The island comes alive: herds roam, sleep and hold grudges, the ground, rocks and trees are photoreal, every dino shows its stripes, and growing up is all about eating.
Roaming herds - dinos no longer pace a home spot; herds travel the island for water, food and cover, and meet at the rivers
Sleeping - at midday and at night herds lie down to rest in cover, and wake when danger comes near
Wary prey - herbivores spot you gradually, keep their distance and watch you, and only bolt when you charge
Sneaking - hold Ctrl to creep silently; strike before you're spotted for an ambush bite (x1.5 damage and a startle)
Smell - carnivores pick up blood, dung and carcasses and may track them down
Carcass fights - the owner guards its kill, scavengers circle and steal bites, the stronger dino takes over
Revenge - kill a herd's baby and the whole herd may turn on you, and they remember you
Sizing up - dinos weigh up a fight first; a lone hunter won't take on a whole herd
Growth from food - you grow as your body burns what you ate; the first growth step lands a few minutes in
XP for staying alive - every minute alive earns XP (more when fed and watered), plus XP for kills and catching critters
Starving grace - 10 minutes at zero food or water before you start losing health, with a countdown
Low food and water warnings - the thirst warning reminds you to press M to find water on the map
Photoreal ground - new grass, meadow, dry plains, dirt, forest floor, sand, pebbles, cliff and rock textures
Wet ground - rain darkens the ground and fills hollows with puddles that slowly dry out after the storm
Photoreal rocks and bark - every rock, cliff, boulder, tree trunk, log and stump has a real texture
Underwater light - sunlight ripples across the lake and sea beds
Breading with character - stripes, plates, spikes and bellies show through as lighter or toasted nugget
Bigger crumb - a chunkier, crunchier breading on every dino
Fair fights - carnivores and herbivores of the same size are evenly matched; big carnivores are tougher
Waterfalls - they start at the real cliff edge
River mouths - every river mouth colours the sea, not just the nearest one
Lakes and ponds - larger, calmer ripples
Cleaner HUD - XP bar on top, then the compass and your growth rate; health and stamina bottom left; size, food and water bottom right
Size dial - watch your next growth step fill up and flash when you grow
Missing assets - things the game loads in code (river critters and some materials) now ship with the game
Baby Deinosuchus - hatches in the water, not on the bank
Pee and poo meters - dinos just go on the move now, no button and no slowdown
Water reflections setting - to come back later as distant reflections