A Huge Announcement!

Welcome, everyone!

Thank you for making Prehistoric Kingdom a reality! Kickstarter campaigns can swing a lot of ways, and very few of them end in smiles. You shattered all of our expectations and sent a shockwave over the Internet announcing that Prehistoric Kingdom is going to hit the tycoon genre like a meteor. To keep the success rolling, we have even more exciting news to share! There’s a lot to cover, so get comfortable!


Our success on Kickstarter was the fundamental foundation to get Prehistoric Kingdom up and running as a project where we can pay our team for their efforts and push the game forward. Without you, our backers and fans, we wouldn’t be making this announcement today.

We are excited to announce that we are teaming up with Crytivo, a new indie publisher that is all about putting fans first and fighting against the shady business practices that are currently plaguing the industry. Alongside our Steam release and other distribution channels, we are adding our game to the Crytivo Store. The Crytivo Store only sells games that meet Crytivo’s fans-first criteria, which states that full-priced games cannot also sell microtransactions, loot boxes, or launch with impactful paid DLC (only cosmetic items). We share their views and want to show our support for all of you, just like you showed your support for us.

Crytivo will be helping us with the back-end, technical, and business side of game development – ultimately pushing us to a number of new platforms and venues that we could have only dreamt of achieving by ourselves. Because of their involvement, our consumer outreach has increased astronomically, the game will be translated into six different languages, previous fantasies like console ports aren’t entirely out of the question, we have a booth at numerous conventions, and we now have a close relationship with people that have an equal passion for the project. As developers who are also working on the fantastic Universim god-game, we couldn’t think of a better pairing! You, our backers, are what’s making this game and opportunities like this possible.

What does this mean for us? With Crytivo’s help, we know that we can make Prehistoric Kingdom even better! We also want to assure you that nothing is changing with the game’s direction. Creative control remains solely with us, along with the IP and all Kickstarter funding. With your feedback and suggestions, we’re going to make a game that’ll take the world by storm.

Crazy enough, the good news doesn’t end there. Prehistoric Kingdom is going to be at PAX South! We will be at the Crytivo booth (#10447). Stomp on by to play the Jurassic Patch early, chat with Crytivo, and forage for some free stuff. It’s going to be a great time!

If you want to learn more about Crytivo, head on over to the official site at www.crytivo.com. Our devs and those at Crytivo will love to hear your thoughts and suggestions!



So, where to?

Right now, we’re crushing bugs and trying to tame the new dinosaurs introduced with the Jurassic Patch. As this will be the final update to the pre-alpha demo (excluding bug fixes) we want to make it a special one. We will continue to support it with hotfixes and smaller patches for a little while longer, but most of our attention is going to be drawn to the full game from here on out. For now, however, let’s discuss some things!

Firstly – optimisation!

The heavy hitter at the moment is foliage and trees. While the current foliage lineup is very modest with polycount, LODs, and billboards, the problem itself lies within the Unity engine and how it handles rendering. Thankfully, we have found a solution that we will be implementing post-Jurassic Patch to help keep performance high in the future. While we experiment and work with this new system, however, we urge users to play around with the graphical settings (particularly shadows and mesh quality) to reduce any immediate issues once the Jurassic Patch drops.

Secondly – game design and development.

As much as we love the animals, a functional and interesting game is paramount to us. At the moment we’re drafting up the first iteration of the game’s core management and creative features so that production isn’t hindered by any conceptual roadblocks that can arise from a lack of effective planning.  So far we are pleased with the direction of the project and can’t wait to sink our teeth into the essential parts of Prehistoric Kingdom’s building and zoo management experience – beginning with some creative tool overhauls and the introduction of basic management.

We’re expecting the alpha development phase to be quite lengthy, so if we do go quiet for a little while, don’t fret! The team is extremely active on our Discord server and interact with the community on a daily basis.

Thirdly – backers.

We will begin creating private channels on our Discord server to organise backers and their requests once funding has been received from Kickstarter. Rewards not relating to a copy of the game, beta, or alpha will be fulfilled after our Early Access release for the sake of time management and efficiency. Special request tiers can be discussed with developers and noted, but also will not be completed until after launch. This was stated on our Kickstarter page, but it is worth reiterating for maximum transparency.

Last post we revealed the new Nursery menu and had some great feedback regarding the layout and design. To continue our push for a more user-friendly experience, we’ve gone back and gave a few of the important panels some much-needed loving. To start, let’s take a look at the brand new Animal Selection window:

Concept Art.

As you can see, there are now two additional panels viewable per animal; habitat, and statistics! The habitat window provides a summary of the requirements of the selected animal in its current exhibit, as well as the current enclosure name, whereas the statistics panel shows a detailed report of a species breeding age and an individual’s real time stats like length and weight.

These are especially useful when designing the perfect paddock for a creature! If you’re having difficulty with figuring out what a creature needs, the toggleable suggestions window can be a literal lifesaver. And to top it all off, the little arrows at the top let you switch between animals of the same species quickly!

One of the biggest issues we saw from fans playing the demo was a lack of feedback when pausing the game. As some of the systems depend on the game’s “time” not being paused (e.g. animal breeding and terraforming), this lead to some confusion amongst players. To reduce this, we’ve added an automatic pop-up and red-outline to the screen when a user has paused the game.

Don’t worry, the pop-up fades away!

Concept Art Breakdown.

Looking at the full-game, there’s a lot of UI that needs to be designed. Starting off simply, we’ll be touching up the main HUD to allow for future functionality and user feedback. You can see the current design for yourself above, complete with a handy little breakdown!

It isn’t too much of a departure from the current layout as we know that a lot of players find it relatively simple to use. With that said, we won’t be integrating this design with the demo as it’s not needed just yet, but be sure to be on the lookout for it in the future!  

Likewise, we’ve also started making concepts for a few of our “quality of life” features that’ll be worked on during development.

Say cheese!

Camera Mode is an optional tool dedicated to – quite obviously – screenshots! This small but welcomed feature has been an enjoyable aspect of zoo games in the past, and we are happy to offer this to players in Prehistoric Kingdom. Although you won’t be wrangling loose critters with it, the goal here is to offer in-game tools that allow users to show off their park, animals, and designs in the best looking way possible without having to jump into photo editing software. Photography missions, anyone?

Now, how about animals? At a distance, it may be hard to tell what a creature is doing without clicking on it or watching it chase after tiny, defenceless humans. Thankfully, Animal Moods™ are easily viewable with the push of a button!

Concept Art WIP.

This design is expected to change drastically when we’re able to experiment more in-engine, but it’s a start! You can see an extremely early version of this in the demo by holding down the ‘C’ key – displaying an animal’s name from a distance. Eventually this will display a similar graphic to the image above, highlighting the current activity and mood.

For those who may have missed updates during our Kickstarter campaign, here’s a brief overview of everything that we had previously covered and shown off.

Concept Art






Thyreophoran Chart.

Ornithopod Chart.

3D Art

Yutyrannus WIP.

Megaloceros Update.

Harbour (1/3)

Harbour Crane (2/3).

Cargo Ship (3/3).

Foliage and Color Update

New Palms, Grass, and Color Grading!

Mediterranean Island Improvements

Soundtrack (Demo Music + More)

It’s been quite some time since we did one of these! However, as always, the community has created some standout designs and screenshots since we launched the pre-alpha demo.

Created by rickreptile.

Created by Пневматический Рептилоид.

Created by War Bear.

And to tease you all just a little more, take a lot at these floating islands made in the Jurassic Patch by one of our testers!

Created by Big Jacq.



We are incredibly thankful to each and every one of our fans who have supported us during Kickstarter and since our beginnings back in 2014. While we prepare for PAX, make a trailer, and add some sprinkles to the Jurassic Patch, it is time to reflect on how much the game has grown and how vastly the community has expanded. Our team’s skills have improved, and we grow increasingly excited for the future every day. With support from Crytivo and our backers by our side, the sky’s the limit.


Thank you. <3

The PK Dev Team.

Demo V. Patch Update – What’s to Come

Hello again, everyone!

Last Wednesday, we finally released the new and improved Prehistoric Kingdom Pre-Alpha Demo – a collaboration of 11 months of unpaid work from a team that can be found all over the world. While we are still humbled by the positive reception and thank you all dearly for supporting us, there are obvious issues with the game which we are working hard at to fix! Most notably we have added grass removal for paths and buildings, as well as improving how terraforming behaves with fences, paths, and more. We have a very large, text filled blog post to get through today, so please enjoy the patch notes below.



  • Fixed AI getting stuck in swimming state
  • Velociraptor infants should now be able to properly eat/drink.
  • All AI eating/drinking behaviours have been improved.
  • AI should no longer die of thirst/hunger if resources are available to it.
  • AI should no longer try to path to places they cannot reach.
  • AI pathfinding has been improved, and will continue to be improved in further patches.
  • Dinosaurs should no longer randomly climb structures.
  • Can no longer terraform under buildings/fences/paths.
  • Terraforming will now properly exit build mode if used while building.
  • Fixed demolition bug where buildings/feeders/fences were not being demolished properly.
  • Fixed rendering glitch when selecting/deselecting buildings for demolition.
  • Fixed corrupt save files as a result of saving the game while infants are in the nurseries.
  • Fixed bug that corrupted fence positions when saving.
  • Save games are now archived into a single PKS file for easier sharing.
  • Infants no longer become adults when loading a save.
  • Fixed performance issue when loading saves with lots of buildings.
  • Close buttons now work on property windows.
  • Fixed permanent fence and path previews when entering demolition/terraforming modes
  • Fixed white artifacts on Gallimimus skins.
  • Fixed random glare effects.
  • Various other minor fixes and adjustments.


  • Changed wind turbine placement hitboxes.
  • Changed decorative rock colliders.
  • Edited large water trough to account for infants.


  • Dinosaurs can now take shelter during storms.
  • Dinosaurs can be picked up and moved.
  • Grass is properly removed from paths and buildings.
  • Added colliders to trees (meaning vehicles can crash into foliage).

Things and Tips You Might Have Missed!


  • Did you know that there’s a chance of random genetic mutation? There is a 2% chance of a melanistic mutation, and 1% for an albino!
  • All dinosaurs, young and old, have full swimming capabilities.
  • By disabling the Single Instance button in the Nursery, you can select multiple individuals to be placed. Alternatively, this can be done by pressing Select All.


  • You can switch between buildings and animals of the same type by pressing the object rotation keys (check your keybindings in the options menu!).
  • Having to click on the UI to change the editing gizmo can get pretty annoying – that’s why we mapped a key (default is ‘X’) just for that.
  • Speaking of rocks, the game will save the dimensions and rotation of your next placement if you have Save Next Coords enabled in the Building Menu. Likewise, enabling Single Instance will only place one rock, and disabling Editing Gizmo will stop it from showing up immediately (but can be still edited by clicking on the placed rock).
  • Vehicles can be driven inside paddock’s by placing a Gate. These can be found under Fences and will automatically adapt to the selected fence type.


  • Vehicles tend to get battered around when you drive recklessly or attempt to murder your beautiful creations (yes, we both know who you are). By returning to the Vehicle Depot., you can restore the Staff All-Terrain to its original condition.
  • If you ever find yourself lost on the island (and we don’t blame you!), the cars can be easily returned by clicking on your Vehicle Depot. and pressing the Restore Position button.


  • You can disable automatic camera adjustment when building by disabling it under Options > Gameplay.
  • Don’t like the day/night cycle? No problem! By heading into Options > Gameplay, you can disable the automatic cycle and even set the game to a permanent time of day.
  • Want to spice up how your UI looks? Under Options > Gameplay you can choose between five colours; chrome, dark blue, light blue, orange, and red.
  • If you haven’t guessed already, quite a lot about the game can be changed in the Options menu!


  • The Pre-Alpha Demo also includes random weather patterns! If you stick around for long enough, you might just experience rain, and even thunderstorms.
  • By digging down with the terraforming tools, you will eventually hit the water table. Animals are able to drink and swim in this.
  • Who doesn’t love taking a nice screenshot? For this reason, we’ve added three image effects sliders to the Options menu; Bloom, Tilt-Shift, and Vignette.
  • If you want to see who helped build Prehistoric Kingdom, the Credits can be found in the main menu – featuring the developers, testers, and friends who have worked on the game.

The Future of the Project

Updating the Demo

Two words; Jurassic Patch.

Yes. The Jurassic Patch is the main content update that is expected to hit Steam “Soon™”. In other words, we do not have an ETA on its arrival. But we do however have a very clear idea on what to expect, so hold onto your butts!

  • 4 NEW Animals from the Morrison Formation (Allosaurus, Camarasaurus, Stegosaurus, Dryosaurus).
  • Enhanced Nursery UI.
  • Improved AI & Interactions.
  • New Placeable Objects.
  • Lite-Challenge Mode.

“But Mr. and Mrs. Developers, what are the new objects?!” we hear you cry! They’re a surprise, but we are very confident that you will all enjoy what we have planned. Regarding the Lite-Challenge Mode, it will act as a taste of basic management that follows the current Sandbox mode goal (build a park that isn’t designed for guests but rather a reserve). This means that players will have to deal with money, complete missions/objectives to earn money, wrangle a monthly upkeep, and ship resources to the island in order to sustain their animals and build structures. The AI will be getting an improvement too, leading to the much anticipated hunting and herding! To accommodate our new additions to the demo roster, we’ve overhauled the Nursery UI (as detailed below). Stay tuned for more info!

“Okay, that nice and all, but what can we expect in the meantime?” Bug fixes, mostly. With today’s patch, we’re hoping to eliminate the majority of the issues that users have experienced in the demo. And while in a perfect world that’d be all done and dusted, we’ll continue checking the #pk-bug-reporting channel on our Discord server and try to add some quality of life improvements.

In terms of updates, there might be one or two more blog posts before we go to Kickstarter (which will be preluded by the Jurassic Patch). Behind the scenes, we are hoping to stream more often and interact with the community directly, but due to the global location of our team it is incredibly hard to find an appropriate time where a large portion of the development team is available at once.

Redesigning the Nursery

As development picked up its pace over the last few weeks before releasing the demo, we realized that we were going to have to look at a new approach to how users will navigate the user interface for our Nursery building. Combining our intentions for the future and looking at user feedback, we are hoping that this new design will mitigate issues such as being unable to find certain animals (for example, we have found that some are unable to find the Triceratops) and will make the future animal additions far easier to recognise.

Non-final concept art of the new Nursery UI. Text + Icons are a work in progress.

Breakdown of the user interface.

Type Selection (Purple)

  • Choose between terrestrial, aerial, and aquatic creatures.

Preview Window (Red)

  • Rotate an animated preview of the selected animal.
  • Displays a brief summary of the creature’s length and weight.
  • Use the search bar to find animals directly.
  • ‘Favourite’ a selected creature to easily find it again under filters.
  • Move the white slider to dynamically set or preview an animal’s age.
  • Click the left and right arrows to switch to the next or previous animal.

Creature List (Green)

  • Selecting the dropdown ‘Filters’ will display a variety of settings (e.g. Time Period, Climate) to filter out undesired animals.
  • All relevant creatures will be shown along a slidable bar.

“Quick Stats” (Turquoise)

  • Shows the animal’s popularity/rating out of five stars (don’t worry, the Tyrannosaurus only has four here to show what it looks like!).
  • Brief summary of where the animal is found and when it lived.
  • Core statistics about the animal which will be highly important to consider when breeding a creature (e.g. diet, space required, aggression).

Description (Blue)

  • Basic overview and summary of the animal and its in-game behaviour.

Animal Sequencer (Orange)

  • This area has the same functionality as the current demo.

Animal Holder (White)

  • This area has the same functionality as the current demo.

Community Spotlight

We have seen some amazing things built so far in the demo! Because of this, we wanted to share some of the screenshots and builds that have impressed us the most. With longtime players of multiple tycoon games becoming interested in our project, we only expect to become more blown away by the creativity of our community each and every day.

Fountain – Created by Narwhaler

Estuary with Mangroves – Created by T_L

Small Paddock – Created by DrBylund

T. rex on the Hill – Created by Gale

Cave – Created by Ammonite

Sleeping Tyrannosaurs – Created by YourCasualFox

Smile! – Created by Byron (Developer)

Addressing the News

We would like to reconfirm our dedication to Prehistoric Kingdom. We are confident that it’ll give our players a unique and fun experience. Because of this, we tip our hats, and greatly look forward to where we want to take the game.

Until Next Time…

We are both humbled and pleased with the reception to our initial Pre-Alpha demo. The feedback given over the last week has been crucial for our understanding towards player interaction, usability, and expectations. There could not have been a better result, and we hope that you, our supporters, are as excited as we are regarding the future of Prehistoric Kingdom.

With Kickstarter on the horizon, we hope to begin explaining the game in a broader sense. To the now 6000 (and counting) players who have played the demo, and thousands more who have watched gameplay on YouTube, we thank you deeply. If you’d like to keep up to date with the game, we have an Official Discord Server: https://discord.gg/3pRpYTE

Prehistoric Kingdom now live on Kickstarter!

Hello everyone, back to a blog post for some incredibly exciting news!

As most of you already know, we have been working on the project completely unfunded for around 3 years now. In this time we went from iteration to iteration, progressively bettering both the project and ourselves. After having launched a working demo (to which we’ll still provide support, more on that later in the post) we believe it’s finally time to ‘up our game’ (no pun intended)!

Our project is now live on Kickstarter! You can find our page HERE.

Kickstarter allows us to do just that, as it gives us the necessary funding to spend more time on development and work more efficiently. As such we’ll be able to present a product sooner rather than later. Here’s where we need your help! Consider donating to the project and telling all your friends and family about it! Even small donations help, and the more people that can check the project out, the better! This holiday season you have the chance to help make this game a reality, resting assured that we all greatly appreciate your love and support!

The campaign page itself is jam-packed with never-seen-before new content in the form of concepts, in-game screenshots, gifs, and videos! Those with a keen eye will be able to find sneak peeks of the upcoming Jurassic Patch! These past few weeks we’ve been busy setting the campaign page up, but that doesn’t mean we’ve forgotten about the game itself! Not only have we added the new 4 animals in their entirety (Camarasaurus, Allosaurus, Dryosaurus and Stegosaurus), but we’ve also improved on the AI system and some interface graphics. It’s all still very much WIP, which is why we want to spend some more time on polishing before launching it, but some great looking results are already popping up!

Ending this blog post with much excitement, we want to remind everyone that we’ll be doing frequent updates throughout and after the campaign, so stay tuned!
We are also streaming right now, come join us here!

Pre-Alpha Demo Announcement

Hey guys!

Over the last month or so, an ever increasing amount of you have kept asking us whether there’s any news about the demo, or even a release date. We’re incredibly excited to announce that, at last, we have a release date for our pre-alpha demo: We will be releasing the first version of our demo the 16th of August. This first version will feature as shown in the image:

  • Four species, each with five skin variations (Three standard, melanistic, albinistic) | Tyrannosaurus rex, Triceratops, Gallimimus and Velociraptor
  • A decent amount of different objects for you to decorate your designs with, including multiple types of fences and paths
  • A full-blown terraforming system, allowing you to sculpt the terrain of your park to suit your own imagination
  • A foliage system, designed to let you create impressive forests in a matter of seconds
  • Basic animal care in having to take care of your animal’s basic needs, either by providing natural sources, or by placing artificial sources
  • A basic resource management system designed to handle water and electricity needs for you buildings, and in the future things like building resources
  • A vehicle system to let you drive your own, customizable Gheep around, with a simulated damage system
  • A beautiful, carefully designed island, stretching over 16 square kilometers (6 square miles), with a simulated weather system and day/night-cycle

We are looking forward to finally being able to give you access to the demo!
See you Wednesday!

Join us on Discord for more frequent updates: https://discord.gg/3pRpYTE

Third and Final Progress Update

An impressively large park built by Byron. There is still a lot of room left on the island.

An impressively large park built by Byron. There is still a lot of room left on the island.

Don’t let the title scare you! This is indeed the last progress update for a while, but only because the demo release is imminent. As such, we feel confident enough to end the radio silence and start posting updates to our platforms more frequently!

With that in mind, here’s some of the progress that we made in the past 3 months since the last blog post. It all mostly centers around the polishing of existing features (e.g. the interface, item selection, resource system, graphical overhaul, etc.), addition of new content (Triceratops, new fences, new paths, lamps and buildings, new trees), and some thorough optimization.

Park Building
To help demonstrate our recent progress with park building, we’ve put together a short timelapse, complete with in-game music!

Here you can see some more screenshots of our last developer build, including the recent graphical overhaul and building additions. We definitely didn’t spent hours upon hours playing testing the builds and building new parks.













We also made sure to include a simple lighting system for buildings and lamps, so that they will light up automatically during the nights. This way, you can make sure your park is never in the dark!


Moreover, 5 more fence types were added (small wooden farm fence, the Palisade and its paneled variant, the bricks, stone, and concrete walls, and a paneled variant for each). These were designed especially to make your building experience more grounded and immersive. Additionally, the jeep model went under a texture overhaul, and this is just one of the few customizable looks that you will be able to selecte for the vehicle.

Ready to take this boy for a ride?

Ready to take this boy for a ride?





Along with the UI changes, our nursery graphics have been completed (minor changes to come) and is now fully functional. From here, you will be creating your animals, choosing their potential integument depending on the species, naming them, and finally placing them into the park as babies!


And of course, two new alternate skins for our demo creatures! Say hello to the new Velociraptor and Gallimimus variants.



Thanks for reading our final status update until the demo! We appreciate you all for sticking with us through the radio silence, and we hope that you enjoy the influx of new content. To conclude, our ontogeny system has received a new feature that allows us to visually show changes in age through the animals coat and skin tone. Thanks again for staying with us, and we hope to see you again soon!

Halloween Progress Update


Spooky Halloween, ladies and gentlemen! We are back with a second, lengthier progress update, to demonstrate the results of the recent work in this period of *mostly* radio silence. There is quite a bit of content, so bear with us!

Although all working departments have contributed rather nicely to the shaping up of the game, you will find that after two months, a great deal of progress has been done on the building systems especially, but also on some features regarding the animals, both of which you will be seeing more of further down this very post.
First of all however, we should be talking about some major feature changes for the soon upcoming public ‘demo’ build, so here they are:

Initial animal roster

There's a tiny Velociraptor in there too! Click on the image to see the full-size version.

There’s a tiny Velociraptor in there too! Click on the image to see the full-size version.

That’s right! Our plan is to release 4 animals with the first public demo release, these animals being Tyrannosaurus, Triceratops, Velociraptor and Gallimimus, hoping development will go smoothly enough for us to put it all in action! The remaining 4 planned demo animals, Allosaurus, Stegosaurus, Camarasaurus and Dryosaurus will most likely be added at a later point to the public builds, so worry not!

Animal Spawning

A still very much WIP nursery building.

A still very much WIP nursery building.

The other major change in plans comes in the shape of little baby dinosaurs! You read that right, instead of the classic hatchery formula, we’ll be having a “Nursery” building (see the image) with limited breeding capacity. In here, you will be able to produce dinosaur infants and then place them into your park with an easy drag and drop action. We believe this change in the game plans will come in favour of the player, as you can keep your exhibits and enclosures just the way they are supposed to be (without a huge noisy metal building in it, that is). That doesn’t stop there however! These baby dinosaurs will eventually grow up, a feature which we have already worked on, coming to a pretty satisfactory result: not only does the body size of the animal change over lifetime, but the bone proportions and body shape also changes according to its age. This process, called ontogeny, is backed by the fossil record of these animals, and you can rest assured we will try our best to base our animal ontogeny on it as closely as possible.

For now, we are proud to present a feature that very few games have managed to successfully accomplish so far, in the form of two gifs (notice how the body proportions and facial features change over lifespan):

Building systems
This is what we built in our current private team build with the available building tools:








Below you can see what exactly it looks like while building in-game:

We managed to put up a simple, yet effective grid based system for our buildings and fences, as well as making a heavily customizable decoration placement tool, that we’re sure you’ll all find handy (for instance, the above rock arch was made using it). We are pretty satisfied with it as of now, while still having plans for curved fences and paths in the future.
All that being said, we are still not done…



There were some changes made to our Triceratops model, one of the most notable ones being its species change, from T.horridus to T.prorsus, the reason for this being exactly the available ontogenetic transitional fossils for this species (gotta make them babbeh Trikes). You’ll also notice the change in the alternative skin design (there are still gonna be 3 color scheme variations). Hoping you like it as much as we do (our sound designer is all over it), we’ll end this blog post with a musical preview from our lovable aussie composer Byron. Enjoy what is but one minute of a longer ambient track that you will be hearing soon! Catch you on the next progress update!

Progress Update!

Time for one of these, aye?

After around two months of silence we are temporarily back to bring you what we believe to be quite an exciting progress update (if you are still here after two months, reading this, you rock! Thank you!).

Since our last announcement, a few things have changed not only in terms of management and team logistics, but also when it comes to gameplan. To catch up with anybody that might not know this yet, we are still aiming to release a public demo before jumping into the big scary world of crowd funding. While its scope will be the same, some gameplay elements will vary from the ones you expected in the last demo, and you’ll see how exactly in the future. For now, we’ll focus on what exactly we did until this point.

So… what have we achieved in this time period since our last announcement? We’ll let the gifs speak for themselves…

Terraforming! We managed to implement one of the most important features in a tycoon game, yet also one of the trickiest, right in the current demo. We still are planning to expand it and optimize it a little bit more before we can release, but we’ve reached satisfaction point, and can only hope you feel the same about it!

We are also making steady progress in one of the aspects that was holding us back last time, that being dinosaur AI! Enjoy the following gifs while keeping in mind everything is still very much W.I.P.

The last thing would be a pretty dynamic and customizable building system, of which we won’t show anything yet, because, what’s the fun in showing everything at once? That is not all however! Our art department has also been very busy these two months, as you are able to see in the following screenshots. Enjoy!

New level screenshots



New alt. skins


TLDR:Progress is going much quicker now thanks to our better organization and collective efforts, and we expect to keep up the pace! Exciting times!

Now this is pretty much all for today, we’ll be back soon with another progress update akin to this one, but until then, you can come discuss the news with us on our forum or our Discord server! Stay tuned!

Important news concerning the project – an honest blog post

Hi everyone! We’re finally back with a blog post after quite some time, and as the title suggests, this one is a pretty important one, so bear with us!

Time for change
In the past few months we have mostly been the silent type. Sure, streams and models and concept art are cool, but we haven’t been too great at making game related posts, especially when the game in question is a patch for a small demo. Of course, it led to some confusion, even anger, and it sure got us annoyed as well. So, why is this the case anyway? There are actually a bunch of factors to take into account when considering the project’s slow pace. There are the obvious ones, true to some degree to all indie projects (not developing for a living and fund constraints being some of them), but in our case, there’s another major factor that has led us down to a slower path: our internal programmer structure. While we’re not trying to play the blame-game, as we all have some degree of implication on the game’s development and progress (coming with its ups and downs), we do acknowledge that our ‘development bottleneck’ comes from the game making side of the team: long story short, some programmers had tasks too many and too heavy, and that can only lead to problems. Logically, we took care of this. It took some bold actions, but we changed our team structure, some of our short-term goals and got rid of many obstructions that could have potentially killed the project. We are very excited as we strongly believe it’s for the best!

Implications for the project and the fans
What does this all mean then? What does it mean for the project? What does it mean for you guys? Well, first of all, frankly put: no 1.1 demo patch.
Now before you die of a heart attack, there is something to consider. Changing a lot of how our team works internally means that we have to scrap the mechanics that have been built so far for the demo. We will be working very hard in the upcoming weeks and months not only to recreate those game mechanics, but also to work on them more efficiently, as we have 4 potential programmers who can dedicate more time to the project than what was allocated to it before. We’ll recreate a functional early version of the game (or demo, if you will) with the core mechanics of the game ironed out, while still keeping all the work our talented artists have made so far. Development-wise, the project is getting a fresh, energetic rebirth. Of course this also brings with it a rather negative side, as we will undergo a silent period on our Facebook page and on this blog. We won’t be posting updates for a while, until we are confident enough that we will give you a quality product and respect its timelines. While it’s true, this means even more wait for all the fans that have stuck with us this long, it will all definitely be worth it in the long run, as the new direction we’ve taken is but a path to great things to come!

Note worthy is that radio silence doesn’t mean we will be dead! We will still be posting a short status update once a month to check in with you guys. You can also always have a chat (if you’re lucky enough to catch us) with us on the forums or over on our Discord server, which you can find here: https://discord.gg/AsSeA

Now, before ending this blog post we want to make sure we thank all of you guys for your inhuman patience and support you’ve shown for all this time. It really is a cliche’ thing to say, but it has given us strength and confidence in the project in our darkest of hours, and it keeps blowing our minds. Truly, thank you! To show what is just a tiny crumb of appreciation, we will share with you a new fossil formation chart, featuring the animals we plan to have from the Cedar Mountain and Cloverly formations!

Someone's been reading too much Duane Nash... lookin' at you, Deinonychus

Someone’s been reading too much Duane Nash… lookin’ at you, Deinonychus

Great things are ahead!

Morrison Formation Concept Art, Velociraptor and Weekly Newsletter!

A bit of news is always welcome for the first blog post in a while, isn’t it? We have some really cool art images to show, but first, would you like to know what we’re up to every week? Then you might like checking this newsletter in the forum we just started, containing the development process of each week, and we can’t wait to hear your input!

Now, to art-related business: we just finished putting up the two concept art charts (11 species = too much for a single chart) for the Morrison Formation. It was a lot of fun coming up with different designs, and we can only hope you will enjoy these as much as we do! Check them out:

Also, you might still remember we held a stream showing Velociraptor sculpting and texturing. If you made fun of it in middle school, now’s the time to feel bad, because this is how it looks now that it is finished!



Velociraptor enjoying its photoshoot

Velociraptor enjoying its photoshoot

Make sure to tell us what you think about all this malarky in the comments, and until next time!

Some new progress

Wondering why all the silence lately? We’ve been busy, of course! Here’s some of the progress we’ve made since the livestream:
As we mentioned in the stream, our plan was to try and optimize the game with a whole new level, simpler, but as good looking. It is so much more of a success when the hopeful plan becomes reality! We have managed to create a whole new map, with a more ‘mountainy’ feel to it. While being way smaller than the last demo’s entire island, this new map is ALL UNLOCKED. Yes. Whereas the unlocked tile from the current released demo may be large and appealing, the current map (I should note both the unlocked tile in the released demo and this new map are roughly the same size), has a whole lot more flat terrain for you to build on, resulting in an overall larger map when it comes to interactable space. But it doesn’t end here. In fact, the exact purpose of this new level has been achieved: give a performance boost of approximately 30FPS (on our machines at least).
Crazy stuff!








New features, new models
PATHS, who doesn’t love them? We acknowledge that they are an essential part of any park building sim, as they can turn an empty, barren landscape into the fanciest of parks. They are essentially great for building, so that is why we are extremely glad we finally found a great and simple way to implement them in the next to come patch! While we still have a few tweaks to apply to them before we could be comfortable about showing them, you can expect a sneak peak in the very following days!
On the other hand, the resource system is being finished, but we still needed something to link it to the gameplay nicely and tidily. We figured a water pump would be great for that direction, and Cindy was quick to model one (alpha-less T.rex for scale comparison):


If that isn’t enough, she also created two new fence types, the medium and large electric fence. This time, we went for a more naturalistic (more zoo-like, if you’d say) approach to them: less wires, more view!


Other worth-of-mention progress we made for the past month could be broke down to: launcher/patching system groundbreaks, new hatchery menu with a really cool functionality, and awesome plans for the paleopedia! Everything’s being finished off nicely by Aris’ finished plane!
NOTE: however sad we (and you) might be, we won’t include this in the demo.

Not only we added new things, we also improved old ones. We did a considerable job when it comes to building and fence system polishing, as well as interface polishing. The fence system now works fast and seamlessly, and the same can be said about the interface. Here’s a preview:

We hope you enjoyed this well-deserved update. Till the next one!