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/f3d73e9cff28cdebd2b7f713f5c37ed6989abcea.png"]
Hello and Happy Holidays, Park Managers!
A few of the programmers got together to look at some of the more pressing problems with Update 16, resulting in this small patch. This release should hopefully resolve most of the out-standing stability issues, among others including vivarium grouping save-load and sandbox research and animal unlocks.
Please continue to submit detailed bug reports on our Discord server with an upload of your player log!
Why won't my snake move?!
[img src="{STEAM_CLAN_IMAGE}/30171105/1c33bce2a89fdb13be17ee5c61152e072e4201b2.png"]
As described in previous Dev Diaries, vivarium animals have a mix of traversal points and static points that they can spawn at, switching between them when the camera moves away.
Because of how unique Titanoboa is compared to other vivarium species, it primarily uses static points (resting in place like a snake) with a chance to play the movement animation seen in the trailer when the player returns.
Because of how much work is needed to animate the snake, it currently has a single movement option. In the future, we'd love to add more traversal spots and also support the amphibious vivarium (requiring entirely separate animations to make that work).
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.
The side faces of the water volumes in amphibious vivarium have glitchy visuals at this moment. This is something we're actively investigating.
Sometimes when going to refill a vivarium, staff will run in a straight line through EVERYTHING.
Moving the camera close to objects can make them shimmer, we're currently investigating this.
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.
NOTE: Animal growth speeds have not been adjusted. Please let us know if they should be slower as a result of supplements.
NOTE: Sahonachelys does not have any Nigel dialogue lines just yet.
Full Patch Notes
[img src="{STEAM_CLAN_IMAGE}/30171105/1c33bce2a89fdb13be17ee5c61152e072e4201b2.png"]
Changes
Animals
Adjusted scaling for both Triceratops species
Bug Fixes
Critical
Fixed potential crash when deleting rides with visitors on them
Fixed critical loading bug that would prevent the research progress from loading completely - this should resolve sandbox saves not loading with all animals unlocked, and many other downstream issues
Fixed a critical save/load bug that would cause groups (including groups with vivariums) to not save completely if grouped to another set of groups
Animals
Stabilized Animal/Quarantine interaction to hopefully prevent either from thinking they need to teleport or control the animal when they shouldn’t
Vivarium animals now cannot be moved if they are completely LOD’d out as this can cause serious issues (tracking a Vivarium animal should virtually always LOD them in!)
Staff
Staff should be able to clean modules again
Fixed animation desync when staff were depositing resources at a location
Fixed logistics errors that were keeping import/export assignments alive for vivariums when they should go away due to a configuration change
Fixed produce storages thinking they needed to stockpile all feed types if there was a vivarium near them
Guests
Resolved a serious error in Visitor AI that could cause them not to process correctly in certain situations
Buildings & Scenery
Fixed a loading issue causing a vivarium with all its natural elements disabled, to load back up with a default natural element list
UI/UX
Fixed “No Cashiers” park issue category to be “No Operators”
Fixed the weather menu being initialized without any weather options, making it impossible to switch out the current weather in Sandbox Mode
Fixed several exceptions in both the Animals Management Menu and the Staff Management Menu
Fixed Diplocaulus’ Info Sign reporting the animal from the Cambrian Era instead of the Carbinoferous
Fixed the Arroyo Formation having an incorrect Paleopedia description
Misc.
Fixed a number of exceptions in back-end systems
Fixed a general issue with camera tracking that could interrupt core camera logic
[img src="{STEAM_CLAN_IMAGE}/30171105/fdd4855a06c1d7ae8268b617b8f8bdc55dd0c1fc.png"]
Hello, Park Managers!
This is a quick patch to resolve some of the more immediately reported issues with Update 16. The team will now be on break until mid-January. Please continue to submit detailed bug reports on our Discord server with an upload of your player log!
Why won't my snake move?!
[img src="{STEAM_CLAN_IMAGE}/30171105/1c33bce2a89fdb13be17ee5c61152e072e4201b2.png"]
As described in previous Dev Diaries, vivarium animals have a mix of traversal points and static points that they can spawn at, switching between them when the camera moves away.
Because of how unique Titanoboa is compared to other vivarium species, it primarily uses static points (resting in place like a snake) with a chance to play the movement animation seen in the trailer when the player returns.
Because of how much work is needed to animate the snake, it currently has a single movement option. In the future, we'd love to add more traversal spots and also support the amphibious vivarium (requiring entirely separate animations to make that work).
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.
The side faces of the water volumes in amphibious vivarium have glitchy visuals at this moment. This is something we're actively investigating.
When refilling feeders or vivariums, staff can become separated from their hats and wheelbarrows. We've asked them to stop and yet they persist.
Sometimes when going to refill a vivarium, staff will run in a straight line through EVERYTHING.
Moving the camera close to objects can make them shimmer, we're currently investigating this.
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.
NOTE: Animal growth speeds have not been adjusted. Please let us know if they should be slower as a result of supplements.
NOTE: Sahonachelys does not have any Nigel dialogue lines just yet.
Full Patch Notes
[img src="{STEAM_CLAN_IMAGE}/30171105/1c33bce2a89fdb13be17ee5c61152e072e4201b2.png"]
Additions
UI/UX
Vivarium animals can now be renamed
Added vet counter in the Staff Management Menu
Changes
Balance
All Vivarium structures should now have more appropriately balanced costs for Challenge Mode
Increased resistance time of the Common Cold affliction, meaning animals will be more resistant to it after being cured
Animals
Updated diet for Diplocaulus
UI/UX
Vivarium animal placement now refreshes the vivarium’s nature only if the substrate has changed (this is necessary in order to properly adapt the natural item’s positions to the substrate)
Removed social group GUI element from vivarium animal previews within the Nursery Menu, since these species don't have social requirements yet
Bug Fixes
Critical
Potentially fixed critical exceptions in GUI refreshing
Fixed one source of positional desync between water volumes and their parent pieces (in this case, Amphibious vivariums), when undoing positions
Animals
Fixed an animal scale value cache using a wrong index, resulting in massively inflated weights and score reporting
Fixed terrestrial vivarium animals floating when placed in the Large Terrestrial Vivarium
UI/UX
Fixed vivariums reporting ‘Incorrect Feed’ if not stocked by any animal when their feed is not set to plants
The vivarium type header text now updates with the selection of a main layout (Terrestrial, Arboreal or Amphibious)
Welcome, Park Managers to the final update of the year!
This release introduces major new mechanics such as vets, disease, death, rides and a reworked vivarium system with 10 new species. If you're yet to try the game, we're currently 30% off during the Steam Winter Sale!
WHAT'S COMING IN 2026?
Before getting into the patch notes, we quickly wanted to talk about next year. If you haven't kept up with our monthly Dev Diaries or Trello Roadmap, 2026 will finally bring hunting, combat, breakouts and a slew of management changes to keep making the game better and better. We will also continue to improve performance across the next year.
With around 11 core members working on PK in a variety of roles, your continued support as a community has been especially appreciated throughout 2025. For now, however, we will be enjoying our holiday break. See you next year!
- The PK Team
Update 16 Features
[img src="{STEAM_CLAN_IMAGE}/30171105/1c33bce2a89fdb13be17ee5c61152e072e4201b2.png"]
10 New Species & Vivariums
Discover 10 unique species of terrestrial, arboreal and amphibious variety. These stunning critters are housed in our overhauled vivarium modules - specialized facilities that allow them to swim, fly, explore burrows and jump onto logs.
These species include:
Compsognathus longipes
Diictodon feliceps
Diplocaulus magnicornis
Mononykus olecranus
Peltephilus ferox
Sahonachelys mailakavava
Simosuchus clarki
Tiktaalik roseae
Titanoboa cerrejonensis
Yi qi
[img src="{STEAM_CLAN_IMAGE}/30171105/deef8f1e5e03a398297516955ce7bdb6bb0c42c4.jpg"][img src="{STEAM_CLAN_IMAGE}/30171105/071f4e246b2820f11c13d5d3f69a0890ea930bd2.png"]
But what makes a vivarium species? For us, it's any animal that features highly unique locomotion or that would be too small to include with ontogeny (e.g. tiny babies). Vivariums give us a great opportunity to include species that otherwise would never have been included in Prehistoric Kingdom.
This update also comes with model revamps for Archaeopteryx and Microraptor, giving them a fresh coat of paint alongside their newest friends.
[img src="{STEAM_CLAN_IMAGE}/30171105/d7d411d99708529a13df3e54bab69444972fd41a.png"][img src="{STEAM_CLAN_IMAGE}/30171105/f692556ff7b90fd5ca2e2a223c6b44fb5c9df2d2.png"]
Vivariums can be customized with a variety of interior, environmental and enrichment settings to give your animals a beautiful home. You can even build totally custom exteriors by making the walls invisible or sink it into the ground for a more natural look.
[img src="{STEAM_CLAN_IMAGE}/30171105/6148ede009412cc108b4a2535db0634b34705499.jpg"]
It's important to note that this is not the end of vivarium development, either. There are some things we'd like to expand such as adding social, environmental and enrichment needs to the animals, but we're very happy with how they've turned out so far.
In addition to the above, the team are also looking to:
Make Titanoboa compatible with amphibious vivariums
Add arboreal climbing to Archaeopteryx, Microraptor and Yi
Add support for simple vivarium breeding (no baby models)
Add feeding points
Add more animations to the current roster to make them even more lively
We're also excited to share that at the end of Early Access, a few more fan-favorite species will be coming to the vivariums! Which ones? You'll have to wait and see.
[img src="{STEAM_CLAN_IMAGE}/30171105/fb1dcede169905e523ab49c75a17f1d9cdfe5fcd.png"]
Vets, Diseases & Death
As time passes, animals can encounter over 25 diseases of varying severities caused by weather, habitat conditions and infected modules such as bedding and food troughs. To counter this, players will need to enlist the help of vets and research a variety of treatments.
Vets will visit your habitat and automatically survey all the animals and facilities inside, alerting the player to any issues that arise. Without a vet to survey in Challenge Mode, players won't receive disease notifications.
Some diseases may display visual symptoms such as sneezing, lethargy and skin irritation. If spotted, players can manually call a vet to diagnose their animal.
[img src="{STEAM_CLAN_IMAGE}/30171105/bb5da0666f54c8d708f7b4794ad6aabf9d489935.png"]
While many basic ailments can be cured in the field via dart gun, some procedures require the construction of a Quarantine Bay. Players can pickup and move their sick animals directly into quarantine, scheduling sedation! Once the procedure has finished, animals will be moved back to their original position.
Players can also research 3 stages of Auto-Quarantine - automatically moving sick animals within a progressively larger radius in exchange for upkeep costs.
[img src="{STEAM_CLAN_IMAGE}/30171105/54a6d34970962de815fdf082a691337291725a7d.png"]
To keep your animals healthy, players will want to create animals with a high immunity (either through the Nursery or selective breeding). To give them a helping hand, a variety of supplements can be researched for your feeders, increasing an animal's immunity, growth speed and more.
[img src="{STEAM_CLAN_IMAGE}/30171105/af76b9fcc0d334c510a3a5a1e111847e38bedf63.png"]
If an animal is not able to be treated in time, they will sadly pass away. Death can also occur if animals are starved or dehydrate. It's more important than ever to properly maintain your zoo!
Flat Rides
New attractions are finally here! Operated by cashiers, the brand new Ferris Wheel and Panoramic Tower provide amazing vistas for your guests while also contributing to the park's attraction points.
Jump into first person mode and ride them yourself to view your park from a new perspective!
[img src="{STEAM_CLAN_IMAGE}/30171105/6a65c2921a7c1832199da897941d1817c93a10d6.png"]
These attractions are currently not recolorable due to a technical limitation, but we will be looking into it next year. They will also eventually have their own modular widget to change their minimum visitor load and ride length. We look forward to adding new attraction types in a future update!
Update 16 Changes
[p align="start"][img src="https://clan.akamai.steamstatic.com/images//30171105/1c33bce2a89fdb13be17ee5c61152e072e4201b2.png"][p align="start"]ANIMAL TRANSPORTATION[p align="start"]Moving animals outside of their enclosures now has a cost based on the animal size and movement distance. To move an animal into a Quarantine Bay, it will need to be sedated.[p align="start"]MODULAR GROUP MERGING[p align="start"]When selecting more than 1 modular group, there are now multiple ways to merge them! This can drastically improve how players create prefabs. We didn't have a lot of time to polish this feature, so it'll be improved in a future patch. Regardless, here are the merge options:Merge Into Target Group
All groups highlighted in white are merged into the blue group's building grid.Parent Target Group
All groups highlighted in white become children to the blue group, retaining their original grids. Moving the parent group will also move all child groups. Saving the parent group as a prefab will also include child groups.
The arrows in the top right of the group UI can be used to navigate the various grouping levels.Group All
All groups become part of a collection, retaining their original grids. The arrows in the top right of the group UI can be used to navigate the various grouping levels.
While FSR can introduce ghosting on humans and some landscaping tools, enabling it may help improve your performance when GPU-limited. Prehistoric Kingdom is a CPU-intensive game, so performance gains will be variable!
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.
The side faces of the water volumes in amphibious vivarium have glitchy visuals at this moment. This is something we're actively investigating.
Though we think we fixed it, there is a potentially low chance that a random texture may be overlayed faintly across the screen when loading into a game. If this happens, please file a bug report or get in touch with us.
When refilling feeders or vivariums, staff can become separated from their hats and wheelbarrows. We've asked them to stop and yet they persist.
Sometimes when going to refill a vivarium, staff will run in a straight line through EVERYTHING.
Moving the camera close to objects can make them shimmer, we're currently investigating this.
NOTE: We forgot to add vets to the staff counter in the Staff Management menu. We are sorry.
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.
NOTE: Animal growth speeds have not been adjusted. Please let us know if they should be slower as a result of supplements.
NOTE: Sahonachelys does not have any dialogue lines just yet.
Full Patch Notes
[img src="{STEAM_CLAN_IMAGE}/30171105/1c33bce2a89fdb13be17ee5c61152e072e4201b2.png"]
Features
NEW FEATURE: Vivariums
Vivariums are brand-new habitat modules designed for compact exhibit displays. Place Terrestrial, Arboreal, and Amphibious vivarium modules in multiple sizes, then decorate them with new props and scenery to create detailed exhibits for smaller animals.
NEW FEATURE: Animal Health, Disease & Treatment Animals can now contract diseases with distinct symptoms and progression stages. Some illnesses are contagious and can spread through transmission vectors like animal contact, airborne spread, and contaminated food, or bedding.
To properly identify illness, animals and modules must be Surveyed by a Vet—detected targets become Under Observation, revealing current (and newly acquired) afflictions. Treatments can be delivered in the field, or in the most severe cases, in Quarantine Bays. To be moved to Quarantine, an animal must first be sedated by Staff.
NEW FEATURE: Vets
A new Vet Staff role has been added to handle animal medical care. Vets can survey animals and enclosure modules to detect afflictions, keep sick animals Under Observation, and administer treatment. When hands-on care is needed, Vets can also sedate animals for procedures, preparing them for quarantine transport. Vets can also deliver supplements to feeders, providing improvements to animal welfare and maintenance.
NEW FEATURE: Animal Death
Health outcomes now have real consequences. Untreated diseases and worsening conditions can become fatal, making early detection, enclosure hygiene, and timely treatment more important than ever. Additionally, animals can succumb due to the health implications of old age and unmet needs.
NEW FEATURE: Flat Rides
Two new guest rides have been added: the Ferris Wheel and Panoramic Tower. Operated by Cashier Staff, guests will queue up, board, take the ride, then disembark—earning these attractions a high Attraction Points value.
NEW FEATURE: Expanded Modular Merging
Modular merging has been expanded to allow for the quick collection of multiple Groups, each being now able to have a parent and a set of children. Select your preferred merging options through the Modular Group Infomenu.
NEW FEATURE: FSR 3.1 Upscaling
From the settings menu, players with modern GPUs can now choose several levels of FSR upscaling to improve their rendering performance. This also includes a new ‘Native AA’ mode which offers smooth, anti-aliased visuals via FSR. Players with older GPUs can still take advantage of FSR 1 to improve their framerate. Please note that Prehistoric Kingdom is a CPU-heavy game, so performance gains greatly depend on your park!
Additions
Gameplay
Added the following excavation sites to the game:
Fram Formation, Canada
Arroyo Formation, USA
Cerrejon Formation, Colombia
Collon Cura Formation, Argentina
Abrahamskaal Formation, South Africa
Maevarano Formation, Madagascar
Tiaojishan Formation, China
Added a new Research category to the Research Menu - Pathology - containing unlockable research items that enable the treatment of most of the animal afflictions, as well as treatment facility upgrades.
Added new research items to the Biology research tree:
Medium Vivariums
Unlocks medium-sized Vivariums, housing larger species.Large Vivariums
Unlocks large-sized Vivariums, housing the largest vivarium species.Vitamins
Unlocks the Vitamins supplement, allowing animals to heal faster from afflictions.Steroids
Unlocks the Steroids supplement, allowing animals to heal faster from wounds.Mutagen
Unlocks the Mutagens supplement, increasing the chances and intensity of mutations from parent to offspring.Mating Suppressants
Unlocks the Mating Suppressant supplement, decreasing animal’s courtship during the breeding season.Mating Boosters
Unlocks the Mating Booster supplement, increasing animal’s courtship during the breeding season.Improved Healing Supplements
Increases the efficiency of Vitamins and Steroids.Potent Healing Supplements
Maximizes the efficiency of Vitamins and Steroids.Improved Mutagens
Increases the efficiency of mutagens.Potent Mutagens
Maximizes the efficiency of Mutagens.Improved Mating Supplements
Increases the efficiency of Mating Boosters and Mating Suppressants.Potent Mating Supplements
Maximizes the efficiency of Mating Boosters and Mating Suppressants.
Added 2 new research items to the Pathology category:
Auto-Quarantine Range 1
Increases the range of Quarantine Bay’s Auto-Quarantine mechanic.Auto-Quarantine Range 2
Further increases the range of Quarantine Bay’s Auto-Quarantine mechanic.
Added new research items to the Construction & Design research tree:
Ferris Wheel
Unlocks the Ferris Wheel ridePanoramic Tower
Unlocks the Panoramic Tower ride
Animals
Animal “Fecundity” has been diversified across species, a general metric of how difficult it is to breed animals of that species. Lower fecundity animals will need more unoccupied space in order to feel comfortable enough to breed. Higher fecundity animals will breed into overpopulation if left unchecked. These base values can be modulated by supplements
Buildings & Scenery
Quarantine Bay Small
Quarantine Bay Large
Added 2 brand new Flat Rides
Ferris Wheel
Panoramic Tower
Added Medical Props
Vet Lamp Large
Vet Lamp Small
Vet Computer
Vet Desk 1
Vet Desk 2
Vet Desk 3
Vet Ultrasound Machine
Vet Oxygen Monitor
Vet Oxygen Tank
Vet Heartrate Monitor
Vet Bin 1
Vet Bin 2
Added Misc Backstage Props
Electric Cable Thin 4m
Electric Cable Thin 1m
Electric Cable Thin Corner
Electric Cable Thin Junction
Electric Cable Thin Power Boxes
Metal Walkway 2m
Metal Walkway 4m
Metal Walkway Railing
Metal Walkway Square
Metal Walkway Stair 1
Metal Walkway Stair 2
Metal Walkway Stair Step
Vivarium Amphibious - Box, Small, Medium, Large
Vivarium Arboreal - Box, Small, Medium, Large
Vivarium Terrestrial - Box, Small, Medium, Large
Added Vivarium Props & Items
Wooden Platform Square
Wooden Platform Bridge 1m
Wooden Platform Bridge 2m
Beam Wooden 1m
Beam Wooden 2m
Beam Wooden 4m
Beam Wooden Base
Heating Lamp 0.5m
Heating Lamp 2m
Heating Lamp 4m
Heating Lamp 6m
Vivarium Birdhouse
Vivarium Box Climbing Set
Vivarium Large Climbing Set
Vivarium Medium Climbing Set
Vivarium Small Climbing Set
Vivarium Hammock
Vivarium Tree Shell
Vivarium Faux Tree
Rope Thin 1m
Rope Thin 4m
Rope Thin 4m Hanging
Rope Thin Knot
Rope Thin Cap
Rope Thin Hook
Log Hollow
Log Hollow Short
Stump Driftwood Roots
Stump Tree 1
Stump Tree 2
Driftwood Curved Trunk
Driftwood Curved Trunk Rootless
Rock Hiding Cave
Rock Lounging Platform
Vivarium Rock Cladding Walls with 3 styling options (Wet/Forest/Dry)
Rock Vivarium Cladding 4x4
Rock Vivarium Cladding 4x8
Rock Vivarium Cladding 8x12
Rock Vivarium Cladding 12x16
Rock Vivarium Cladding Half 4x4
Rock Vivarium Cladding Half 4x8
Rock Vivarium Cladding Half 8x12
Rock Vivarium Cladding Half 12x16
UI/UX
The animal paleopedia menu now has a ‘Diseases’ tab, displaying brief information about all the various diseases a species can contract
The animal paleopedia now contains fecundity data
Added supplement selection to the animal feeder menus, allowing players to feed their animals various supplements, if available
Added a Vivarium filter toggle to the Animal Nursery gallery panel, giving players the ability to quickly switch animal selection between all animals and vivarium animals only
Added a water trough selection widget menu
Added a bedding selection widget menu
Audio
Added more sounds to the Nursery menu to make it a more polished experience
Music
Added music that can sometimes play when looking at amphibious or terrestrial vivarium animals. This feature will be expanded to the rest of the roster next year!
Fluvial (1:10)
Underbrush (1:20)
Changes
Animals
Completely overhauled the models, textures and animations for both Microraptor and Archaeopteryx, now featuring a completely new navigation system tuned to work within the new Vivarium framework
Moving animals outside of their enclosures now has a cost based on the animal size and movement distance
Increased time between vocalisations for all sauropods as well as Charonosaurus and Parasaurolophus
Balanced weights, costs and appeal points for all medium and large ceratopsians
Updated Nursery icon for Charonosaurus to reflect its updated crest
Desaturated Mammuthus tusks
Staff
Re-designed the Cashier Staff outfit
Cashiers’ tasks now extend to Ride operations
Environment
Adjusted sky and atmospheric lighting to both look more cohesive and interact better with FSR
Grass should appear thicker at a distance and slightly more varied in height
Tropical Grass color is now a little deeper and more saturated
Updated terrain textures for:
Boreal Grass
Temperate Dirt
Temperate Grass
Tropical Grass
Tropical Sand
Scrubland Sand
Scrubland Dirt
Scrubland Rock
Decreased the tiling scale of all grass textures to feel more detailed when looking at small animals
UI/UX
Increased the efficacy of the camera flashlight
Updated various terrain texture previews
Logistics resources will be hidden if disabled and empty
The 'Call Staff' button now provides more information and can locate incoming staff members
Rendering
Geometry draw distances increased: Ultra from 1.2x to 1.4x. Cinematic from 1.4x to 2.0x. You can select a high geometry quality setting by itself with any other combination of other visual settings to get longer draw distances.
Post Processing
Auto-exposure is now more responsive to dark areas and no longer brightens the game when looking down
Bloom now responds better to bright highlights and has a lens dirt effect
Color grading has a bit more contrast and saturation to make the game look less drab
Post-processing now updates even when the game is paused
Audio
Midtone ambient frequencies will now be slightly ducked by animal sounds
Misc.
The base camera FOV has been made slightly tighter in order to make the player feel like they’re more “in the world” while building and managing
Bug Fixes
Crashes
Fix for a potential crash
Critical
Fixed multiple memory leaks that could stop core systems from functioning during long sessions
General improvements and stabilization to animal asset and texture loading
Fixed a new modular group misalignment issue in the starting levels
Fixed a long standing shading error causing modular selection outline to render with incorrect coloration when a selection stack contained multiple colors
Fixed animal animation stability issues
Gameplay
Fix for a long standing logical bug that could allow for the early research of a late-game research item, if accessed directly through link buttons throughout the GUI
Animals
Improved animal reliability when pathing around nav boundary corners
Fixed adult small theropods becoming aggressive towards babies and adolescents
Staff
Improved operator saving, staff should return to their previous Cashiering/Ride Operation jobs quicker after loading a game
Buildings & Scenery
Fixed coloring issues related to modular lighting, which should be much more consistent and stable now
Fixed some modular pieces not being see-through for the guests, including the 4x4 Glass Wall, and the chainlink pieces
Feeders should track their consumed food more accurately between play sessions
Environment
Fixed an issue that caused the Coastal dirt to be lower resolution than intended
UI/UX
Fixed a recurring bug causing the Modular Style Menu to hide away if a structure was deselected and selected back fast enough
Fixed fill toggle layouts overflowing outside of masked GUI elements
Rendering
Light LODs have been restored (there will be more improvement coming here)
Fixed Light LODs culling incorrectly close to the camera
Audio
Fixed a bug that caused ambient audio to “pop” loudly when exiting the Park Services menu
Fixed excavations menu ambience not fading in at high zoom levels
Fixed an oversight that could potentially cause guests to become louder than expected
Misc.
Fixed a bug that could have prevented triggering the Noah’s Park achievement
Performance
Strategically removed shadow casting from small or “whispy” plants to reduce batch and shadowcaster count. For players using high or ultra screen space shadows (recommended) the visual impact should be minor
Made massive CPU optimization to Scroll rects containing hundreds of elements
Significant CPU performance gains while viewing the Animal Management Menu
Minor performance improvements to the building menu
Optimized animal material batching
Minor general CPU performance gains
[img src="{STEAM_CLAN_IMAGE}/30171105/1c33bce2a89fdb13be17ee5c61152e072e4201b2.png"]
What changed from the last PTB?
Additions
Animals
Animal “Fecundity” has been diversified across species, a general metric of how difficult it is to breed animals of that species. Lower fecundity animals will need more unoccupied space in order to feel comfortable enough to breed. Higher fecundity animals will breed into overpopulation if left unchecked. These base values can be modulated by supplements.
UI/UX
The animal paleopedia now contains more relevant information about each vivarium animal species
The animal paleopedia now contains fecundity
Re-integrated the old AA settings, which are now purely cosmetic and independent of the selected quality preset. The AA solutions include Off, FXAA, SMAA, UTAA, FSR1, and FSR3
Music
Added music that can sometimes play when looking at amphibious or terrestrial vivarium animals. This feature will be expanded to the rest of the roster next year!
Fluvial (1:10)
Underbrush (1:20)
Changes
Balance
Mating Suppressor supplement has had its effectiveness per level increased significantly to match rebalanced base fecundity levels
Vivarium animals now contribute towards the park’s animal welfare and animal points rating
Animals
Desaturated Mammuthus tusks
Buildings & Scenery
Updated forest and arid vivarium terrain textures to match the actual landscape textures
Post Processing
Adjusted default UTAA
Bug Fixes
Critical
Fixed a critical glitch in an overlay rendering system causing random texture to appear faintly on the screen
Fixed multiple critical vivarium exceptions that could have caused downstream gameplay issues
Fixed configuration errors which caused many feeders and the new rides to not refresh the navmesh when they were removed
Animals
Potentially fixed adult small theropods becoming aggressive towards babies and adolescents
Fixed incorrect animal sizing
Fixed animal wetness visuals
Fixed animals social welfare bar draining when it shouldn’t
Fixed Animal Dying park issue when Animal Death is disabled
Staff
Fixed staff jittering while running when game speed is high or framerates are low
Buildings & Scenery
Fixed vehicle position error when moving and rotating a ferris wheel then cancelling the action
Fixed vegetation densities in Vivariums not loading back correctly
Corrected navmesh generation beneath ride platforms
Foliage
Fixed foliage removal brush destroying rocks
UI/UX
Fixed a GUI bug that would cause the New Game configuration in the main menu to become unresponsive
Welcome, Park Managers to the final update of the year!
This release introduces major new mechanics such as vets, disease, death, rides and a reworked vivarium system with 10 new species. If you're yet to try the game, we're currently 30% off during the Steam Winter Sale!
WHAT'S COMING IN 2026?
Before getting into the patch notes, we quickly wanted to talk about next year. If you haven't kept up with our monthly Dev Diaries or Trello Roadmap, 2026 will finally bring hunting, combat, breakouts and a slew of management changes to keep making the game better and better. We will also continue to improve performance across the next year.
With around 11 core members working on PK in a variety of roles, your continued support as a community has been especially appreciated throughout 2025. For now, however, we will be enjoying our holiday break. See you next year!
- The PK Team
Update 16 Features
[img src="{STEAM_CLAN_IMAGE}/30171105/1c33bce2a89fdb13be17ee5c61152e072e4201b2.png"]
10 New Species & Vivariums
Discover 10 unique species of terrestrial, arboreal and amphibious variety. These stunning critters are housed in our overhauled vivarium modules - specialized facilities that allow them to swim, fly, explore burrows and jump onto logs.
These species include:
Compsognathus longipes
Diictodon feliceps
Diplocaulus magnicornis
Mononykus olecranus
Peltephilus ferox
Sahonachelys mailakavava
Simosuchus clarki
Tiktaalik roseae
Titanoboa cerrejonensis
Yi qi
[img src="{STEAM_CLAN_IMAGE}/30171105/deef8f1e5e03a398297516955ce7bdb6bb0c42c4.jpg"][img src="{STEAM_CLAN_IMAGE}/30171105/071f4e246b2820f11c13d5d3f69a0890ea930bd2.png"]
But what makes a vivarium species? For us, it's any animal that features highly unique locomotion or that would be too small to include with ontogeny (e.g. tiny babies). Vivariums give us a great opportunity to include species that otherwise would never have been included in Prehistoric Kingdom.
This update also comes with model revamps for Archaeopteryx and Microraptor, giving them a fresh coat of paint alongside their newest friends.
[img src="{STEAM_CLAN_IMAGE}/30171105/d7d411d99708529a13df3e54bab69444972fd41a.png"][img src="{STEAM_CLAN_IMAGE}/30171105/f692556ff7b90fd5ca2e2a223c6b44fb5c9df2d2.png"]
Vivariums can be customized with a variety of interior, environmental and enrichment settings to give your animals a beautiful home. You can even build totally custom exteriors by making the walls invisible or sink it into the ground for a more natural look.
[img src="{STEAM_CLAN_IMAGE}/30171105/6148ede009412cc108b4a2535db0634b34705499.jpg"]
It's important to note that this is not the end of vivarium development, either. There are some things we'd like to expand such as adding social, environmental and enrichment needs to the animals, but we're very happy with how they've turned out so far.
In addition to the above, the team are also looking to:
Make Titanoboa compatible with amphibious vivariums
Add arboreal climbing to Archaeopteryx, Microraptor and Yi
Add support for simple vivarium breeding (no baby models)
Add feeding points
Add more animations to the current roster to make them even more lively
We're also excited to share that at the end of Early Access, a few more fan-favorite species will be coming to the vivariums! Which ones? You'll have to wait and see.
[img src="{STEAM_CLAN_IMAGE}/30171105/fb1dcede169905e523ab49c75a17f1d9cdfe5fcd.png"]
Vets, Diseases & Death
As time passes, animals can encounter over 25 diseases of varying severities caused by weather, habitat conditions and infected modules such as bedding and food troughs. To counter this, players will need to enlist the help of vets and research a variety of treatments.
Vets will visit your habitat and automatically survey all the animals and facilities inside, alerting the player to any issues that arise. Without a vet to survey in Challenge Mode, players won't receive disease notifications.
Some diseases may display visual symptoms such as sneezing, lethargy and skin irritation. If spotted, players can manually call a vet to diagnose their animal.
[img src="{STEAM_CLAN_IMAGE}/30171105/bb5da0666f54c8d708f7b4794ad6aabf9d489935.png"]
While many basic ailments can be cured in the field via dart gun, some procedures require the construction of a Quarantine Bay. Players can pickup and move their sick animals directly into quarantine, scheduling sedation! Once the procedure has finished, animals will be moved back to their original position.
Players can also research 3 stages of Auto-Quarantine - automatically moving sick animals within a progressively larger radius in exchange for upkeep costs.
[img src="{STEAM_CLAN_IMAGE}/30171105/54a6d34970962de815fdf082a691337291725a7d.png"]
To keep your animals healthy, players will want to create animals with a high immunity (either through the Nursery or selective breeding). To give them a helping hand, a variety of supplements can be researched for your feeders, increasing an animal's immunity, growth speed and more.
[img src="{STEAM_CLAN_IMAGE}/30171105/af76b9fcc0d334c510a3a5a1e111847e38bedf63.png"]
If an animal is not able to be treated in time, they will sadly pass away. Death can also occur if animals are starved or dehydrate. It's more important than ever to properly maintain your zoo!
Flat Rides
New attractions are finally here! Operated by cashiers, the brand new Ferris Wheel and Panoramic Tower provide amazing vistas for your guests while also contributing to the park's attraction points.
Jump into first person mode and ride them yourself to view your park from a new perspective!
[img src="{STEAM_CLAN_IMAGE}/30171105/6a65c2921a7c1832199da897941d1817c93a10d6.png"]
These attractions are currently not recolorable due to a technical limitation, but we will be looking into it next year. They will also eventually have their own modular widget to change their minimum visitor load and ride length. We look forward to adding new attraction types in a future update!
Update 16 Changes
[p align="start"][img src="https://clan.akamai.steamstatic.com/images//30171105/1c33bce2a89fdb13be17ee5c61152e072e4201b2.png"][p align="start"]ANIMAL TRANSPORTATION[p align="start"]Moving animals outside of their enclosures now has a cost based on the animal size and movement distance. To move an animal into a Quarantine Bay, it will need to be sedated.[p align="start"]MODULAR GROUP MERGING[p align="start"]When selecting more than 1 modular group, there are now multiple ways to merge them! This can drastically improve how players create prefabs. We didn't have a lot of time to polish this feature, so it'll be improved in a future patch. Regardless, here are the merge options:Merge Into Target Group
All groups highlighted in white are merged into the blue group's building grid.Parent Target Group
All groups highlighted in white become children to the blue group, retaining their original grids. Moving the parent group will also move all child groups. Saving the parent group as a prefab will also include child groups.
The arrows in the top right of the group UI can be used to navigate the various grouping levels.Group All
All groups become part of a collection, retaining their original grids. The arrows in the top right of the group UI can be used to navigate the various grouping levels.
While FSR can introduce ghosting on humans and some landscaping tools, enabling it may help improve your performance when GPU-limited. Prehistoric Kingdom is a CPU-intensive game, so performance gains will be variable!
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.
The side faces of the water volumes in amphibious vivarium have glitchy visuals at this moment. This is something we're actively investigating.
Though we think we fixed it, there is a potentially low chance that a random texture may be overlayed faintly across the screen when loading into a game. If this happens, please file a bug report or get in touch with us.
When refilling feeders or vivariums, staff can become separated from their hats and wheelbarrows. We've asked them to stop and yet they persist.
Sometimes when going to refill a vivarium, staff will run in a straight line through EVERYTHING.
Moving the camera close to objects can make them shimmer, we're currently investigating this.
NOTE: We forgot to add vets to the staff counter in the Staff Management menu. We are sorry.
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.
NOTE: Animal growth speeds have not been adjusted. Please let us know if they should be slower as a result of supplements.
NOTE: Sahonachelys does not have any dialogue lines just yet.
Full Patch Notes
[img src="{STEAM_CLAN_IMAGE}/30171105/1c33bce2a89fdb13be17ee5c61152e072e4201b2.png"]
Features
NEW FEATURE: Vivariums
Vivariums are brand-new habitat modules designed for compact exhibit displays. Place Terrestrial, Arboreal, and Amphibious vivarium modules in multiple sizes, then decorate them with new props and scenery to create detailed exhibits for smaller animals.
NEW FEATURE: Animal Health, Disease & Treatment Animals can now contract diseases with distinct symptoms and progression stages. Some illnesses are contagious and can spread through transmission vectors like animal contact, airborne spread, and contaminated food, or bedding.
To properly identify illness, animals and modules must be Surveyed by a Vet—detected targets become Under Observation, revealing current (and newly acquired) afflictions. Treatments can be delivered in the field, or in the most severe cases, in Quarantine Bays. To be moved to Quarantine, an animal must first be sedated by Staff.
NEW FEATURE: Vets
A new Vet Staff role has been added to handle animal medical care. Vets can survey animals and enclosure modules to detect afflictions, keep sick animals Under Observation, and administer treatment. When hands-on care is needed, Vets can also sedate animals for procedures, preparing them for quarantine transport. Vets can also deliver supplements to feeders, providing improvements to animal welfare and maintenance.
NEW FEATURE: Animal Death
Health outcomes now have real consequences. Untreated diseases and worsening conditions can become fatal, making early detection, enclosure hygiene, and timely treatment more important than ever. Additionally, animals can succumb due to the health implications of old age and unmet needs.
NEW FEATURE: Flat Rides
Two new guest rides have been added: the Ferris Wheel and Panoramic Tower. Operated by Cashier Staff, guests will queue up, board, take the ride, then disembark—earning these attractions a high Attraction Points value.
NEW FEATURE: Expanded Modular Merging
Modular merging has been expanded to allow for the quick collection of multiple Groups, each being now able to have a parent and a set of children. Select your preferred merging options through the Modular Group Infomenu.
NEW FEATURE: FSR 3.1 Upscaling
From the settings menu, players with modern GPUs can now choose several levels of FSR upscaling to improve their rendering performance. This also includes a new ‘Native AA’ mode which offers smooth, anti-aliased visuals via FSR. Players with older GPUs can still take advantage of FSR 1 to improve their framerate. Please note that Prehistoric Kingdom is a CPU-heavy game, so performance gains greatly depend on your park!
Additions
Gameplay
Added the following excavation sites to the game:
Fram Formation, Canada
Arroyo Formation, USA
Cerrejon Formation, Colombia
Collon Cura Formation, Argentina
Abrahamskaal Formation, South Africa
Maevarano Formation, Madagascar
Tiaojishan Formation, China
Added a new Research category to the Research Menu - Pathology - containing unlockable research items that enable the treatment of most of the animal afflictions, as well as treatment facility upgrades.
Added new research items to the Biology research tree:
Medium Vivariums
Unlocks medium-sized Vivariums, housing larger species.Large Vivariums
Unlocks large-sized Vivariums, housing the largest vivarium species.Vitamins
Unlocks the Vitamins supplement, allowing animals to heal faster from afflictions.Steroids
Unlocks the Steroids supplement, allowing animals to heal faster from wounds.Mutagen
Unlocks the Mutagens supplement, increasing the chances and intensity of mutations from parent to offspring.Mating Suppressants
Unlocks the Mating Suppressant supplement, decreasing animal’s courtship during the breeding season.Mating Boosters
Unlocks the Mating Booster supplement, increasing animal’s courtship during the breeding season.Improved Healing Supplements
Increases the efficiency of Vitamins and Steroids.Potent Healing Supplements
Maximizes the efficiency of Vitamins and Steroids.Improved Mutagens
Increases the efficiency of mutagens.Potent Mutagens
Maximizes the efficiency of Mutagens.Improved Mating Supplements
Increases the efficiency of Mating Boosters and Mating Suppressants.Potent Mating Supplements
Maximizes the efficiency of Mating Boosters and Mating Suppressants.
Added 2 new research items to the Pathology category:
Auto-Quarantine Range 1
Increases the range of Quarantine Bay’s Auto-Quarantine mechanic.Auto-Quarantine Range 2
Further increases the range of Quarantine Bay’s Auto-Quarantine mechanic.
Added new research items to the Construction & Design research tree:
Ferris Wheel
Unlocks the Ferris Wheel ridePanoramic Tower
Unlocks the Panoramic Tower ride
Animals
Animal “Fecundity” has been diversified across species, a general metric of how difficult it is to breed animals of that species. Lower fecundity animals will need more unoccupied space in order to feel comfortable enough to breed. Higher fecundity animals will breed into overpopulation if left unchecked. These base values can be modulated by supplements
Buildings & Scenery
Quarantine Bay Small
Quarantine Bay Large
Added 2 brand new Flat Rides
Ferris Wheel
Panoramic Tower
Added Medical Props
Vet Lamp Large
Vet Lamp Small
Vet Computer
Vet Desk 1
Vet Desk 2
Vet Desk 3
Vet Ultrasound Machine
Vet Oxygen Monitor
Vet Oxygen Tank
Vet Heartrate Monitor
Vet Bin 1
Vet Bin 2
Added Misc Backstage Props
Electric Cable Thin 4m
Electric Cable Thin 1m
Electric Cable Thin Corner
Electric Cable Thin Junction
Electric Cable Thin Power Boxes
Metal Walkway 2m
Metal Walkway 4m
Metal Walkway Railing
Metal Walkway Square
Metal Walkway Stair 1
Metal Walkway Stair 2
Metal Walkway Stair Step
Vivarium Amphibious - Box, Small, Medium, Large
Vivarium Arboreal - Box, Small, Medium, Large
Vivarium Terrestrial - Box, Small, Medium, Large
Added Vivarium Props & Items
Wooden Platform Square
Wooden Platform Bridge 1m
Wooden Platform Bridge 2m
Beam Wooden 1m
Beam Wooden 2m
Beam Wooden 4m
Beam Wooden Base
Heating Lamp 0.5m
Heating Lamp 2m
Heating Lamp 4m
Heating Lamp 6m
Vivarium Birdhouse
Vivarium Box Climbing Set
Vivarium Large Climbing Set
Vivarium Medium Climbing Set
Vivarium Small Climbing Set
Vivarium Hammock
Vivarium Tree Shell
Vivarium Faux Tree
Rope Thin 1m
Rope Thin 4m
Rope Thin 4m Hanging
Rope Thin Knot
Rope Thin Cap
Rope Thin Hook
Log Hollow
Log Hollow Short
Stump Driftwood Roots
Stump Tree 1
Stump Tree 2
Driftwood Curved Trunk
Driftwood Curved Trunk Rootless
Rock Hiding Cave
Rock Lounging Platform
Vivarium Rock Cladding Walls with 3 styling options (Wet/Forest/Dry)
Rock Vivarium Cladding 4x4
Rock Vivarium Cladding 4x8
Rock Vivarium Cladding 8x12
Rock Vivarium Cladding 12x16
Rock Vivarium Cladding Half 4x4
Rock Vivarium Cladding Half 4x8
Rock Vivarium Cladding Half 8x12
Rock Vivarium Cladding Half 12x16
UI/UX
The animal paleopedia menu now has a ‘Diseases’ tab, displaying brief information about all the various diseases a species can contract
The animal paleopedia now contains fecundity data
Added supplement selection to the animal feeder menus, allowing players to feed their animals various supplements, if available
Added a Vivarium filter toggle to the Animal Nursery gallery panel, giving players the ability to quickly switch animal selection between all animals and vivarium animals only
Added a water trough selection widget menu
Added a bedding selection widget menu
Audio
Added more sounds to the Nursery menu to make it a more polished experience
Music
Added music that can sometimes play when looking at amphibious or terrestrial vivarium animals. This feature will be expanded to the rest of the roster next year!
Fluvial (1:10)
Underbrush (1:20)
Changes
Animals
Completely overhauled the models, textures and animations for both Microraptor and Archaeopteryx, now featuring a completely new navigation system tuned to work within the new Vivarium framework
Moving animals outside of their enclosures now has a cost based on the animal size and movement distance
Increased time between vocalisations for all sauropods as well as Charonosaurus and Parasaurolophus
Balanced weights, costs and appeal points for all medium and large ceratopsians
Updated Nursery icon for Charonosaurus to reflect its updated crest
Desaturated Mammuthus tusks
Staff
Re-designed the Cashier Staff outfit
Cashiers’ tasks now extend to Ride operations
Environment
Adjusted sky and atmospheric lighting to both look more cohesive and interact better with FSR
Grass should appear thicker at a distance and slightly more varied in height
Tropical Grass color is now a little deeper and more saturated
Updated terrain textures for:
Boreal Grass
Temperate Dirt
Temperate Grass
Tropical Grass
Tropical Sand
Scrubland Sand
Scrubland Dirt
Scrubland Rock
Decreased the tiling scale of all grass textures to feel more detailed when looking at small animals
UI/UX
Increased the efficacy of the camera flashlight
Updated various terrain texture previews
Logistics resources will be hidden if disabled and empty
The 'Call Staff' button now provides more information and can locate incoming staff members
Rendering
Geometry draw distances increased: Ultra from 1.2x to 1.4x. Cinematic from 1.4x to 2.0x. You can select a high geometry quality setting by itself with any other combination of other visual settings to get longer draw distances.
Post Processing
Auto-exposure is now more responsive to dark areas and no longer brightens the game when looking down
Bloom now responds better to bright highlights and has a lens dirt effect
Color grading has a bit more contrast and saturation to make the game look less drab
Post-processing now updates even when the game is paused
Audio
Midtone ambient frequencies will now be slightly ducked by animal sounds
Misc.
The base camera FOV has been made slightly tighter in order to make the player feel like they’re more “in the world” while building and managing
Bug Fixes
Crashes
Fix for a potential crash
Critical
Fixed multiple memory leaks that could stop core systems from functioning during long sessions
General improvements and stabilization to animal asset and texture loading
Fixed a new modular group misalignment issue in the starting levels
Fixed a long standing shading error causing modular selection outline to render with incorrect coloration when a selection stack contained multiple colors
Fixed animal animation stability issues
Gameplay
Fix for a long standing logical bug that could allow for the early research of a late-game research item, if accessed directly through link buttons throughout the GUI
Animals
Improved animal reliability when pathing around nav boundary corners
Fixed adult small theropods becoming aggressive towards babies and adolescents
Staff
Improved operator saving, staff should return to their previous Cashiering/Ride Operation jobs quicker after loading a game
Buildings & Scenery
Fixed coloring issues related to modular lighting, which should be much more consistent and stable now
Fixed some modular pieces not being see-through for the guests, including the 4x4 Glass Wall, and the chainlink pieces
Feeders should track their consumed food more accurately between play sessions
Environment
Fixed an issue that caused the Coastal dirt to be lower resolution than intended
UI/UX
Fixed a recurring bug causing the Modular Style Menu to hide away if a structure was deselected and selected back fast enough
Fixed fill toggle layouts overflowing outside of masked GUI elements
Rendering
Light LODs have been restored (there will be more improvement coming here)
Fixed Light LODs culling incorrectly close to the camera
Audio
Fixed a bug that caused ambient audio to “pop” loudly when exiting the Park Services menu
Fixed excavations menu ambience not fading in at high zoom levels
Fixed an oversight that could potentially cause guests to become louder than expected
Misc.
Fixed a bug that could have prevented triggering the Noah’s Park achievement
Performance
Strategically removed shadow casting from small or “whispy” plants to reduce batch and shadowcaster count. For players using high or ultra screen space shadows (recommended) the visual impact should be minor
Made massive CPU optimization to Scroll rects containing hundreds of elements
Significant CPU performance gains while viewing the Animal Management Menu
Minor performance improvements to the building menu
Optimized animal material batching
Minor general CPU performance gains
[img src="{STEAM_CLAN_IMAGE}/30171105/1c33bce2a89fdb13be17ee5c61152e072e4201b2.png"]
What changed from the last PTB?
Additions
Animals
Animal “Fecundity” has been diversified across species, a general metric of how difficult it is to breed animals of that species. Lower fecundity animals will need more unoccupied space in order to feel comfortable enough to breed. Higher fecundity animals will breed into overpopulation if left unchecked. These base values can be modulated by supplements.
UI/UX
The animal paleopedia now contains more relevant information about each vivarium animal species
The animal paleopedia now contains fecundity
Re-integrated the old AA settings, which are now purely cosmetic and independent of the selected quality preset. The AA solutions include Off, FXAA, SMAA, UTAA, FSR1, and FSR3
Music
Added music that can sometimes play when looking at amphibious or terrestrial vivarium animals. This feature will be expanded to the rest of the roster next year!
Fluvial (1:10)
Underbrush (1:20)
Changes
Balance
Mating Suppressor supplement has had its effectiveness per level increased significantly to match rebalanced base fecundity levels
Vivarium animals now contribute towards the park’s animal welfare and animal points rating
Animals
Desaturated Mammuthus tusks
Buildings & Scenery
Updated forest and arid vivarium terrain textures to match the actual landscape textures
Post Processing
Adjusted default UTAA
Bug Fixes
Critical
Fixed a critical glitch in an overlay rendering system causing random texture to appear faintly on the screen
Fixed multiple critical vivarium exceptions that could have caused downstream gameplay issues
Fixed configuration errors which caused many feeders and the new rides to not refresh the navmesh when they were removed
Animals
Potentially fixed adult small theropods becoming aggressive towards babies and adolescents
Fixed incorrect animal sizing
Fixed animal wetness visuals
Fixed animals social welfare bar draining when it shouldn’t
Fixed Animal Dying park issue when Animal Death is disabled
Staff
Fixed staff jittering while running when game speed is high or framerates are low
Buildings & Scenery
Fixed vehicle position error when moving and rotating a ferris wheel then cancelling the action
Fixed vegetation densities in Vivariums not loading back correctly
Corrected navmesh generation beneath ride platforms
Foliage
Fixed foliage removal brush destroying rocks
UI/UX
Fixed a GUI bug that would cause the New Game configuration in the main menu to become unresponsive
[img src="{STEAM_CLAN_IMAGE}/30171105/a1c62e7c71165ac359e40b0994aa70379adcb73f.png"]
Welcome, Park Managers!
This newest patch resolves a number of issues in addition to adding basic threaten/fleeing behaviors, look targets and grazing fidgets for when herbivores idle.
The team has now fully moved on to developing Update 16 which you stay up to date with by checking out our development blog at the end of every month.
Update 15.1 Features
[img src="{STEAM_CLAN_IMAGE}/30171105/1c33bce2a89fdb13be17ee5c61152e072e4201b2.png"]
Basic Threaten/Fleeing
Depending on the animal group, species will try to flee, chase off or threaten animals. Some highlights include herbivores becoming more defensive if they have a family, animals fleeing from predators, or large theropods threatening each other if they get too close. Some animals like adolescent and adult ceratopsians will even threaten other species when it's their breeding season!
These behaviors have been brought over from the nest defense previously included in Update 15 so keep in mind that it'll be massively improved once combat releases next year in Update 17!
[img src="{STEAM_CLAN_IMAGE}/30171105/26fcf3a5be7cdd52035e2a728eb7556ae8db98cc.png"][img src="{STEAM_CLAN_IMAGE}/30171105/75b145074cc257ac845f84c6b9a2d9e480affa20.png"]
Look Targets
Animals will now look at other creatures around them! Adults will prioritize immediate relatives and their own species, while babies will look at their parents and other species more commonly. They'll also now watch the head or tail of their partner during courtship.
[img src="{STEAM_CLAN_IMAGE}/30171105/ef4cc7c68a7cb0db57b64028778fa38a0cd83fb0.png"][img src="{STEAM_CLAN_IMAGE}/30171105/038bb50e19e1b69bef995328358036faf742f222.png"][img src="{STEAM_CLAN_IMAGE}/30171105/c564eb81110367cd53aab2d3def42268bf4ca3f4.png"]
Graze Fidgets
We've also added new idle grazing fidgets for when herbivores are standing around. As this isn't a dedicated grazing behavior, the animation can still play regardless of an animal's underlying terrain. This might be something we look at in a future update.
[img src="{STEAM_CLAN_IMAGE}/30171105/517b8f757268b0b287889cbf0c11bc355001608e.png"]
Additional Notes
[img src="{STEAM_CLAN_IMAGE}/30171105/1c33bce2a89fdb13be17ee5c61152e072e4201b2.png"]
Look targets and threatens are relatively experimental additions to the game that will be evolved through updates
Head IK can be a bit jittery, especially when transitioning out into an extreme animation (e.g. Gallimimus preen) - we'll be looking to improve this as much as we can in the future
The head IK is currently enabled when animals are spawned, making them look up
Defensive animals may get stuck in a threaten loop for a while but one should eventually emerge victorious
When fleeing, animals can sometimes walk away instead of running, making them seem very chill!
Full Patch Notes
[img src="{STEAM_CLAN_IMAGE}/30171105/1c33bce2a89fdb13be17ee5c61152e072e4201b2.png"]
Features
NEW FEATURE: Animal Look Targets
Animals will now look at other creatures around them! Adults will prioritize immediate relatives and their own species, while babies will look at their parents and other species more commonly.NEW FEATURE: Basic Threats & Fleeing
Animals will be able to threaten and run away from threats if they get too close. Highlights include some species becoming more defensive if they have a family, while others will run away from predators as much as possible. This is an area we will be overhauling for Update 17 in the future!
Additions
Animals
Added idle grazing animations:
Ankylosaurus
Coelodonta
Dryosaurus
Elasmotherium
Gallimimus
Leaellynasaura
Mammoth
Muttaburrasaurus
Nasutoceratops
Ouranosaurus
Oviraptor
Pachyrhinosaurus
Paraceratherium
Protoceratops
Psittacosaurus
Scelidosaurus
Styracosaurus
Triceratops
Added courtship to Ouranosaurus
Changes
Animals
Animals have been given new awareness parameters, like vision range and hearing distance
Awareness now scales with animal maturity
Animals “Sexual Maturity” is now based on being a certain size as well as being in the last third of their maturity
In Family Groups, Eat/Drink priority is now driven by the infants rather than the adults
Young animals should now have boosted need fulfilling gains
Buildings & Scenery
Color-corrected topiary pieces so they’re less neon green
Foliage
Redwood bark is now darker in the shade
Bug Fixes
Crashes
Fixed some crashing related to animal nav updating
Fixed a rare crash that can occur when alt-tabbing in/out of the game
Critical
Fixed staff skill and training research loading
Fixed animal excavation progress doubling up when loading games
Fixed user actions not deactivating completely when opening the management menu while an action was active
Animals
Fixed animals slowly speeding up to normal speed when first placed in the world
Fixed animals using IK and grounding effects when they shouldn’t
Fixed animals being able to leave their navmesh if another navmesh was available above or below the point of exit
Fixed Mating Display state being too picky about a minimum initiation distance
Fixed Play Chase state to ensure line-of-sight between path nodes, which should prevent animals from getting stuck on geometry while chasing
“Sexual Maturity” feature fixes animals trying to mate and find nests when they are still too small to occupy the size of navmesh their preferred nest is accessible from
Flee State should be a bit more varied in where it chooses to end at
UI/UX
Fix for the 'Open Research' button in the Staff Training menu linking to the Security tree instead of the Management tree within the Research Menu
Fixed staff menu summary refresh when opening the Staff Menu
Audio
Fixed a spatialization issue for dromaeosaur threaten sounds
[img src="{STEAM_CLAN_IMAGE}/30171105/1c33bce2a89fdb13be17ee5c61152e072e4201b2.png"]
What changed from the last PTB?
Additions
Audio
Added missing sounds to ceratopsian grazing and Gallimimus animations
Changes
Animals
Threat displays and fleeing for herbivores will now be primarily triggered by predators that pose a larger threat to them. They can still threaten each other if it is nesting season, however, with adolescent ceratopsians also becoming spicy towards other species!
Sped up ceratopsian idle graze animation
Young animals should now have boosted need fulfilling gains
Bug Fixes
Crashes
Fixed a rare crash that can occur when alt-tabbing in/out of the game
Animals
Fixed Ugrunaaluk neck compression
Fixed an issue that caused some herbivores to not tolerate males of their own species
Fixed Nasutoceratops not playing its idle graze animation
Fixed animals improperly using IKs in the nursery screen
UI/UX
Dramatically improved camera jitter when tracking moving objects
[img src="{STEAM_CLAN_IMAGE}/30171105/d5f7962d1ae6db01c315095c7eb7ae0a089ab738.png"]
Welcome, Park Managers!
This patch aims to fix various issues from Update 15 while adding a few more animations to the animals. This includes new tall feeder animations for the hadrosaurs, also allowing them to browse from short trees. We've also cleaned up their drinking and low eat animations.
The team are still working on Update 15.1 so keep your eyes peeled for that in the next few weeks!
Full Patch Notes
[img src="{STEAM_CLAN_IMAGE}/30171105/1c33bce2a89fdb13be17ee5c61152e072e4201b2.png"]
Additions
Animals
Added more additive and idle fidget animations to Gallimimus
Added tall feeder and tree-browsing support to hadrosaurs
Added grazing idle animation to hadrosaurs
Added courtship animation to:
Camarasaurus
Lambeosaurus
Pachyrhinosaurus
Added threaten animation to:
Deinocheirus
Ursus
Added various missing vocal animations to:
Argentinosaurus, Brachiosaurus
Deinocheirus
Nasutoceratops, Pachyrhinosaurus, Protoceratops and Triceratops
Audio
Added unique growls to Nasutoceratops
Added missing sounds to various animations introduced in Update 15 (some threaten sfx still absent!)
Changes
Balance
Increased guest spawning rates across all difficulties
Dung degradation has been rebalanced to be much faster, previous tuning was based on incorrect units, causing almost no degradation over time
When Dung is disabled in settings, all dung in park will rapidly degrade
Animals
Adjusted exhibit crowding sizes
Coelophysis: 150m² > 250m²
Adjusted animal iridescence visuals
Lowered Oviraptor baseline iridescence
Drastically cut iridescence intensity during night time
After successfully mating, if parent fertility would result in 0 offspring, a notification is generated
Family Group Leaders will now observe the nutrition and hydration levels of infants and prioritize eating and drinking based on group need
Updated hadrosaur low eat and drinking animations
UI/UX
Camera track transitions have been improved, with the snap->bounce effect being drastically smoothed out
Improved item rotation sensitivity
Audio
Wooden staff gates now have a unique open/close sound
Bug Fixes
Crashes
Fixed a crash when terraforming near the edge of the map
Critical
Fixed an invalid memory access when enclosures were up against the far sides of the map
Fixed another potential source of animal fuzz explosions
Fixed errors in animal skeleton initialization that could destabilize the game
Fixed a bug that set the animal limit at 1024 instead of the intended 4096
Fixed nav agents being able to pass into illegitimate triangles that are inescapable.
Animals
Strengthened ‘pregnancy’ logic checks, which should be more accurately reported in the animal GUI
Added a potential fix to some larger animals not reaching full maturity
Fixed clutch and breeding data for Apatosaurus
Fixed a rigging issue that caused awkward ankle positioning across all animals when turning
Limited the angle at which animals can adapt to the ground
BluffCharge state will no longer disrespect line of sight nav boundaries
Fixed Animal Groups not loading in under certain circumstances
Fixed Flee State being appended at the wrong time causing errors in multithreaded state processing
Fixed “Pregnancy Failed” notification missing localization assets
Environment
Fixed grass splatmaps for the starting boreal and coastal maps
Guests
Fixed a bug that made binoculars vision cone narrower than intended
Staff
Staff Breaks are now centrally delegated, preventing too many staff members from going on break at the same time
Construction
All pre-built facilities for starting saves have now been aligned to the grid
Fixed modular quick scale resetting object height if it was currently stacking on another object
UI/UX
Potentially fixed a GUI exception causing inability to switch feeders to a different feed type
Fixed an issue causing undo/redo buttons on the Main HUD to not properly refresh when using Undo/Redo through the keybinds
Performance
Minor CPU Optimizations
GPU rendering optimization for animals that didn’t need tessellation
Reduced unnecessary logging
Heavily optimized the Modular Style menu
[img src="{STEAM_CLAN_IMAGE}/30171105/d5f7962d1ae6db01c315095c7eb7ae0a089ab738.png"]
Welcome, Park Managers!
This patch aims to fix various issues from Update 15 while adding a few more animations to the animals. This includes new tall feeder animations for the hadrosaurs, also allowing them to browse from short trees. We've also cleaned up their drinking and low eat animations.
The team are still working on Update 15.1 so keep your eyes peeled for that in the next few weeks!
Full Patch Notes
[img src="{STEAM_CLAN_IMAGE}/30171105/1c33bce2a89fdb13be17ee5c61152e072e4201b2.png"]
Additions
Animals
Added more additive and idle fidget animations to Gallimimus
Added tall feeder and tree-browsing support to hadrosaurs
Added grazing idle animation to hadrosaurs
Added courtship animation to:
Camarasaurus
Lambeosaurus
Pachyrhinosaurus
Added threaten animation to:
Deinocheirus
Ursus
Added various missing vocal animations to:
Argentinosaurus, Brachiosaurus
Deinocheirus
Nasutoceratops, Pachyrhinosaurus, Protoceratops and Triceratops
Audio
Added unique growls to Nasutoceratops
Added missing sounds to various animations introduced in Update 15 (some threaten sfx still absent!)
Changes
Balance
Increased guest spawning rates across all difficulties
Dung degradation has been rebalanced to be much faster, previous tuning was based on incorrect units, causing almost no degradation over time
When Dung is disabled in settings, all dung in park will rapidly degrade
Animals
Adjusted exhibit crowding sizes
Coelophysis: 150m² > 250m²
Adjusted animal iridescence visuals
Lowered Oviraptor baseline iridescence
Drastically cut iridescence intensity during night time
After successfully mating, if parent fertility would result in 0 offspring, a notification is generated
Family Group Leaders will now observe the nutrition and hydration levels of infants and prioritize eating and drinking based on group need
Updated hadrosaur low eat and drinking animations
UI/UX
Camera track transitions have been improved, with the snap->bounce effect being drastically smoothed out
Improved item rotation sensitivity
Audio
Wooden staff gates now have a unique open/close sound
Bug Fixes
Crashes
Fixed a crash when terraforming near the edge of the map
Critical
Fixed an invalid memory access when enclosures were up against the far sides of the map
Fixed another potential source of animal fuzz explosions
Fixed errors in animal skeleton initialization that could destabilize the game
Fixed a bug that set the animal limit at 1024 instead of the intended 4096
Fixed nav agents being able to pass into illegitimate triangles that are inescapable.
Animals
Strengthened ‘pregnancy’ logic checks, which should be more accurately reported in the animal GUI
Added a potential fix to some larger animals not reaching full maturity
Fixed clutch and breeding data for Apatosaurus
Fixed a rigging issue that caused awkward ankle positioning across all animals when turning
Limited the angle at which animals can adapt to the ground
BluffCharge state will no longer disrespect line of sight nav boundaries
Fixed Animal Groups not loading in under certain circumstances
Fixed Flee State being appended at the wrong time causing errors in multithreaded state processing
Fixed “Pregnancy Failed” notification missing localization assets
Environment
Fixed grass splatmaps for the starting boreal and coastal maps
Guests
Fixed a bug that made binoculars vision cone narrower than intended
Staff
Staff Breaks are now centrally delegated, preventing too many staff members from going on break at the same time
Construction
All pre-built facilities for starting saves have now been aligned to the grid
Fixed modular quick scale resetting object height if it was currently stacking on another object
UI/UX
Potentially fixed a GUI exception causing inability to switch feeders to a different feed type
Fixed an issue causing undo/redo buttons on the Main HUD to not properly refresh when using Undo/Redo through the keybinds
Performance
Minor CPU Optimizations
GPU rendering optimization for animals that didn’t need tessellation
Reduced unnecessary logging
Heavily optimized the Modular Style menu
[img src="{STEAM_CLAN_IMAGE}/30171105/0251ad851f23c6b0ca417b98ed643fbc8239bbae.png"]
Welcome, Park Managers!
Update 15 is now available! This major releases adds two new species, breeding and paleobotany. Alongside these features are new feeders and enrichment, updated landscape tools, an improved global grid, reworked Animal Nursery and new animal milestones. To top it all off, herbivores can also now browse on foliage!
If you're yet to try the game, we're currently 30% off! It's a great time to start building your kingdom's next generation.
Update 15 Features
[p align="start"][img src="https://clan.akamai.steamstatic.com/images//30171105/1c33bce2a89fdb13be17ee5c61152e072e4201b2.png"]New Species
Unlock two fast and feathery dinosaurs - Oviraptor and Gallimimus! Like the other animals, these Cretaceous chickens feature seamless growth and adorable (or scrungly) babies.
[img src="{STEAM_CLAN_IMAGE}/30171105/850fb535a2f0c550fd44c5ccc046882045dbcf32.jpg"]
Breeding, Courtship & Guarding
Throughout the year, animals experience a breeding season that allows them to partake in courtship, reproduce and maintain a nest or birthing bed built by the player.
[p align="start"]To maximise the amount of offspring an animal can have, players can create animals with high fertility from the Animal Nursery. Creating creatures from a young maturity at slower growth speeds yields the best result once they reach sexual maturity.[img src="{STEAM_CLAN_IMAGE}/30171105/475db343a88d0524ea07b0d9c4dbfccb39574e64.png"]
Once the breeding season hits, males will attempt to court females to varying degrees of success. If they get rejected, they will be out until next season.
If courtship is successful, the female will fall pregnant as long as they have a compatible nest or birthing bed in their habitat.
[img src="{STEAM_CLAN_IMAGE}/30171105/26d8e0aabefdd1a0f6525ce6bd67e1d6749b7de3.jpg"]
Animals will guard and manage their nests - attempting to both scare off any threats and maintain healthy embryos. If they have to wander too far for food and water, it's even possible for their offspring to die early.
[img src="https://images.squarespace-cdn.com/content/v1/5f5169d31c810e0faa346016/d58d5143-6561-4923-b8fb-55256cae895e/NestVariationBear.png?format=2500w"]
Once animals are born, they'll randomly take on the traits of their parents. If you're really determined, you can even selectively breed animals to make them larger or smaller than the expected variation range of their species. Have fun!
Paleobotany & Era-Appropriate Foliage
From the Excavations menu, players can discover over 30 species of Mesozoic plants to make their dinosaurs feel right at home.
[img src="https://images.squarespace-cdn.com/content/v1/5f5169d31c810e0faa346016/8f165f31-ea35-4be0-818d-53d43ef55b99/PaleoScrubland1.jpg?format=2500w"][img src="https://images.squarespace-cdn.com/content/v1/5f5169d31c810e0faa346016/731d1765-158f-447a-9177-48ff152518ab/DiaryJune2025_PaleoEnvironment_Wetland_1.png?format=2500w"]
Placing plants from the appropriate era (Mesozoic for dinosaurs, Cenozoic for mammals) will reward animals with additional points to increase their popularity with guests. It is not a hard requirement!
[img src="https://clan.akamai.steamstatic.com/images//30171105/2e5ecf35912fcc827c6e175c6b9d7bbcb38bc6b5.png"]
Browsing Behavior
Herbivores can now browse from foliage to increase their enrichment levels! If their hunger is above 70%, they'll occasionally seek out plants from a compatible biome to munch on.
They do not gain any food from this behavior to keep Challenge Mode fair, though we'd like to add that as a sandbox option in a later update.
[img src="{STEAM_CLAN_IMAGE}/30171105/2eeaea79b97147a5c2ed01ac243beeb6d0f454ef.png"]
Feeders & Enrichment
Update 15 introduces new options for the game's standard feeders. With this release, we've added a small 1m dish, a wide 4m trough and an absolutely massive 6m dish. These all come with updated visuals for both the food and containers themselves, finally adding much-requested support for recoloring your feeders. Oh, and there's a new plastic style, too!
[img src="{STEAM_CLAN_IMAGE}/30171105/8b2d13a932233a51f78bb0ba0527efdf0e313dc1.png"]
Moving onto the enrichment feed, there's quite a lot here! To start, herbivores now have a variety of hay pieces that they can eat. Both hay piles and bales have been provided for players whose paddock either falls into a zoo-vibe or a farm-vibe.
[img src="{STEAM_CLAN_IMAGE}/30171105/c568e18b13abc0d8c14bec2680de8fb8bb5e91fe.jpg"]
In addition to these, a bunch of faux feeders have been added, too. These are artificial containers designed to look like natural elements, providing your animals with a safe but enriching experience.
There are faux fish, animal carcasses, logs and stumps. The latter in particular can provide plants, fruit or insects!
[img src="{STEAM_CLAN_IMAGE}/30171105/225455856a8437c9921718012a48591218b8ebd6.png"]
Animal Nursery
The Animal Nursery menu has been redesigned for better usability and organisation, providing new sorting methods such as alphabetical, unlocked and by price. There's also a filtering menu to really narrow down your results!
[img src="https://clan.akamai.steamstatic.com/images//30171105/7d41f865e9b7e34c7d4b3cf9238c6f5b790e075b.jpg"]
After selecting an animal, you'll now see a 1:1 recreation of what your animal will look like once it's in the park. From here, players can now randomize the skin, sex or maturity values of their animals.
[img src="{STEAM_CLAN_IMAGE}/30171105/a7fb63055837a297697b5cb84f143b8cf30d51d0.jpg"]
Clicking on the new settings button will allow players to customize their animals further - overriding their mutation or color/size variation. If you've always wanted to make the biggest leucistic T. rex in just a few clicks, now you can!
[img src="{STEAM_CLAN_IMAGE}/30171105/ee53cdcf231643237ec08eb3e698cca8444a4c9f.jpg"]
Animal Milestones
Animal Milestones are a new mechanic that allow animals to grow with you. As they spend time in the park, they can achieve various goals, rewarding them with more Animal Points.
Milestones can range from being born in the park to getting rejected too many times!
[img src="https://images.squarespace-cdn.com/content/v1/5f5169d31c810e0faa346016/e0147cf6-8384-4f40-a66a-1b147bf91387/Milestones.png?format=2500w"]
Landscaping
The Landscaping menu has been overhauled with a new vertically scaling design! This adds a bunch of quality of life improvements like being able to see all the plants or terrain textures at once.
Players also have access to a variety of brush types when painting ground textures or sculpting terrain, making it easier than ever to create realistic landscapes when combined with the new auto-slope painting features.
[img src="https://clan.akamai.steamstatic.com/images//30171105/78e6524cba0b6b40f7612ab887071b23ad426887.jpg"]
[img src="https://clan.akamai.steamstatic.com/images//30171105/d8d7720088a251f74dedc6ece729b66f90f45144.jpg"]
You'll note that we've added new grass textures and added other settings like a water mask that stops foliage from being painted in water. For aquatic plants like the Mesozoic nelumbo, they'll even paint directly to the water surface.
Global Grid
The global building grid has been reworked to make it easier than ever to construct organised parks like zoo-sim games of the past. This feature has been expanded to fences, too!
[img src="https://clan.akamai.steamstatic.com/images//30171105/3b5a4cf6200a6ef24c191bd498d9717d41f1e8e2.png"]
Update 15 Changes
[p align="start"][img src="https://clan.akamai.steamstatic.com/images//30171105/1c33bce2a89fdb13be17ee5c61152e072e4201b2.png"][p align="start"]CHALLENGE MODE: PROFIT TAX[p align="start"]To address the economy bloat reported by Challenge Mode players during the mid-late game, we’ve introduced profit tax.[p align="start"]At the start of each month, players can earn up to $10,000 tax free. After this, a tax percentage is automatically deducted from their income, scaling with higher earnings. Your profit tax resets each month and can be seen in the Finances menu under the quarterly profit. A tooltip reveals more information about the various tax brackets.[p align="start"][p align="start"]CHALLENGE MODE: EXCAVATION EVENTS[p align="start"]Positive Excavation events now last for two months, allowing players to better take advantage of their benefits. The amount of negative events per month have also been decreased.[p align="start"]This coincides with a general rebalancing of excavations as well as the inclusion of paleobotany sites.[p align="start"][p align="start"]CHALLENGE MODE: RESEARCH ADJUSTMENTS[p align="start"]A number of research items have been added, changed or removed to improve the game’s progression.[p align="start"][p align="start"]ENCLOSURE ANIMAL LIST[p align="start"]An animal list has been added to the enclosure menu, allowing players to quickly see all the contained animals and filter by species.Coming Soon: Update 15.1
[p align="start"][img src="https://clan.akamai.steamstatic.com/images//30171105/1c33bce2a89fdb13be17ee5c61152e072e4201b2.png"][p align="start"]Although this is not how we planned to ship Update 15, unfortunate circumstances over the last few weeks have meant that we have elected to prioritise the wellbeing of our team members and focus on the core breeding mechanics. [p align="start"]These: features will be arriving in a second update coming in September:Animal Head IK
Interspecies threat displays and fleeing (however this CAN occur during courtship right now!)
Known Issues & Additional Notes
[img src="{STEAM_CLAN_IMAGE}/30171105/1c33bce2a89fdb13be17ee5c61152e072e4201b2.png"]
Some dig and threaten animations are currently missing audio
We want to adapt the starting facilities in new games to fit the new global grid in a future update
Undo/redo for terrain sculpting with automatic slope painting attached isn't fully hooked up yet
Full Patch Notes
[img src="{STEAM_CLAN_IMAGE}/30171105/1c33bce2a89fdb13be17ee5c61152e072e4201b2.png"]
Features
Gameplay
Added 22 paleobotany excavation sites:
North America:
Colorado Flats
Eagle Sandstone
Edmonton Shale
Kansas Rocks
Montana Hills
South America:
Araripe Basin
Chubut Conglomerate
Deseado Massif
San Luis Siltstone
Europe:
Bavarian Lithic Reef
Bohemian Massif
Lusitanian Rift
Asia:
Bartala Hill
Gobi Badlands
Henan Deposits
Honshu Group
Korean Shale
Wuyun Clays
Yanliao Sediments
Africa
Cape Sandstones
Maghrebian Desert Beds
Antarctica
Antarctic Highlands
Added new Research progression items:
Biology
Chromatic Phenotype Selection
Enables picking specific skins for animals in the NurseryChromatic Expression Modulation
Enables editing an animal’s mutations and coloration in the NurserySomatic Growth Modulation
Enables size editing for animals in the NurseryHigh-Capacity Low Feeders
Unlocks feeders suitable for feeding larger animalsHigh-Capacity Tall Feeders
Unlocks feeders suitable for feeding large or tall animals
New Research Tree: Management
Higher Education
Speeds up Staff skill learning in the Staff CenterProduce Station Plants
Unlocks the Produce Station Plants, allowing for the local production of herbivore feedProduce Station Fruit
Unlocks the Produce Station Fruit, allowing for the local production of frugivore feedProduce Station Meat
Unlocks the Produce Station Meat, allowing for the local production of carnivore feedProduce Station Fish
Unlocks the Produce Station Fish, allowing for the local production of piscivore feedProduce Station Insects
Unlocks the Produce Station Insects, allowing for the local production of insectivore feedProduce Station Mixed
Unlocks the Produce Station Mixed, allowing for the local production of all types of animal feed. Requires all the Produce Station researches to be unlocked before being researchableStorage Produce Large
Unlocks the Storage Produce Large facility, increasing storage space for animal feedStorage Goods Large
Unlocks the Storage Goods Large facility, increasing storage space for imported goodsIndustrial Paleo-Fertilizer
Enables the selling of extra compost produced by the Compost HeapHigh Productivity Paleo-Compost
Allows for Produce Station to more efficiently produce feed with compost, requiring less Animal Dung overallImproved Cost Management
Reduces the construction cost of all Infrastructure by 10%Advanced Budget Allocation
Reduces the upkeep cost of all facilities by 15%Improved Credit Score
Unlocks access to lower interest rates across all loan providers by 1-2%Non-Profit Status
Reduces profit tax by 10% when guest and animal welfare are both over 90%Emotional Engagement
Boosts guest donations by 25%Deep Pockets
Increases all Donation Box max capacity by 50%
Security
Reorganized the fence research items into the following:Wood Fences - Medium Strength
Provides Medium Strength wood fencesStone Fences - Medium Strength
Provides Medium Strength stone fencesStone Fences - High Strength
Provides High Strength stone fencesMetal Fences - Medium Strength
Provides Medium Strength metal fencesMetal Fences - High Strength
Provides High Strength metal fencesMetal Fences - Extreme Strength
Provides Extreme Strength metal fences
Animals
Added digging animations to all animals. These animations will be utilized in nest preparation
Added courtship animations to all animals, to be used to impress potential mates during breeding seasons. Some animals have unique, bespoke dances, while others have more subdued idle actions
Herbivorous animals can now browse on vegetation from their acceptable biomes
Added baby idle animation to:
Acrocanthosaurus
Ankylosaurus
Apatosaurus
Argentinosaurus
Brachiosaurus
Brontosaurus
Camarasaurus
Carcharodontosaurus
Charonosaurus
Coelophysis
Dilophosaurus
Dryosaurus
Edmontosaurus
Iguanodon
Lambeosaurus
Leaellynasaura
Parasaurolophus
Paraceratherium
Protoceratops
Psittacosaurus
Scelidosaurus
Smilodon
Velociraptor
Buildings & Scenery
Added animal reproduction modules:
Birthing Bed Large
Birthing Bed Small
Nest Large
Nest Medium
Nest Small
Added new Animal Feeders (includes all diets + new plastic style):
Feeder Dish 1m
Flat Tray 4m
Feeder Dish 6m
Added new Animal Enrichment Feeders:
Faux Fish Carcass Small
Faux Fish Carcass Large
Faux Log Fruit
Faux Log Insects
Faux Log Plants
Faux Log Stump Fruit
Faux Log Stump Insects
Faux Log Stump Plants
Faux Ribcage Large
Faux Ribcage Small
Hay Clump Small
Hay Clump Large
Hay Bale Small
Hay Bale Large
Added new sandstone rocks
Rock Sandstone Boulder 1-3
Rock Sandstone Cliff 1-2
Rock Sandstone Cliff Arch
Rock Sandstone Pillar 1-2
Added new silhouette pieces:
Silhouette Animal Gallimimus
Silhouette Animal Oviraptor
Silhouette Foliage Araucaria
Silhouette Foliage Cinnamon Fern
Silhouette Foliage Cycadeoidea
Silhouette Foliage Equisetites
Silhouette Foliage Metasequoia
Silhouette Foliage Nilssonia
Silhouette Foliage Todites
Silhouette Foliage Zamites
Silhouette Foliage Weichselia
Environment
Added unique terrain grass textures to Desert, Scrubland, Grassland, Temperate and Tropical (originals found in Coastal and Boreal)
Foliage
Added Cypress Knees (3) to the Gardening tab
Added Tropical Sparse Forest and Tropical Bananas preset
Added boreal paleobotany and presets:
Aculea (6)
Athrotaxites(10)
Added coastal paleobotany and presets:
Coniopteris (3)
Elatides (7)
Eobowenia (4)
Ginkgo yimeansis (6)
Ginkgo yimeansis Seasonal (3)
Nilssonia (7)
Todite Fern (7)
Added desert paleobotany and presets:
Ephedra (5)
Welwitschiophyllum (6)
Added grassland paleobotany and presets:
Ctenis (4)
Ruffordia (5)
Schizaeopsis (6)
Added scrubland paleobotany and presets:
Araucaria delevoryassi (8)
Cycadeoidea (9)
Gleichenia (4)
Watsoniocladus (6)
Zamites (7)
Added temperate paleobotany and presets:
Cinnamon Fern (4)
Ginkgo adiantoides (6)
Ginkgo adiantoides Seasonal (4)
Platanites (7)
Trochodendroides (5)
Added tropical paleobotany and presets:
Agathis (9)
Archaeanthus (8)
Chloranthoid (6)
Laurales (10)
Pseudoctenis (6)
Added wetland paleobotany and presets:
Cobbania (3)
Equisetites (3)
Hydropteris (3)
Marsilea (4)
Metasequoia (5)
Metasequoia Seasonal (3)
Nelumbo (5)
Quereuxia (3)
Weichselia (5)
Tutorials
Added new tutorial: ‘Building Enclosures’, walking new players through learning the basic of the game’s fence tools
Reworked tutorial: ‘Creating Animals’ to more carefully represent information around using the Animal Nursery and incubating new animals. Its landscaping and animal management goals have been removed and will be re-introduced in new dedicated tutorials in the near future!
UI/UX
Added a paleobotany section to the Paleopedia
Added staff cycling buttons in the Staff Info menu, allowing to quickly select different staff members
Added new diet needs analysis in the Animal Info menu
Added a mating season indicator graphic in the Animal Info menu and the Animal Paleopedia
Added a ‘Compatible Bedding & Nests’ category to the enrichment tab in the animal paleopedia page
Added an animal list tab to the Enclosure Info menu, listing out all of the animals in the enclosure. This tab also has a filter option
Added a ‘Fence Upkeep’ read-out in the ‘Exhibit Score’ section of the Enclosure Info menu
Enabled the ‘Animal Milestones’ tab in the Animal Info menu, giving players a quick overview of an animal’s current unlocked milestones
Added a crown icon next to an animal's name in the Animal Info Menu, denoting whether an animal is the leader of its group
Added crown icon to the Animal Tooltip header
Added an excavations menu filter dropdown to the Excavation Menu worldmap, allowing players to display digsites by ‘All’, ‘Mesozoic Only’, ‘Cenozoic Only’, and ‘Paleoflora Only’
Audio
Added missing angry and sad vocalization sounds to Spinosaurus
Added foley to baby animations
Added foley to ceratopsian animations
Added foley to low eating animations (Argentinosaurus, Brachiosaurus, Camarasaurus, Paraceratherium)
Added additional sound variants to mammoth drinking
Gate snapping to fences now play a snapping sound relative to the fence’s type
Music
Added a variety of hatching jingles for when babies are born in the park
If the player is not selecting a newborn animal, there will be a short ambient jingle (1:55 of variations)
If the player selects a newborn animal while the jingle is playing, it will eventually transition into a short track (3:50 of variations)
A hatching jingle cannot play if music is already playing, nor can it trigger back to back (~15 second cooldown)
Changes
Balance
Progression:
Rebalanced animal points and attraction points rating goals
Adjusted fossil DNA yield during excavations, so that higher rated animals take longer to fully excavate
Excavation events are now reset when an excavation site becomes fully researched
Positive excavation events now have a minimum duration period of 2 months, making for a longer lasting reward
Additional Loading Bays now start out as empty of stock when placed, duplicated, or split
Economy & Logistics:
Doubled the cost for research and excavations
All fencing now has upkeep costs that are paid at the end of each game month
Introduced Profit Tax, a bracket system that taxes park income based on current monthly profit. The profit tax read out is accessible by hovering over the profit header in the Finances Summary
Landscaping operations now cost money based on the actions’ weight. Park balance is now actively affected by terraforming costs
Rebalanced max donation amounts for all Donation Boxes
Increased purchase and upkeep costs for Loading Bay trucks
Shortened Loading Bay import times
Decreased Loading Bay import amount
Decreased loan pay back times across the board
High-rated loans are now inaccessible if park rating falls down below their respective threshold
Animals:
Different animal growth speeds now impact incubation costs for all animals, the slower the growth speed, the higher the incubation cost, and viceversaIncreased facility upkeep costs across the board
Guests:
Slowed down guest need draining considerably, allowing their AI to prioritize exploration and animal viewing over constant need fulfillment
Gameplay
Research progression gameplay:
Re-arranged certain research items to fit the newly added trees
Removed obsolete research items
Landscaping gameplay:
Terrain sculpting and terrain painting now feature brush selection, allowing players to pick from individual libraries of brushes for each action. This drastically expands sculpting and painting options, leading to more natural looking custom environments
Water-floating plants will now automatically stick to the water’s surface when painted using the foliage brush, retaining their relative position to the water with any terrain change. If no water volume is readily available at their position, these plant items will stick to the terrain like normal
By default, fully aquatic plants will paint on water bodies only, while fully terrestrial plants will be masked out by water. This effect can be turned off through the ‘Respect Water Mask’ toggle in the new Landscaping GUI
The foliage brush has been majorly overhauled, with new internal density rules allowing for much more naturalistic environments at any brush size or intensity
The Landscaping Brush intensity/size can now be changed by holding Ctrl/Shift and using the mouse scroll wheel
Grid fence placement is now ignored during Fence Replacement Mode
Modular grid placement is now ignored when a gate snaps to a fence
Fence placement now picks up the starting angle more intuitively when attaching a new fence to a previously built segment
Construction
The global construction grid has been completely overhauled, with new visuals and improved support for modular group snapping
Fences can now be placed using the global grid, allowing for precise barrier construction
Animals
Updated animal diets
Piscivore diet added to Coelophysis, Velociraptor
Insectivore diet added to Deinocheirus, Dryosaurus, Leaellynasaura, Velociraptor
Frugivore diet added to Ankylosaurus
Updated animal biome preferences:
Boreal preference added to Leaellynasaura
Coastal preference added to Deinocheirus
Scrubland preference added to Deinocheirus
Slowed down animal maturing speed across the board
Buildings & Scenery
Increased visual fidelity for all Igneous Rocks
Updated colliders for natural branches and logs to fix long-standing error spam
Dung Beetle Nest is now an insect food enrichment
Scaling constraints for Animal Information Screen have been fixed
Dung Beetle Nest is now an insect food enrichment
Environment
3D grass has been improved, featuring shadow casting and better height rules for various substrate transitions
Changed temperate leaf litter texture to match a stone age path
Changed wetland sand texture to be lighter and more red
Changed wetland dirt texture to be darker and more red
Changed how temperate dirt blends against grass
All rock textures now appear grittier to blend better with modular rocks
Boreal Rock texture is now dark
Moved standard grass texture to Coastal
Moved dry grass texture to Boreal
Adjusted UK map midday lighting to be slightly less blue on the equator
Foliage
Updated impostors for redwoods, sequoias and coconut palms
Updated foliage contents for desert presets
Improved surface adherence for ground foliage
UI/UX
Animal selection now has precedence over any other overlapping items, making selecting animals much easier
Updated terrain texture icons
Improvements to the Excavation Worldmap:
Formation pin overlap has been massively reduced, with the pins pushing each other apart at maximum zoom out, while returning to their respective position the more zoomed-in the map is
Each formation pin’s graphics now better reflect the main excavation site’s category: theropod footprint for Mesozoic, mammal pawprint for Cenozoic, and a Gingko leaf for paleobotany sites
The excavation item tooltip features better screen-area clamping, improving readability and minimizing sharp position shifts
Improved map movement input speed
Improvements to the Research Menu:
The research item tooltip now displays research dependencies for currently inaccessible items in a tree (e.g. Rapid Genetic Replication requires Accelerated Ontogenetic Synthesis)
Like its excavation counterpart, the research tooltip features better screen-area clamping, improving readability and minimizing sharp position shifts
Players can now use the movement keys to scroll the larger trees
The Structure Menu search bar text will now default to empty upon closing the menu
The Enclosure Info Menu is now contextual based on whether the enclosure has animals in it or not
Removed the temperature value from the time capsule rect at the bottom of the main HUD. Clicking on this capsule will now access the Weather Menu
Updated the animal tooltip GUI widget to be more in line with the rest of the game’s HUD
Mouse tooltips can now update their content without requiring the element hover event to end
Gates now automatically generate their own individual groups upon placement
Opening the management menu now clears outstanding user actions
Reworked logic for the main menu's 'Continue Button' behavior, which now more accurately picks the last saved game, and properly refreshes when saves are deleted
'Replace Fence Mode' and 'Replace Path Mode' are now automatically disabled when ending a fence or path replacement action
Science teams can now be removed if their current project is not affordable
Updated media and info content for a number of existing Help articles
Post Processing
Large scale ambient occlusion on High and Ultra is more diffuse and darker, creating better indirect shadows
Graphics
Improved up-close shading fidelity for little to no GPU cost
Updated human shader, giving characters’ more expressive eyes
Audio
Ambient wildlife sounds near water should be more frequent
Ambient audio mid-frequencies are now slightly ducked when music is playing for mix clarity
Music
Music ducking during dialogue should now retain more of its volume whilst still letting voices be clear and audible
Placing animals no longer triggers building music
Closing the building toolbox will cause music to lower in intensity, but can pick up again if the player opens the building toolbox soon after
Bug Fixes
Crashes
Fixed a major crash triggered by selecting an animal in the Animal Nursery
Fixed improper memory management that could lead to crashes around animal deletion
Critical
Addressed potentially critical animal age processing oversight, which could have been causing inconsistent aging speeds for animal individuals
Fixed multiple critical navigation errors resulting in animal teleportation, which should hopefully be much less common now!
Fixed a Special Exhibit-related data desync causing in-game animal and species counter to report incorrect numbers
Placing animals no longer triggers building music
Closing the building toolbox will cause music to lower in intensity, but can pick up again if the player opens the building toolbox soon after
Fixed a critical issue related to Research Unlock progression, generally consolidating the entire research system
Fixed many discrepancies with undo/redo refund logic, which should be much more sound and less abusable now
Fixed the new game starting prefabs registering an Undo/Redo action
Fixed mis-timed code in human AI shutdown that could’ve led to memory corruption
Fixed staff GUI exceptions caused by threaded code
Animals
Fixed grounding behavior on slopes
Improved accuracy and stability of animals positioning
Fixed incorrect shoreline detection that could cause animals to drink from strange areas
Fixed drink point selection being too random, animals now strongly prefer water that is closer to them
Fixed Styracosaurus horn scratch animation length
Fixed Dilophosaurus eat to idle animation
Fixed certain animal species being forever locked on the wrong navmesh - this incidentally resolves some instances of animal mass data misalignment
Fixed animal placement slope restriction being way too strict
PlayChase behavior will now try to avoid pushing right up to nav boundaries, and will time out after 60 seconds
Environment
Fixed the sky being extremely bright during the day, leading to a more washed out appearance
Construction
Fixed a modular action initialization issue causing piece placement to be badly offset on the vertical axis
Fixed the modular grid graphics’ one frame positioning delay when moving groups
Fixed rare instances of grid-bound modular rotation snapping resetting a piece’s edited rotation
Fixed enclosures not updating their list of constituent fences when using the fence replace tool
Fixed enclosures not getting removed correctly under certain circumstances
UI/UX
Fixed a layout overlap issue within the social tab of the Animal Infomenu, triggering when a young animal would exit a parental group
Fixed incorrect text label in the research item tooltip
Fixed landscaping brush FX visual initialization
Fixed excavation funding cost not properly updating text when assigning/removing teams in the Excavation Assignment Menu
Fixed keybind cycling for the various Management menus
Fixed nursery animal preview stretching on certain screen aspect ratios
Modular items cannot be placed from the animal Paleopedia if the item hasn’t been unlocked yet
Modular items cannot be switched to in Interchange Sets (i.e. Produce Stations) if the item hasn’t been unlocked yet
Staff skill level graphics in the Staff Management Menu now accurately listen for changes in the park-wide staff skill level
Fixed management and screenshot menu collision on keybind access
Fixed staff task icon discrepancy between the Staff Management menu and the Staff Info menu
Fixed the 'Curved Placement Mode' toggle in the fence action GUI not updating the currently placing fence segment
Fixed parents social interaction needs bar for infant animals in the Animal Info menu
Fixed reported shared region bonus in the Enclosure Info menu and Animal Info menu
Fixed Weather Menu issue causing the wrong weather button to be toggled when loading a sandbox game
Fixed enclosure selection showing the previous polygon highlight after resizing an existing enclosure by demolishing a fence
Fixed enclosure area read-out in the Enclosure Info menu not being informed by player-set measure system
Audio
Fixed dialogue not considering the Master volume slider
Fixed certain species not playing swim sounds
Fixed dromaeosaur footsteps not accounting for ground material and water depth
Fixed small theropod eating sounds not playing from fish feeders
Fixed breathing and skin sounds not playing under specific circumstances
Fixed Bear, Deinocheirus, Elephant, Rhino, small herbivore and small theropod vocalisations not pitching up for younger animals
Fixed overly sensitive drag sounds for glass fences
Music
Fixed an issue where music in the Park Services menu could be abruptly cut and started again
Fixed a variant of a Park Services track that would end unmusically
Steam Achievements
Fixed the ‘Fossil Record’ and ‘Noah’s Park’ achievements not properly unlocking due to data misalignment
‘Crowds o’ Plenty’ now tracks for 3,000 guests in the park, instead of 5,000
Added the following Steam achievements:
Ancestor
Have an animal become an ancestor to over 3 generations of offspringNewborn
Have an animal be naturally born in the parkGuardian
Have an animal adopt an unrelated babyUnrequited Lover
Have an animal attempt courtship 3 or more times without successMisfit
Have an animal reach old age without having socialized with any animalSpine Lizard
Release a Spinosaurus in Challenge Mode
Performance
Potentially fixed a source of VRAM leaks
Made many small optimizations to GUI layout processing
Optimized redundant refresh calls on the Structures Menu
Fixed one animal texture memory leak
Fixed an instance of performance decay related to animal texture loading logging errors in the game files
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.