Changelog

Revision as of 21:27, 16 July 2026 by Primal wiki (talk | contribs) (CI sync from 4c4dbe432e835122922adce98551e410a16f3537)

Primal Idle Changelog

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

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.