Hey, everyone! And welcome back to another Dev Blog summarizing what we’ve released and what's coming in the next development cycle. We recently released the Alioramus TLC along with more balancing to get dinosaurs closer to where they’ll fit in the ecosystem. We also have new features coming soon that we would like to share and progress on content we’ve previously showed off.

Dinosaur TLCs

With the Alioramus TLC completed, we have only a handful of Dino TLCs remaining. While we can’t give any specific order or timelines due to possible delays and schedule changes, we are definitely actively working on them in the background and ensuring they will be proper glow-ups for the dinosaurs that need them most. Definitely subscribe to our YouTube channel to get the latest updates on our progress and notifications as soon as they are released.

NAT Punchthrough

NAT Punchthrough is one step closer to release with testing moving on to PS4, iOS and Mac. This will allow players to easily host their own games, making it more accessible to devices down to all but low-performance mobile phones. We explained more about what exactly NAT Punchthrough is in an earlier dev blog (https://pathoftitans.com/blog/dev-blog-may-2026) but, in a nutshell, with NAT Punchthrough completed players will be able to begin a game in singleplayer, and simply click “invite friend” and have anyone from their friends list seamlessly join their game and begin playing. We believe this will be a big quality of life improvement, and we will keep you posted on when this ships.

Dino AI

Dino AI work continues with evasion and complex combat behaviour. Right now, we're focusing on building a library of AI behaviors that allow AI to act the same way as players. For Example, an AI Camptosaurus will now use abilities like "Hop Away" allowing it to quickly evade danger. We've also made progress with some flavor aspects of the AI; they are now able to use the same vocal calls as players as well as track them with their gaze contextually. These elements are coming together to make the AI feel a lot more alive, having an AI Camptosaurus see you, play a vocal call of surprise then start hopping away while looking back at you occasionally and calling for help makes it feel like you're interacting with a real dinosaur. We're continuing to build out these behaviors and chain them together to create even more rich interactions in the future.

Food Volumes

We’ve been working away on a new feature called Food Volumes. These will be areas on the map for grazing or filtering food, and can include short plants for herbivores, swarms of bugs for fliers, or krill for some aquatics. Players can enter the volume and press the interact button to start feeding. An animation will play displaying your creature beginning to eat the food source over time. You can even move around while eating, with faster movement leading to faster food consumption until the resource is depleted. Once depleted the volume will regenerate over time, so grazers will have to keep moving to find new sources of food.

This system is very flexible and designed with modding in mind. The food itself can be swapped out for anything, and the animations that feeding creatures play are also free to edit. For example, a modder could create a field of gastrolith rocks for herbivores to eat, or perhaps a swarm of shoaling fish for aquatics. We are excited to see how the community uses these new food source types in their future creations!

Aquatic Dino Camera Improvements

To help our Aquatics, we’ve begun implementing optional camera adjustment settings in the menus to help with visibility. Currently, dinosaurs will swim in the exact direction the camera is pointing- meaning often their heads are obstructed by their body and tails. This can make lining up attacks difficult, and even something as straightforward as biting a fish in front of you can be hard to judge correctly.

With these upcoming new settings, the camera will avoid clipping inside the creature's tail while swimming and help visibility in front of your mouth for eating, interacting, and attacks. This will also introduce a new gameplay setting for controlling how the camera behaves when entering/exiting the water. As always, these camera settings are optional and can be turned off if players want to keep using the old method of camera control.

Upscaling plugins (DLSS/XeSS/FSR)

Upscaling plugins are nearly ready to be implemented into the game, including DLSS, XeSS and FSR. These upscaling techniques will let players leverage weaker hardware to play at higher resolutions, so they can get more performance from the game on high-resolution screens. These are only available on certain platforms and devices, but for players that have access- this can be the difference between being able to play the game with medium versus high settings and still have smooth gameplay. Our current settings will also still be available, such as FXAA or TAA anti-aliasing or even turning all upscaling off if preferred.

Dino Balance

After our recent dinosaur balance, we've been paying close attention to the community and monitoring general dinosaur performance. While some changes are working as intended, we see that some have missed the mark, and we will be making incremental changes to get these to a better spot. Due to the large number of changes in the recent patch, this will take some time. In future patches, we will be trying to minimize changes to dinosaurs so it’s easier for both the community and us to gauge how impactful certain changes are. We’ve already gathered feedback on these changes and will be making adjustments with our current attention primarily on Thalassodromeus, Hatzegopteryx, and Tyrannosaurus.

Quests

In our previous dev blog we mentioned some upcoming new quest types. These quests are still in active development, like drawing out an Alpha critter after hunting down too many critters, and environmental quests that will have you clearing hazards.

There are also more quests still in development: Soon players will find birds perched on branches requesting you carry messages to others across the map. Start the journey by interacting with the bird, sight-see and explore along the way, and finally receive a reward upon the delivery of the message.

Flyers will also receive new types of quests that require them to pick up and carry an item high up into the sky and drop them at specific locations, shattering them on the ground below to collect an item from inside.

Aquatics and semi-aquatics will be able to go on a fishing frenzy, catching as many fish as possible within a time limit and showing off their angler skills.

The herbivore quest giver is also still in progress, with several unique quests just for herbivores on the way, like finding and destroying objectives to collect items.

We’ll also be continuing the addition of new quest items to the remaining areas, so there will always be something unique to collect and find across the entire map.

Quest Sounds Volume Slider/Muter

As we fill the world with unique quest items and their accompanying sounds, we recognize the competing noises may occasionally be distracting or overwhelming. While we are still dialing in these sound effects and their frequency to make the world feel alive, we will be adding a new volume slider in the Audio Settings panel for Quest Item Sounds. This is intended for players who prefer to quiet these sounds or hide so they can focus on other sounds that matter more to them, while keeping this feature for people preferring to use the sounds to distinguish and locate quest items. Turn it on when you’re looking for quests, turn it off when you’re done!

Rain In Caves

Many players have notified us about the issue where rain leaks through cave ceilings and through rocky overhangs on the map.This has been on our minds for a while, and we had a working prototype earlier this year. While this was nearly ready to go live, a switch from world composition to world partition level loading styles to help performance and stability for low RAM devices meant the work had to be updated to match the new level system. However, we have since completed this update and now our rain heightmaps should finally stop leaky caves and overhangs!

This is currently exclusively used to stop the rain effects under cover, but it unfortunately won't stop players from getting the "Wet" status effect. We will resolve this issue in the future to let players take shelter in caves or overhangs to avoid getting wet or to dry off, however this is quite a bit more complicated and is something we will be working towards over time…On this we will definitely keep you updated.

Map Biome Reverb

We are getting closer to releasing our Biome Reverb update we discussed in our previous dev blog. All Dino and environmental audio will eventually be affected by these changes as we move towards creating a more immersive and complete sound world for Path of Titans, but for now here are a few previews of some big Broadcast calls in a few of our map's biomes.

Server Manager App

We have nearly finished development for the "Path of Titans Server Manager" app. This is a new completely free tool for Windows, Mac Linux, iOS and Android devices that will allow players to manage their community servers from their phone and other devices. It's intended to be easy to use and straightforward for even new server owners. This app will give you access to server customization settings, editing .ini files, easily enabling or disabling mods, viewing live chat and logs, managing admin roles, viewing player reports, and more. You can even see the servers minimap that displays the location of all players, and you can interact with them by tapping their icons and teleporting them somewhere else.

We hope putting these kinds of controls into the palm of your hand will be fun and useful for server owners! It will be released soon onto app stores, so be sure to keep an eye out!

That wraps up this Dev Blog! We lastly wanted to tell you that the Fruit Skin Pack is on sale now. Sales like these help us continue developing and updating Path of Titans. However, please note that Nintendo Switch players will not be able to access these skins until that platform recieves our latest game patch- we apologize for the delay. Thanks for reading! We will see you soon!

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