Tamer’s Biggest Update Yet: Taming, Cooking, Construction, Skill Trees, + MORE
From the Steam update: https://store.steampowered.com/news/app/3026730/view/698777425990910048
Hello, everyone!
This is the update we’ve been building toward.
Over the course of Early Access, you’ve given us a ton of feedback about what you wanted from Tamer:
More gameplay. More meaningful choices. More reasons to explore. More RPG progression. More interaction with the dinosaurs and your tribe.
And, maybe most importantly, fewer moments where Victor does something cool in a cutscene while you sit there thinking:
"Why don't I get to do that?"
So we went back through the existing game and started changing that.
And then we kept going.
The result is one of the largest updates we’ve ever made to Tamer.
TL;DR
There is a ridiculous amount in this update, so here’s the short version:
Dinosaur taming is now interactive, with five different emotion-based mini-games.
Construction is now playable, letting Victor chop trees, drive posts, bind structures, and physically help build the tribe’s fort. It still isn’t survival-game freeform building, but now the work feels earned.
Cooking is now a full activity, with Galmine leading you through meal preparation for the tribe.
Combat has received another major overhaul, including new Adrenaline rules, true blocking, weapon changes, improved executions, dodge effects, and more.
A completely redesigned skill tree adds much deeper RPG progression.
Sheela is more active in combat and should stay engaged alongside Victor more consistently.
New dinosaurs and enemies have been added throughout the game and Endless Hunt.
Endless Hunt has expanded, with Nightcrawlers, elite enemies, balance improvements, and a major stability pass.
The overworld is more alive, with additional wildlife on land, in the air, and in the water.
New traversal creatures let you ride things like sea turtles and Pteranodons to reach new areas.
Hidden treasure chests now reward exploration with outfits and other discoveries.
Sheela has her own hunting quests targeting elite enemies.
More side quests and encounters have been added throughout the existing adventure.
The girls have a huge amount of new voiced dialogue.
Days Six and Nine have been massively expanded, more than doubling their previous playtime.
Chapter Select has been revamped to make revisiting the game easier.
Casual, Normal, and Hardcore difficulties let you customize the experience.
More free Early Access outfits are coming, including racing and Halloween sets.
The Fruity Bikini+ Costume Pack adds fruit-inspired and international flag designs.
Performance, stability, controller support, lighting, saves, crashes, and numerous bugs have all received attention.
And all of this adds substantially more gameplay to the existing Block 1 story.
This is a very different Tamer. Let’s get into it.
Dinosaur Taming Is Finally Interactive
It's called Tamer: King of Dinosaurs.
So yeah.
We wanted taming dinosaurs to feel like a bigger deal.
Previously, many of these moments were handled entirely through cinematics. Victor formed the connection, the dinosaur joined the tribe, and you watched it happen.
Now you're part of it.
During a taming sequence, the cinematic pauses as Victor enters the dinosaur’s mind and attempts to form an emotional connection.
Inside, you'll encounter five different emotional states:
Memory.
Curiosity.
Aggression.
Panic.
Trust.
Each emotion has its own mini-game.
Positive emotions focus more heavily on puzzles and establishing a connection.
Negative emotions become more intense arcade-style challenges, where you may need to prevent the dinosaur from attacking Victor or panicking and running away.
Complete the challenges successfully and Victor and the dinosaur come into harmony, allowing the taming to continue.
The goal isn't to turn these moments into huge standalone games.
It's to make them your moments.
You're no longer just watching Victor tame a dinosaur.
You're helping him do it.
You Actually Build the Fort Now
This one came directly from player feedback.
Several of you pointed out that the fort could sometimes feel like it was magically appearing in the background while the story moved forward.
Victor and the girls were clearly doing a ton of work.
You just weren't participating in much of it.
So we changed that.
Tamer now includes guided first-person construction sequences integrated directly into the story.
You'll:
Chop down trees.
Drive posts into the ground.
Bind structures together with cordage.
Help assemble portions of your growing settlement.
We're a small indie studio, so we're not trying to suddenly turn Tamer into Valheim or Sons of the Forest with a completely freeform building system.
Instead, these sequences are designed to be quick, tactile, satisfying gameplay moments that connect what you're doing to the finished structures you see in the story.
Construction appears multiple times throughout the game, including during a later fort-building project that returning players should recognize.
You helped build it.
Now it actually feels like it.
Galmine Is Cooking
All those ingredients you've been collecting finally have somewhere to go.
We've added an entirely new cooking system, with Galmine naturally taking the lead in the kitchen.
Like construction, cooking uses guided interactive sequences rather than simply adding another crafting menu.
You'll prepare ingredients, work through recipes, and cook meat to different levels of doneness depending on what members of the tribe prefer.
We wanted cooking to feel completely different from the rest of the game.
During the day, you're exploring a hostile prehistoric world, fighting dinosaurs, getting covered in blood, and trying not to become lunch.
Then you return home.
Galmine is cooking.
The tribe is together.
For a few minutes, things are cozy.
It's a different rhythm, and it makes the cave and fort feel much more like a home rather than simply the place where the next cutscene starts.
Combat Has Changed. A Lot.
This update also rolls in another major round of combat work.
We've continued pushing Tamer toward a system where your weapon choice, timing, resources, and build actually matter.
Adrenaline Is Yours Until You Spend It
Adrenaline no longer decays.
Once you earn it, it stays there until you decide to use it.
Special attacks and executions now consume one full Adrenaline segment, and we've rebalanced Adrenaline generation around the new system.
The goal is to give you more control.
Instead of feeling pressured to burn Adrenaline before it disappears, you can save it for the moment you actually need it.
Blocking Actually Blocks
Blocking has changed substantially too.
A successful block now consumes Adrenaline but prevents 100% of the incoming damage.
We've also restored the missing block hit reaction so getting smacked by a dinosaur while defending actually feels like something just tried to remove Victor from existence.
Some enemy attacks can no longer be dodged and must instead be blocked.
Sometimes getting out of the way is the right answer.
Sometimes you need to plant your feet and take the hit.
Weapons Have Clearer Identities
Each weapon now has a much clearer combat role.
Spear
The spear remains the balanced option.
Medium speed. Strong damage. Reliable reach. Good in a wide variety of situations.
Axes
Axes are all about damage.
They offer greater overall damage output and excel when you can stay close to your target.
Get in. Hit hard. Try not to get eaten.
Club
The club is slower, but it hits like a truck.
It produces heavy stagger, handles groups well, and is particularly effective against heavily armored enemies.
We've also continued refining specific attacks, including club area-of-effect behavior and axe H1 and H2 attacks.
Combat feedback has improved too, with new dodge effects, better stagger hit effects and sounds, execution fixes, and additional weapon and enemy balancing.
We also fixed a bug that could cause Victor to become progressively darker and bloodier during combat.
Victor covered in dinosaur blood?
Fine.
Victor slowly becoming a featureless black void?
Probably a little much.
Sheela Wants In
Sheela has received combat improvements of her own.
We've updated her logic so she stays engaged alongside Victor more consistently instead of occasionally deciding dinosaur murder is a spectator sport.
Your hunting partner should now do a much better job of actually helping you hunt.
A Completely Redesigned Skill Tree
Combat isn't just changing moment to moment.
Victor's progression is changing too.
We've introduced our redesigned skill tree.
You can invest in individual weapons, increase Victor's health and Adrenaline, and choose additional upgrades based on how you want to play.
This is an important step toward giving Tamer more meaningful RPG progression.
Instead of Victor simply becoming universally stronger, you can begin shaping your version of Victor.
Want to specialize in axes? Do it.
Want more survivability? Build around it.
Want to invest heavily in Adrenaline and special attacks? Go nuts.
There's now significantly more room to make those choices.
More Dinosaurs. More Problems.
What good would all those combat improvements be without more things trying to kill you?
We've expanded the enemy roster significantly.
Pachycephalosaurus
The Pachycephalosaurus joins Deep Jungle: Endless Hunt as a charging enemy.
It has a giant armored skull.
It would very much like to introduce that skull to Victor.
Eurypelta
The Eurypelta has received a major overhaul and now functions as a much tougher armored, boss-style opponent.
Weapon choice matters here.
Some weapons are significantly more effective against its defenses than others, giving you another reason to think about what you're bringing into a fight.
Kentrosaurus
The Kentrosaurus has also received substantial combat improvements.
Velociraptors
Smaller than Deinonychus. Weaker individually.
Extremely annoying when twenty of them have decided you're dinner.
Velociraptors bring swarming attacks to both the game and Endless Hunt.
Dilophosaurus
Dilophosaurus adds a ranged threat, attacking from a distance while other dinosaurs move in.
Because apparently dinosaurs attacking you from point-blank range weren't enough.
Nightcrawlers
Nightcrawlers now appear in both smaller forms and larger, tougher variants with ranged attacks.
You'll encounter them throughout the expanded adventure as well as in Deep Jungle: Endless Hunt.
Endless Hunt Keeps Growing
Deep Jungle: Endless Hunt has received plenty of attention too.
In addition to the new enemies, we're introducing a new Elite enemy tier, giving the jungle even more ways to ruin a perfectly good run.
We've improved trap visuals, cleaned up boon descriptions, continued fixing boon behavior, and completed a substantial stability pass.
Several bugs capable of ending runs prematurely have been fixed.
If something ends your hunt, we'd prefer it to have teeth.
And remember, the currently available Endless Hunt reward costumes remain available to Early Access players while we continue building the final progression and achievement systems.
At Version 1.0, those rewards will move into their intended unlock structure.
Dinosaurland Feels More Alive
Not everything you encounter wants to murder you.
We've added significantly more neutral wildlife throughout the overworld.
You'll see creatures:
Moving across the landscape.
Flying overhead.
Swimming through the water.
Existing in places that previously felt empty.
It's a subtle change in some areas, but collectively it makes Dinosaurland feel much more like an ecosystem.
And some of those creatures aren't just decoration.
Ride a Turtle. Fly a Pteranodon.
Your primary dinosaur companions aren't the only creatures Victor can tame.
We've added creatures that can act as transportation through specific portions of the environment.
Need to cross the water?
Ride a sea turtle.
Need to reach higher ground?
Grab a Pteranodon.
These traversal options aren't simply shortcuts.
They're also connected to expanded exploration and new areas we've added throughout the existing levels.
Which brings us to...
There Is Actually Stuff Hidden Everywhere Now
Exploration is getting a much bigger purpose.
We've introduced hidden treasure chests throughout the game.
Previously, many outfits were simply available from the beginning and purchased using Respect Points.
Now we're moving more cosmetics into the world itself.
Some chests are hidden in completely new areas.
Others are sitting in locations you may have already explored before.
And some of them aren't exactly sitting there unattended.
On Day One, for example, there's now an entirely new cave encounter.
You can venture down into the cave, fight an alpha, collect your reward...
...and then discover that getting back out may be the harder part when Nightcrawlers show up.
Good luck.
The goal is to give you a reason to look around, take different routes, return to familiar places, and wonder:
"What's over there?"
Sometimes the answer is:
"A costume."
Sometimes the answer is:
"Several extremely angry dinosaurs."
Adventure!
Sheela Has Hunting Quests
Sheela is the tribe's hunter. Now she gets to act like it.
We've added new hunting quests that send Victor and Sheela after elite enemies scattered throughout the world.
These encounters give Sheela her own gameplay specialty, much like Galmine's role in cooking.
They're also part of a much broader expansion of side content throughout the existing game.
There are new encounters.
New quests.
More experience opportunities.
More exploration rewards.
And more reasons to spend time in each area before pushing the story forward.
Day Two, for example, now contains additional combat encounters and a mini-boss connected to Sheela's hunting quests.
Day Five includes a new fishing quest.
And similar additions appear throughout the adventure.
The result is simple:
There is substantially more game in the game now.
The Girls Talk to Each Other
We've also added a huge amount of new voiced dialogue for the tribe.
At the beginning of each day, you'll hear Galmine, Sheela, Trel, and Kacerie talking with one another about recent events.
Sometimes those conversations reveal more about their personalities.
Sometimes they reveal how their relationships with each other are developing.
Sometimes you'll hear more about their growing feelings toward Victor.
And sometimes you'll simply get more context for what's happening in the story.
We've also changed how some introductory conversations are delivered.
Previously, a lot of character information arrived very early in the game.
We've now spread some of those conversations across multiple days.
So instead of learning everything immediately, you'll gradually unlock more dialogue as Victor spends time with the tribe.
Getting to know the girls should feel like actually getting to know them.
Not reading four character biographies on Day One.
Days Six and Nine Are More Than Twice as Big
Returning players will remember the Pelagornis chase sequences on Days Six and Nine.
Those days have been substantially expanded.
In fact, they're now more than twice as long as they were previously.
After the battles, Victor and the tribe have a new problem.
There are corpses everywhere.
And corpses attract predators.
So now you'll need to explore the valley, collect carcasses into piles, and burn them before every carnivore in the area decides you've opened a prehistoric buffet.
This mechanic comes directly from the books and introduces another part of the tribe's survival routine into the game.
Naturally, some hungry predators may arrive before you're finished.
Because nothing is ever easy.
These expanded sequences give Days Six and Nine a completely different rhythm while showing more of what life in Dinosaurland actually requires after the big heroic battle is over.
Someone still has to clean up the dinosaurs.
Congratulations.
It's you!
More Gameplay Throughout the Story
All of these systems work together to address one of the most common pieces of feedback we've received:
There were stretches of Tamer where you were watching too much and playing too little.
We've taken that seriously.
Taming turns cinematic moments into gameplay.
Construction puts you inside the work Victor is doing.
Cooking makes gathering ingredients meaningful.
Side quests give you more reasons to explore.
Treasure chests reward curiosity.
Hunting quests add new combat challenges.
Expanded days add entirely new gameplay sequences.
The skill tree gives you more meaningful progression.
And the combat overhaul gives you more decisions every time something tries to eat you.
We're not trying to remove the cinematic storytelling that makes Tamer what it is.
We're making sure you're participating in the adventure between those scenes.
When Victor accomplishes something important, we want you to feel like you helped him earn it.
Chapter Select Is Better Too
With this much changing, we also wanted it to be easier to revisit the game.
Chapter Select has been revamped.
Day One is now divided into additional sections, giving you more precise starting points when returning to the opening of the adventure.
The system has also been rebuilt so it no longer depends on individual save files to determine chapter availability.
And whichever section you choose, we'll provide enough progression points to make sure you can still access the outfits and content you should reasonably have at that point.
If the balance feels off anywhere, let us know.
Play Tamer Your Way
If you haven't played recently, Tamer also now includes three difficulty settings:
Casual
Normal
Hardcore
If you're here primarily for the story, characters, and romance, Casual gives you a more relaxed adventure.
If you want the intended balance of story and challenge, Normal has you covered.
And if you'd prefer Dinosaurland to repeatedly remind you that humanity probably wasn't supposed to coexist with giant prehistoric monsters...
Hardcore awaits.
Combined with the new enemies, weapon identities, skill tree, and progression systems, returning players have a lot of new ways to experience the game.
More Outfits!
Of course we're adding more outfits.
You know us better than that.
Fruity Bikini+ Costume Pack
The Fruity Bikini+ Costume Pack arrives as optional DLC.
It includes two fun fruit-inspired designs alongside flag-themed thong bikinis representing the countries associated with the languages currently supported by Tamer.
So if you've ever wanted Galmine, Sheela, Trel, or Kacerie representing your country with all the national pride that comes from displaying its flag across the boobs and booties of monster girls...
We've got you covered.
Mostly.
Free Outfits
Halloween Outfits
We're also adding our new Halloween outfits. FREE.
And because spooky monster girls should not be restricted by arbitrary dates on a calendar, the Halloween costumes will remain available year-round.
Free Racing Outfits for Early Access Players
We're also releasing the racing-themed outfits now. Also FREE.
These were originally intended to become rewards tied to race high scores.
Eventually, they still will be.
But we're currently in Early Access, and the complete race and achievement systems aren't finished yet.
We don't want the people supporting us right now to stare at finished costumes they can't use for months.
So... You get them now.
Deep Jungle Endless Hunt Outfits
Just like the Racing Outfits, the Endless Hunt reward outfits, will be available to Early Access players while we're still developing the full progression systems.
At Version 1.0, they'll move into their intended unlock paths through races, treasure chests, progression, and other in-game systems.
Consider it another thank-you for helping us build Tamer before launch.
A Smoother, More Stable Tamer
A huge update like this also comes with a lot of work that isn't as flashy in screenshots.
We've continued optimizing overworld performance and lighting.
We've fixed minor collision problems.
We've improved racing gate visuals.
We've removed unintended outlines from multiple objects.
We've made additional improvements to saves and general stability.
We've also improved controller support and fixed issues in the NSFW interface, making those scenes easier to navigate without reaching for a mouse and keyboard.
Under the hood, we've added better crash reporting so when something does go wrong, we have much more useful information about why it happened.
Less:
"It crashed."
More:
"It crashed because THIS THING exploded at THIS EXACT MOMENT."
Our developers appreciate the difference.
We've also continued rebuilding systems behind the scenes, including Chapter Select and executions, to give us a stronger foundation as we add more characters, enemies, elite variants, quests, and content.
Not as exciting as riding a Pteranodon.
Very important for allowing us to keep adding Pteranodons.
And Then Comes Block Two
The most exciting part about all of this is that we're not just building features for Block 1.
We're building the systems that allow us to create the rest of Tamer faster.
Taming exists now.
Cooking exists now.
Construction exists now.
The skill tree exists now.
Our combat foundation is stronger.
Our quest systems are expanding.
Our enemy systems are stronger.
Our progression systems are coming together.
Our current plan remains to release Block Two by the end of the year, in time for Christmas.
And because these major gameplay foundations are now built, adding additional days, quests, encounters, and story content should move much faster than it did while we were creating all of these systems from scratch.
This update represents a massive step toward the version of Tamer we've wanted to build from the beginning.
More game. More choices. More dinosaurs. More reasons to explore. More time with the girls. And much more control over Victor's adventure.
We Need Your Feedback
This is a huge update.
It's also the first time many of these systems will be played by thousands of people instead of our internal team.
So we fully expect to learn things.
Maybe taming is too easy.
Maybe it's too hard.
Maybe you want more complexity.
Maybe cooking needs another layer.
Maybe construction should be faster.
Maybe one of the new enemies makes you want to throw your controller through a wall.
Tell us.
We especially want to hear where you'd like us to focus next:
Combat?
Exploration?
Character content?
Taming?
Progression?
Sex scenes?
Something completely different?
These systems are foundations that we can continue expanding throughout Early Access, and your feedback will help determine where we spend that time.
Thank you for your patience, your feedback, your bug reports, and for continuing to support us throughout Early Access.
We cannot wait to get this update into your hands.
See you in Dinosaurland.
Comments (5)
Sorry don't know if this is the right place to ask this: I'm from Germany, the steam page is banned here. Would the Patreon key still unlock the game and let me play?
Yup. Works perfectly. Many German fans here can back this statement up.
WOW that’s a lot. Thank you for writing out such detailed and engaging patch notes, these all sound like better-than-anticipated responses to various issues and player desires. Can’t wait to fell some logs and find out which girl’s the “lumberjack appreciator” (joke, joke, I do not expect lumberjack-specific dialog)
Finally: Taming in Tamer. So excited to play this update! ^0^
Yes ❤️🦖🦕🐊😁
