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Full Steam announcements and update articles for this title.
Greetings dinosaur hunters!
Open testing of the upcoming gameplay update is now available! If you want to help us locate possible issues and give feedback before release, you can now try out the latest test build.
This testing phase focuses especially on the introduction of the first vehicle system alongside upcoming weapon and dinosaur balance changes. Your feedback will help us fine-tune gameplay balance and vehicle handling before the update officially launches.
The open testing version of the game utilizes a different server. You won’t be using the same player in the test version, but instead start from zero with a fresh player. Once you move back to the main server you will continue progress with your existing account and lose any progress made in the test server. Latest updates allow the game to have different save files for dev server, so you should not lose your online player trophy lodge.
Before you start transferring your game into the open testing mode please make a backup of your offlineplayer.txt file. It can be found in:
%steamlibrary_folder%/Prehistoric Hunt/Prehistoric_Hunt_Data/ offlineplayer.txt
The file contains your offline player data and it can be overwritten if you don’t take a backup and play in offline in the dev server. Once you move back from the test version to the actual game you can copy this backup file back to its original location.
Please note that when you have the test build active you cannot launch the actual game. When you want to switch back to it in the Betas-menu you will need to choose “None” to get back. You can freely switch between the versions.
Right click the game name in Steam library list view and choose “Properties”. Then choose the “Betas” tab. From the dropdown choose “public_test”.
Steam will now download the test version and you’ll see in your library instead of “Prehistoric Hunt” the name:
“Prehistoric Hunt \”
The main focus of this open testing phase is gameplay balancing and the introduction of vehicles.
We are especially looking for feedback related to:
Vehicle handling and controls
Vehicle usefulness during hunts
Multiplayer synchronization with vehicles
Weapon balance and feel across different hunting situations
Dinosaur balance
Progression balance and equipment effectiveness
General gameplay pacing after the balance adjustments
Vehicles can be called with a satellite phone, if you purchase satellite phone upgrade from shop. Using "Right click" on the satellite phone allows you to switch the mode on the phone.
3 players can fit in a single vehicle. Current version of vehicle has no gas consumption. Vehicle damage is a work in progress. Press “Crouch” button to switch between third person and first person while in a vehicle.
Heart Shot Secondary Damage: Global increase from 45 -> 75 for all species
Lung Shot Secondary Damage: Global increase from 10 -> 20 for most species
Wing Shots Decreased Integrity Loss: 5 -> 1
Bleeding rate doubled for all dinosaurs expect: Tyrannosaurus, Giganotosaurus, Sarcosuchus, Spinosaurus and Mosasaurus. So, dinosaurs do not take so long to bleed out.
Pteranodon
Attack end duration increased from 0.5 -> 0.9
Health: (100-120) -> (45-70)
Stomach Damage: (50, 25) -> (40, 20)
Compsognathus
Health: (20-35) -> (10-20)
Head & Neck Damage: 20 -> 50
Walking speed reduced from: 6 -> 4
Brachiosaurus
Health: (200-250) -> (325-450)
Heart Damage: (100, 45) -> (100, 60)
Stomach Damage: (30, 10) -> (20, 8)
Lung Damage: (30, 10) -> (22, 10)
Giganotosaurus
Health: (150-190) -> (160-230)
Tyrannosaurus Rex
Lung Damage: (15, 5) -> (20, 10)
Spinosaurus
Health: (190-270) -> (140-220)
Thalassodromeus
Attack end duration increased from 0.5 -> 0.9
Sinornithosaurus
Health: (20-35) -> (10-20)
Head & Neck Damage: 20 -> 50
Walking speed reduced from: 6 -> 4
Quetzalcoatlus
Attack end duration increased from 0.2 -> 0.9
Health: (150-200) -> (100-150)
Stomach Damage: (50, 25) -> (40, 20)
Sound ranges reduced across weapons, so dinosaurs do not get spooked so easily by distant shots. Spread reduced on some weapons to reduce random variance and replaced by new stability to increase difficulty by it instead.
Rifle
Penetration: 1.5 -> 1.2 (15 - > 12)
BoltAction_Length: 1 -> 1.2
Bullet_Speed: 1.5 -> 1.8
Hunting Rifle
Magazine: 10 -> 6
Damage: 1.2 -> 1.5
BoltAction_Length: 1 -> 1.4
Bullet_Speed: 1.5 -> 2.0
Cost: 500 -> 2500
Stability: 1 -> 0.9
Shotgun
Damage: 0.3 -> 0.4 (15 -> 20)
Penetration: 0 -> 0.5 (0 -> 5)
Allowed_Distance: 75 -> 25
Damage_Falloff: 0.5 -> 0.4
Bullet_Speed: 0.6 -> 0.7
Cost: 1200 -> 800
Stability: 1 -> 0.8
Added Zeroing: 50 - 150m
Pistol
Damage: 0.8 -> 0.6 (40 -> 30)
Penetration: 0 -> 0.1 (0 -> 1)
Damage_Falloff: 0.7 -> 0.2
Stability: 1 -> 1.2
.50 cal
Damage: 2.4 -> 2.5 (120 -> 125)
Penetration: 3 -> 4 (30 -> 40)
Magazine: 4 -> 5
Bullet_Speed: 1.5 -> 2.5
Stability: 1 -> 0.5
Spread: 1.5 -> 0.4
Zeroing Max: 600 -> 750
Revolver
Penetration: 1.5 -> 1.0 (15 -> 10)
Allowed_Distance: 100 -> 75
Damage_Falloff: 0.7 -> 0.18 (More damage reduction over distance)
Cost: 600 -> 400
Tranquilizer Rifle
Spread: 1 -> 0.8
.700 Double Rifle
Damage: 2.3 -> 3 (115 -> 150)
Penetration: 2 -> 3 (20 -> 30)
Bullet_Speed: 1.5 -> 1
Allowed_Distance: 150 -> 100
Spread: 1.5 -> 1
Damage_Falloff: 1 -> 0.05 (High damage reduction over distance)
Cost: 7,000 -> 9,000
Zeroing Max: 300 -> 200
Heavy rifle .338
Penetration: 2 -> 2.2 (20 -> 22)
BoltAction_Length: 2 -> 1.7
Bullet_Speed: 1.5 -> 2.25
Magazine: 7 -> 6
Spread: 1.2 -> 0.4
Stability: 1 -> 0.6
Zeroing Max: 600 -> 750
Greystone .45-70 Lever-Action Rifle
Penetration: 1.5 -> 2 (15 -> 20)
Bullet_Speed: 1.2 -> 1.6
Bolt-Action Length: 1.6 -> 1.1
Spread: 1.3 -> 0.5
Stability: 1 -> 0.8
Allowed_Distance: 250 -> 150
Zeroing Max: 600 -> 400
Ashford .30-30 Lever-Action Rifle
Damage: 1.5 -> 1.2 (75 -> 60)
Cost: 2,500 -> 500
Magazine: 8 -> 7
Bullet_Speed: 1.2 -> 1.6
Allowed_Distance: 250 -> 150
Zeroing Max: 600 -> 400
Harpoon Rifle
Penetration: 2 -> 2.5 (20 -> 25)
Allowed_Distance: 250 -> 50
Bullet_Speed: 0.7 -> 0.65
Stability: 1 -> 0.9
Cost: 1,500 -> 2,500
Tribal Bow Arrow: 15 -> 8
Shotgun Ammo: 20 -> 15
.30-30 Ammo: 30 -> 15
Harpoon Gun Ammo: 15 -> 35
.50 Cal Ammo: 30 -> 40
.700 Cal Ammo: 30 -> 40
Pistol:
Compsognathus
Sinornithosaurus
Pteranodon
Thalassodromeus
Quetzalcoatlus
Shotgun:
Compsognathus
Sinornithosaurus
Pteranodon
Thalassodromeus
Quetzalcoatlus
Gallimimus
Revolver, and Hunting Rifle, .338 Heavy Rifle, & 45-70 Greystone:
Quetzalcoatlus
Gallimimus
Pachycephalosaurus
Utahraptor
Carnotaurus
Allosaurus
Parasaurolophus
Therizinosaurus
Iguanodon
Ankylosaurus
Stegosaurus
Spinosaurus
Sarcosuchus
Triceratops
Giganotosaurus
Tyrannosaurus
Mosasaurus
Rifle & .30-30 Ashford:
Pteranodon
Thalassodromeus
Quetzalcoatlus
Gallimimus
Pachycephalosaurus
Utahraptor
.700 Double Rifle & .50 Cal:
Ankylosaurus
Stegosaurus
Spinosaurus
Sarcosuchus
Triceratops
Giganotosaurus
Tyrannosaurus
Mosasaurus
Brachiosaurus
Tribal Bow: Everything EXCEPT Brachiosaurus
Compound Bow: Everything EXCEPT...
Sinornithosaurus
Compsognathus
Pteranodon
Thalassodromeus
Huge thanks to Serok and Dyno-Gaming for testing and balance suggestions! Please remember that values and balancing may still change before the final release based on testing results and community feedback.
Thank you for your support and feedback!
Greetings dinosaur hunters! A new hotfix has been deployed focusing mainly on map editor. Thank you for your continued feedback! Fixes & Improvements
Added ability to remove nearest special location in map editor.
Added visual guides to special locations when creating them in map editor.
Fix for in development dinosaurs appearing in some lists.
Thank you for reading and we look forward to your thoughts.
Greetings dinosaur hunters!
This update focuses on rework of the multiplayer net code in the game. Whether you now play with low or high ping with other players, the client players should now experience smooth gameplay too.
Old multiplayer system was trying to predict the future too much, which caused more glitches than any good.
Previous 0,125 update improved stability and network logic, so the game can handle more players with more stability. Combined with this update, the experience in multiplayer should now be a lot better than previously.
Rewritten dinosaur net code for smooth multiplayer experience. (No more rubber banding)
Improved server prioritization logic, so dinosaurs are synced more efficiently.
Fix for dead flying dinosaurs not being removed on clients that joined the game session later.
This update is part of our continued work on making multiplayer hunts feel better.
Thank you for reading and we look forward to your thoughts.
Greetings dinosaur hunters! This hotfix focuses on custom map editor improvements, balancing adjustments, and various fixes to object handling and visuals. Thanks again for your continued feedback!
Dino rarity is now properly affected by selected difficulty:
On Easy: Rare variations are 10% less likely to spawn
On Hard: Rare variations are 10% more likely to spawn
Control + Scroll can now be used to quickly switch selection while placing objects.
Three large bushes from Tenebris are now available in the map editor.
Updated many custom map trees to match the latest visuals from official maps.
Fixed beech trees in custom maps.
Invalid object color indicator now works more reliably when creating special locations.
Added support for custom sounds in custom maps.
Background ambience can now be customized with custom sounds.
Thank you for reading and we look forward to hearing your thoughts.
Greetings dinosaur hunters!
It's time for the yearly Steam Awards and Prehistoric Hunt has the chance to be nominated for the “Labor of Love” category.
Prehistoric Hunt has evolved a lot over the past five years - shaped largely by your feedback. Through updates like the Tenebris map last year, we’ve continued improving and expanding the game. And we’re far from done - many new updates are already in development!
If you've been enjoying the ride then show some love and consider giving Prehistoric Hunt a vote!
Thank you all for your incredible dedication and ongoing support.
You’ve helped make Prehistoric Hunt what it is today.
Greetings dinosaur hunters! A hotfix has been published with various improvements. Thanks again for your feedback and continued support!
Fix for physics engine issue when dinosaur corpse is frozen far away from players. It could cause fps loss.
Fix for multiplayer where other players gun could be created before their body and it caused an issue
Automated player data server reconnection if lost during gameplay
Improved error logging for debugging
Minor bug fixes
Thank you for reading and we look forward to hearing you thoughts.
Greetings dinosaur hunters! We've just rolled out a new hotfix with various controller and offline improvements. Thanks as always for your valuable feedback and ongoing support!
Game can now be played in offline without playing first in online.
Offline mode can be activated with controller.
Improved offline data management.
Lists can be navigated better with controller.
Improved controller menu navigation with larger dead zone.
Improved changing menu content selection handling with controller.
Fix for controller equipment wheel getting stuck when pressing other equipment action while it is open.
Fix for trophy view menu on controller.
Trophy placement, trophy lodge and object placement menus in lodge can be closed with Back button on controller.
Selecting dropdowns now play sound with controller
A new demo has been released with updated game and intro is now playable in demo.
Fix for dragging items in inventory causing bugs.
Thank you for reading and we look forward to hearing you thoughts.
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Prehistoric Hunt, 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 Prehistoric Hunt 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.