Prehistoric Kingdom

Prehistoric Kingdom Dev Tracker




31 May


30 May


06 May


01 May

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Welcome to April’s Development Update!

In this shorter blog post we’ll be covering the usual; what our team’s been up to and what the community can expect to see in the future! Most of our work in April was done on the game’s backend, so there’s not much to visually cover this month.


Aviary Interior by Warpath.



After pushing our... Read more
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    /u/ on Steam - Thread - Direct
: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/666150/announcements/detail/3055106462387428239]here[/url].

30 Apr


29 Apr


07 Apr

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    Mau on Steam - Thread - Direct
Welcome, park managers!

Like we mentioned last, this 2nd update tackles a variety of navigation and stability issues. Most fixes revolve especially around guests, which should stop ignoring player-created barriers and obstacles, for the most part. Or maybe not. They are free spirits.

Bug Fixes
  • Animals
    • Relaxed navmesh constraints for Nasutoceratops and Styracosaurus, now allowing them to walk underneath archways.
    • Animals can no longer vocalize when sleeping and broadcasting.
  • Guests
    • Improved pathfinding navmesh generation for guests.
    • Guests no longer path on and get stuck on top of rocks.
    • Guests should no longer fall through the floor.
    • Guests should no longer freeze in place for long periods of time.
    • Guests should no longer walk through obstacles an...
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01 Apr

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Welcome to March’s Development Update!

In this month’s devlog we’ll be taking a look at what we’ve been working on, what the community’s been up to and the response to our latest release!


Created by Rudi Rennkamel.



To start, we want to thank everyone who has participated in the alpha (roughly 1,300 people). You’re all buil... Read more
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    /u/ on Steam - Thread - Direct
: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/666150/announcements/detail/3001060730864294163]here[/url].

31 Mar


24 Mar

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Welcome, park managers!

After taking the week-end off, we're back working around the clock to address the most urgent issues reported by the community in the last few days. Today's update revolves around massive memory optimizations, and several UX improvements, especially with regards to the modular system.

Bug Fixes
  • Animals
    • Fixed an issue that caused animal IKs not to update if time was stopped or if they were being moved, eliminating a lot of the janky leg stretching.
  • Guests
    • Guests now avoid walking inside Mini-Aviaries.
  • Construction
    • Fixed issue with multiple terrain masks multiplying their intensity together (especially noticeable on paths and path junctions).
    • Fixed terrain masks for paths and reduced their radius, as they were too...
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