Prehistoric Kingdom
by Blue Meridian · 27 Apr, 2022
367 downloads
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 images
Version Information
Steam Patch Notes
Official update history
[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
[img src="{STEAM_CLAN_IMAGE}/30171105/1c33bce2a89fdb13be17ee5c61152e072e4201b2.png"]
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
[img src="{STEAM_CLAN_IMAGE}/30171105/1c33bce2a89fdb13be17ee5c61152e072e4201b2.png"]
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.
Welcome, Park Managers!
In this small fix patch we are targeting a couple of the more egregious animal bugs, leaving the game in a more stable state until the next major update (Update 14) is released. Enjoy!
Full Patch Notes
{STEAM_CLAN_IMAGE}/30171105/1c33bce2a89fdb13be17ee5c61152e072e4201b2.png
Bug Fixes
- Critical
- Fixed a systemic bug that caused the following bug after removing any animal:
- Animals to either step in place or walk through things
- Animal LOD to be incorrect
- Animal needs to stop being updated
- Animals to either step in place or walk through things
- Fixed a bug in the animal animation system that could cause animals to use the wrong animations (this could affect which direction and how animals moved)
- Fixed navigation settings being set wrong causing some areas not to register as navigable incorrectly (This will cause a nav rebake on load for most people!)
- Fixed corrupted animal animation data that would cause some animals to get stuck swimming
- Fixed a regression in animal path following that would cause them to get stuck often
- Fixed a GUI tooltip exception that could have caused downstream effects
- Fixed a systemic bug that caused the following bug after removing any animal:
- UI/UX
- Fixed structure menu tag button text spelling ‘Action’ when opening the menu for the first time
Current Release
Build 23911515
Uploaded Jun 30, 2026
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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
10.4 GB
23911515
92FC8A16
9f19910dccb5d3e2f1556e89b40651522eb2270de8b6c914fd777a07548ff0ba
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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.