GamePatchNote Digest
DinoSystem Patch Notes — April 10, 2026
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.
This update IS compatible with savegames from v0.98.0+!
VIDEO DEVLOG72 YEARS ISLAND TIMELAPSE
ENGINE:
- Construct 3 updated to r449-4.
GRAPHICS:
- Young animals have a more distinct color variation based on age and species.
- Snow effect on trees slightly improved.
AUDIO:
- (Survival) Increased combat music 2 volume, and combat music now plays more often/promptly.
- (Survival) Added a sound when stunning an animal.
- (Survival) Character's "oof" pain sound (infamous for Roblox) replaced by my own version.
- Added a slight variant for Ankylosaur vocalizations.
INTERFACE:
- (God) Ecology info panels improved and expanded:
...... Panel 2: added a new button on top-right, allowing to toggle between advanced and basic info. Advanced info also shows seeds for vegetation/mushrooms, and average health/stamina/energy/water for each animal species.
...... Panel 1: reverted the way water is displayed, showing once again global water (shown in water units), but also showing number of puddles/ponds/lakes.
...... Both info panels are more compact and use less screen space.
- (Survival) All crafting and building recipes tooltips now also show durability, and clothes and Thatch show also sun protection (shade).
- (Survival) Added a reference to the upcoming narrative system at the start of the tutorial.
- (Survival) Creation Points text now flashes every time its value is changed.
- (Survival) Trying to plant a tree on burned terrain will now specify that's scorched soil.
- (Survival) Hints like "lighting a fire would be a good idea" will not show if you're wet.
- (Survival) "Thatch is damaged" warning frequency reduced.
- (Survival) Improvements to some tooltips for clarity.
- (God) Timescale text is now red at 20x, and yellow at 10x timescale.
- When assigning a landmark, the text flashes for an instant.
- Added a couple new loading hints, and improved few existing ones.
- Ironman save load button in main menu is now reddish.
- Minor UI formatting and clarity improvements.
CONTROLS:
- (Survival) Build/Plant mode is now canceled with ESC, instead of only C (which is less intuitive).
ANIMALS:
- When in desperate need for food/water, animals take less time to start to migrate.
- Young animals now steal fruit/meat from each other and the player.
- Troodons and juvenile T-Rexes will now actively try to encircle their prey (including you...).
- Didelphodon no longer need to exit their lair to drink rain.
- Didelphodon will now also hibernate at low temperature.
VEGETATION:
- Major improvements to ecology balance, especially for the long-term:
...... Fixed a major issue happening at 20x timescale (check the BUGFIXES section for details).
...... Vegetation takes longer to accumulate energy (and therefore reproduce), but herbivores consume less of it. This makes vegetation-herbivores balance less volatile and more apparent/impactful.
...... Vegetation has a lower impact on fertile soil, reducing desertification, but get maluses from all poor soils (both type 1 & 2).
...... Snow reduces some maluses vegetation suffers from bad soil, causing winters to actually "freeze" ecology, instead of destroying it.
...... Improved how fruits/branches/leaves drop from trees, so that fruits have more chance to end up at the right distance to spawn a sapling.
- Reduced global rate at witch trees and ferns catch fire. to compensate for the denser vegetation.
- Palm trees and red ferns have lower chance to catch fire, just like Taxus trees.
- Mushroom reproduction and energy mechanics rebalanced to increase their population long-term (I know they are not vegetation, but still..).
- Flowers can also appear on fertile soil "type 1".
- Vegetation seeds stored in aridity soil take way longer to decay over the years.
STRUCTURES:
- (Survival) Paths can be created a bit closer to obstacles/shelter floor/other path, partially overlapping them.
OBJECTS:
- Leaf is prevented from being carried away by the wind also by other "solid" items (instead of only Stone), like Sharpstone, Wood, Quiver and more.
WEATHER:
- Lightning bolt striking items or mushrooms will destroy them.
TERRAIN & MAP:
- Improved trees/ferns placement on island vegetation, producing more dense forest with overall more trees, and ferns closer to one another.
- Island generation time reduced by 50-20% (depending on landmass), and loading bar is more granular in showing the progress.
- Aridity soil that's "internal" (inside other aridity plots) gradually becomes more red in color (with warm temperature).
- (Survival) Amplification of sun exposure from aridity now only happens in the "internal" arid soil (see above), and is no longer nullified by paths.
- Burned terrain recovery rate is increased also from snow accumulated.
FIRE:
- Improved how fires behave and fades as their tree is burned down and carbonized.
TUTORIAL & MANUAL:
- Minor tweaks to some manual pages.
OPTIMIZATION:
- Major optimizations to vegetation logic, reducing occasional lag spikes, especially on bigger maps and with lots of trees and ferns.
- Optimized snow effect on trees, which caused heavy stuttering, especially with low zoom.
- Optimizations to fire logic.
- (Survival) Reduced random stuttering during Aim Mode in Ironman difficulty and in fullscreen mode.
- Optimizations to animal color logic.
- Several other optimizations.
FIXES:
- Fixed several events/actions still not framerate independent, meaning they would slow down with low fps and accelerate with higher fps (>60, on some monitors). Those are: camera zoom, rain/snow/lapilli speed, some player actions, attack speed/delay and item/blueprint rotation.
- Fixed a major long-term vegetation balance issue happening at 20x timescale, causing ecology to change differently with high timescale, limiting the rate at which vegetation drop seeds/fruits, gain energy and grow. This issue caused games running at 20x timescale to evolve differenty from ones running at lower timescales, frequently ending up with mass extinctions.
- (Survival) Fixed some player actions animation glitches happening at low framerates (<30).
- (Survival) Fixed a minor inconsistency in the character movement direction.
- (Survival) Fixed leaves still flying with the wind under a stone, during Craft/Build mode.
- (Survival) Fixed a recent regression where some messages were not promptly interrupted when the related action required it.
- (Survival) Fixed a glitch in the Fishing animation.
- (Survival) Fixed auto-fishing still happening after a long wait, missing the current chance round, even with high Fishing skill (it's supposed to happen only with low skill).
- (God) Fixed wind slider not locking properly if clicking on the lock button during a wind gust.
- (God) Fixed a bug that allowed to skip the wait for dawn at the end of the map generation, by clicking or pressing a key.
- Fixed a bug that caused some trees to have the wrong species sprite right after island generation (which would fix itself after a while..).
- Fixed a bug that caused the map generation to not generate T-Rex/Ankylosaurs in spring and with max initial fertility.
- Fixed a bug that caused Taxus seeds to decay 2x faster when stored in terrain, while mushroom spores never did.
- Fixed animals sometimes getting stuck in deep sea when fleeing, and unable to return to shore.
- Fixed assigning a landmark interfering with UI panel dragging.
- Fixed a few minor bugs with the animal stun mechanic.
- Fixed previous zoom input being carried on when a save is loaded.
- Fixed a couple minor bugs.