UI and a bit about the project

Today’s post is kind of a special post: we are going to explain some aspects about the project that we haven’t really talked about publicly since the project’s foundation. Many are already familiar with our love for dinosaurs and accurate animal depictions. However, there is so much more to this game than just the animals you’ll need to take care of. And that’s what we’re gonna talk about in this post.

This will be somewhat lengthy so prepare for a good read!

What will mark Prehistoric Kingdom as a great tycoon game?

Simply put, our attention to management, architectural value and landscape. Yes, aside from the attention to our creatures (the game’s all about them after all), these 3 things are our focus here. We want to make the experience of building a Prehistoric Kingdom a fun thing above all, but also something rewarding. This is why we will do our possible best to give the players what they need to build the park of their dreams whilst having lots of fun.

Managing your park from ground up will be challenging: the choices you make when creating it will affect the gameplay: from the select location of the park on the world map, to the type of paths built, almost every choice matters. To allow this, we will give you many options you can choose from, each having their up and down-sides. A practical example: Choosing to track your dinosaurs with implants will be an effective way to always know their location. However this will require research times, and their off-springs cannot be tracked in the same way. An alternative would be security cameras: while being expensive and requiring maintenance, if built right, they will allow a vast range of view. And so on, other tracking devices (such as motion sensors) will have their up’s and downs. Choosing what system to use can either increase or decrease the park’s security level, thing that can possibly branch in other different outcomes. Just an example.

Architectural value and Landscaping
Somewhat related to the management side. Not only there will be many types of buildings and structures in the game, each one to fit a certain role, but there will also be more versions of the same practical function and for some structures, more looks. What does this mean? Let’s make an example: there won’t just be different feeders for different kinds of animals, but there will also be different types of the same. You can expect things such as wooden/metallic food trough’s, food-stuffed dummies and toys, special food bowls, underground/underwater feeders, feeding shows, and so on! The same also applies to many other structures (fences, paths, animal shelters and enrichment, decorations, and a lot more). And not just the building selection is incredible; we are giving different ways to build fences, roads and all kinds (Curve fencing and roads, free form, straight building, 360degree rotation, etc.). Coupled with a beautiful and intuitive terraforming system, the game will be sure to give you the ability to build your parks just as you like them. There would be so much more we would like to expand upon, but it would render this post far too long, so expect more explaining posts like this in the future.

Lastly, we are glad to show you our updated game UI, showing most of what we talked about today as icons. Can you guess them all? As always, please let us know of your opinions, be sure we will take every one into account and that we appreciate it. To the next one!



We are happy to present our Allosaurus fragilis model based on the dinosaur design chart released a while ago! Coming with its genetic variation skins, this is yet only the feathered version of the famous jurassic carnivore, the scaly one still being prepared. Keep in mind Allosaurus will be introduced as a demo animal at some point later down the line, so enjoy!



Animal genetic variations?

In Prehistoric Kingdom you will have to analyze and extract an extinct animal’s DNA before being able to clone it (a whole other process we’ll get to talk about in another time), and as the park manager, you will be able to decide at what percentage of DNA purity you will release your living attraction. Of course, different DNA levels will have a different impact on the gameplay and animal itself, and today we will be talking about one of those outcomes.

Therefore we are glad to present melanistic, leucistic and albino variations of just a few of our feathered dinosaurs (keep in mind the scaly dinosaurs will have these genetic variations as well). Enjoy!




It all works rather simply: the lower the DNA purity, the more likely these integument variations (or other types of genetic variations for the matter) will appear in your hatched animals. The higher the DNA purity, the more likely your animals will be normal. Furthermore, these variations may also appear (extremely rarely) within off-springs of healthy, normal animals. Not only will this have an impact on the creature’s appearance, but also on its behavior, success and social life. And as it happens in modern zoos, the rarest albino/melanistic animals will be taken in high regard and attract the most tourists.

Thank you for your time, and bear in mind, this is all conceptual at the moment! Rest assured however that we will try our hardest to implement such mechanics, to make the experience of playing this game truly special.