About the Game

Take on the role of park manager and design the ultimate zoo for nature's greatest creations.
Discover, incubate and release dozens of extinct species to build a successful park that can keep up with the growing demands of guests, staff and hungry animals.


From the majestic Woolly Mammoth to the mighty Spinosaurus, undo the rules of extinction by reviving a diverse selection of over 50 species of prehistoric wildlife.
Watch as they seamlessly grow from baby to adult; changing their proportions, sounds and behaviors in realtime. They'll need to eat, drink, sleep and satisfy their social needs through dynamic behaviors like herding and socialization.


Design stunning parks across an enormous playable area to draw in crowds from all over the world. Carve rivers, raise mountains or build facilities piece-by-piece with precise creative tools.
Choose from a selection of themed prefabs or use the Steam Workshop to share or download ready-made structures like restaurants, toilets and viewing platforms.


Prepare your zoo with logistics management, strategically placing key infrastructure to optimize its efficiency.
Import or generate resources and deliver them throughout the zoo with trainable staff to ensure your kiosks and feeders remain stocked. Don't forget to clean those dung piles!


Get up close and personal with First Person Mode and explore your zoo from a different persective. Take a look through binoculars, enter habitats or even stop to sit on a bench with this immersive and interactive mode.
Screenshots
22 imagesVersion Information
Steam Patch Notes
Official update history
[img src="{STEAM_CLAN_IMAGE}/30171105/12f86b8a74baca44869bf59f8cd36c09b6effa43.png"]Welcome, Park Managers!
The final support patch for Update 17 is here, bringing new partner combat animations for several species, major improvements to animal behaviour and mutation visuals, important optimizations, and many exciting QoL improvements.
Behind the scenes, we’ve also tackled a wide range of crashes, construction issues, performance bottlenecks, and save/load problems to make building and managing your prehistoric park smoother, faster, and more stable than ever.
[img src="{STEAM_CLAN_IMAGE}/30171105/ad3d23456b2e8789dda075e135d6ee1b51984308.png"]
Known Issues & Additional Notes
[img src="{STEAM_CLAN_IMAGE}/30171105/1c33bce2a89fdb13be17ee5c61152e072e4201b2.png"]
Please send feedback and bug reports to our Discord server's appropriate channel.
Animal combat and hunting are still not 100% finished - some planned features are still missing, while some others require further tuning and balancing. The idea is that we'll continue to expand upon these systems as we get ever closer to our 1.0 release.
For now, we are aware of the following issues, which we hope to tackle soon:
While it's been improved over PTB, there's still clipping involved with combat interactions. Due to the nature of completely dynamic encounters, this will never be truly gone, but we are excited to explore new ways to improve it in upcoming patches
Several animals are still missing their full combat capabilities, currently being unable to attack and fight back. These animals are Psittacosaurus, Dryosaurus and Leaellynasaura
Due to engine and navigation limitations, animals spend too much time in the water, as they are not able to properly distinguish land tiles from water tiles. This is something we're addressing in the next major update
Some of the young animals' combat locomotion is still a little faster than we would like. We'll keep improving this
Miscellaneous issues:
Some recent data misalignment has caused some animals' swimming capabilities to regress, causing surface positioning to be offset, often pushing individuals under water. We'll be fixing this with the next Major Update
[img src="{STEAM_CLAN_IMAGE}/30171105/ad3d23456b2e8789dda075e135d6ee1b51984308.png"]
Full Patch Notes
[img src="{STEAM_CLAN_IMAGE}/30171105/1c33bce2a89fdb13be17ee5c61152e072e4201b2.png"]
Additions
Animals
Added new partner combat animations for:
Mammuthus
Nasutoceratops
Pachycephalosaurus
Panthera
Smilodon
Styracosaurus
Velociraptor
UI/UX
Selected animals will now display a selection outline overlay when not tracked by the camera
Enclosures can now be renamed through the header of the Enclosure Infomenu
Added an ‘Objects’ tab to the Enclosure Infomenu, allowing players to view the modules currently present in their exhibits and to control their supplements at the enclosure level
Added a 'Go to Nearest Loading Bay' button to the logistics management view which will now select the closest loading bay to the camera
Audio
Added species combat vocalizations to:
Acrocanthosaurus
Changes
Critical
Undo / Redo operations are now blocked when they overlap with other construction or destruction operations, removing a whole class of bugs from the park construction experience. A warning banner will be displayed when an operation is blocked.
Animals
Completely re-worked animal mutation visuals for naturally born animals affected by mutagens, in an effort to reign in overly bright and saturated mutations that would look completely unnatural
Reduced the hue drifting for all species, and especially for mammals, which should not get pink, purple, green or blue. Natural mutations are overall much more subtle
Animals featuring mutations such as leucism, melanism and albinism are now properly clamped to the tuned visual values for those conditions
Made balances to animal aggression behaviors:
Adjusted sauropod defense behaviors, letting them ignore threats that aren't their direct predators, as they don't engage in infant protection. This should make the meanest sauropods ignore smaller and medium predators in their vicinity
Dedicated family protection has been adjusted - now named Pro-Active Family Protection, this behavior filters out social group members from the target pool, with the activation range now being brought way down (x10 factor), making pro-active defense based more heavily on immediate proximity
When attacking, animals will now have a chance to shrug off staggering hit effects the closer they are to completing their attack
Higher level afflictions can no longer happen to newborn animals, and can only occur past a certain age
Vivariums will now display any leftover food in them which is waiting to be removed after changing the feed type
Animals who witness the death of family or social group members will now react in a few different ways, with social group members being more likely to flee and parents of killed offspring being more likely to stand their ground
When placed in quarantine, animals should now recover hitpoints at an accelerated rate
When sparring, animals with higher social hierarchy positions get a conviction bonus making them less likely to back down
Staff
When using the Call Staff button, this will now force the assignment to be delegated immediately, even if that means pulling an already assigned staff member off their current assignment.
This may incur some loss of staff efficiency due to being pulled away from an assignment that may have been nearly complete at the time of reassignment, especially in the case of logistics resource transportation.
To alleviate this, a staff member who is moving resources and is forced onto a different resource transportation assignment can seamlessly transition to the new assignment without having to perform the pickup at the new storage location first, if either of these two criteria are met: the resource is of the same type as the previous assignment, or coming from the same storage location as the previous assignmentWhen sedating animals, vets now have a small chance to miss their target, mitigated by the True Aim perk
Environment
Water Quality Overhaul
Quality scaling has been implemented, lower water settings now adjust the visual quality to deliver significant performance improvements
Ultra/Cinematic water has been improved and optimized
Use of surface tessellation has been substantially optimized
Underwater volumetric lighting is no longer grainy
UI/UX
Overhauled the Animal Infomenu:
Added several information breakdowns and textual descriptions for Immunity, Fertility and Fecundity, making their purpose and function clearer
Merged rating and milestones within the same menu
Moved the breeding information into a new Breeding tab
Overhauled the Options Menu:
The options menu has been rebuilt from the ground up, with settings reorganised into five tabs (Gameplay, Graphics, Audio, Controls, Interface) and tooltips added throughout.
Apply now only activates when you've actually changed something, and unapplied changes are discarded when you switch tabs or back out.
Frame limiting is now a simple on/off toggle with a target FPS instead of a fraction of your refresh rate, with your existing setting carrying over automatically
Keybinds are grouped into filterable sections with a reset-all option, and Escape now cancels a rebind instead of closing the menu. The whole menu also updates properly when you change language
Structure attribute widgets will now show up on Modular Prefabs too
Module Logistics Unfulfilled park issue now has a delay of 180 seconds, and should now show additional diagnostic information
Clicking a Checklist park issue now takes you through to the construction button for the required module
Post Processing
Screen-Space Reflections Overhaul
At higher quality settings, reflections now apply to many metallic surfaces properly
All settings below Cinematic are significantly more optimized
Graininess of SSR was significantly reduced
Key optimizations were introduced
Vegetation is no longer incorrectly affected by SSR
Bug Fixes
Crashes
Fixed a number of subtle resource disposal ordering bugs which could lead to crashes/freezes when exiting to the menu or quitting the game
Fixed a number of system intersections that could act without waiting for other systems properly, leading to potential memory corruption and crashes
Critical
Substantial improvements to the correctness and stability of the save/load systems
Fixed mouse orbit input drifting away from the game window when the window is smaller than the game screen
Fixed a bug where restyling or recoloring multiple modular pieces at once could apply the wrong style to some pieces, or cause pieces to snap to an incorrect color on Undo/Redo
Fixed the ‘Upload to Workshop’ button not working in the save menu
Fixed dead animals prematurely stopping enclosure analysis
Fixed asymmetric navmesh generation that would allow agents to pass through open areas from one direction but not the other
Fixed a memory problem where interactable types were reading more bytes than allowed, potentially leading to unknown instability
Fixed a problem leading Park Beauty to not correctly refresh its waste data after dung was being disposed (either naturally or by being cleaned by a Keeper)
Fixed an error in the OnQuit handling that could break the dialog
More stability improvements to the Animal Awareness (sight and hearing) system
Fixed memory compression logic that was writing beyond the correct memory area, leading to potential memory corruption
Fixed a few memory leaks
Steam Workshop Stability Improvements
Steam Workshop should now be more reliable when browsing, downloading, updating, refreshing, or removing content. This update addresses a number of issues that could lead to downloads failing or getting stuck in a loop, outdated or mismatched Workshop data, missing updates, or incomplete refreshes. It also fixes a rare case where local saves or prefabs could be lost after a failed upload. The game must still be closed or restarted when changing subscriptions in the workshop, all changes should be reconciled on game startup.
Substantially reduced unload time (when quitting or returning to main menu) for parks that have many modular pieces
Degenerate enclosures (bugged or corrupted) are carefully skipped during loading, while maintaining other enclosures
Overhauled navigation data invalidation and synchronization so animals, visitors, staff and cached paths cannot continue using stale navigation information after rapid construction, terrain or navmesh changes
Fixed a rare navmesh update deadlock caused by degenerate triangles
Fixed a navigation bug that could corrupt local area data in parks containing very large numbers of navigation areas
Fixed additional cases where degenerate navigation geometry could be accepted by downstream systems, improving navigation stability
Fixed several Addressable asset tracking and cleanup issues that could leave stale references after failed or cancelled loads
Gameplay
Fixed visitor spawning treating parks containing only carcasses as having live animals
Fixed invalid feeders being counted during enclosure analysis
Fixed enclosure updates not fully refreshing the area previously occupied by an enclosure after its bounds changed
Animals
Fixed a crack in the animal aging system that would disregard the realistic growth speed for certain cases
Fixed a bug that was causing the ‘Call to Check up’ and ‘Call to Tranquilize’ buttons always being disabled for healthy animals
Fixed loaded juvenile and adolescent carcasses using incorrect bone proportions
Picking up an animal in the middle of a partner attack animation should now correctly interrupt combat and inform the other animal to stop
Fixed a few cases where higher level afflictions could occur much earlier into a new park than should have been allowed
Fixed a bug where two animals were able to claim the same nest at the same time
Fixed a bug where new family groups might not formulate properly based on conflicting parental and mating system settings, leading to inattentive parents
Fix for animals loading in with incorrect maturity values during critical initialization steps, causing inaccurate state after loading finished
Fixed an issue where embryos that were ready to hatch but hadn’t yet would load in not knowing that they needed to hatch
Death during combat should more effectively inform carnivorous participants who might need to stop fighting and start eating
Infant animals hiding behind parents should now be a bit more evenly distributed
When the player moves a nest, animals should be more robust about either remembering or forgetting the moved nest, depending on context
Fixed a bug where Vivarium Animals could not be moved directly or through the menu if they were not currently visible
Fixed a bug where moved Vivarium Animals could not be LOD’d out unless the player moved the camera near them and away again
Fixed a bug in the Animal AI that could cause strange behaviour when an animal stops chasing another animal
Fixed a bug where animals gaining nutrition from browsing could still be enabled in challenge parks
Fixed the timeout for animals searching for a reproduction module but being unable to find one
Tightened up logic around predators killing for food, should prevent them from going into a frenzy and killing everything in sight
Fixed an exception when all animals in a move operation were filtered out
Fixed dead animals remaining standing when their animator was culled
Fixed the Cinematic Camera activating for carcasses
Fixed animal and Vivarium loading issues that could leave assets or LOD state partially initialized
Fixed Vivarium animals not restoring enabled and LOD-dependent features correctly
Fixed partial animal assets loading before all required assets were ready
Fixed texture loading leaks when cancelling animal placement before loading finished
Fixed an issue where an animal’s sedation reaction state would not end correctly
Staff
Fixed staff not having their perks applied properly. This affects multiple perks across multiple staff types which previously had no effect
Perks which are related to future planned gameplay were supposed to be unselectable in the staff zone UI. This has been fixed
Fixed staff surveys continuing to target dead animals
Fix for logistics solving retaining information from previous attempted solutions, leading to poor solution results
Fixed a minor bug in staff logistics solving that was incorrectly applying perk-modified feet speeds to staff who didn't have the perk, resulting in erroneous conclusions about which staff member could most effectively perform a specific logistics assignment
Fixed a timing bug in vet shooting that was causing unsafe animal AI state manipulation
Fixed a bug when multiple keepers were trying to fill the same tall feeder at the same time, causing desync
Fixed a number of bugs in ‘prop’ (wheelbarrows, cheeseburgers, etc) handling and rendering, improving stability and reducing glitchy cases
Fixed vets immediately performing medical operations on an animal until after combat ends. Player requested operations remain immediate
Guests
Improved visitor spawning reliability:
Failed spawns are retried correctly
Spawning waits for navigation to be ready
Queued visitors are included in spawn limits
Visitors are distributed evenly among valid open entrances
Fixed entrances leaving stale navigation data after being changed or removed
Fixed visitors being reset twice after failing to find nearby navigation
Buildings & Scenery
Fix for nests being ignored because their interactable could be unregistered after placement
Loading bays spawned in with starting prefabs should now have correct configuration, no disabled stocks, and the player starts with some decent resource amounts. Also fixed the UI a bit, correctly hiding any stock line items that have nothing on hand and no pending delivery
Fixed Vivarium Info Signs not updating correctly after animal stock changes
Fixed stale Vivarium Info Sign dropdowns selecting incorrect values
Fixed errors when demolishing a Loading Bay with an active order
Foliage
Cancelled vegetation strokes now roll back completely
Fixed vegetation removal reducing park funds below zero
Fixed incorrect vegetation tooltips for costs and insufficient funds
Construction
Fixed at least one verifiable case of modular grid positioning desync when splitting pieces from an existing group
Terrain Flattening, Foliage Removal, and Terrain Edit Masking for modular and paths has been overhauled for stability
Terrain flattening to modular building foundations can now flatten to each modular group’s foundation height independently
Using undo/redo while placing a fence or path arc will now cancel placement, preventing certain state desynchronizations
Fixed certain modular demolition cases not properly clearing selection visuals
Closed a number of invalid modular operations that could be done under specific circumstances
Fixed a bug that could rarely cause certain pieces not to load properly
Fixed fences not being able to snap, have gates, or be replaced on the far edges of the map
Fixed quick modular demolition leaving stale selections
Fixed Fence and Modular Undo/Redo cost issues, including a funds exploit
Fixed Vivarium cosmetic groups interacting incorrectly with Modular Undo/Redo
Prevented multiple Vivariums from being flattened into one modular group
Fixed the Raise/Lower terrain brush exceeding its limits in certain cases
Fixed a number of Terraforming cancellation and Undo/Redo issues
Fixed terrain paint alpha map update issues
Fixed water painting connecting separate bodies across small gaps
Improved navigation refreshes after large construction edits and edits near navmesh tile corners
Fixed rare Fence collider mapping failures
Fixed Staff Zone painting not ending when crossing the UI
UI/UX
Fixed most instances of re-sizing delays throughout the game’s HUD. Individual menus and panels should now be a lot more stable and less glitchy when being opened and changed
Ratio bars in the storage widgets will now handle storage overflow graciously, instead of drawing past their maximum limit
Fixed an exception that could block the Workshop Form from working correctly in the Main Menu
Fixed a bug causing the ‘New Clutch’ notifications click-through behavior to not correctly execute
Fixed the ‘Open Management’ keybind not firing
Improved information relayed in the Structure Tooltip, creating a split between structures which require further research before being available, and structures that can’t be accessed due to already existing in the park
Made several fixes to the Building Menu:
Fixed an issue where an extremely narrow building menu window could corrupt its structure list layout instead of just showing fewer columns
Building menu resize refreshes no longer trigger a full menu rebuild just because another refresh was already pending, cutting out unnecessary flicker/hitching when resizing quickly
Fixed an issue where searching or filtering with no matching results could leave empty category sections in the building menu instead of showing the "no results" message
Fixed an issue where rapidly opening, closing, or minimizing the building menu could cause it to settle in the wrong position
Fixed a font edge case that could cause certain text elements to not display any text when the game language is set to Chinese
Fixed a null ref when trying to view the Flee state during combat in the Animal Brain debug viewer
Fixed navmesh overlay views breaking when selecting a modular object
Fixed a number of cases where delayed GUI actions would still attempt to act if the relevant GUI element was closed
Fixed the loading bay “Place Order” button not being disabled when the park has insufficient funds to place the order
Fixed Main Menu panels becoming visually corrupted after rapid interaction
Fixed the Animal List not refreshing after quarantine changes
Fixed errors in the Paleopedia Animal Screen during rapid state changes
Fixed an issue preventing animal creation in the Nursery
Improved box selection accuracy for unusually scaled or rotated modular pieces
Rendering
Fixed a one-frame flicker effect when highlighting modular objects for selection
Fixed Light LOD issues causing lights to remain disabled, re-enable unexpectedly or inherit stale state
Misc.
Fixed null refs during game shutdown
Fixed null refs in visitor ride exit behavior
Fixed safe access violations in interactables that could have caused desync or even crashes
Resolved Voice Over errors when exiting to the main menu
Landed a significant number of fixes and improvements across many ‘under-the-hood’ parts of the codebase, that should improve general stability
Fixed rare errors caused by systems assuming a gameplay camera was available at improper times
Performance
Reworked terrain paint application logic bypasses major painting performance degradation in Unity’s terrain editing framework when texture quality was set below ‘High’
Significantly improved water painting and terrain editing performance, reducing large spikes during and at the end of paint strokes, particularly in parks containing large amounts of water
Heavily optimized the water meshing algorithm
Significantly reduced the amount of memory used and transferred by terraforming work
Overhauled Terrain Paint Undo/Redo to use dramatically less memory to track changes made by the player
Greatly reduced grass update hitches after terrain edits and substantially reduced GPU resource overhead used by the grass system
Reduced pathfinding and navmesh reconstruction memory pressure and CPU overhead
Made many major CPU improvements to hot paths around the game’s HUD, having optimized spikes tied to opening large menus
Made significant optimizations to allocations when selecting Modular Groups
Single style pieces no longer process background refreshes
The Modular Style Menu no longer rebuilds its contents twice per update
Reduced CPU usage from dead animals by disabling unnecessary AI, growth, rig, solver, animation, awareness, and subsystem processing
Major rework to the Park Issue system, making it more lightweight, able to much better handle hundreds or thousands of simultaneous issues
Loading is more memory efficient
Modular is slightly more memory efficient
Modular piece removal is significantly more performant
Substantially reduced shutdown and park unload times in parks containing large amounts of vegetation
Reworked selection, overlay and screen-space icon rendering to reduce processing overhead, allocations and unnecessary memory usage
Improved memory handling of prop rendering
Fixed a bug that caused removed human props to continue computing bone positions that were no longer needed
Fixed stale light changes increasing lighting update costs over time
[img src="{STEAM_CLAN_IMAGE}/30171105/c30172dcefa09c087a5488526ef756e78bdbbb0b.png"]
Hello, Park Managers!
This patch fixes critical bugs relating to guests and modular building, while improving animal aggression and behavior stability.
Additionally, our playable tutorials have been given some much-needed attention, receiving many fixes and improvements which aim to make the game more accessible to new players.
[img src="{STEAM_CLAN_IMAGE}/30171105/ad3d23456b2e8789dda075e135d6ee1b51984308.png"]
Known Issues & Additional Notes
[img src="{STEAM_CLAN_IMAGE}/30171105/1c33bce2a89fdb13be17ee5c61152e072e4201b2.png"]
Please send feedback and bug reports to our Discord server's appropriate channel.
Animal combat and hunting are still not 100% finished - some planned features are still missing, while some others require further tuning and balancing. The idea is that we'll continue to expand upon these systems as we get ever closer to our 1.0 release.
For now, we are aware of the following issues, which we hope to tackle soon:
While it's been improved over PTB, there's still clipping involved with combat interactions. Due to the nature of completely dynamic encounters, this will never be truly gone, but we are excited to explore new ways to improve it in upcoming patches
Iguanodon's partner combat animation has occasional trouble with starting. We've already fixed a problem related to this, and we'll be rolling it out in an upcoming hotfix patch
Several animals are still missing their full combat capabilities, currently being unable to attack and fight back. These animals are Psittacosaurus, Dryosaurus and Leaellynasaura
Animals love to spend way too much time in the water. We plan to improve this soon
Some of the young animals' combat locomotion is still a little faster than we would like. We'll keep improving this
Miscellaneous issues:
Some recent data misalignment has caused some animals' swimming capabilities to regress, causing surface positioning to be offset, often pushing individuals under water. We'll be fixing this soon
[img src="{STEAM_CLAN_IMAGE}/30171105/ad3d23456b2e8789dda075e135d6ee1b51984308.png"]
Full Patch Notes
[img src="{STEAM_CLAN_IMAGE}/30171105/1c33bce2a89fdb13be17ee5c61152e072e4201b2.png"]
Additions
Animals
Added a new baby design for the Wildberry Nasutoceratops skin
Added a new baby design for the Hibernal Leaellynasaura skin
Most animals will now pant when their stamina is below 50%
UI/UX
Added several new Help articles:
Vets
Workzones
Park Issue - Animal Affliction
Park Issue - Animal Combat
Park Issue - Animal Death
Park Issue - Animal Dying
Park Issue - Animal Escaped
Changes
Balance
Only one Vivarium animal can be generated in the starting animal selection for new games
The Quarantine Bay’s additional monthly upkeep during ‘Auto-Quarantine’ has been reduced to 500$, from 5,000$
Many of the resource ordering costs at the Loading Bay have been uniformized, being slightly more expensive on average
Decreased infectivity and spawning chances for Pemphigus
Animals
Made several improvements to aggression behaviors:
Carnivores' group defense behaviors have been changed so that they don't attempt to defend social group members if the incoming threat is higher
Group defense now actively requires an animal to have a social group before it can trigger
The Territorial Aggression behavior now excludes babies as valid aggression targets
Carcass eating selection for carnivores now respects cannibalism values
Lowered initiation chances for desperate predation, which should make predators think twice before engaging a stronger opponent while hunting
More passive herd animals should not initiate their family defense behaviors against higher threats now
Reduced the initiation chances of the Opportunistic Bully aggression behavior
Baby animals will more promptly recognize threats while with their parents, and will now attempt to hide behind them
Animals will now stand on nests rather than on the terrain beneath them, though collision will not be 100% accurate due to their dynamic nature
Animals should now be able to regain stamina while unconscious
Player-Issued medical care commands (ex. manual sedation or quarantine) now have a timeout of 20 minutes, preventing stale commands from persisting long past their intended time. This should improve Vet behavior and responsiveness
Tutorials
Added GUI highlights to certain elements in the tutorials, better guiding the player around the HUD
Made many fixes and improvements to the ‘Creating Animals’ tutorial:
The selected animal is now guaranteed to be a full enclosure animal, ensuring the tutorial’s completion
Any failure during the animal holder selection / placement objectives will now force the tutorial to walk players back to the Incubation step, handling at least a few cases of tutorial hard-locking
Made several integrations to the ‘Basic Staff’ tutorial to align the learning experience to the updated gameplay:
Cleaned up relayed information and added a ‘Vets’ info step
Added more information steps around Staff Conditions and Training, giving a quick overview of the new mechanics
Added a Promotion goal to the tutorial, walking users changing the Desired Promotion of a staff member
Added a Breakroom building goal to the tutorial, teaching users about Staff Breakrooms
Completely restructured the 'Preparing the Park' tutorial to account for the changes in Park Logistics and Loading Bay ordering
UI/UX
Lowered undo system memory limit for better sustainability on low-memory systems
Lowered default intensity for terraforming sculpt actions. Raise/lower should feel a bit more precise and deliberate now
Cleaned up UX behavior for the building menu:
Entering modular edit mode won't open the building menu anymore
Minimization for the building menu will now only occur during a user action, if the pin function is disabled
Improved stability of cursor-based minimization/maximization, removing flickering
Guest welfare needs park issues shouldn't show up if guest welfare is turned off
Post Processing
Improved Global Illumination
Bug Fixes
Crashes
Fixed multiple bugs in animal awareness that led to multiple similar crashes (the most common crashes we’re aware of)
Critical
Fixed the source of a critical bug which could prevent guests from entering the park in new games
Fixed general instability related to starting prefabs when loading new games
Fixed a modular action regression that would check against the entire group’s area footprint, instead of the pieces currently being edited, fixing a problem with the action incorrectly reporting ‘Outside Playable Bounds’
Updated the rocky outcrop configuration in the Canadian Rockies map, which could cause the starting entrance prefab to be obstructed by rock pieces. This could cascade into guests being unable to enter the park or reach interaction points
Fixed critical nursery crack that would completely misalign animal references throughout gameplay systems, when multiple animals would be incubated
Removed defunct quick-save/quick-load hotkeys which were not working anyway
Tightened save abort logic around bad naming and other failure cases, so the save system can no longer continue anyway in certain cases
Removed old save timeout of 5 seconds that technically could allow repeat saving while the system was already saving
Save replacement is much more careful, creating a _PREVIOUS backup of the save that is being replaced, only removing that backup after the new save is finalized properly
Fixed issues around zipped save loading
Load menu will no longer read _TEMPSAVE saves as loadable and will ignore and quarantine them
Main menu continue will not pick up tempsaves
Gameplay
Loading bay truck count should now correctly respect the research item status
Turning off Auto-Quarantine for any Quarantine Bay should now properly refresh its monthly upkeep costs
Animals
Fixed a bug that caused animal hearing to not function properly
Disabled animal texture mip streaming, which should resolve animal textures being blurred. This should not have a dramatic VRAM impact for saves with a limited amount of animal species in them
Fixed Vivarium Animals having their starting age match the age of the park
Fixed Mammoths being unable to go through with their courtship
Fixed missing courtship for Camarasaurus
Fixed animals clipping through the floor of the Quarantine Bay when held there
Fixed animals falling down in combat due to exhaustion and never being able to get back up
Minimum height requirements for plants have been eliminated for grazing animals, which should prevent awkward cases where animals didn't seem to want to eat from plants that were of the correct biome
Anger, as it relates to vocalizations and aggression behavior, will now only happen when Animal Welfare is not disabled in sandbox settings
Hunting behavior is no longer allowed when combat is disabled in sandbox. This was causing animals to get into infinite hunting loops
During hunting, animals should no longer be compelled to defend their family or nest at a distance
The animal group leader behavior of staying in one spot so that the rest of the herd can eat/drink/sleep should now be more intelligent, only causing the group leader to hold in place when its own needs have already been fulfilled. The general duration has also been reduced
Fixed fur tesselation being far higher than it should be on some animals, which could cause crashes and performance degradation
Fixed a bad assertion in affliction dispatch, which could have been stalling out the affliction distribution system
Fixed an error that was preventing combat encounters from merging together properly
Fixed errors and edge cases around nesting site selection when the player picks up and moves, or deletes a nest
Fixed an error in Tall Feeder filling when multiple staff members are trying to fill it at the same time
Guests
Fixed a frequent error in ride disembarking
Fixed an error with human animation that could cause significant AI bugs
Construction
Fixed Object Stacking not functioning outside of group editing
Fix for terraforming strokes not being properly ended when the mouse went over the GUI
UI/UX
Fixed missing localization for the IncorrectVivariumConfiguration placement validity error
Made several fixes to the Call Staff buttons throughout the HUD, which should properly select staff and correctly refresh their visuals to reflect what is going on in the park
Like the other settings in the Options Menu, gameplay settings will now serialize for a save even if that session hasn't been saved yet
Performance
Fixed error logging spam that would severely degrade CPU performance when moving modular pieces outside of the playable bounds
Optimized human AI calculation
Unused memory cleanup is run frequently for short bursts across loading to try to minimize peak memory pressure. This should prevent some crashes when loading the game
Cut animation driver processing time by 30-40%
Significantly optimized SSGI
Significantly reduced stutters during combat
[img src="{STEAM_CLAN_IMAGE}/30171105/1b74c3b077daaa835f01caf6e9570d39d0207ccc.png"]
[img src="{STEAM_CLAN_IMAGE}/30171105/ad3d23456b2e8789dda075e135d6ee1b51984308.png"]
Welcome, Park Managers!
This surprise bug-fix patch for Update 16 aims to address some of the most commonly reported balancing problems related to the animal disease system, while resolving numerous stability issues, such as memory leaks and crashes. In addition, this update introduces new vivarium animal animations - most notably full aquatic support for Titanoboa, which can now be housed in the Amphibious Vivarium.
Please enjoy the improved experience while we continue to work on Update 17, which will be introducing new animal species, animal combat, overhauled management systems, and many additional optimizations!
Disease Balance PSA
[img src="{STEAM_CLAN_IMAGE}/30171105/1c33bce2a89fdb13be17ee5c61152e072e4201b2.png"]
Recommended Experience
The latest disease balance changes are best experienced in a NEW GAME of Challenge Mode! On average, it takes around 1 year of in-game time before diseases start to become more common.
The immunity of an animal is now also modulated by its current age, with players making use of supplements and era-appropriate plants (for herbivores) to improve their animal's overall immunity. Selecting an animal and hovering over its immunity stat will provide a detailed readout of all the factors currently impacting it.
Existing Saves Warning
If you load an existing save, your animals may already host a variety of incubating diseases from the original Update 16 release, leading to an inaccurate gameplay experience. Animals with old age are also much more susceptible to death, so players may see a mass-dying as a result.
For the full list of changes, please read the patch notes below.
How to Access the Public Testing Branch (Experimental!)
[img src="{STEAM_CLAN_IMAGE}/30171105/1c33bce2a89fdb13be17ee5c61152e072e4201b2.png"]
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.
Right click Prehistoric Kingdom in your Steam Library
Go to Properties
Betas
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.
Known Issues & Additional Notes
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Please send feedback and bug reports to our Discord server's appropriate channel.
As a result of FSR, humans can appear smeared in motion. Turning off FSR will resolve this issue.
Sometimes when going to refill a vivarium, staff will run in a straight line through EVERYTHING.
Keepers will sometimes walk on the spot when trying to clean poo. It's important that they get their steps in.
NOTE: The animation preview dropdown in the Nursery does not yet function for vivarium species.
NOTE: Due to the sheer workload of animations, the majority of animal knockdowns are missing audio.
NOTE: Vet-related animations do not have audio yet.
Full Patch Notes
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Additions
Animals
Titanoboa can now be housed in the Amphibious Vivarium
Added new idle and locomotion animations to:
Titanoboa
Diplocaulus
Tiktaalik
Simosuchus
Diictodon
Buildings & Scenery
Water volumes for Amphibious Vivariums can now be switched between Clear and Tannin through the customization tab of the Vivarium widget
Audio
Added missing Nigel lines for Sahonachelys
UI/UX
Added percent status labels to various places within the GUI that should better report at which stage of treatment various animal afflictions are in
Changes
Animals
Slightly lowered feed consumption for Vivarium animals across the board
In an effort to improve readability and flow for the animal disease system, we took many balancing measures:
Reduced overall spawn rates for all afflictions across the board
Added a 'Max Immunity' read-out to the Nursery Menu animal preview
Animals with Slow and Realistic growth speeds now share the same starting immunity
Massively decreased treatment times for all affliction types
Increased symptom severity for all illnesses, which should hopefully better telegraph current issues with an animal's health
Individual animal's immunity now has a deeper impact on disease progression and health drain, with the immunity scaling more biologically accurately to an animal's age: mature animals have higher immunity than younger individuals, which themselves have higher immunity than elderly individuals. Among other things, this should result in older animals having a much harder time recovering from illness
Updated descriptions for most illnesses in an attempt to give out more accurate information that would be better tied to the various gameplay systems
It is now easier for feeders and troughs to contract diseases from infected animals. Healthy animals that eat and drink will also now lower the cleanliness of these modules, modulated by the current dirtiness of a habitat
Staff
Vets will now not survey animals that are in quarantine or dead
Buildings & Scenery
Modules such as feeders and water troughs can now be contaminated by transmissible pathogens without having to be dirty. Previously they required 10% dirtiness, which practically made it so these modules could never actually be contaminated
Feeders, enrichment feeders and water troughs lose a little bit of cleanliness when used by animals
UI/UX
The Animal Info Menu now displays recovery progress for each present affliction
Overhauled state icon readability - they are now overall smaller on screen, display screen-space angular stability and are sorted by distance
After some reported player confusion, we disabled session persistence for the 'Vivarium' filtering option in the Nursery Menu
Audio
When the camera is above ground-level, animal sounds become less attenuated to better serve the top-down gameplay (excludes sauropod calls)
Bug Fixes
Critical
Patched a few AI navigation locks that could result in crashing
Improved general stability around undo/redo
Fixed a Vivarium loading bug which would affect Terrestrial Vivariums with a burrow-substrate and would cause plants to reset and the enrichment items to desync
Fixed a Vivarium loading bug which could cause saved enrichment items to persist within the structure, even if toggled away through the GUI
Animals
Fixed many issues resulting in animals often failing to drink from painted water bodies
Fixed a few instabilities in the animal animation systems which could cause certain animation states to be stuck
Patched a couple of exceptions in the Vivarium animal animation system that could cause their animations to glitch out
Buildings & Scenery
Vivarium wall claddings have fixed collision, improving selection responsiveness and entity navigability with respect to vivarium structures
UI/UX
Fixed at least 2 bugs that could occur when generating the animal list in the Animal Management Menu. This should resolve some instances of the list having incorrect layout or reporting overlapping activities for certain animals
Fixed the 'Move' button in the quarantine bay widget not triggering the animal discharging action
Fixed enrichment feeders not displaying supplement controls when selected
Fixed a logical error that could cause certain afflictions to be labeled as 'Treatable' in the Animal Info Menu when they are in fact not treatable
Fixed a searching issue in the Building Menu that could cause certain items to be loaded into the results twice
Fixed a few instances of desync between Vivariums and Animal Info Signs, making sign species selection much more responsive to Vivarium animal stock changes
Rendering
Fixed data issues causing water volumes in Amphibious Vivariums to be visually glitchy when viewed from the sides
Audio
Patched some bugs in animal audio processing
Fixed an audio oversight that could cause vivarium animals' breathing to be heard even after they would cease existing
Fixed an issue that caused high elevation wind sounds to play all the time
Performance
Took an in-depth look at memory stability, having fixed dozens of memory leaks, especially in the pathfinding and animal systems. This should hopefully reduce the amount of crashing, though GPU memory usage continues to be high. This will be addressed more in Update 17.
Resolved memory leaks in the terraforming system - this could cause some of the reported FPS drops related to terrain actions.
Made many small CPU optimizations to peripheral systems.
Current Release
Build 25078757
Uploaded Sep 03, 2026
System Requirements
How to Install
Prehistoric Kingdom.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
Needed when extracting (WinRAR / 7-Zip) — not a site login.
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View AllDownload Prehistoric Kingdom for PC with a direct link or via torrent. Get the full version of Prehistoric Kingdom for free. Prehistoric Kingdom is a Indie released by Blue Meridian.