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Changelog

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Revision as of 07:35, 20 July 2026 by Primal wiki (talk | contribs) (CI sync from 6548f065406c96300694c23683022f56918f8b88)

Primal Idle Changelog

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

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.