Changelog

Revision as of 21:50, 26 July 2026 by Primal wiki (talk | contribs) (CI sync from 7110e87128deed577d7122b095ce3e7ffb7f5c47)

Primal Idle Changelog

The newest updates are listed first. Amber is the valley's currency.

v0.36.93 — Sagebind Salve Earns Its Place

  • Sagebind salve now heals your whole party. Both it and the Fern Poultice healed exactly one dino, so an Alchemy 48 recipe with honey and marshmelon in it bought you nothing a level 10 poultice could not do. The salve ladder now widens as it climbs: Fern Poultice patches one dino, Sagebind Salve patches everyone marching with you, and Primal Balm still heals the entire Stable. The Stable page gets its own button for it, next to the balm.
  • Items now tell you what they do. Salves and dino gear showed nothing in the Bank but flavour text — food, potions, weapons and blueprints all spelled out their effect, salves and saddles did not. Both now state it plainly: a salve says exactly who it heals, and a saddle, barding or trinket lists its stats and bonuses. The Field Guide badge names the reach too.
  • The heal button now spends your cheapest salve. It always claimed to, but it actually grabbed whichever one sat earliest in the bank — so a pricier salve could be burned while a cheaper one sat two slots away.

v0.36.92 — Three From The Field

  • Auto-eat no longer waits for the killing blow. Your keeper now reaches for food whenever they drop below half health, on hunts, expeditions and raids alike — the old rule (eat when the next hit would drop you) still applies on top, so a single huge spike is still answered. It stops the moment you are back over half, so a full larder is never drained to patch a scratch.
  • The Rivals count in the sidebar now shows how many tribes you can actually call out right now. Tribes cooling off after a win, and tribes still locked behind the ladder, drop out of the tally — so it reads 0/15 when nobody will face you and fills back up as they come off cooldown.
  • Your tribe’s Stockpile tells you when it is about to overflow. The Stockpile card now says how long the camp has before its first good caps out, warns under an hour, and turns red once it is full and throwing work away. The "while you were away" summary counts the goods that spilled, so an overnight stall is something you can see instead of something you have to notice.

v0.36.91 — Fold Away Finished Areas

  • QoL: the area sections on the Expeditions and Hunting pages now fold — tap an area’s header to tuck its cards away (the header stays, with a count of what’s hidden), tap again to reopen. Your folds are remembered on this device, and the area jump bar reopens a folded area it takes you to. Much less thumb-scrolling on phones.

v0.36.90 — The Hunting Page Joins The SVG Family

  • Every hunt on the Hunting page now shows a drawn portrait of its prey instead of an emoji — thirteen new silhouettes (Gallimimus, Kentrosaurus, Daeodon, Deinosuchus, the pale Cave Crocodile, Arthropleura, Xiphactinus, Woolly Bison, Cave Hyena, Acrocanthosaurus, Teratornis, the Vale Stalker and Purussaurus), the Titanis wearing the Scarred One’s silhouette without its crown, and the wild Compy, Raptor, Utahraptor and Pachy wearing the same species portraits you know from the taming page. Emoji stay on only as hidden fallbacks.

v0.36.89 — Skill Pages Get Scenic Banners

  • Every skill page now opens on a hand-drawn daytime scene of that skill — a banner across the top with the skill name on it, drawn in the same flat style and palette as the game’s icons. The level bar and Mastery Pool sit in a tighter header beneath it, and on phones the action cards stack in a single column so nothing squeezes.
  • The scenes now run deeper: on skill pages the art flows behind the title, level bar and potions, fading out right at the potion shelf instead of stopping in a box. And every other page joins in — Player, Bank, Shop, Trading Post, Museum, Contracts, Stable, Tribe, Homestead, Map, Quests, Rivals and the Log each open on their own scene, with the Map riding on open sea.
  • Polish: the bonus chips at the top of skill pages — the daily sky boost, your hired hand’s buff and its recent gathers — now sit on solid dark pills so they stay readable over the bright scenes, and the sky-boost pill hugs its text instead of stretching across the page.

v0.36.88 — Toast Icons Join The SVG Family

  • Polish: the pop-up toasts (achievements, quests, mastery milestones, raid results and the rest) now lead with a drawn SVG icon instead of an emoji — the same hand-drawn style as everything else in the game. Emoji stay on only as a hidden fallback.

v0.36.87 — Close The Changelog From The Top

  • QoL: this What's-new dialog now keeps its header in view while the entries scroll, with a ✕ close button up top — no more scrolling past the whole history to reach the Close button at the bottom. Escape and clicking outside still work as before.

v0.36.86 — Action Cards Read Right To Screen Readers

  • Accessibility: the kibble and Scout chips on action cards are now real buttons a screen reader can find and press — before, the whole card read as one flat label and the chips inside were unreachable. Mouse and keyboard behavior is unchanged: click or Enter/Space toggles the action, the chips still do their own thing without starting it, and locked cards stay locked.

v0.36.85 — Escape Works In Every Dialog

  • Fixed: pressing Escape now closes the scouting report, the drops list, the sell-all confirmation, Settings, and the changelog — in several of these it silently did nothing before. Every dialog also announces itself properly to screen readers and puts keyboard focus inside when it opens. Dialogs that need an answer (the welcome-back summary, the death screen, the cloud save chooser) still stay until you choose.

v0.36.84 — A Safety Net Under The Simulation

  • Hardening: a bug in any one on-screen reaction to a game event — a toast, the loot feed, a sound — can no longer interrupt the simulation mid-step. Before, such a bug could cut an action short after it took your materials but before it paid out, and the autosave could keep that half-finished state. Now the error is contained and logged, the step completes in full, and everything else keeps running.

v0.36.83 — Fixed The Player Page Crash From Doubled Tonics

  • Fixed: the Player page (and the battle sheet) could crash — and on mobile leave a stuck menu over the whole game — for saves where auto-drink had poured a second copy of the same tonic. Auto-drink now refills only its own potion line, so mixing two skill-speed tonics with AUTO armed can no longer double one of them up. Saves already carrying a doubled tonic clean themselves up on load, keeping the longer-running copy. And if a page ever does hit an error, it now shows a plain error panel with a way back to the Bank instead of freezing the game behind a dead menu.

v0.36.82 — No More Phantom Completions

  • Fixed: when an action sped up mid-swing — a speed potion drunk partway through a tame, a tool rank bought, the weather turning — the time you had already banked could overshoot the new, shorter timer. The engine mis-counted that overshoot as extra elapsed time: completions fired for seconds that never passed, and the clock behind health regen and potion timers briefly ran backwards. Now the overshoot simply finishes the action once (you keep every second you actually waited) and everything after runs on real time.

v0.36.81 — The Primal Balm Gets Its Button

  • New: a "Use Primal Balm" button at the top of the Stable roster whenever a balm sits in your bank. One click heals every hurt or injured dino in the stable, and the button shows how many need it. The balm has been craftable (Alchemy 86) and buyable at the Mark Exchange all along — but there was no way to actually use one. Now there is.

v0.36.80 — Salves Top Up Part Health

  • Fixed: the Heal button on a pack dino’s card did nothing unless the dino was fully injured. A dino hurt on a hunt or expedition — say 40/46 HP — lit the button up, but clicking it silently refused. Salves and Primal Balms now also restore a dino that’s merely below full health, so your pack can be topped up on the trail. (Pack dinos still don’t rest-regen — resting only happens at home, off duty — but now the poultice actually works on them.)

v0.36.79 — Pack Points Tell The Truth, And Cards Stay Live

  • Fixed: a dino’s "pts" on the Player page now match what it actually adds to your expedition strength. The Player-page number left out the bonus an ATTACK-role dino gets, so it under-counted your best attackers; it now uses the exact same calculation the battle screen does. (Stable-page pts are unchanged — those never claimed to include a role bonus.)
  • Under the hood: the way action cards, the battle sheet and other live numbers stay up to date was rebuilt on a single, reliable trigger instead of ~40 hand-written "watch this value" hints scattered across the screens. Those hints were easy to get wrong — a missing one was behind the train-card freeze fixed a couple of versions back — and they’re now gone. You won’t see any difference except that these numbers can no longer silently go stale.

v0.36.78 — Lighter On Your Battery

  • The game now does noticeably less background work while it idles. It refreshes what’s on screen about eight times a second — but it used to rebuild the data for EVERY page each time, including all the pages you weren’t looking at: the dispatch board, dig sites, the food list, and every Trading Post row, rebuilt around 30,000 times an hour each for nothing. Those now refresh only while their page is open (and rebuild instantly the moment you switch to it — you can’t tell the difference by looking). Measured, this roughly halves the game’s steady background work, which on a phone means less warmth and battery drain from a tab you keep open all day. Nothing about what any page SHOWS changed, and the Trading Post tab still appears the instant trading unlocks.

v0.36.77 — Cloud-save Code Now Has Direct Safety Tests

  • Under the hood: the cloud-save logic that decides whether an upload is safe — including the "is this the save I sent earlier?" check that prevents your own progress from ever being mistaken for a conflict — now has direct automated tests covering the exact tricky sequences behind past sync issues. Nothing changes in how the game plays; this is a safety net so those paths can’t quietly regress in a future update. One tidy-up rode along: signing in now fetches your cloud save through the same code path every other cloud action uses.

v0.36.76 — The Device Check Compares Honest Numbers

  • Fixed: while the game is still checking your other devices at startup, it no longer re-saves in the middle of that check. On a slow connection, the 30-second autosave could stamp the freshly caught-up state over the save the check was about to read — so the "which save do you want?" comparison showed this device pumped up by its away-time catch-up and could recommend it over genuinely newer progress from another device, and the routine silent catch-up could turn into an unnecessary question. Saving and uploading now wait the few seconds the check needs (never more than a minute, even if the network hangs), then resume as normal. A slow check also no longer has its answer accidentally thrown away by the autosave’s retry — which used to keep cloud saving switched off for an extra cycle on every slow-network start.

v0.36.75 — Full Device Storage: Visible, Bounded, Survivable

  • Fixed: the game no longer fills your browser’s storage with old safety copies, and it TELLS you if saving to this device ever starts failing. Every import, cloud-conflict choice and cross-device catch-up keeps a safety copy of the save it replaces — but nothing ever cleaned them up, so devices that sync a lot crept toward the browser’s storage limit. Only the five newest copies are kept now. If storage does fill up anyway, autosaves used to fail in complete silence — closing the tab could lose your session with no warning at all. A clear banner now appears the moment a save fails, stays until saving works again, and clears itself once space is freed. And a full device can no longer block CLOUD saving either — the cloud push (which needs no local space) now always goes through.

v0.36.74 — Cross-device Catch-up Survives A Failed Write

  • Fixed: if the game failed to save an incoming cloud copy to this device — a full browser storage quota is the usual culprit — it could be left believing the copy HAD landed. The silent cross-device catch-up (open the game on a second device and it quietly adopts the newer save) and the Settings restore both recorded "this device now carries that version" before actually writing it; when the write failed, the next launch trusted that record and could push this device’s older save over the newer one without asking. The order is now write-first: the record only updates after the copy is really on disk, and a failed write leaves things exactly as they were — the game plays on, shows a sync error, and the next launch asks the honest "which save?" question instead of guessing. A failed import also no longer leaves the session silently unable to save at all.

v0.36.73 — A Failed Cloud Check Can’t Overwrite Your Save

  • Fixed: a cloud check that FAILS — offline boot, flaky wake, a server blip — no longer lets this device overwrite your cloud save blind. The game used to treat a failed check like a finished one and start pushing; on a device that didn’t know your cloud history (a fresh browser, or a shared computer where someone else signed in last) that push could bury progress made elsewhere without the usual "which save do you want?" question. Now a failed check keeps uploads on hold and quietly retries in the background — your game keeps playing and saving locally the whole time — and uploads only resume once the game has actually seen your cloud save. The same hardening stops a misbehaving network from ever LOOKING like an empty account.

v0.36.72 — Sign In Once, Cloud Saves Stay On

  • Fixed: signing in WITHOUT refreshing the page now keeps cloud saving fully alive. Signing in — or registering, or finishing a password reset — from the in-game login synced your save once, but the background protection stayed off until the next full page load: the every-minute cloud push, the goodbye save when the tab closes, and the freshness check when the game wakes from sleep were all silently dead, even while the sync chip said "synced". That was every new player’s first session. All of it now switches on the moment you sign in, and signing out now fully switches it off.

v0.36.71 — The Pack Banner Tells The Truth

  • Fixed: the Player page’s "hunts N% faster" pack banner overstated your pack’s real effect by roughly 1.7× — it was computed with an old formula the game engine never actually used. The banner now reads the exact formula your hunts run on, so the number you see is the speedup you get. Example: attack 30 with a 50-attack pack really hunts 14% faster — the banner used to claim 23%. Only the displayed number changed; hunt speeds themselves were always computed correctly.
  • Fixed: TRAIN drill cards now unlock the moment their species joins your stable. Tame a Dire Wolf on the Taming page and "Train Dire Wolf" used to stay greyed — still claiming it needed the wolf standing right there in your stable — until you left the page and came back. The card now notices the tame instantly.

v0.36.70 — Welcome Back, Four Times Faster

  • The game now loads much faster after a long time away. Coming back from a full night used to freeze the page for a couple of seconds on a computer — and far longer on a phone — while the away-time catch-up re-checked every achievement after every single completed action, tens of thousands of times. The catch-up now only re-checks achievements whose progress actually moved, which cuts the freeze by about four times (measured: 2.3 seconds down to 0.6 for an 18-hour absence). Nothing about WHAT you earn changed: the same actions, achievements, quest steps and welcome-back summary come out identical, down to the last number — only the wait is shorter.

v0.36.69 — Dig Crates Respect The Bank Cap

  • Fixed: DIG crates now respect the bank cap. A dig finishing against a full bank could push you one slot over, which silently stopped your action and blocked every restart with nothing saying why — the same lockout v0.36.51 fixed for eggs and dispatches, through a path that fix never covered. Crate goods a full bank can’t hold are now skipped and listed on the welcome-back screen like every other skipped drop. SKULLS and pity PAGES are deliberately different: those always land, squeezing at most one slot over, because losing a first skull or your pity progress would be worse than a briefly over-full bank.

v0.36.68 — Old Saves Survive Removed Content

  • Fixed: a save whose RUNNING ACTION was removed from the game in an update could no longer start — the game hit an error on every load until you wiped. It now boots normally: the vanished action simply stops, a notice tells you why, and everything else in the save is untouched. The same protection now covers a WORKER (or a very old save’s companion) whose species left the game — the dino stays in your stable, just unassigned, instead of the save being reset.

v0.36.67 — Nursery Graduates Keep Their Inherited Health

  • Fixed: dinos raised in the NURSERY now keep their inherited HEALTH. Bred health was rolled and passed down correctly — the hatchling carried it — but the moment a baby grew up and joined the stable the stat was dropped, so every bred dino fell back to its species average. It now carries through graduation, flat: imprint boosts the combat stats, health stays what the lineage gave it, the same rule veteran growth follows. Applies to hatchlings graduating from now on; already-grown dinos keep the stats they have.

v0.36.66 — Rivals Counter Counts Down

  • The Rivals count in the sidebar now shows how many tribes are LEFT to conquer instead of how many you have beaten. It starts at 15/15 and drops to 14/15 the moment you win a raid, so a glance tells you what is still out there. The progress bar under it still fills as you conquer.

v0.36.65 — XP Potions On Every Page, And Auto-drink

  • The four XP potions — Focus Tonic, Sage Elixir, Scholar Elixir and Ascendant Elixir — are now on the POTION SHELF of every skill page, the Farm included. They boost the XP of whatever you are doing, but they had no skill of their own, so no page could ever show them and the Bank was the only place you could drink one. They cost a single tile: all four share the XP line, and tapping it opens the usual picker.
  • New: AUTO-DRINK. Every potion tile now has an auto pip. Switch it on and the moment that potion runs out, another one is poured — the same one you last picked, so switching tiers in the picker re-aims it. Switch it off and it stops. Each line is its own switch, so you can keep XP topped up without touching your speed brews.
  • Auto-drink keeps running while you are away, which means a long night can genuinely work through a shelf. Nothing is hidden: the welcome-back summary now lists every potion it drank, the same way it already lists what your workers ate. Lines you never switch on behave exactly as before.

v0.36.64 — Party Roles That Matter Everywhere

  • All three party ROLES now pay out in every fight you pick. ATTACK leads the trail at power ×1.2, up from ×1.1. GUARD shields you for −15% damage each, down to −30% with a full guard, and it now works on HUNTS and RIVAL DUELS as well as on expeditions and delves — until today a Guard did nothing at all out on a hunt. SCOUT gives +10% flee chance and +4% Trail Cache finds, both double what they were.
  • Scouts also do two new things. On a HUNT they read the trail ahead: −6% hunt time each, to −18% with three. On a TAME they pick you a better one: +4% to the newcomer's starting stats each, to +12% with three — the only role bonus that stays with you, since a tame's stats are permanent.
  • Nothing about the encounters themselves moved. Every win rate was re-measured against its pinned band before this shipped, and none of them shifted; even a full party of four Attacks moves a real patrol by about one point. Your pack got better — the valley did not get easier.
  • The battle view called the Attack role VANGUARD, its old name, while the Player page beside it said Attack. Both say Attack now. The role itself was never affected — only the label on that one badge.

v0.36.63 — Tribe Buildings Reach Up The Ladder

  • Tribe buildings used to want the same four Grasslands materials forever — wood, fiber, stone and hide — so nothing you unlocked after the first hour was ever asked for, and an upgrade was never a reason to go anywhere. Every building now climbs through three bands: starter goods, then something you make, then a biome material you have to travel for.
  • Each building sends you somewhere different. Living Quarters end up wanting Bogscale from the Murkwater, the Campfire wants Deepchitin from the Caverns, the Central Depot wants Slagplate from the Badlands, the Smelting Furnaces want Reefshell from the Coral Shallows and the Watchfire wants Rimepelt from the Frozen Wastes.
  • The early levels cost exactly what they always did, so nothing you were already saving for got more expensive. The new bands only open at levels above what most camps have built, and the scarce materials are asked for in small numbers — a dozen or so, not hundreds.

v0.36.62 — The Campfire Draws Wanderers In Faster Again

  • Tester (Keltar): the Campfire promised to draw wanderers in faster, then quietly stopped doing it. Camp prestige and the Campfire shared one bracket, and prestige on its own was enough to pin the arrival timer at its one-minute floor — so past a point every Campfire level bought nothing at all, however much you spent on it.
  • The Campfire now lowers that floor as well. At the Iron Age ceiling a maxed fire brings arrivals down to about 33 seconds, and every level in between is a real step. If you have not built one, nothing changes.

v0.36.61 — Delve Cards: Real Drop Odds, And An Icon Each

  • Rare drops no longer read 0%. Every cave's unique — the Glowworm Lantern, the Cavern Charm, the Fang of the Depths and the rest — is a real 0.2% find, but the card rounded it to a whole number and printed "0%", which said the drop was impossible. Twenty-three drops were affected: all eleven cave uniques and twelve Gamma Arena primal pieces. Nothing in the game actually has a zero chance, and the odds themselves have not changed.
  • Every cave has its own picture now. Seven of the eleven shared one icon, because a cave without art of its own borrowed its first drop's — and those caves share a first drop. Each now shows its biome.

v0.36.60 — Party Roles And The Heal Button

  • The Vanguard party role is now called ATTACK. Only the name changed — the role your dinos already carry is untouched, and it still leads the trail at power ×1.1.
  • The Heal button on a dino card is always there now. It used to appear only while the dino was injured, so a dino sitting at part health showed no way to top it up and the button seemed to come and go. It is greyed out when there is nothing to heal, or when you have no salve — and the tooltip says which.

v0.36.59 — Phone Navigation: Four Tabs Along The Bottom

  • The phone menu is now four tabs at the bottom of the screen — You, Camp, Skills and Frontier — and each one opens a list of its pages. It used to be a single row across the top holding all 26 destinations, 3,789px wide on a 390px phone: Farming sat 3,620px along it, so most of the game was a long sideways swipe away.
  • Tester (Shae): the row also never scrolled to where you were, so it "often loaded in the middle" and told you nothing about which page you had open. The tab you are in now carries a green dot.
  • The top of every page got 62px back — the row that used to sit there is gone. The tabs sit at the bottom instead, where your thumb already is, and the sheet opens above them so switching group is one tap.
  • Nothing moved on desktop. The sidebar is unchanged above 720px.
  • The new tab bar was covering things. Achievement toasts, the tutorial coach and the version badge sat underneath it and could not be read, and it painted over both the Settings dialog and the welcome-back summary, hiding the button that closes them. The bar now sits below anything meant to interrupt you, and everything anchored to the bottom of the screen clears it.

v0.36.58 — Fixes

  • Tester (Shae, Galaxy S10e): the weather forecast hung off the left edge of the screen on a phone, so half of it was unreadable. It now fits the screen at any width — and the more amber you were carrying, the worse it used to be, because a longer number pushed the chip further left.

v0.36.57 — The Crafted Ladder: Armour Classes And Biome Materials

  • Tester (Keltar): crafted armour used to be priced off your SKILL LEVEL alone, which said nothing about where you actually were — so a Crafting 55 Fiber Tunic gave 6 defense while a Smithing 58 Iron Plate gave 8. Crafted gear now belongs to a biome tier, and the two skills pay the same at the same tier. The Fiber Tunic and the Iron Plate are now worth exactly as much as each other.
  • Armour has classes. Crafting makes LIGHT armour, which spends part of its budget on attack; Smithing makes HEAVY armour, which puts all of it into defense; the biome drop sets are MEDIUM. Same worth, different shape — so the Fiber Tunic is no longer just a worse Iron Plate, it is a different trade.
  • Every level-up in a slot is now worth something. Seven crafted pieces used to give no more than something you had already unlocked — the Mangrove-Frame Shield at Crafting 63 matched the Bronze Shield at Smithing 42, twenty-one levels for nothing. That cannot happen any more.
  • Seven new armour materials — Bogscale, Deepchitin, Slagplate, Reefshell, Rimepelt, Windquill and Valehide — one for each biome that has armour you can craft there. They drop from that biome's hunts and, more slowly, its patrol, so making the Badlands plate now means going to the Badlands. Early recipes are untouched: nothing below the Murkwater needs a material, and weapons need none at all.
  • Hunting finally belongs somewhere. Every hunt now has a home biome and pays that biome's material — it had no link to a place or a creature at all before, just a level.
  • Some worn gear changed. Crafted armour is broadly stronger and now leans by class, and crafted weapons kept their power but climb evenly; the Hide Vest is the one piece that drops (4 defense to 3). Crafted gear also sells for more, because it is made of more. Nothing you own disappeared.

v0.36.56 — Expedition Tab: Combat Potions And A Jump Bar

  • Tester (Keltar): the Expeditions page now carries your combat potions — Berserker Brew, Bulwark Brew, Bog Mint Tea and the rest — so you can buff attack, defense and regen right where you pick a fight instead of going to the Bank. Only ones you actually hold show up, so the page does not get longer.
  • Also (Keltar): a row of area chips above the list. Tap one to jump straight to that biome instead of scrolling past every section you have already cleared — the deeper you are, the more it saves, and it helps most on a phone.
  • Potions that do the same thing now share one shelf tile. Berserker Brew, Wrathroot Tonic and Titan Brew are all "+attack" and only one can run at a time, so the shelf shows the strongest one you own and a "2 more" tap opens a picker at the bottom of the screen to spend a cheaper one instead. Nine combat potions become three tiles.

v0.36.55 — Under The Hood: The Save-sync Rules, Written Down

  • Groundwork, with nothing to see in game. The rules that decide when your save is written, when it is sent to the cloud, and what happens when you switch devices were spread across the code as a set of flags. They are now one place with tests around them — including a test for each of the five save-sync problems reported in the past, so none of them can come back unnoticed.
  • No change to gameplay, progress, balance or your save.
  • The sync journal in Settings now stamps each line with the game version that wrote it — so if you ever send a screenshot of it, it says which build produced what.
  • Part 2: the game now actually uses those rules. The eight scattered flags that used to coordinate saving and syncing are gone, replaced by the single tested component. Behaviour is deliberately unchanged — this is groundwork so the next fix in this area lands somewhere provable.

v0.36.54 — Smoother Skill Pages, And A Bank That Scales

  • Opening a skill page rebuilt its whole action list from scratch, several times a second. It is now worked out once and reused — the skill pages should feel noticeably smoother, especially on a phone.
  • Bank lookups no longer slow down as your bank grows. At a small bank you will not notice; with hundreds of slots filled it is dramatically faster.
  • No change to progress, loot, balance or saves.

v0.36.53 — The Away Screen Learned 44 New Jokes

  • "While you were away…" now rotates through 45 different headings — "Look who remembered they own a valley.", "Nobody was eaten. Great success.", "A complaint was filed. By a dino." — so coming back is a little less samey. The original line is still in the mix.
  • A line will not come round again for at least 12 returns, so you should get a good few weeks of play before one repeats.
  • Cosmetic only: nothing about your progress, your loot or your dinos changes.

v0.36.52 — The Loading Screen Tells You It Is Catching Up

  • Coming back after a long time away, the game has to replay everything that happened while you were gone — and on a phone that can take a good few seconds. The loading screen used to just say "Loading Primal Idle…" the whole time, which looks like it has hung.
  • It now names the wait: "Catching up on 18h away…". Short absences are unchanged — the notice only appears when there is actually a wait worth explaining.

v0.36.51 — Fixed: A Full Bank Could Silently Stop Your Action

  • With a full bank, a laid egg (or a returning dispatch squad) could push your bank one slot past its limit. Once over, the game considered EVERY action unable to store its output — so whatever you were doing quietly stopped and would not restart until you freed a slot by hand, with nothing on screen explaining why. Leaving the game running about six hours on a full bank was enough to trigger it.
  • Those deposits now respect your bank limit the way every other passive source already did. A full bank still means some drops are missed — but your action keeps running, and the bank can never end up over its own cap.
  • The "While you were away" screen now tells you what a full bank cost you, with a row per item — so a missed drop is something you can see and act on, not something that quietly disappears.

v0.36.50 — A Much Lighter Game Loop

  • The game now rebuilds its screens about eight times a second instead of sixty — roughly 90% less background work every second you have it open. Phones and laptops should run cooler, hold framerate better, and drain noticeably less battery on long idle sessions.
  • Nothing you touch got slower: progress bars, hunt timers and duel bars still move at full smoothness, and anything you click still updates the instant you click it.

v0.36.49 — Heal Your Dinos From The Player Page

  • Heal dinos from the player page. An injured dino's card on your Player page now has a green Heal button — one tap patches it up with a salve from your bank, no trip to the Stable to hunt it down. It's greyed with a hint when you have no salve to spend.

v0.36.48 — Potion Shelf — Drink Potions Where You Use Them

  • Drink potions on their own skill page. Each skill now has a little POTIONS shelf at the top with that skill's own potions as tap-to-drink bottles — Lumber Tonic on Logging, Miner's Brew on Mining, crop tonics on the Farm, and so on — so you no longer have to open the Bank to buff the thing you're doing. The bottle shows how many you have; drinking one flips it to a live countdown; a potion you haven't brewed yet sits greyed with a “Brew in Alchemy” hint.

v0.36.47 — Expeditions — How To Open The Next Area

  • Expeditions tell you how to unlock the next area. A locked region used to just say “Unlock Coral Shallows” without saying how; it now names the boss that opens it — e.g. “Unlock Coral Shallows — beat the Scorched King” — so it's clear you need to defeat the previous area's guardian.
  • And the zone boss shows both of its gates. A guardian card now lists the full path up front — “Unlock Murkwater Swamp — beat the Old Growth Tyrant” AND “Beat 0/25 patrols to unlock” — so you can see you must open the zone and then win 25 patrols there before the boss appears. (The patrol line used to hide until the zone was already open, and read “Clear … (0/25 patrols won)”.)

v0.36.46 — Steadier Start — A Loading And Recovery Screen

  • A steadier start. The game now shows a brief “Loading Primal Idle…” screen while it boots instead of a blank page, and if it ever fails to start — a corrupted save, a misbehaving browser extension — you now get a readable recovery screen (your save left untouched) instead of a white screen. Browsers with JavaScript turned off get a clear note explaining the game needs it.
  • The campfire alert shows who arrived. When a wanderer is waiting at your fire, the little badge on the Tribe menu is now that person's own portrait instead of a generic flame — so you can tell at a glance who's come to camp.

v0.36.45 — Wake In Order — Device Switching, Fixed

  • Device switching no longer picks the wrong save. When a phone woke from sleep after a long gap, the game replayed your away-time into the sleeping save BEFORE it had checked the cloud — so the "two saves found" screen compared an inflated copy and could crown the older one "furthest along". The cloud check now runs FIRST: the game briefly pauses ("Checking your other devices…") until it knows the truth, then credits your away-time onto whichever save actually wins. The comparison you see is always honest.
  • The routine switch is now invisible. If a device has no unsaved progress of its own (you synced, then played elsewhere), opening it silently continues from your latest cloud save — with a small "Caught up — continued from your other device" note — instead of interrupting you with a choice. The "two saves found" screen now appears only when there is a genuine fork: real progress on BOTH sides.
  • ‘Use the cloud save’ re-checks first. If the choice screen sat open while another device saved again, picking the cloud copy now re-fetches the latest first, so you never adopt a copy that's already been superseded.
  • Sync journal records the activity. Each entry in the Settings sync journal now notes what the save was doing (which action) — so a "right time, wrong activity" report is provable from one screenshot.
  • Hardened (pre-release review). The silent "caught up" now only ever moves you FORWARD — if the cloud copy is actually behind yours (an old restore, or another device that kept a stale save), you get the choice screen instead of a silent downgrade. Also fixed a brief morning freeze on a flaky connection, and two rare timing windows on iOS that could have re-shown the wrong comparison.
  • The master vault price stops dropping. The broker's bank vault used to rise to 450k, then fall to a flat 100k and stay there — so buying the next rank got cheaper. It now climbs every rank like the other two vault lines, +5k a rank from 455k to 680k at the top.
  • The “two saves found” screen uses the real icons. The "working on…" line for each save showed a plain emoji for the action instead of the same drawn icon you see in-game. It now renders each action's own SVG.

v0.36.44 — Beta Patch — Seeds & Full Banks

  • Foraging seeds no longer vanish on a full bank. Every crop seed was already wired to a working foraging drop — but if your bank was full, a seed you didn't already own had nowhere to land and was silently turned into amber, so you could never obtain it. Now a gathering action stops with the bank-full banner instead: clear a slot and the seed drops as intended. (Expedition relic drops are unchanged — they still convert to amber rather than halting a run.)

v0.36.43 — Beta Patch — A Real Fang

  • The Fang Mark icon is now an actual dino fang — a curved, serrated carnivore tooth with a fleck of blood still at the root — instead of the old stamped bone chit.

v0.36.42 — Beta Patch — The Last Emoji

  • The whole game is svg now. This patch clears the last fifteen screens off the icon worklist — the login page's show-password toggle, the tab-lock "Play Here" wall, the tutorial coach's footprints, the weather overlay's drifting snow and leaves, the Quests board, Trading Post, Homestead, Museum wings, Shop, Excavations, trail Battle Reports, the death screen, the cloud-sync chip up top, and the Settings restore list. Every glyph a player sees is now a hand-drawn SVG. Six new icons joined the set along the way: a megaphone, an open and a struck-through eye, a snowflake, footprints, and a warning dot.

v0.36.41 — Beta Patch — Drawn Farm & Contracts

  • The farm and contract board are all svg now. The Farm's Harvest-all / Replant / Make-compost buttons, the plot lock icons, compost mark and uproot warning, plus the Contract Board's Fang Mark costs and "claimed" tag, all traded their emoji (🌾 🌱 ♻ 🔒 🍂 ⚠️ 🦷 ✔) for SVGs. Two new icons for the farm: a wheat sheaf and a seedling.

v0.36.40 — Beta Patch — Drawn Skill Pages

  • The per-skill pages are all svg now. The hired-hand buff line, the Mastery Pool header and Spend button, the biome-clear progress flags, lock lines, fallen-gear headstone, the Arena banner and the Rift Bazaar "claimed" tag used to render raw emoji (⚠️ 🛠️ 🧺 🏺 ⭐ 🚩 🔒 🪦 ⚔ ✔). All are hand-drawn SVGs now — no new art needed, every glyph was already in the set.

v0.36.39 — Beta Patch — Drawn Rivals

  • The rivals ladder is all svg now. The war-score chip, each tribe card's win-flag, difficulty, lock line, cooldown clock, legendary sparkle and the Raid button used to render raw emoji (🛡️ 🚩 ⚔️ 🔒 🕐 ✨ 🎁). All are hand-drawn SVGs now — no new art needed, every glyph was already in the set. (The tribe crests themselves are still emoji — those are their own drawing job, tracked separately.)

v0.36.38 — Beta Patch — Drawn Stable

  • THE STABLE IS ALL SVG NOW — the biggest emoji surface in the game. Every dino card badge, section heading, hired-hands panel, dispatch report, breeding/nursery card and stasis strip used to render raw emoji (🧬 💞 🎖️ 🔒 🔓 ❤️ 💤 🧭 🛠️ ⚠️ 🩹 🔶 ♻ 🥚 🧺 🎲 💪 📦 🐣 ⭐ 🐾). All of them are hand-drawn SVGs now — including the lock/unlock toggle, the imprint hearts and the nursery hatchling. Three new icons joined the set: an open padlock, a bonding heart, and a hatching chick. The background-task and gear dropdowns keep their native menus (best for keyboards and phones) with clean, emoji-free option text.

v0.36.37 — Beta Patch — Drawn Achievement Toasts

  • The pop-up toasts are all svg now. The little notifications that slide in when you finish a quest, tame a pet, unearth a skull, complete a museum wing, forge a piece, earn an achievement and more used to label themselves with raw emoji (📋 🧭 🎒 🥚 💀 🏛️ ⭐ 📖 🎁 🎖️ ⚔️ ⚒️ 🏆 🟠). Every toast header is now a drawn SVG. Three new icons joined the set: a skull, an open book, and a forge anvil.

v0.36.36 — Beta Patch — Drawn Valley Map

  • The valley map is all drawn now. The map markers used to be raw emoji sitting on the hand-drawn parchment (👑 guardians, ⛏️ digs, 🏕️ home, 🧭 squads, 🚩 captured outposts, 🦕 sea, 🔥 camps). Every one is now a little ink-and-color glyph drawn in the map's own cartographer style, and the map legend matches them. Cleaner and far less out-of-place than the old emoji.

v0.36.35 — Beta Patch — Drawn Completion Log

  • The completion log is all svg now. The achievements board, the creature and guardian rosters, and the item/creature detail modals used to render raw emoji across headings, badges and placeholders (🏆 🟠 ❓ 👑 ❤️ ⚔️ 🛡️ 🧪 🩹 🐾 🌿 🍽️ 🍖 🧭). All of them are hand-drawn SVGs now — undiscovered entries show a drawn “?” and undefeated guardians a dimmed crown. Four new icons joined the set: a question mark, a potion flask, a leaf (herbivore), and a plate (omnivore).

v0.36.34 — Beta Patch — Drawn Player Page

  • The player page is all svg now. Your character sheet, gear locker, the whole Pack Board (Your Pack / Working / Idle / Away) and every dino detail card used to render raw emoji across stats, badges, headings and buttons (🎖️ ❤️ 🛠️ 🐎 🧭 🩹 🔒 ➕ ⚔️ 🛡️ 🪦 🟠 🧰 ✅ 🐾 🔥 ♻️ 🗡️ ⛏️ ⚠️ 🧺 ⏸️ 💤 🗺️ 🥚). All of them are hand-drawn SVGs now, including the pack role chips (Vanguard/Guard/Scout). Six new icons joined the set: a wrench, a plus, a headstone, a recycle loop, a pickaxe, and a speckled egg.

v0.36.33 — Beta Patch — Drawn Action Cards

  • The skill action cards are all svg now. Every gathering, hunting, taming and expedition card — the busiest surface in the game — used to sprinkle raw emoji across its lock lines, chips and the Scout preview (🔒 📐 ⚔️ 🌤️ 🐾 🍖 🎓 🎲 🔍 👑 🔥 🏟️ 🚩 🧰 ⭐ 🏃 💪 🩸 ✅ 🛡️ 💨 ▶). All of them are hand-drawn SVGs now. Six new icons joined the set to make it possible: a magnifier (Scout), a die (win chance), a colosseum (arena), a play triangle (Set out), a rally pennant (biome progress), and a paw print (the stable).

v0.36.32 — Beta Patch — Drawn Bank

  • The bank is all svg now. The item-detail panel — sell prices, heal amount, weapon attack/defense, blueprint "teaches", the treasure note and every "sell for amber" total — used to render raw emoji (🟠 ❤️ ⚔️ 🛡️ 📐 💰). All of them are hand-drawn SVGs now, and the Gear and Saddles tabs finally have their own drawn icons instead of falling back to emoji.

v0.36.31 — Beta Patch — Drawn Nav

  • The sidebar is all svg now. The left-hand navigation used to show raw emoji for Trading Post, Museum, Contracts, Tribe, Map, Quests and Rivals (they had no drawn icon at all). Every nav entry — plus the hungry-hatchling and campfire badges — is now a drawn SVG. Four new icons joined the set (a market stall, a pillared museum, a pinned notice board, a folded map), and the page titles for the Shop, Trading Post, Museum, Contracts, Quests, Rivals, Settings and "What's new" screens are drawn too.

v0.36.30 — Beta Patch — A Drawn Sky

  • The sky is drawn now. The weather chip that sits in the top bar all day — plus its forecast popover, the PlayerPage effect rows, and the SkillPanel/FarmPanel sky-boost tags — used to render raw emoji. All eleven weathers (clear, rain, storm, heatwave, tailwinds, mist, snowfall, aurora, fog bloom, migration, emberflow) and all four seasons (Verdant, Blaze, Amber Fall, Frost) are now hand-drawn SVGs in the game's house style. This was the single highest-traffic emoji surface in the game.

v0.36.29 — Beta Patch — Drawn Icons For Every Battle

  • Drawn icons across every battle. The Battle and Expedition screen no longer uses raw emoji for health, attacks, equipment slots, timers, warnings, outcomes, rivals, expeditions, hunts, tames, or controls. Every one now renders a palette-matched SVG from the game's icon registry — including 12 new battle glyphs for empty gear slots, timing, running, checks, alphas, mist, stopping, balance, and celebration. The old emoji remain only as invisible fallbacks; combat, saves, and balance are unchanged.
  • Power now strikes at a glance. The old brown flexed-arm glyph and its bulky raised-fist revision both read ambiguously at combat size. Power now uses a wide amber lightning bolt with a deep center cut, long tapered point, bright facet, and thick rounded outline, so creature, hunt, and tribe strength reads immediately. This is an artwork-only refinement; stats and balance are unchanged.

v0.36.28 — Beta Patch — SVGs For The Save Screens

  • Drawn icons on the save screens. The "two saves found" cloud-conflict picker and the "while you were away" offline summary were still full of raw emoji. Every one is now a drawn SVG in the game's house style — a cloud, a floppy disk, a warning triangle, a compass, a medal, a gift, a moon and more (13 new glyphs), plus the existing set (trophy, crown, star, crate, shield, flame, amber, HP, mutation…). Emoji only ever appear now as the invisible fallback, per the SVG-only rule.

v0.36.27 — Beta Patch — Muster The Whole Camp

  • Select all for outpost strikes. The Rogue-Clan Outposts picker gains a "Select all" button that fields every fit tribe member in one click — and once everyone is picked it flips to "Clear" to empty the bench. A running "N/M picked" count sits beside it so you can see the muster at a glance. Wounded members still sit it out.

v0.36.26 — Beta Patch — The Nursery Grows Up Honestly

  • No more free grow-up. Once a baby has taken all three cares it is 100% imprinted but still has its final growth stretch to finish. The "Grow up now" button used to hand you that fully-grown dino early for free — a straight time-skip. Now the button is only there while you still have unfed cares to trade away; a fully-imprinted baby simply finishes on the clock (its 100% imprint is already locked in). Releasing early at reduced imprint still works exactly as before.

v0.36.25 — Beta Patch — You Are Here

  • The restore list shows you are here. A pinned Current save row now tops the cloud-restore list — your head revision and last sync time, marked as the latest — so the archive checkpoints below it (which can trail by a few hours, by design) no longer look like the newest copy went missing.

v0.36.24 — Beta Patch — The Diary Caught It

  • The cloud diary caught its first burial. The save-choice dialog now shows how many cloud saves this device has NEVER seen and when it last synced — because a device that just woke up restamps itself with offline catch-up and can look deceptively current. Choosing to bury 20+ unseen cloud saves now asks for a second click with the count spelled out. The diary also records which side the dialog recommended, and a sleeping tab no longer re-uploads the same frozen save every two minutes.
  • A broken save can no longer brick the game. A corrupted save used to mean a silent blank page on every reload — with your progress fine but unreachable. Now the game quarantines the broken copy (backed up, never deleted), starts fresh with a notice telling you exactly where it went, and your cloud copy is offered at sign-in. Imports and cloud downloads are dry-run through the real engine BEFORE they touch your save — a bad blob is refused with a message instead of accepted and detonated. And if the app itself ever fails to start, a plain recovery screen appears with Try again / Download my save / Start fresh — never a blank page again.

v0.36.23 — Beta Patch — One Hundred Stalls Deep

  • The ladders run to 100. The Reinforced Vault and the Extra Stall both climb to rank 100, and the price now rises EVERY rank — no more flat plateau. The Stall also pays out triple: +3 stalls per rank, counting every rank you already own (a rank-9 stable jumps from +9 to +27 stalls on the spot). Space for the true hoarder, priced like the long game it is.

v0.36.22 — Beta Patch — The Nursery Speaks Clearly

  • The nursery speaks clearly. The hungry banner now names the actual next meal — real food icon, real item name — with every accepted food of the diet on hover. The Wean button is now a clear green "Grow up now · keeps N% imprint" that asks "Are you sure you want to stop the imprint process?" before anything happens — Yes graduates, Keep imprinting just closes the question. And the whole hungry look calmed down from alarm-red to amber — a peckish baby is routine care, not an emergency.

v0.36.21 — Beta Patch — Say Where The Chronicles Live

  • Clearer chronicle hints. The toast when a new lore page surfaces no longer says "read it in the codex" — it now points you straight to "Primal Chronicles (Quests page)", the same name as the section header. The offline-summary line and the [[Caves#The Amber Door|Amber Door]]'s lock message follow suit, so nothing tells you to read something in a place you can't find.

v0.36.20 — Beta Patch — The Stable Takes A Census

  • Sort the stable by species. A new Sort toggle on the roster — flip to By species and every genus gets its own group with a head-count badge, biggest herd first, strongest dino first within it. Deciding how many Terror Birds is too many Terror Birds is now a glance: the one to release is sitting at the bottom of its group.
  • Four more sorts and a bred shelf. The roster also sorts by Power, Guard, Swiftness, or Health — Health means the whole bar, so a dino limping home from a battle keeps its rightful place. Veterans and Fresh tames stay on their own shelves while you sort, and nursery-raised dinos now get a shelf of their own between them (a bred dino that earns battle levels graduates up to Veterans).

v0.36.19 — Know Your Foe — The Stat Sheet

  • The battle view is now a stat sheet. Every fight — hunts, tames, expeditions, delves, and rival raids — reads as two fighters on one card. Both columns open with matching health bars, every block is a titled card, and the wild gets its own Offensive and Defensive stat sheets (power, its bite vs YOUR armor, how many hits you can take, guard, swiftness, health) mirroring yours row for row, so "can I win this?" is a glance, not a guess.
  • THE ODDS, SHOWN WITH THEIR MATH: the win % now sits in its own card with the two numbers that make it — your strength vs their difficulty — and the division written out (96 ÷ (96 + 15) = 87%). The split bar between you and them IS the percentage: whoever holds more of the bar is winning. Rival duels show your war score vs the fighter’s duel score the same way, and the Riftbound Trinket’s +6% is named on the line instead of hiding inside the number.
  • YOUR POWER, ITEMIZED IN THE FIGHT: potions finally show up where you fight — an Active Effects group lists every brew with its bonus and time left, plus today’s sky when it helps this page. Equipment tiles now say what each piece adds (+10 ⚔️ right on the spear), and each pack dino shows its own contribution to the run, with the exact group total alongside. Tap any stat row for its full source math — no more hover-only tooltips, so phones finally see everything.
  • Scout before you commit. Every hunt, tame, and expedition card grows a 🔍 Scout chip — tap it to see the full matchup (your numbers vs theirs, the odds or the survival verdict) BEFORE starting the fight, with a Set Out button right there.
  • Between-fight beats. Kills, trail stages, and rival duels hand off with a brief wind-up ring while the next foe steps in, and finished runs flash their result — including the honest odds on a loss. Purely cosmetic: the ring rides the fight’s own timer, so pacing, loot, and odds are untouched, and a Settings toggle (or reduced-motion) turns it off.
  • Polish from the first playtest. The enemy column now lines up exactly with yours (its cards sat a hair high — it gained the matching interval track), the Rivals raid screen keeps the same width as every other page instead of stretching across wide monitors, and the duplicate bottom progress bar is gone — the track under each fighter\u2019s health already shows it. Hover cards for gear and stat rows now keep themselves fully on screen instead of getting cut off at the page edge.

v0.36.18 — Beta Patch — Gathered Gets Picky

  • Gathered gets picky. The strip under each skill page used to dump your ENTIRE bank — hundreds of stacks for the dedicated hoarder. Each skill now shows only its own items: what it gathers, wins, brews, or spends (so Cooking still shows the raw fish it wants). The full hoard lives where it always did — the Bank tab.

v0.36.17 — Beta Patch — The Cloud Keeps A Diary

  • The cloud keeps a diary. After a report of a device quietly preferring an older save, every sync decision this device makes — what it fetched, what it pushed, which copy a choice kept, and the revision numbers behind it — is now recorded in a little journal under Settings. If a save ever loads wrong again, a screenshot of that list is the whole bug report.

v0.36.16 — Beta Patch — The Ages Count Backwards Too

  • Quests check back progress. The Age of Ash steps (and the Founder achievements) could wedge forever for camps that climbed their Material Ages before v0.36.7 — the ages-advanced tally simply didn't exist yet, and nothing ever went back to count old climbs. Loading now credits every age you've already founded, so the moment this lands, stuck steps complete on their own. And no, your buildings aren't meant to reset when an era founds — the workers depart, the buildings stand; that's the deal.
  • Auto-eat stops at full. A hit bigger than your whole health bar used to send auto-eat through your ENTIRE pantry — heals cap at full HP, so it chewed hundreds of meals healing nothing, then you died anyway. Auto-eat now tops you off and stops; if the blow still lands past full, the food stays banked for the run back.

v0.36.15 — Beta Patch — Bounty Text Reads True

  • Contract text matches the counter. Three cull bounties still spelled out an old target in their flavor — "Deliver twenty" over a 0/45 bar, and two more. The hunt-ladder retune bumped the numbers and left the prose behind. Pachycephalosaurus, Raptors, and Vale Stalkers now read without a hardcoded count, so the progress bar is the only number that matters — and a test keeps every bounty's words honest against its target from here on.

v0.36.14 — Beta Patch — The Ladder Reads Forward, Again

  • The tranquilizer ladder reads forward. The Potent Tranquilizer gate at Triceratops was skippable — ten tames from Dilophosaurus (43) through Kaprosuchus (58) quietly accepted the basic brew again. Every tame from Triceratops up now takes one Potent Tranquilizer, so the Alchemy 50 climb stays earned, and a test keeps the ladder honest forever. Beelzebufo also upgraded its palate from cooked minnow to grilled gar, like its neighbors.

v0.36.13 — The New Furniture

  • A tidier interface. The Player, Shop, Stable and Tribe screens were reorganised into clean tabbed panels — the Player page into one centred sheet (stat chips, an active-effects feed, active buffs, and a paper-doll equipment grid), the Shop into merchant tabs (Exchange · Exotic Broker · Pantry · Rarities), the Stable into Roster / Eggs / Hired hands / Dispatch / Breeding tabs, and the Tribe into Camp / Buildings / Outposts / Ledger tabs. Layout only — no numbers or rates changed.
  • Foreman's Ledger fixes. The Ledger no longer stalls the camp at high levels: past level 8 its auto-bank timer keeps shrinking 5 minutes per level down to a 30-minute floor, and its level cap now rises as you advance Material Ages. A save frozen by the old bug recovers on load.
  • Camp lines stop wasting inputs. A camp artisan line whose output shelf is full now pauses instead of silently consuming its inputs — a capped stack (iron ingots, say) no longer eats ore for nothing, and the line resumes the moment you Collect.

v0.36.12 — The Ladder Reads Forward

  • Guardians unlock in order. The Tide Leviathan (the Coral Shallows guardian) now opens at Expeditions 44 instead of 46. Every guardian and boss now unlocks strictly below the next biome's patrol, so the progression ladder always reads forward.

v0.36.11 — Rival Loot, Uproot, Honest Windfall

  • Rival raids always pay. Four rival tribes whose only guaranteed drop was their one-time banner now also guarantee a material each, so a repeat victory after you've claimed the banner is never empty-handed — Ember Court (Ember Topaz), Vale Wardens (Deep Sapphire), Apex Accord (Moonstone), and Mostly Harmless (Sky Opal).
  • Uproot a crop. Growing Farming plots gain a two-click Uproot button that clears the plot. It destroys everything — yield, seed and compost — so it's armed against misclicks; mature or empty plots ignore it.
  • Honest weather windows. Weather-window gather actions (like Windfall and the Stormfish run) are now hands-on only — your hired hands and camp workers can no longer be parked on them, and any pre-fix assignment is cleared on load.

v0.36.10 — The Testers Speak

  • Bigger Bank. The Reinforced Vault and Master Vault climb far higher — a fully-upgraded bank now holds 623 slots, enough to store every one of the game's 574 collectible items at once.
  • Offline combat plays fair. Fixed a bug where fighters healed far less while you were away than they would tick-by-tick live — Hunting and patrol regen now credits during your absence exactly as it does on screen, so you no longer lose progress by logging off mid-fight.
  • A more diverse Tribe. Camp workers now show a range of skin tones, with 50 new worker names and 40 more dino names added to the pools. Existing dino nicknames reshuffle once as a result.
  • Honest weather bounties. Weather-locked Contracts (Rain Runner, Snow Strider and friends) now only appear on the board when their weather is actually in the forecast window — no more posting a rain job into a dry week you can't finish.
  • Sell-only tags. Bank cards for items that have no use beyond selling now say so, up front.
  • Delving & Player polish. An active dig now pins its panel to the top with a sticky battle strip; losses read "ran away at X" with the exact odds you faced. The Player page gained your total skill level, Exotic Broker unlock status, and a live list of active potions, sky, and seasonal effects.

v0.36.9 — The Great Rebalance: Extension Wave

  • New heights for gathering. Eleven fresh Foraging, Logging, Mining and Fishing actions extend the ladders to level 99 — Sky Grain, Cloudwood, Worldroot, Dawn Sequoia, Moonstone, Starfall Vein and more — each with something that consumes it from day one.
  • The Rifts open. Beat the Sundered One and three expedition-only rift zones tear open past the Vale, with repeatable boss fights, Rift Shards, the Rift Bazaar, and the boss-only Riftforged armour set.
  • Taming reworked. Three new species — Moschops, Basilosaurus and Yutyrannus — and thirteen repeatable Train drills rebuild the taming grind; Taming XP now also comes from Breeding, imprint care, Dispatch missions and veteran level-ups. Idle stable dinos lay eggs you cook into six tiers of kibble for perfect tames.
  • Deeper Caves & Delving. The Amber Door — an eleventh cave behind Delving 95 and the Sigil — joins the roster, digs auto-restart, and a dry streak on artifacts eventually guarantees a drop. Farming one guardian too hard now heats its biome, nudging you into a boss-and-patrol rotation.
  • Quests, Weather & the Tribe. New quest chains (Acts II–IV), fresh Achievements tracks, four severe weather types with their own window gathers, four nemesis hunts, dino trinket slots, and the Foreman's Ledger for auto-collecting camp output all land together.
  • Mastery milestones. Passing 20%, 45% and 75% of a skill's total mastery now grants standing bonuses, and the mastery-99 perk was rebuilt into +25% output.

v0.36.8 — The Great Rebalance: Economy Wave

  • Tool Ladders. Each of the four gathering skills gains a tool ladder, from Flint up through Obsidian, shaving 4% off your action time per rank — a lasting Amber sink that speeds up every swing and cast.
  • The Exotic Broker opens. A second Shop tier unlocks behind 600 total skill levels or an Alpha arena win, selling the Master Vault, Broker's Book, Grand Bazaar Pass and more. A new Assay Bench and Bounty Stipend join the first-tier upgrades.
  • The Ancestral Monument. A ten-level Amber capstone at the Homestead, gated behind maxing your first skill, raises the Amber value of everything you sell by 1% per level.
  • Museum mercy. Skull drop rates now curve upward per site, and skull-less digs bank Field Journal pages you trade at the Curator's Desk for a skull of your choice — so a full museum no longer hinges on luck.
  • Trading & camp. The Trading Post gains daily special orders that pay above the usual spread, camp work gains Taming-gated speed drills, and the Mark Exchange restocks with choice crates and a weekly Primal Catalyst.

v0.36.7 — The Great Rebalance: Repair Wave

  • Honest numbers. The first of three balance waves audits the game end to end and repairs where the math had drifted — no save changes, just fairer rewards across the board.
  • Production pays off. Forge and kitchen recipes were repriced so that roughly two dozen crafted goods are no longer a loss to make.
  • Taming & Hunting retuned. Every tame's experience value was rebalanced into a strict, rising ladder, patrol experience more than doubled, guardian and arena rewards climbed, and a defeated fighter now recovers over more wins with a capped ransom.
  • Caves & Delving repair. Cave experience and loot were smoothed into a steady climb, dig slots open at Delving 25 with far more dig experience, and Chronicles now progress from taming, farming and expeditions too.
  • Economy & Mastery. Cull Contracts were normalized to a fair rate, Tribe gifts and Homestead paybacks were reined in, and the mastery pool fills faster with difficulty-scaled checkpoint perks.

v0.36.5 — Sieges & the Building Floor

  • Outposts fight back. Every rogue-clan outpost now fields ten named defenders and a boss — raiders, pikemen, houndmasters, firebrands and more, each with hand-drawn art. Marching opens a battle screen like the rival raids: you duel the roster one bout at a time, the chief of the yard last, with the exact per-bout win chance shown.
  • War-party blood: your strike team shares a blood pool built from bodies, experience, and kit. A lost bout costs blood, not progress — the same defender stands until you put them down — and an empty pool routs the whole team into the usual strike wounds. Retreat any time (nobody's hurt walking away); going offline mid-siege quietly withdraws the team.
  • The building floor: founding a new Material Age now also demands every camp building reach a minimum level — Bronze wants all five at Lv 1+, up to Obsidian at Lv 4+. The Age card lists exactly which buildings still lag.
  • Mostly Harmless now flies their real black-and-red MH card on the Rivals ladder and at their war-camp on the Valley Map.

v0.36.0 — Tribes: Ages & Outposts

  • Material Ages arrive. Your camp can advance through five eras — Stone, Bronze, Iron, Silver, Obsidian — each granting permanent tribe-wide multipliers to gathering, processing, security, and how fast wanderers arrive. Founding an era costs Age Catalysts, building levels, and a bill of goods, and retires your workers and camp buildings for the power (stockpile banked first, worker gear returned; skills, dinos, and Homestead untouched).
  • Rogue-clan outposts: eight hostile camps now dot the valley, from the Bonepickers' Briar Den in the Grasslands to the Cindershades' Ember Throne on the Ashen Peaks. Pick a strike team, see your honest win chance, and hit them — battles resolve instantly. Victory plants your banner on the Valley Map for seven days and pays loot, Age Catalysts, and — at the four deepest outposts — masterwork blueprint sheets. Defeat only wounds the team; they never die.
  • The worker gear you fit in Phase II doubles as strike-team power. Wounded workers wear a 🩹 chip and sit out until they heal.
  • This completes the Tribes arc (Phases I–III).

v0.35.5 — Tribes: Craft & Guard

  • Your camp learns trades. Workers can run conversion lines — smelting, Cooking, Crafting, and Alchemy recipes you've unlocked — pulling from the stockpile first and your Bank second, stacking the results in camp. The new Smelting Furnaces building speeds every line.
  • The night watch: midnight predators now eye your stockpile. Put workers on watch as Sentinels and raise the Watchfire — your Security Rating (shown with tonight's raid odds) decides whether a Sentinel fends them off or the raiders make off with a stack. A breached palisade stalls the lines until artisans repair it.
  • Arm your people: workers wear weapon, chest, and legs gear — plain pieces from your Bank or forged masterworks. Kit speeds their work, hardens the watch, and sets their strike-team power.
  • New buildings: Central Depot (bigger stockpile caps), Smelting Furnaces (faster lines), Watchfire (base Security).

v0.35.0 — Tribes: The Campfire

  • Your tribe begins. A new Tribe page (🔥 in the sidebar) opens the survivor-clan arc: light the campfire and stranded wanderers drift in — Novice Vagrants at first, then Seasoned Foragers, Expert Scavengers, and Vanguard Elites as your camp's prestige grows. Welcome them in or turn them away.
  • Put them to work: assign each worker to any gathering you've unlocked yourself (locked gathers show why). Workers stock a camp stockpile on a steady clock, online and offline, and one tap collects everything into your Bank.
  • Camp buildings: raise the Living Quarters to house more workers and feed the Campfire to draw better wanderers faster. Camp prestige is the sum of it all.
  • The camp ledger: a running feed of camp life on the Tribe page, with a one-line ticker up top on desktop.
  • This is a new, separate layer — your dinos' hired-hand jobs and the Homestead are untouched.

v0.34.9 — Name Tags

  • Every tamed dino now has a name. Say hello to Doris the Extremely Round, Frank the Tank, Sir Stomps-a-Lot, and some five thousand friends — and every dino you already own got its name too, kept forever.
  • Names show up everywhere your dinos do — the Stable, your pack, battles, Dispatch squads — with the species and number kept as a small tag so you can still tell your look-alikes apart.
  • No two of your dinos ever share a name (at least not until you've tamed 5,000 of them).

v0.34.8 — Clear Choice

  • The "two saves found" dialog is now rarer and smarter: if the cloud copy is just this device's own last save (the classic close-and-reopen case), the game sees they're identical and carries on without asking.
  • When the dialog does appear, it recommends one copy as a single highlighted button, decided by a progress tiebreak — XP, then mastery, discoveries, tames, guardians, achievements, and chronicle pages, with timestamps only breaking a perfect tie. If both copies hold progress the other lacks, it says so plainly.
  • It also recognizes when you restored an older cloud copy on purpose (cloud stamped newer but behind on progress) and adds a note so you can confidently keep the cloud side.
  • The final "goodbye" save when you close or hide the tab is now always the durable kind, so a routine sync just before closing can't swallow it.

v0.34.7 — Honest Hands

  • Hired hands play by your rules: a dino can only be tasked to gather what you could gather yourself. Biome-locked work (coal before the Cavern Depths, sulfur before the Scorched Badlands…) is no longer offered — the engine refuses it.
  • The picker teaches: locked tasks stay listed, greyed out with what to do — "🔒 Harvest Sulfur — clear the Scorched Badlands". Clear the biome and the option lights up.
  • Any already-assigned task that slipped through is stopped on load, with a note naming the dino and the unlock it was waiting on.

v0.34.6 — Sync Shield

  • One tab at a time: opening the game in a second tab now shows a takeover screen instead of two copies quietly fighting over your save — click "Play Here" and the other tab saves and goes quiet.
  • Restore an older cloud copy: the cloud archives your save a few times a day, and Settings → Cloud save now lists those copies (date, levels, amber) so you can restore any of them. Your current save is archived first, so even a restore is undoable.
  • Fresher cloud: closing or hiding the tab fires one final cloud save, and a tab waking after a break re-checks the cloud first — so the choose-a-copy dialog appears immediately if you played elsewhere.
  • Cloud chip in the top bar (signed-in players): ✓ synced with the time, ↑ while syncing, ⚠ if a sync failed (click to retry), and a red pulse when a choice needs your attention.

v0.34.5 — Blueprints

  • A new way to make gear: Blueprints. Find a blueprint sheet, study it in the Bank, and its forge recipe appears on Smithing or Crafting for good — twelve to collect, homed with the guardians, the deep caves, and the Apex Accord.
  • Every forged piece rolls its stats. A Starmetal Blade lands anywhere from 48 to 66… or a perfect 70. Stats that top their roll wear the same gold ★ your best dinos do, and forging a piece with every stat maxed earns the "Perfect Cast" title.
  • Forged gear lives in your new Gear Locker on the Player page: equip it over crafted gear, fit forged saddles and bardings onto your dinos, and salvage bad rolls back into about half their rare materials. Forged pieces are bound to you — they never fall where you died.
  • Ten new rare materials feed the forge, spread across the whole valley (Sunpetal Resin, Heartwood Cores, Starmetal, Abyssal Pearls, Gloomglass, Primal Sinew, Wardstones, Emberheart, Frostbound Hide, and Apex Scales) — plus trickles from Dispatch squads, dig sites, the Mark Exchange, and rival tribes.
  • Power check: an average forged piece beats the best gear you can craft; max rolls chase the expedition sets. The Primal set and the Mostly Harmless legendaries stay untouchable.
  • New Forgemaster achievement track (1 / 10 / 50 pieces forged, title at the top).

v0.34.0 — Rivals

  • The valley has Rivals: fifteen rival tribes hold the map, from the Mudfoot Clan to the infamous Mostly Harmless — the beta crew themselves, co-chiefs Keltar and Rook waiting at the end. Beat a tribe to call out the next.
  • A raid is a gauntlet: you duel the war-party one fighter at a time, chiefs last. Every exchange uses the real hunt rules — your defense, your pack soaking hits, auto-eat, and yes, you can die out there. Retreating or falling resets the gauntlet; only a victory starts the tribe's 2-hour cooldown.
  • Unique spoils: every tribe drops its War Banner (a permanent +1 expedition & raid score, each), six mid-ladder signature pieces, and Mostly Harmless guards three legendaries — The Towel (cheats death once per day), the Don't Panic Pendant (+25% meal healing), and the Improbability Charm (10% chance to double expedition loot).
  • Find them on the Map: fifteen war-camps from the Grasslands mudflats to the heart of the Sundered Vale. Beat a tribe and your banner flies over its camp.
  • New achievements: the Raider track (1 / 25 / 100 raids won, "Warchief" title) and Mostly Harmful — defeat the testers once for the title they earned for you.
  • The Rivals page opens at Expeditions level 5, right under the Map in the sidebar.

v0.33.11 — Name the Blocker

  • Fixed the Rootway Hollow mystery: caves need their biome fully cleared before you can delve, but the card never said so — it looked startable and refused silently. Cave cards now show the real lock, e.g. "Clear Redwood Wilds (4/25 patrols won)".
  • When an action can't start, the toast now names the blocker: "Not enough Torch — needs 1, you have 0", "Requires Delving level 40 — you're 31", and so on.

v0.33.10 — Villager Baskets

  • Villager gifts are now a surprise basket: every 6 hours each moved-in villager picks two things at random from their menu instead of the same fixed handful.
  • Upgrading their house matters now: higher structure levels widen each villager's menu (new tiers at levels 12, 20, and 35 — Maru graduates from skewers to angler stew, Tilda starts packing tonics, Bren moves from stone to iron ingots) and raise the amounts, up to ×4.
  • The Homestead card shows each villager's current menu and amounts, so you can see exactly what another house level buys you.
  • Community fixes: the crafting action is now "Weave Fiber Basket" to match the item it makes, and the Outfitter's Order contract now says plainly that any twenty-five crafts count.

v0.33.9 — Dispatch Worth It

  • Dispatch pays properly now. A successful mission returns roughly what a single hired hand would gather over the same time — Timber Haul went from 14 logs to 300 — so squads are finally worth sending.
  • Stronger squads haul more: loot scales with your squad's power against the mission's difficulty, up to ×2. The picker shows the 💪 haul multiplier next to the success chance, so veterans and geared dinos earn their keep.
  • Frontier finds: every mission now carries a shot at an item from beyond your current gathering level (azure berries, redwood, silver, obsidian…) — dispatch is the way to taste the next tier early.
  • Failed missions still bring half the guaranteed haul home, but the rare finds are lost in the retreat — the squad report shows exactly what got away.

v0.33.8 — Save Guardrails

  • Safer cloud saves. The "which save?" dialog now guards against accidental overwrites: if the device you just signed in on has no save, it says so plainly and recommends keeping your cloud progress instead of starting fresh.
  • It now weighs saves by progress, not just clock — choosing a save with far less total progress than the one it would replace shows a red warning and asks for a second confirming click.
  • Whichever save you don't keep is backed up locally first, so a wrong click is recoverable.

v0.33.7 — Loot Where It Belongs

  • Fixed the battle-view loot box: it was showing everything — hired-hand gathers, returning Dispatch squads, even farm ticks — as "hunt drops". It now lists only what actually falls out of the fight you're watching (plus alpha trophies).
  • Your working dinos' background gathers now show where the workers are: a 🧺 recent-gathers line under the worker on its skill page, and the latest hauls in the Stable's hired-hands strip.
  • Returning Dispatch squads now file a 📦 Squad Returned report — mission, outcome, and exactly what they brought home. Reports stay put (even across reloads) until you dismiss them, so an overnight return is never missed.
  • The Hard Reset button moved to the top of Settings, away from the Sync and Close buttons.

v0.33.6 — You Died

  • Death has real stakes now. If a hit would drop you to 0 health while you're actively playing and auto-eat has no food left, you die: the run's spoils are lost and one random equipped item is torn off and dropped where you fell.
  • Your gear isn't gone — reclaim it. The biome shows a 🪦 marker; win 3 expeditions there to recover the fallen piece, or pay a steep Amber ransom to get it back instantly. Either way you revive at full health.
  • You only die at the wheel. While you're offline, expeditions and hunts still stop safely exactly as before — nobody comes back to a graveyard.
  • Auto-eat now chews mid-hit, so a stack of weak food won't carry you through a big-biome blow — match your meal to your hunting ground.
  • New Trials: Live to Tell (get a fallen piece back) and What Doesn't Kill You (die ten times).

v0.33.5 — Veterans

  • Your dinos level up now — to level 60. Every expedition run and hunt kill grants veteran XP to the uninjured pack members who were there (full on wins, half on losses; alphas teach double).
  • Each level adds +1% to all three stats — up to +59% at the cap — and it counts everywhere: expedition strength, pack hunts, worker buffs, even hired-hand gathering speed.
  • The Stable now splits into ⭐ Veterans (sorted by level, each with a level badge and XP bar) and Fresh Tames below. Any dino that fights becomes a veteran automatically, so rotating your party is never punished.
  • New Drillmaster achievement track for veteran levels earned, plus the Old Guard title for raising your first dino to level 60.

v0.33.0 — The Battleground

  • A new battle view for Hunting and Expeditions: you and your gear on the left, the beast you're facing on the right — its portrait, stats, and the live phase of the fight (Approach → Skirmish → Clash → Showdown).
  • Hover any gear piece (tap on mobile) to see exactly what it does, including set-bonus progress. The Attack, Defense, and Strength totals each break down on hover — base, every gear piece, every pack dino, every bonus — so there's no hidden math.
  • Pick your meal: a food dropdown chooses which food auto-eat reaches for first (falling back to cheapest-first when it runs out), plus an Eat button for a manual bite between hits.
  • Choosing where to fight is now an area select: patrols and hunts are grouped by biome, and clicking a biome on the Map jumps straight to its section.

v0.32.7 — Locks and Lessons

  • Lock a dino to protect it: tap the padlock by its name in the Stable and the Release button disappears until you unlock it — no more releasing your best worker with a stray tap. Locked dinos still work, fight, breed, and dispatch as normal.
  • The Stable now explains hired hands: a strip up top shows when they unlock (Taming 25), how many task slots you're using, and where to click — it even glows green when a working gatherer is idle without a task.

v0.32.6 — Unstuck expeditions

  • Fixed a silent stall: Expeditions and other actions could stop with no explanation when your Bank was nearly full (the game was reserving a slot for every possible rare drop).
  • Now only guaranteed drops need bank room — a lucky rare that rolls while your bank is full converts to Amber at full sell value, so nothing is ever lost.
  • When an action does stop for a full bank, a banner with an "Open Bank" button and a toast now say so clearly.

v0.32.5 — The Valley Map

  • New 🗺️ Map page: a hand-drawn chart of all ten Biomes with your marker pulsing where you're working, 👑 banners on defeated guardians, ⛏️ active digs, 🧭 dispatched squads with countdowns, and your Homestead.
  • The valley feels alive — dozens of fellow-survivor camps flicker across the map, busiest in the starter biomes and lonely at the frontier. Hover a campfire to see what they're up to (ambient world flavor, the same for everyone each hour).
  • Click any biome to jump straight to Hunting; fits mobile with no sideways scrolling.

v0.32.0 — Hired Hands

  • Worker dinos can gather for you: from Taming 25, give a working Forager, Logger, Miner, or Fisher a background task and it keeps collecting that resource while you cook, fight, or sleep.
  • Background pace is about a third of hands-on speed and brings home guaranteed drops only — no XP, rare rolls, or pets. Playing yourself is still better; hired hands just keep the basket full.
  • One task slot unlocks at Taming 25; the new Foreman's Whistle Shop upgrade adds up to two more. Hungry workers stop until fed, and the away report shows what they hauled in.
  • Farming plots remember their last crop — empty plots offer a one-tap "🌱 Replant" button pre-set to what grew there before.
  • New Delegator achievement track for lifetime hired-hand gathers.

v0.31.10 — Room in the Barn

  • The starting Stable grew from 2 stalls to 3 — new tamers can keep a worker, a packmate, and a spare without agonizing over their very first release.
  • Existing games get the extra stall too: capacity is computed live, so everyone is +1 the moment this lands.

v0.31.9 — First Light

  • Getting-started guide: new players now get a step-by-step coach in the corner ("Tap Foraging → Gather Crimson Berries") that checks off each step, all the way to putting your first dino to work.
  • Skip it anytime — and bring it back from Settings → Show the getting-started guide.
  • Quests tidy-up: completed chains tuck away under a "✓ Completed" toggle so your active goals stay front and center.

v0.31.8 — The Pack Board

  • Grouped dino list: the Player page now sorts your dinos into 🐾 Your Pack (fighting beside you), 🛠️ Working (on skill jobs), 💤 Idle (free to promote), and 🗺️ Away (out on Dispatch).
  • Pack Power strip: spells out how much stronger your pack makes you — bonus attack and faster kills in Hunting, plus bonus strength on Expeditions and Delving (cave specialists add ×1.25).
  • Meal countdown: each working dino shows the food it eats next, how often, and a live countdown to its next bite — so you can see your larder draining before a worker ever goes hungry.

v0.31.7 — Your save is sacred

  • Save reliability improvements so playing the same account across phone and desktop is safe — no more losing newer progress to an older copy.
  • Switching devices now reliably keeps your most recent progress.

v0.31.6 — The field guide

  • The Completion Log became a Field Guide: items are grouped by category with per-group discovery counts.
  • Tap any item — even the ??? mysteries — to see where it comes from: which skill, action, dig site, mission, market, or cache drops it.
  • Creatures now open a page with their diet, home range, and every Field Note you've earned.
  • No more silent taps: a full stable shows a 🐾 Stable Full ribbon, and any action that can't start now explains why in a toast.
  • A banner stays across the top if taming stops because your stable filled up.

v0.31.5 — The key under the mat

  • Password reset added: the login page emails you a 6-digit code so you can set a new password and sign right back in.
  • Codes last 15 minutes and expire after 5 wrong guesses; a reset signs out every other device for safety.
  • Accounts are now the front door to the valley, so your progress is backed up from day one.

v0.31.0 — The pack forms

  • Twelve new dinosaurs, each with its real diet — Diplodocus, Iguanodon, Deinonychus, Compsognathus, Dilophosaurus, Yi, Hesperornis, Utahraptor, Oviraptor, Pachycephalosaurus, Microraptor, and Troodon. Oviraptor, Troodon, and Yi are the game's first true omnivores.
  • Your party now hunts with you: their power sharpens your attack and their hides soak part of every hit — see the new Pack strip on the Hunting page.
  • Every dino now rolls a fourth stat, ❤️ Health, absorbed into its own pool and refilled only while resting — deep benches matter.
  • Every species secretly thrives in certain terrain; watch for 🧭 Field Notes when a companion excels. Dispatch missions now name their terrain.
  • The Museum grows to 54 skeletons, plus a new Naturalist achievement track.

v0.30.5 — Cloud clarity

  • When your saved progress differs between devices, the game now shows both side by side — when each was written, which is newer, and a full progress comparison (skill levels, amber, discoveries, tames, guardians, achievements, mastery, chronicle pages) with the leading copy highlighted.
  • Signing in from the login page no longer drops you onto a half-loaded game while you choose.

v0.30.0 — The Vale remembers

  • Forty Primal Chronicle pages surface as you play, each opening a codex page (Quests page) and igniting ten minutes of double XP. Three hide in every skill; the fortieth reveals only after the other thirty-nine.
  • Amber Stasis: encase idle dinos in preserving amber — the stall frees up, upkeep stops, and injuries freeze until you crack them out (up to 6, 3 ranks).
  • Villagers move in: raise your Thatch Hut, Timber Lodge, and Stone House to level 3 and Maru the Cook, Tilda the Herbalist, and Bren the Quartermaster settle in — each delivering a gift basket every 6 hours (offline included).
  • New Chronicler achievement track (→ Loremaster title), plus Preserved and Gift Horse trials, and the Echo of the Vale item.

v0.29.0 — Practice makes perfect

  • Mastery arrives: every action has its own mastery level 1–99, earned just by doing it.
  • Perks unlock at M25 (−5% speed), M50 (every 10th completion doubles output), M75 (−5% more speed), and M99 (+1 to the primary yield forever). Expeditions gain score; tames roll better stats.
  • Each skill has a mastery pool — a 25% side stream — with checkpoints at 10/25/50/95% granting skill-wide bonuses; you can spend the pool to buy mastery levels directly.
  • Offline time earns mastery in full. New Studied and Virtuoso achievement tracks.

v0.28.5 — The doors open

  • The Museum is open: ten biome wings, forty-two pedestals, and a Natural History meter to fill.
  • Assemble skeletons from a species' skull plus crates of fossils, then mount the cast on its pedestal.
  • Complete a wing for a permanent perk (e.g. +2% Foraging from the Grasslands Wing); mount all 42 to open The Grand Hall — every skill 2% faster forever, plus the "Curator" title.
  • New Curator achievement track at 5, 20, and all 42 skeletons.

v0.28.0 — What the ground remembers

  • Fossil digs: patrols, guardian fights, and delves now drop dig site maps, one flavor per biome.
  • Spend a map at the Excavation panel (Delving page) to run a 30–90 minute dig (offline counts) that yields a crate of fossils — bones, ribs, claws, plates, even insects in amber.
  • About one dig in twelve surfaces a species skull — 42 to find.
  • Dig slots grow with Delving level (1 up to 4 at 99). New Excavator achievement track.

v0.27.0 — Something followed you home

  • Hatchling pets: thirteen ultra-rare babies, one per skill, that find you mid-grind (roughly once per two thousand completions).
  • Each pet grants a tiny permanent passive — usually +2% speed for its skill.
  • The new Pets strip on the Player page shows all thirteen slots; a find fires the biggest toast in the game.
  • No rerolls or shortcuts — pure long-tail luck. New Menagerie achievement track (→ Beastfriend at all 13).

v0.26.0 — Something small is hungry

  • The Nursery: bred eggs now hatch and grow up over two hours, pausing three times to demand food.
  • Care prompts wait forever — an unfed baby loses nothing while you're away; feeding buys speed and stats but never dodges a loss.
  • Each feeding fills a third of the imprint bar; graduate at 100% for +15% to every stat and a 💞 tag. A Wean button graduates instantly at current imprint.
  • New Devoted achievement track (hand-raise 1, 10, 30 hatchlings).

v0.25.0 — Work on the board

  • The Contract Board (from Hunting 10): three bounties at a time, reposting every 12 hours.
  • Claim finished bounties for Fang Marks, a currency no shop sells; unclaimed work expires with the board.
  • Each slot can be swapped once per rotation.
  • The Mark Exchange stocks exchange-only gear — the Field Ledger (4th dispatch slot), Huntmaster's Saddle, Trailwarden Barding, and consumables. New Bounty achievement track (→ Huntmaster).

v0.24.0 — The Arenas open

  • Alpha Arenas: beat a biome's guardian to open its Arena — rematches at Gamma, Beta, and Alpha tiers, each harder than the story fight.
  • Every attempt costs tribute (paid win or lose): that biome's Artifact plus Alpha Trophies.
  • Artifacts: ten new relics, one per biome, found only in that biome's deepest caves (~1.5% per delve win) — your arena keys.
  • The prize is the six-piece Primal Set, the strongest gear in the game. New Arena achievement track (→ Champion).

v0.23.0 — Something red in the grass

  • Alpha predators: roughly one hunt or expedition in thirty runs into an alpha — the same beast in a red glow, hitting 2.5× harder.
  • Clear warnings appear the moment a run starts (red banner, 🔴 Alpha badge, honest damage numbers). Your odds never change.
  • Beat one for double loot plus that region's Alpha Trophy (ten to collect).
  • New Apex achievement track (title at 250 alphas).

v0.22.5 — Trail spoils

  • Every biome now hides a themed 6-piece equipment set dropping from its patrols (~2%), caves (~5%), and guardian (~11% — bosses are farmable now).
  • Each set is tuned to carry you into the next biome, with a full-set bonus (⚜ tag).
  • Trail Caches: expedition wins can turn up dino gear, amber, or cache-exclusive relics like the Wayfarer's Saddle.
  • Give party members jobs — Vanguard, Guard, Scout — on the Player page. New Trailblazer achievements (collect 6, 18, all 60 pieces).

v0.22.0 — The Trail

  • Expeditions now show the fight: a four-stage trail (Approach, Skirmish, Clash, Showdown) with your party against each biome's wild dinos.
  • Meet the ten Guardians face to face, each with a hand-drawn portrait revealed at the final stage.
  • A new battle report shows how far you got and who turned you back.
  • New Auto-eat toggle and "Eat now" button in every fight view. Same odds as before — the trail is presentation, not a difficulty change.

v0.21.0 — Under new skies

  • Weather: every 2 hours the sky changes — Rain speeds Fishing and waters crops, Heatwaves boost Mining and Smithing, Morning Mist doubles Hunting hauls, Storms embolden expeditions.
  • Weather is only ever good news — a bad day is just Clear Skies, never a penalty.
  • Four seasons cycle underneath (24 hours each), each with its own small bonus.
  • A new sky chip in the top bar shows current effects, the season, and a real two-slot forecast.

v0.20.0 — Market day

  • The Trading Post opens: buy the Trader's Charter in the Shop (2,500 amber) to unlock a page where an NPC quotes rotating prices on 18 goods.
  • A new market day every 6 hours; the trader always pays more than the bank's sell button (1.2×–3×). He sells too, at a 25% markup — buy low on Surplus days, sell high on hot ones.
  • All 8 farm crops and 10 hunting/mission/mining goods are tradable.
  • Charter ranks 2–4 add stock and demand. New Broker achievement track (→ Magnate).

v0.19.0 — Off they go

  • Dispatch Missions: send squads of up to 3 idle dinos on timed missions from the Stable page.
  • Eight missions from the 30-minute Berry Run to the 8-hour Sky Survey, with loot to match.
  • Success uses the same odds as expeditions (power, guard, swiftness, and gear all count), with a live win % shown before you commit.
  • Failed missions still bring home half the haul. Expedition Ledger shop upgrade adds up to 2 mission slots. New Pathfinder achievement track.

v0.18.0 — Saddle up

  • Dino Gear: every stabled dino gets two slots — a saddle and a barding.
  • Saddles add swiftness and make workers better at their jobs; bardings add guard and power for expeditions and delves.
  • Nine pieces to craft (Crafting and Smithing get new recipes), including the farm-woven Grainwoven Saddle.
  • Gear moves freely — unequip any time, and released dinos hand their gear back.

v0.17.0 — Till the valley

  • Farming — the 13th skill: plant seeds, let real time grow them (offline counts fully), and harvest when ripe. Nothing ever rots.
  • Eight crops from the Gourd to the Primal Squash — feed, heal food, and amber. Seeds drop from gathering, with basics in the Shop.
  • Start with 2 plots; the new Farmland structure clears up to 8. At Farming 50 plots replant themselves.
  • Parasaurolophus and Megatherium speed crop growth as Farming workers. New Farmer achievement track.

v0.16.0 — Paths through the valley

  • Quests: six chains of guided goals on the new 📋 Quests page, from your first berries to breeding mutations.
  • Steps complete on their own as you play, paying amber and often the exact materials the next step needs.
  • Future steps stay hidden as ??? until you reach them.
  • Veterans blast through early chains instantly with existing progress; the Quests entry badges anything new.

v0.15.1 — Quieter grind

  • Removed the tick sound on every action completion — a chirp every few seconds was more annoying than helpful.
  • The meaningful sounds stay: level-ups, tames, guardian fanfares, danger warnings, and coins.

v0.15.0 — Trials of the valley

  • Achievements: 44 milestones across 14 tracks — taming, hunting, guardians, delving, breeding, building, and more.
  • Each pays amber the moment you earn it; the biggest feats unlock titles you can wear on the Player page.
  • The Log page becomes your trophy room, showing every track's tiers and rewards.
  • Your past deeds count instantly on first load.

v0.14.0 — The valley finds its voice

  • Sound arrives: soft chirps for finishing actions, a rise on level-ups, a trill when a tame joins the stable, and a fanfare when a guardian falls.
  • A low thud warns of trouble; coins blip when amber changes hands.
  • Everything is synthesized in your browser — no downloads.
  • Settings has a sound toggle and a volume slider.

v0.13.1 — A new view from the cave

  • Brand new login art: the tribe gears up at the cave mouth, volcano smoking on the horizon.
  • The new image is far smaller, so the login page loads much faster.

v0.13.0 — Sharpened & smoothed

  • Big balance pass across the whole economy.
  • Taming XP rebuilt so every tame up the roster is worth more XP per hour than the last (35 species retuned).
  • The Sky Sovereign was tuned down; Wayfarer Tonic and Titan Brew are finally worth brewing; the Vale Abyss now out-earns every other cave.
  • Bank quality of life: search items as you type and sort by value, quantity, or name.

v0.12.0 — Face your prey

  • New encounter view on the Hunting and Taming pages: you vs the beast, side by side.
  • Your side shows live HP, attack and defense, gear, potions, and which food auto-eat will grab next.
  • The beast's side shows the real math — damage per kill, hits you can survive, and (for tames) stat ranges, costs, and stable room.
  • Every target gets a "View drops" table with rarity tiers, plus a recent-loot ticker.

v0.11.1 — Cloud restore fix

  • Fixed: restoring your progress on a second device (or importing a save) now works reliably instead of being quietly undone.
  • Hard reset had the same flaw and is fixed too.

v0.11.0 — Homestead 99

  • The homestead becomes the long game: Storage, Grand Stable, Watchtower, Feeding Trough, and the Forge now climb to level 99.
  • The house chain runs deep — 25 levels per house, each maxed house unlocking the next, from Thatch Hut to Iron Keep.
  • Materials step up as you rise, from wood and stone to obsidian, moonstone, and cave treasures.
  • Passive producers grow to level 50 with retuned output. Existing structure levels carry over exactly.

v0.10.0 — Into the depths

  • Delving — a brand new 12th skill: one cave hides beneath each biome, unlocked by 100% clearing it.
  • Craft torches (a cheap Crafting recipe); every delve burns one.
  • Cave loot includes materials, precious gems, and eight legendary gear pieces found nowhere else — the strongest equipment in the game.
  • Caves are dangerous: injuries underground take twice as long to heal.

v0.9.0 — The Amber Exchange

  • Amber finally matters: a new Shop page (🏪) turns your sales into upgrades.
  • Permanent upgrades — bank slots, stable stalls, faster tools, quicker recovery, and the Offline Satchel (offline progress up to 24 hours).
  • A Supplies section stocks foods, poultices, and taming tonics at 4× sell value when your pipelines run dry.
  • One showcase rarity: the Ancient Amber Pendant.

v0.8.0 — Losses leave marks

  • Lost expeditions now have teeth: each party dino risks injury (50%) when a run goes bad.
  • Injured dinos add no expedition strength and can't work jobs, showing 🩹 with a recovery countdown.
  • Injuries heal naturally in 30 minutes, or instantly with the new Fern Poultice (Alchemy 10); the Primal Balm heals the whole stable.
  • Fast parties can flee a would-be loss — reduced damage, no injuries, no loot.

v0.7.0 — Put your dinos to work

  • Every skill now has a worker slot: assign a tamed dino whose talent matches and its buff applies around the clock.
  • Workers get hungry — herbivores eat berries and vegetables, carnivores raw meat and fish, even while you're away.
  • Out of food, a worker pauses (⚠️ Hungry) and resumes on its own once you restock.
  • Workers can't fight — putting a dino to work pulls it from the expedition party, and vice versa.

v0.6.0 — Cloud saves & sign-in

  • Version badge in the bottom-right corner — click it to see these update notes.
  • New primal-themed login page: create an account to back up your save online, or continue without one.
  • Your save syncs automatically while signed in, so you can hop between desktop and mobile.
  • If your devices disagree, the game asks which save to keep.

v0.5.0 — Homestead depth & biome theming

  • 9 new homestead structures (14 total), including the Thatch Hut → Timber Lodge → Stone House → Iron Keep chain for max HP and regen.
  • New passive producers: Tannery, Apiary, Fishery Dock, Quarry, plus the Watchtower (+8 expedition strength per level).
  • The Expeditions page groups actions by biome, each with its own accent color, background tint, and clear-meter header.
  • The whole app tints to the biome you're currently exploring.

v0.4.0 — Expeditions 2.0

  • Bring tamed dinos on expeditions — the party unlocks at Taming 10 and grows to 5 slots.
  • Party stats add to expedition strength, with the win chance shown live.
  • Biome guardians now require 100% clearing the biome first; each patrol win fills a 25-win clear meter.
  • Stable capacity scales with Taming level (plus the Grand Stable).

v0.3.0 — Potions & the Player tab

  • All 20 potions are drinkable from the Bank for timed buffs — skill speed, double yield, XP boost, attack/defense, and regen.
  • Buffs tick on the game clock and expire correctly even mid-offline.
  • New Player page: HP and stats, all six gear slots with unequip, and active buffs with countdowns.
  • Action cards show the live interval, green when buffed.

v0.2.0 — World expansion

  • Biomes 5 → 10, each with a patrol and apex guardian — Sarcosuchus, Giganotosaurus, Mosasaurus, T. rex, and Elder Quetzalcoatlus join.
  • Creatures 17 → 42 tameable, plus 18 hunts.
  • Items 69 → 173: new minerals, trees, vegetables, 20 fish, 22 cooked foods, 20 potions, and ~20 weapons with full armor sets.
  • Six equipment slots: weapon, head, chest, legs, shield, trinket.

v0.1.0 — SVG icon system

  • All 120 icons are now hand-made flat-vector SVGs with shading, replacing emoji everywhere.
  • Emoji remain only as an automatic fallback for icons that don't exist yet.