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Prehistoric Kingdom - Update 17 (1.17.101)

Prehistoric Kingdom · Community Announcements · June 25, 2026

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Welcome to Update 17, Park Managers!

This update has been a long time coming. Animal combat and hunting are finally making their way into your parks, alongside a collection of management improvements, visual upgrades, new iconic species, and countless fixes and optimizations.

Nearly every part of the simulation has received attention in one form or another, making this the largest update we've released so far as we are near the game's release, next year.

Update 17 Features

Three New Dinosaur Genera

Update 17 introduces three new dinosaur genera and eight new species to the roster. Allosaurus joins the game with four species - A. anax, A. europaeus, A. fragilis, and A. jimmadseni - bringing one of the Jurassic's most iconic predators to your parks.

Stegosaurus arrives with S. stenops and S. ungulatus, complete with their bony plates and formidable thagomizers.

Finally, Pachycephalosaurus spinifer and wyomingensis round out the lineup with their distinctive dome-shaped heads and temperamental dispositions.

Animal Combat

Animals can now fight one another through a fully dynamic combat system. Each species has a combat profile that determines how it behaves when confronted by rivals, predators, or prey.

Animals assess threats and opportunities in real time, choosing whether to stand their ground, intimidate an opponent, pursue a target, or retreat from danger. These decisions are driven by situational awareness, with creatures weighing factors such as confidence, opponent strength, and the risks of continuing a fight.

When tensions escalate, encounters can develop into full combat events involving multiple participants. Animals may circle opponents, threaten, bluff charge, lunge, bite, kick, tail swipe, and utilize other species-specific attacks against their targets. 

Battles have meaningful consequences! Successful attacks inflict injuries, with the damage determined by the attacker’s strength and lethality, as well as the defender’s resilience. Particularly powerful blows may even knock an animal to the ground. Similarly, fleeing animals also have a small chance to stumble, based on their overall wellness and fatigue.

Animal Hunting

Animals can now hunt to satisfy their hunger, either alone or as part of a coordinated group. When members of a social or family group become hungry, the group's leader may initiate a hunt, rallying nearby members into a dedicated hunting party. Particularly hungry group members can even encourage the leader to begin a hunt, even though only the leader can organize and lead the hunting party. Solitary species, meanwhile, will independently search for prey.

Predators evaluate potential targets based on factors such as age, health, and overall threat level, often preferring young, sick, or otherwise vulnerable animals.

After selecting a target, hunters enter a stalking phase lasting a short while, as they carefully approach their prey. If the prey or members of its social group detect the hunters, the stalking phase immediately ends and the encounter escalates into an active chase or combat event.

Injuries & Scarring

If an animal survives its injuries, wounds will gradually heal over time, leaving behind unique scars that persist on an individual basis.

The system’s effects extend beyond the battlefield. Victories and defeats can influence herd hierarchies, leadership roles, and ultimately an animal’s chances of survival, helping create unpredictable and emergent wildlife interactions across your parks.

Improved Animal Locomotion

Animal movement has received a substantial overhaul, making locomotion feel more natural, responsive and believable across a wide range of situations. Animals now preserve momentum more effectively while turning, directly leaning into their turns if they are tight enough.


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Animation blending and movement control have been significantly improved, allowing animals to transition more naturally between behavioral states while reducing sudden directional changes. The results are especially evident in larger species, which now exhibit a more convincing sense of mass, momentum, and stability during movement.

Animal Carcasses and Decomposition

Dead animals now count as carcasses and can provide nourishment for carnivores, having maximum feeding capacity. Dead animals can also act as vectors for disease, with certain afflictions spreading more effectively through scavenging behavior.

Carcasses will decay over time, featuring a decomposition visual overlay, before eventually disappearing entirely.

Staff Workzones

Staff can now be assigned to editable Workzones, either manually or automatically. Workzones are specific areas of the park that staff are allowed to access and work in. Assigned staff will only complete tasks within their assigned Workzone, while unassigned staff can complete tasks anywhere in the park.

Players can manage Workzones from the new Staff Workzones tab in Management View. They can be created using either a brush-painting tool or a cursor-dragged square selection tool. They can also be viewed, selected, edited, and removed.

New Scrubland Vegetation

Scrubland foliage has been expanded with a wide range of new plants, variants, and biome presets, helping these environments feel denser, more varied, and more true to life. With additions such as cistus, juniper, lavender, and roman pines, players can create scrubland habitats that look more natural, layered, and realistic than before.

Improved Water Rendering

Water rendering has received a major visual upgrade. By integrating KWS into the game’s existing water system, we’ve introduced a range of new features, including improved surface tessellation, volumetric underwater rendering, and caustics. Most importantly, the new system delivers significantly better baseline performance than the previous version, allowing submerged objects to remain fully visible even when viewed from above the waterline.

These visual improvements also opened the door for a more flexible and intuitive water painting workflow. Players can now choose from 6 water styles: Natural, River, Lagoon, Swell, Distrophic and Muddy.

Simply click on an existing body of water with a different brush selected, and its material will instantly update—making it easier than ever to experiment with and apply new water looks.

New Official Prefabs

An entire array of new official prefabs have been added! With community member Sticky's invaluable help, over 70 new Park Logistics and Animal Shelter prefabs have been added across all themes. Additionally, we've prepared themed Staff Breakroom facilities to help you quickly iterate on your park's visuals, without needing to master modular building.

Update 17 Changes

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Staff Promotion & Morale

Staff progression has been rebalanced to give every role a clearer and more rewarding growth path. Each staff type now has three promotion levels, with every level unlocking a Base Skill and a Veteran Skill that can be upgraded by the player. After every shift, staff earn a small amount of XP, allowing them to steadily work toward their next promotion. Once they reach the required XP threshold, they can visit Staff Centers to train for their next rank, which also comes with a salary increase.

Staff Morale has also been improved. Staff now need a manageable workload and a proper place to relax during breaks. To support this, we’ve added the Staff Breakroom, a new module designed to help staff recharge and enjoy their downtime.

Streamlined Logistics

Park Logistics has received a major readability pass, with several changes aimed at making the system easier to understand and use. To make core logistics gameplay more proactive, Loading Bay orders must now be placed manually. Up to four resources can be ordered at once, with total capacity determined by the number of trucks currently stationed at the bay. Orders arrive at the park at the end of the month in which they were placed, and each order can be repeated for up to 12 months.

The Compost resource has also been reworked. Compost is now essential for feed production at Produce Stations, with each kilogram of animal dung producing one kilogram of compost. This should make compost output feel more balanced and meaningful.

At the same time, keepers no longer need Compost Heaps to clean exhibits. If no heap is present, animal dung can now be cleaned directly; otherwise, it will be transported to the heap as before.

A new Logistics View now allows players to visualize and track the current status of resources in the park, as well as any ongoing transfers.

Improved Guest Satisfaction

Guest needs have been rebalanced to play a more significant role in overall park rating, as unmet needs can now drop further than before. To support this change, the Guest Needs Management View has also been updated for clarity: its visuals are now spatially mapped across the park, making it easier to see where each need is being well served, and where guests are being left unsatisfied.

Rock Pieces Overhaul

Many of the game's rock assets have been completely overhauled graphically, maintaining their current proportions and footprint, but featuring improved model topology, better LODs, and higher fidelity textures. This sweep of visual changes affects the various scenery rock sets, as well as a few of the rock-based construction materials for walls and roofs.

Additionally, a selection of new rock pieces has been added to expand the available shape variety, providing builders with greater flexibility when creating natural landscapes and custom rock formations.

PSA: We have adjusted the LOD and culling distances for all modular objects, increasing the maximum distances at which pieces disappear when far away. If you are experiencing worse graphical performance compared to the previous update, we recommend adjusting Geometry Quality in the game settings.

Known Issues & Additional Notes

Please send feedback and bug reports to our Discord server's appropriate channel.

Animal combat and hunting are still not 100% finished - some planned features are still missing, while some others require further tuning and balancing. The idea is that we'll continue to expand upon these systems as we get ever closer to our 1.0 release.

For now, we are aware of the following issues, which we hope to tackle soon:

Miscellaneous issues:

Full Patch Notes

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