox games. We will be expanding the amount of tutorials and adding narration in a future update!

    This map is best complemented by the newly improved Coastal biome foliage, adding sequoias, a huge variety of ferns and the floral rhododendron.

  • OFFICIAL BUILDING PREFABS
    The game’s built-in collection of building prefabs (structures built using piece by piece construction) has been overhauled to not only be more expansive, but more consistent, too. It’s much easier to build a good looking zoo!

  • QUALITY OF LIFE
    In Update 12, a big quality of life improvement are Notifications and the Park Issues menu, allowing players to be quickly notified of troublespots in the park.

    Heavy optimizations continue to be made, with noticeable improvements to loading times!

The full patch notes will be available once the update goes live.

See you soon, park managers!

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


Ankylosaurus


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!



Rustic Theme


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.




Coastal Map


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!

Theme Updates


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!




Official Prefab Redux


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


Ontogeny


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?



Alternate Species


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



Species Spotlight



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.



New Species


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!




Guest Visibility Changes


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!



Staff Improvements


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



Staff Skills, Training & Wages


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.

Ontogeny


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!



Animal Awareness


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!

Features



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.

Known Issues & Additional Notes


  • 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



Features


  • 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

Additions


  • Staff

    • Selecting Staff will draw a line to show where they’re going while working

Changes


  • 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

Bug Fixes


  • 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