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
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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
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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!)
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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.
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
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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
21525424
Uploaded Mar 11, 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
15.8 GB
21525424
5804FBBB
a948be70d64bd268c5e2c8a460a0a16982dde9efa703925b21e0e3184668ac5b
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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.