Achievements
- Added achievements
Fixes & General Improvements
- Localization fixes for controllers
- Improved loading times
- Improved memory usage and stability

Steam news
Full Steam announcements and update articles for this title.
- Added achievements
- Localization fixes for controllers
- Improved loading times
- Improved memory usage and stability
- Fixed an issue where weapons would not be gripped properly
- Fixed an issue where closing the backpack would break physics if it contained flowers or bananas
Enemies now stop patrolling when the target is found
Enemies are now properly flagged injured when hit by an explosion
Fixed an issue where AI would get stuck while trying to flush the player out of cover
Controller rumble disabled when using keyboard and mouse
Motorised vehicles use triggers for driving on gamepad
Removed the additional delay before starting to run
It's now possible to do more actions from the run without manually interrupting the action
Reloading
Shooting
Healing no longer interrupts the tab selection on journal when the player is not at full health
Journal is now disabled when starting to run
Added aim assist for the controller
Unity Editor update from 2022.3.37f1 to 6.3.8f1
Wwise update from 2023.1.3 to 2023.1.18
Updated the UI for DCD (Dinosaur Communication Device)
Added a version number to the top right corner on the title screen
Lowered resolution for some of the lower priority textures
Memory optimisation on meshes, animations, levels and textures
Located and fixed a large number of memory leaks
Deprecated the Unity audio
Fix for the music cutting out
Replaced most of the Unity audio with Wwise audio events
There is still some audio that might require implementation and adjustments
Fix for the first start on a new device where the game would hang in an empty language selection menu
Fixes to reflection probes
Minor fixes to shaders to replicate the functionality from before the Unity Editor Update
Minor fallback handling to failed saves
Fixed an edge case where it was possible to rebind controller inputs to keyboard and mouse and vice versa
Fixed a number of colliders with incompatible setup
Corrupted save files now give an error when trying to load a save
Fix for keys disappearing from the map when loading a save
Fixed LODs for Amalgasaurus
Fixed the elevator getting stuck in Manifesto Base
Adjustments to prevent player from getting stuck in geometry
Adjustments to prevent player from going out of bounds
The game now supports Xbox and PS controllers. Players can remap controls in settings, just like with keyboard and mouse.
Please share feedback about your expericence with controller in the comments. We are planning to make further improvements in the future patches.
In case controller fails to reassign the buttons, please check steam input. Disabling it might resolve the issue.
Improved enemy combat behavior and responsiveness.
Fixed cases where enemies could get stuck reloading their weapons indefinitely.
Improved enemy movement and positioning.
Smoothed out cover behavior.
Improved melee combat logic.
Reduced situations where enemies remain stuck in cover instead of reacting to nearby threats.
General AI stability improvements, reducing edge cases that caused enemies to freeze, loop behaviors, or act unpredictably.
Fixed the Manifesto HQ elevator failing to open or activate, which could block campaign progress.
Fixed an issue where using shotgun may cause game crash.
Fixed a campaign soft-lock where the Manifesto Commander could fail to spawn if the treetop camp was cleared early.
Fixed an issue where finding baby T. rex objective dialogue may not trigger, which blocks progress.
Fixed an issue where the Manifesto Key was required for some doors in the Lowlands.
Fixed an issue where music may not play as intended in cutscenes.
Removed a misleading dialogue in Creavasse.
Players are now given an MP5 in the first combat.
Reduced the difficulty of early crab-heavy encounters in the first area.
20% Launch Discount (Limited Time)
A MESSAGE FROM THE DEV
Hello, Adventurers!
Leo here. FEROCIOUS is finally releasing. And it has been an incredible journey. What started as a small garage project was picked up by a publisher and turned into a full production. This was only made possible by everyone who followed project, who liked and reposted my tweets, played the demo, made videos, provided feedback and gave the game a platform.
Thanks to all this, I had the opportunity to work with a lot of incredibly talented people. We put our heart and soul into the game, and i hope that you will have a great time with it.
Thanks from me and all the FEROCIOUS Team!
Travel back in time to prehistoric times when imposing creatures ruled the land. Explore lush jungles, rocky coastlines, and pristine grasslands filled with roars of ancient beasts.
Take on the role of a survivor of a boat crash who finds himself stranded on a mysterious island in the Japan Sea. Your brother, who was in the boat with you, has gone missing, and you will do all it takes to find him.
An evil corporation controls the island where the game takes place. Confront them using a deadly arsenal of melee and ranged weaponry and put a stop to their sinister plans.
Use the Dino Control Device to ally with the animals and enlist their help in your mission. Have the dinosaurs break obstacles, fetch crucial items, or even eliminate enemies for you.
If you have any feedback or suggestions on the game, don't hesitate to let us know here in this subforum. Should you come across any technical issues, feel free to report them here so we can address them. Let your survival begin.
FEROCIOUS releases on Thursday, December 4th as Version 1.0, and it's about time we gave you some important details about the upcoming launch.
The game will be released with a 20% limited-time launch discount.
Region/Currency
Price Tag
USA/US Dollar
$24.99
EU/Euro
€24.99
United Kingdom/GB Pound
£20.99
Canada/Canadian Dollar
CDN$32.50
Australia/Australian Dollar
A$36.50
Japan/Japanese Yen
¥2,800
China/Chinese Yuan
¥79.00
Brasil/Brazilian Real
R$73.99
Argentina/LATAM USD
$12.49
Poland/Polish Złoty
zł99.99
Russia/Russian Ruble
899 руб.
FEROCIOUS will be released during the PC Gaming Show Most Wanted showcase, immediately following our appearance there. The showcase starts at 12:00 p.m. PST / 3:00 p.m. EST / 8:00 p.m. GMT / 9:00 p.m. CET and will be live for around 2 hours.
The game will be fully voiced in English and feature subtitles in the following languages: French, German, Spanish, Japanese, Portuguese (Brazil), Chinese (Simplified), and Russian.
Minimum
Recommended
Requires a 64-bit processor and operating system OS: Windows 10 64‑bit
CPU: Intel Core i5‑8400 / AMD Ryzen 5 2600
Memory: 16 GB RAM
Graphics: NVIDIA GeForce GTX 1650 Super (4 GB) or AMD equivalent)
DirectX: Version 12
Storage: 60 GB available space
Requires a 64-bit processor and operating system OS: Windows 10/11 64‑bit CPU: Intel Core i5‑10400 / AMD Ryzen 5 3600 Memory: 32 GB RAM Graphics: NVIDIA GeForce RTX 2060 (6 GB) or AMD equivalent DirectX: Version 12 Storage: SSD strongly recommended
We’re building FEROCIOUS with an incredibly small, tightly-focused team. It's an ambitious indie project that's been in the works for many years. We cannot wait to launch the game and hope you will enjoy it. These are the main strengths we focused on while developing our title. At its core, FEROCIOUS is an immersive first-person shooter with a focus on action. You are stranded on a godforsaken island in the middle of the Japan Sea that's being controlled by a mysterious group of individuals who are armed to the teeth. As it becomes obvious very quickly, they are not particularly welcoming to strangers, which means you will have to defend yourself in frequent and violent encounters. In addition to gun combat, be prepared to get up close and personal with your enemies to remain silent and conserve ammunition. Crafting is one of the tools at your disposal that will aid your survival. One of the main features we wanted to get right has been immersion. As a result of an unknown occurrence, on the island of Kazanjima 2, dinosaurs didn't go extinct. This land is a time capsule that takes you back millions of years. We made the most out of the Unity engine to convey the sense of being in the raw, unforgiving prehistoric nature. We have done our best with the designs of dinosaurs and other creatures that rule this kingdom. Those concepts are inspired by real prehistoric animals; however, they are not meant to be scientifically accurate. Those species survived and continued to evolve, resulting in them developing slightly different postures, proportions, and other physical traits. Speaking of prehistoric beasts, they are not necessarily your enemies. Dino Control Device is a unique feature that allows players to enlist the help of specific dinosaurs for attacking the enemy, infiltration, breaking particular objects, or locating and retrieving crucial items. After scanning a creature’s brain, the device emits ultrasonic signals that the creature perceives as calls to action. That wraps up today's post, guys. Thank you so much for your interest in our project. We plan to provide long-term support for the game and will continue working on it after its launch. Genuinely excited and cannot wait for all of you to check FEROCIOUS out! See you in a few days!
📅Our team has revealed the launch date of FEROCIOUS at the OTK Games Expo showcase.
🏷️Price: $24.99
We've published a new trailer that, in addition to the date reveal, highlights the 🦖 Dino Control Device—a unique feature that allows you to command prehistoric beasts and work together with them to survive.
The DCD is a tool that can allow you to scan certain dinosaurs and issue commands to them. Not every creature is controllable—but the ones you can command can be incredibly useful. Whether you’re trampling through foes while riding on a dinosaur's back or sending one out as a one-dino wrecking crew against the island’s shadowy infiltrators, the device provides an additional layer of strategy when firepower alone isn’t enough to get the job done.
Once scanned, you can have a dinosaur follow you, move to a particular spot, attack a target, break obstacles, or even fetch items. The commands depend on the species; some are more obedient (or smarter) than others.
The device scans the creature’s brain and reproduces its vocal signals—similar to what happened in Jurassic Park 3, but with the usage of ultrasonic calls that only the prehistoric giants can hear. See you all on the island in two weeks!
Wishlist and follow FEROCIOUS:
Hello everyone!
Over the last weeks we’ve been collecting your questions from Discord and Steam and we’re excited to finally share our answers.
Q: What are the team’s favorite dinosaurs? A: The T-Rex, without a doubt. It’s such an iconic creature and it’s always fun to design encounters around it.
Q: Will we know in the game how the dinosaurs and other animals survived on the island? A: Yes, you’ll get answers to that. It’s part of the mystery of the story and one of the things driving exploration.
Q: Roughly how many dinosaurs can the protagonist control? A: About five. We’d rather focus on a smaller number and make each one feel distinct, rather than throwing in dozens that all play the same.
Q: Does the dino control feature at any point allow you to play from the dinosaur’s perspective? A: Not planned. The DCD is more about interacting with dinosaurs, not taking over their viewpoint.
Q: Will there be more predatory dinosaurs immune to the DCD? A: Yes. Not everything can be controlled, and some predators will always remain threats you need to deal with directly.
Q: Will there be a Bestiary that details all the creatures in the game? A: Yes, that’s planned! It’ll let you keep track of what you’ve seen and learned about the island’s wildlife.
Q: Is there going to be a level with T-Rex focus? How deep do you wish to go in programming animal behavior? A: Yes, there will be a T-Rex-focused section. The AI isn’t meant to simulate a full ecosystem, but dinosaurs can eat, rest, and react naturally in the environment. The goal isn’t realism at all costs, but to make encounters feel exciting and dynamic inside a linear campaign.
Q: Are dinosaurs going to be side roles rather than the main threat, with humans as the main enemy? A: Humans are the primary enemies that players will have to deal with in the game, as players have experienced in the demo. Dinosaurs, on the other hand, are animals: dangerous and neutral, but not “evil”.
Q: How long have you been thinking of this game? Did the idea come out of nowhere or did it evolve? A: It started way back when I was 12 and played Crysis for the first time. I remember thinking: “How cool would this be if there were dinosaurs too?” From there, the idea kept evolving until it became FEROCIOUS.
Q: Have you played Dino Crisis? A: I actually haven’t played Dino Crisis!
Q: Where did you get your inspirations from? A: A mix of things: King Kong (2005), Far Cry (1–3), Crysis (the first one), Turok, and of course Jurassic Park. It’s a blend of shooters and movies I grew up with.
Q: Are you also aiming for a console version? A: That would be amazing, but nothing is planned yet. As a small team, we have to be careful not to overstretch. The priority is to finish the PC version first and make sure it’s polished. After that, if the chance comes, we’d be excited to bring FEROCIOUS to consoles too.
Q: Will the game have ultrawide resolution support? A: Not yet, but we’re working on it.
Q: Will there be mod support? A: We haven’t looked into it yet. For such a small team, it’s a big undertaking. Right now we’re focused on finishing the main game. That said, we love mods ourselves, so if it’s possible later on, it’s something we’d be happy to explore.
Q: Will there be other controller support besides Xbox? A: We hope to be able to!
Q: Will it be a survival game with multiplayer, or focused on single player? A: Purely singleplayer. The idea is to create a strong, focused campaign experience instead of spreading our small resources across multiplayer.
Q: Will there be new melee weapons with different executions for each? A: That’s not planned. The focus is more on ranged weapons, stealth takedowns, and using crafted tools like knives rather than building a huge arsenal of melee executions. We are really proud of the work we have done and doing to perfect the firearms look and feel. We even made an article here on Steam months ago, you can find it here.
Q: Are demo levels part of the full game or are they standalone showcases? A: They’re part of the full game! The demo featured levels 2 and 3, so what you played will be in the final version of the game (polished and reworked following feedback obviously).
Q: Will there be camo options, from military uniforms to ghillie suits? A: No, that’s not something we’re adding. The focus is more on the core survival journey rather than character customization.
Q: If this game does well, will there be any other games you’ll make that aren’t dinosaur-related? A: Yes! Dinosaurs are a passion, but not the only idea I have. I’ve been collecting concepts for years, and there are plenty of other genres I’d like to try in the future. Right now all my focus is on FEROCIOUS, but once it’s finished, I’d love to explore something different, maybe still survival-based, but in a new setting!
Thank you again to everyone who sent questions! It’s always great to see what you are curious about, so if you have any more questions, please write them below in the comment section or join our Discord and meet other Dinosaurs’ fans!
See you on the Island!
~the FEROCIOUS Dev Team
Hello everyone!
I’m incredibly proud to share that FEROCIOUS has just crossed 400,000 wishlists on Steam. When I started this project, I never imagined so many people would be looking forward to it, and seeing this milestone today fills me with both pride and gratitude.
We have many new fans that discovered FEROCIOUS at Gamescom during the Find Your Next Game show (to you we say: welcome, we’re glad to have you here!). Others have been following and supporting us. To all of them and to those who joined our playtests and shared feedback on Discord: thank you for helping shape the game together!
We’ve got more updates coming soon: our article about our Gamescom is already live (check it out if you haven’t) and we’re putting the final touches on the Q&A answers you’ve been waiting for.
See you on the Island!
~Leo from OMYOG
Follow us and join our communities on:
Hello everyone!
We wanted to share a little write-up of how Gamescom went for us this year. After so many years of visiting the convention as fans, it felt amazing to be on the other side, showing our own game in the Press area with a FEROCIOUS themed booth. Gamescom has been part of our lives since we were teenagers. Leo (our main developer) grew up in Cologne and went to the convention as a kid, while Dom (our Narrative Designer) still remembers the days of the Leipzig Games Convention in 2006, showing up in his clan’s shirt to meet his Xbox Live friends.
We went in expecting the week to be exhausting, but it turned out to be more fun and motivating than draining. The closed booth helped: one visitor at a time, no chaos, just people playing while we watched. What stood out most was how naturally players found their way. We stressed as every developer that they were not going to get something, but it all worked out even for those playing it for the first time, which told us the design was working.
There were plenty of small highlights. One of the most memorable was meeting an editor from Gamestar, a German videogame news site we grew up reading. Having one of their journalists play FEROCIOUS and then compliment both the game and the story of how it started as a solo project felt incredibly good.
Another wholesome detail in the booth and perfect conversation starter were the custom dinosaur statues we commissioned for the event. So many people wanted to have a photo with them! At one point we even ended up holding them on our laps like Bond-villains holding their cats.
Players often jumped in their seats when the Diplocaulus suddenly lunged at the Parasaur, which was very entertaining to watch for us knowing what was going to happen.
Almost everyone tried to interact with the tiny baby crabs in Level 1, and it happened so often that Leo decided on the spot to add a proper interaction for them.
Throughout the week we kept decorating our exhibitor badges with dinosaur stickers from a sticker book we’d been given (you are never too old to not appreciate good dinosaurs’ stickers haha).
We also had the chance to reconnect with other developer friends showing their own games nearby. It was great to see them showcasing their games at the event.
Finally, once the convention was wrapping up and it was time to go home, we started cutting down the booth wall with the keyart of the game with a knife, determined to take it home. Only later we were casually informed that we could just lift them off instead…
Looking back, Gamescom gave us more energy than it took. It was great to finally meet people from the tinyBuild team in person, talk to players and press from all over the world, and see FEROCIOUS connect with so many different people.
Thanks to those who were able to visit, play, and write about the game!
See you on the Island!
~Leonard and Dominik from OMYOG
Hey everyone!
We’ve seen a lot of curiosity about FEROCIOUS, its dinosaurs, soldiers, weapons, the story, and everything in between. So we thought it’s time for a proper Q&A!
From today, Friday, September 5th until Tuesday, September 9th, we’ll be collecting your questions about the game. Ask anything you’ve been wondering about: gameplay systems, development, inspirations, or what’s next. We’ll gather the best ones and share the answers in an upcoming Steam article!
Drop your questions in the comments below, or head over to our Discord where we’ve opened a dedicated thread just for this.
We’re excited to hear what you want to know! ~the FEROCIOUS Dev Team
Hello everyone!
We had a great time showing FEROCIOUS at Gamescom this year, even if we were only in the press area and couldn’t meet fans directly.
To make up for it, we’ve decided to share with you what the press played in our booth: a 30 minute gameplay video of the game’s opening level!
This is where it all begins: the rocky coast, the first encounter and fights with Manifesto soldiers, traces of an ancient civilization. This is the start of San’s journey to save his brother, and it’s not gonna be an easy one.
We hope you enjoy this look at the first steps into FEROCIOUS. Don’t forget to follow us on Twitter and TikTok, and join our Discord community.
Thank you all, and see you on the island! ~the FEROCIOUS Dev Team
Hey everyone!
FEROCIOUS was part of Find Your Next Game Show, Germany’s first major gaming showcase, live during Gamescom, where we revealed a new exclusive trailer for the game, showing just some of the dangers standing between our protagonist, San, and his goal to rescue his brother: giant crabs, swarms of leeches, deadly dinosaurs, aggressive Manifesto soldiers, and more. The island is not going to make it easy for you!
We also have another news for you: we’re aiming to release FEROCIOUS this winter. We will be able to provide you a more precise date soon, but in the meantime thank you for following our journey so far, and we can’t wait to share more with you in the months ahead.
See you on the island!
~the FEROCIOUS Dev Team
Hello everyone!
We’re excited to be part of the Games Forged in Germany event, celebrating German game developers just like us!
To mark the occasion, we’ve just released a brand-new story trailer, where you find out more about our protagonist, Sam, stranded on a deadly island after a monstrous attack at sea, now fighting to survive and rescue his brother from the clutches of a ruthless private military company.
Curious? Check the trailer right below!
Thank you for the support, be sure to Wishlist the game on Steam and, if you want, join our Discord community!
See you on the island!
Hey everyone! Steam Next Fest is officially over, and we just wanted to say a big thank you to all of you who played the demo, sent in feedback, or helped report bugs. It meant and means a lot to the team.
FEROCIOUS was officially one of the most played demos of this Steam Next Fest, which is kind of wild. Here some stats:
127,000+ demo downloads
30-minute median playtime, with some playing for more than 10 hours
7,600 average daily active players during the Fest
Glad to see so many are eager for more Dino games just like us hahaha!
Bugs reports and feedback were provided by players during the Fest (thanks for that!), and we managed to push a bunch of updates live while the event was still running. Here’s some of what got fixed or improved:
Better level flow in the Lowlands level
Tidied up the UI bugs
Added a stealth kill tutorial
Plus a bunch of minor visual and gameplay bugs
Thanks again for being patient with the rough edges and helping us improve the game!
We’re continuing to fix bugs and polish the experience. Some of the things on our list:
UI redesign
Audio improvements
Smarter enemy and dino AI
More meaningful progression
Better abilities for dinosaurs
Final levels and cutscenes
General performance and optimization
We’re still deep in development, but this Fest helped us a lot, not just with visibility, but with seeing what works and what doesn’t. The release is in sight, so we will work on perfecting the game until the last moment. Thank you for the support and stay tuned for more updates soon.
See you on the Island!
We are proud to announce that FEROCIOUS just crossed 300,000 wishlists on Steam! https://media3.giphy.com/media/v1.Y2lkPTc5MGI3NjExYzM4MWdhYjBjaDR6NjVsMncyMWRudWE3bWFsc3ZreDU4amJhMWFrbiZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/rBfH2k5u7cvF60Dmxw/giphy.gif That’s a massive number and it means the world to us. Whether you’ve been following us since the early teasers, jumped in during the playtest, or just discovered the game thanks to the Steam Next Fest demo, we just want to say: thank you! Every wishlist, every piece of feedback on Discord or Steam, and every comment helps us shape the game and keep going. We’re hard at work on what comes next, and knowing that THIS many of you are excited to explore the island with us gives the whole team an extra push. Keep the feedback coming, and we’ll see you back on the island soon! Follow us on Twitter Join the Discord Wishlist the game
About
This page aggregates Steam news feeds, patch notes, and developer announcements for FEROCIOUS, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main FEROCIOUS statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.
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