In this update4
Full notes
Full Project DINOZ update
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What changed
- Gameplay
- UI and audio
- Compatibility
Project DINOZ changes
Final Update Announcement
First and foremost, we want to offer a huge apology for the significant delay in getting this update to you. We know you’ve been waiting, and we appreciate your patience while we navigate some major behind-the-scenes changes.
Launch Countdown
The update is officially locked in for this Saturday. Here is when you can dive in:
| City / Region | Local Time (Saturday) |
| Bucharest (EET) | 20:00 |
| London (GMT) | 18:00 |
| New York (EST) | 13:00 |
| Los Angeles (PST) | 10:00 |
| Tokyo (JST) | 03:00 (Sunday) |
Technical Workflow & Polish
We are currently in the trenches squashing some stubborn bugs. These arose from our transition from Blueprints to C++. While this move makes the game much more stable and performant in the long run, we’re still mastering the new workflow and want to ensure a smooth experience.
What’s New & Improved:
Visual Identity: We have finally locked in a consistent, cohesive style for our level design. No more mismatched environments—the world feels unified.
Dino AI: Improvements have been made to dinosaur behaviors to make encounters more engaging.
UI/UX: We’ve overhauled the User Interface and general User Experience to make navigation much more intuitive.
Full Controller Support: This is finally here! You can now play Project DINOZ entirely with a controller.
Scope Adjustments
Crafting: Although the crafting system is technically implemented, it isn't polished to the standard you deserve. We’ve decided to hold it back for now and aim to launch a refined version in the February update.
Thank you for sticking with us as we evolve Project DINOZ. See you on Saturday!
Source
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