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1.10g Update / November Build Challenge

This months update contains the following changes: Version 1.10g:

  • fixed custom colors not getting copied properly when using the deco pipette tool on paths
  • fixed shop cleaning threshold setting not working properly when using the synchronization option
  • fixed "path not connected" info pip not showing up when putting a wall in front of a ride exit

October 2024 Build Challenge Results


All submissions can be found on the Workshop - thanks for everyone participating! Here are the winning entries: https://steamcommunity.com/sharedfiles/filedetails/?id=3347786485 https://steamcommunity.com/sharedfiles/filedetails/?id=3345994381 https://steamcommunity.com/sharedfiles/filedetails/?id=3351409498 https://steamcommunity.com/sharedfiles/filedetails/?id=3348234194 https://steamcommunity.com/sharedfiles/filedetails/?id=3352905986

November 2024 Build Challenge


The new Build Challenge this month is to build a Ghost Mansion Ride! The top submissions get included in the next game update as default blueprints.


[ 2024-11-08 10:09:04 CET ] [ Original post ]


1.10f Update / October Build Challenge

This months update contains the following changes: Version 1.10f:

  • added deco pipette tool can also select paths now
  • rebalanced "True Tycoon" achievement to be more reasonable (20 million goal instead of 100 million)

September 2024 Build Challenge Results


All submissions can be found on the Workshop - thanks for everyone participating! Here are the winning entries: https://steamcommunity.com/sharedfiles/filedetails/?id=3333910475 https://steamcommunity.com/sharedfiles/filedetails/?id=3328692991 https://steamcommunity.com/sharedfiles/filedetails/?id=3330515143 https://steamcommunity.com/sharedfiles/filedetails/?id=3328195178 https://steamcommunity.com/sharedfiles/filedetails/?id=3328628769

October 2024 Build Challenge


The new Build Challenge this month is to build a Stand-up Coaster! The top submissions get included in the next game update as default blueprints.


[ 2024-10-09 07:01:27 CET ] [ Original post ]


September Build Challenge

August 2024 Build Challenge Results


All submissions can be found on the Workshop - thanks for everyone participating! Here are the winning entries: https://steamcommunity.com/sharedfiles/filedetails/?id=3301870558 https://steamcommunity.com/sharedfiles/filedetails/?id=3301394425 https://steamcommunity.com/sharedfiles/filedetails/?id=3303102831 https://steamcommunity.com/sharedfiles/filedetails/?id=3305902556 https://steamcommunity.com/sharedfiles/filedetails/?id=3310598294

September 2024 Build Challenge


The new Build Challenge this month is to build a Wild Mouse! The top submissions get included in the next game update as default blueprints.


[ 2024-09-09 06:35:38 CET ] [ Original post ]


1.10e Update / August Build Challenge

This months update contains the following changes: Version 1.10e:

  • added deco pipette tool to main menu bar
  • added "Toggle all" button for selected dlc/mods when starting a multiplayer session
  • added versions of custom image flags with the image flipped on the backside
  • improved previous/next tab hotkeys to only cycle through the currently active window instead of all open windows
  • fixed previous/next tab hotkeys not working in path builder window
  • fixed broken colors on some scifi path objects
  • fixed lanterns on string not adapting to sloped paths/terrain properly
  • fixed guests hovering above the ground when walking to flat ride seats

July 2024 Build Challenge Results


All submissions can be found on the Workshop - thanks for everyone participating! Here are the winning entries: https://steamcommunity.com/sharedfiles/filedetails/?id=3286233540 https://steamcommunity.com/sharedfiles/filedetails/?id=3288990035 https://steamcommunity.com/sharedfiles/filedetails/?id=3286419964 https://steamcommunity.com/sharedfiles/filedetails/?id=3287477099 https://steamcommunity.com/sharedfiles/filedetails/?id=3291371982

August 2024 Build Challenge


The new Build Challenge this month is to build a Bobsled Coaster! The top submissions get included in the next game update as default blueprints.


[ 2024-08-01 06:31:29 CET ] [ Original post ]


1.10d Update

Hey! A bit of an unscheduled update today - we've fixed a multiplayer desync issue that could happen within 1-2 minutes after starting a multiplayer session and wanted to get the fix out as soon as possible instead of waiting for the usual patch day in ~3 weeks. Have fun :) Version 1.10d:

  • multiplayer: fixed a desync that could happen shortly after starting a multiplayer session
  • fixed sometimes not being able to open a boat ride despite being built in a way where it should work
  • fixed UI for synchronized stations displaying too many synchronization entries after switching tabs


[ 2024-07-15 14:21:35 CET ] [ Original post ]


1.10c Update / July Build Challenge

This months update contains the following changes: Version 1.10c:

  • added status bars to utility buildings if there's an issue with them (e.g. not connected to a path)
  • adjusted HappyCo Bakery scenario balance
  • improved transport tube building behaviour
  • fixed broken staff room getting built when building a blueprint containing a staff room and using the "Build without scenery" option
  • fixed animated text not showing up on the path signs from the DLCs
  • fixed some newly added hangar border pieces looking different from the other hangar borders
  • fixed custom colors not working on modded River Rapids boats

June 2024 Build Challenge Results


All submissions can be found on the Workshop - thanks for everyone participating! Here are the winning entries: https://steamcommunity.com/sharedfiles/filedetails/?id=3264847853 https://steamcommunity.com/sharedfiles/filedetails/?id=3263240619 https://steamcommunity.com/sharedfiles/filedetails/?id=3262282923 https://steamcommunity.com/sharedfiles/filedetails/?id=3267333151 https://steamcommunity.com/sharedfiles/filedetails/?id=3270494995

July 2024 Build Challenge


The new Build Challenge this month is to build a Car Ride! The top submissions get included in the next game update as default blueprints.


[ 2024-07-10 08:24:20 CET ] [ Original post ]


Parkitect is coming to consoles on July 3rd!

[previewyoutube=_QzSgtE68KM;full][/previewyoutube] It's been a long time coming, but it's finally happening: Parkitect is launching on PlayStation 4 and 5, Xbox One and Series on July 3rd! The regular price is USD 29.99 / 24.99. The port is developed by BlitWorks Games, who are known for porting and publishing console versions of indie games such as Super Meat Boy, They Are Billions, Spelunky 2 and Kingdoms and Castles. Bringing Parkitect to consoles has been a long journey and not an easy feat. It's a big and complicated game, and apart from the technical challenges of getting the game to run at all the way the controls and UI work took a lot of thought since the PC version has clearly not been designed with gamepad controls in mind. Thankfully BlitWorks took on the challenge and endured and we think the final result turned out really nice.

What are the differences between the console version and the PC version?


Parkitect: Deluxe Edition on consoles is roughly identical in content to the Parkitect Deluxe bundle we've got on PC, so it contains the additional campaign, rides and objects from both DLCs. These features are missing compared to the PC version, mostly due to the restrictions of consoles:
  • modding
  • Steam Workshop equivalent (i.e. no sharing of ride blueprints and scenarios)
  • scenario editor
  • custom image banners and custom music speakers
  • multiplayer mode
In return the price of the console version is lower than the PC version.

What about Nintendo Switch?


We'd really like to see Parkitect released on Nintendo Switch but it's a pretty CPU-heavy game, so performance on this platform is a big challenge. It's not ruled out yet entirely but the chances are very slim.


[ 2024-07-01 13:06:28 CET ] [ Original post ]


June Build Challenge

May 2024 Build Challenge Results


All submissions can be found on the Workshop - thanks for everyone participating! Here are the winning entries: https://steamcommunity.com/sharedfiles/filedetails/?id=3243308912 https://steamcommunity.com/sharedfiles/filedetails/?id=3245694134 https://steamcommunity.com/sharedfiles/filedetails/?id=3242482811 https://steamcommunity.com/sharedfiles/filedetails/?id=3241690461 https://steamcommunity.com/sharedfiles/filedetails/?id=3244630876

June 2024 Build Challenge


The new Build Challenge this month is to build a Mine Train Coaster! The top submissions get included in the next game update as default blueprints.


[ 2024-06-06 08:31:20 CET ] [ Original post ]


1.10a Update / May Build Challenge

This months update contains the following changes: Version 1.9e:

  • added modding support for River Rapids boats
  • fixed guests could sometimes get unhappy about how long a transport ride is taking but stay on anyways
  • fixed playing custom mp3s through a controlled speaker could loop the audio sometimes
  • fixed not being able to adjust water color of Boat Dark Ride
  • fixed "Start in multiplayer" button getting cut-off on HappyCo Harbour scenario when playing in French
  • multiplayer: fixed a desync that could happen when building near boat rides
  • multiplayer: should fix certificate errors some people were getting (hopefully for real this time?)

April 2024 Build Challenge Results


All submissions can be found on the Workshop - thanks for everyone participating! Here are the winning entries: https://steamcommunity.com/sharedfiles/filedetails/?id=3217646312 https://steamcommunity.com/sharedfiles/filedetails/?id=3221861069 https://steamcommunity.com/sharedfiles/filedetails/?id=3219028779 https://steamcommunity.com/sharedfiles/filedetails/?id=3220706872 https://steamcommunity.com/sharedfiles/filedetails/?id=3223383587

May 2024 Build Challenge


The new Build Challenge this month is to build an Inverting Spinning Coaster! The top submissions get included in the next game update as default blueprints.


[ 2024-05-07 13:21:46 CET ] [ Original post ]


Free Content Update - Version 1.10

Hi! We've just released a free content update that updates a bunch of old deco items to be recolorable. There's also a good amount of new deco objects, two new entertainer costumes, and some wall and roof shapes to complete existing building sets among other smaller things. Have fun :)
Version 1.10:

  • added ~120 new deco objects
  • updated ~150 deco objects to be recolorable and fixed small annoyances
  • added Sheriff entertainer
  • added Princess entertainer
  • added running ad campaigns to ongoing events list
  • added option to sort attraction overview list by average queue time
  • added option to recolor water on water rides


[ 2024-04-18 15:32:22 CET ] [ Original post ]


1.9e Update / April Build Challenge

This months update contains the following changes: Version 1.9e:

  • fixed fences could get jumbled by terraforming
  • fixed Knight entertainer using wrong walking animation after loading savegame
  • multiplayer: should fix certificate errors some people were getting

March 2024 Build Challenge Results


All submissions can be found on the Workshop - thanks for everyone participating! Here are the winning entries: https://steamcommunity.com/sharedfiles/filedetails/?id=3174218755 https://steamcommunity.com/sharedfiles/filedetails/?id=3174350897 https://steamcommunity.com/sharedfiles/filedetails/?id=3177498893 https://steamcommunity.com/sharedfiles/filedetails/?id=3176206498 https://steamcommunity.com/sharedfiles/filedetails/?id=3174789387

April 2024 Build Challenge


The new Build Challenge this month is to build a Safari Ride! The top submissions get included in the next game update as default blueprints.


[ 2024-04-08 10:38:43 CET ] [ Original post ]


1.9d Update / March Build Challenge

This months update contains the following changes: Version 1.9d:

  • fixed boats could get stuck (especially Bumper Boats)

Experimental Apple Silicon support


Just a short reminder for players with Apple Silicon Macs, we have an experimental native version available for you that should improve performance and multiplayer stability. If you have given it a try it'd be great if you could leave some quick feedback whether this version is working well for you or not :) To switch to the Apple Silicon version, right-click on Parkitect in your Steam library and then select Properties -> Betas -> select "apple_silicon" from the Beta Participation dropdown.

February 2024 Build Challenge Results


All submissions can be found on the Workshop - thanks for everyone participating! Here are the winning entries: https://steamcommunity.com/sharedfiles/filedetails/?id=3160147169 https://steamcommunity.com/sharedfiles/filedetails/?id=3156181682 https://steamcommunity.com/sharedfiles/filedetails/?id=3155971702 https://steamcommunity.com/sharedfiles/filedetails/?id=3157003059 https://steamcommunity.com/sharedfiles/filedetails/?id=3158101934

March 2024 Build Challenge


The new Build Challenge this month is to build a Pivot Coaster! The top submissions get included in the next game update as default blueprints.


[ 2024-03-06 12:17:14 CET ] [ Original post ]


Valentines Day Stream

Join Jakob and Sandra as they try to help park visitors find the right attraction in a special Valentines Day stream. As usual we take the chance to show off some the amazing assets that the modding community has lovingly put together. Jakob also takes the chance to share some stories from his time working at a real life Theme Park.


[ 2024-02-13 22:09:13 CET ] [ Original post ]


1.9c Update / February Build Challenge / Experimental Apple Silicon support

This months update contains the following changes: Version 1.9c:

  • allowed changing custom colors of player-placed ride queue signs
  • improved multiplayer "invite friend" window (added toggles for filtering friends by platform; added platform icon to show where the invite will be sent to)
  • fixed not being able to open some boat rides despite having enough space for the boats
  • fixed UI not working when playing in windowed mode on macOS 14.2.1
  • fixed "average amount of food consumed" in park stats being incorrect
  • fixed maintenance costs missing in "Total profit" display of shops since version 1.9b

Experimental Apple Silicon support


We have an experimental native version available for Mac users with an Apple Silicon device (M1, M2, M3 CPU). In our tests we're seeing a roughly ~20% performance increase over the non-native version. We have given it a fair bit of testing and it seems to be running fine, but if you give it a try and notice anything not working as it should with this version please let us know. We're especially unsure about how stable the cross-platform multiplayer is - it seems to be fine, and there's even a chance that it's working better than the non-native version, but since it depends a lot on what you build in your park we'd be very happy about any feedback on how well this is working for you, both positive and negative :) To switch to this test version, right-click on Parkitect in your Steam library and then select Properties -> Betas -> select "apple_silicon" from the Beta Participation dropdown.

January 2024 Build Challenge Results


All submissions can be found on the Workshop - thanks for everyone participating! Here are the winning entries: https://steamcommunity.com/sharedfiles/filedetails/?id=3137263792 https://steamcommunity.com/sharedfiles/filedetails/?id=3135698879 https://steamcommunity.com/sharedfiles/filedetails/?id=3136631040 https://steamcommunity.com/sharedfiles/filedetails/?id=3138232461 https://steamcommunity.com/sharedfiles/filedetails/?id=3136461996

February 2024 Build Challenge


The new Build Challenge this month is to build a Steeple Chase ride! The top submissions get included in the next game update as default blueprints.


[ 2024-02-07 07:18:16 CET ] [ Original post ]


1.9b Update / December Build Challenge

This months update contains the following changes: Version 1.9b:

  • added master volume slider to audio settings
  • improved save/load times and savegame sizes for parks that have been running for a very long time (= hundreds of in-game years)
  • fixed new bonus scenario being visible when it shouldn't be
  • fixed staff task list containing duplicate task entries/some entries would not get removed when a task got finished
  • fixed guests teleporting around when leaving the top station of an Elevator ride
  • fixed money counter being wrong when having a lot of money
  • fixed ride stat visualization looking wrong during first test run
Version 1.9a:
  • fixed new bonus scenario could disappear from the map again
  • fixed error that could appear in multiplayer mode in parks with multiple boat rides
  • fixed desync that could happen in multiplayer mode in parks with multiple boat rides

December 2023 Build Challenge Results


All submissions can be found on the Workshop - thanks for everyone participating! Here are the winning entries: https://steamcommunity.com/sharedfiles/filedetails/?id=3099880813 https://steamcommunity.com/sharedfiles/filedetails/?id=3106398887 https://steamcommunity.com/sharedfiles/filedetails/?id=3104528335 https://steamcommunity.com/sharedfiles/filedetails/?id=3109198013 https://steamcommunity.com/sharedfiles/filedetails/?id=3114015653

January 2024 Build Challenge


The new Build Challenge this month is to build a Tilt Coaster! The top submissions get included in the next game update as default blueprints.


[ 2024-01-09 09:17:01 CET ] [ Original post ]


1.9 Update / December Build Challenge

This months update contains the following changes:

New content


  • added a bonus scenario designed by Astrotron (requires both DLCs and beating the base campaign to appear)
  • added cleaning threshold setting to shops
  • added car spawner and meteorite spawner effects (only available in scenario editor)
  • added modding support for light sequences (thanks to tristar!)
  • added Polish translation (thanks to Artur!)

Fixes and improvements


  • updated game loading screen (apart from looking nicer it should also load slightly faster)
  • fixed refund amounts for destroyed objects not working as intended (before, you'd get a full refund for about 20 minutes and a 20% refund afterwards; now, objects slowly start losing value once they are older than 5 minutes until the 20% refund value is reached after about 45 minutes)
  • fixed advertisement campaign UI sometimes not working as expected
  • fixed custom music song title not being displayed when starting the game for the first time after adding the song
  • fixed modded paths not connecting to rides properly
  • fixed two rocks in the Sheer Cliffs scenario that couldn't be removed

November 2023 Build Challenge Results


All submissions can be found on the Workshop - thanks for everyone participating! Here are the winning entries: https://steamcommunity.com/sharedfiles/filedetails/?id=3083729901 https://steamcommunity.com/sharedfiles/filedetails/?id=3081539771 https://steamcommunity.com/sharedfiles/filedetails/?id=3083618602 https://steamcommunity.com/sharedfiles/filedetails/?id=3075890573 https://steamcommunity.com/sharedfiles/filedetails/?id=3075242120

December 2023 Build Challenge


The new Build Challenge this month is to build a River Rapids ride! The top submissions get included in the next game update as default blueprints.


[ 2023-11-29 11:06:53 CET ] [ Original post ]


Developer Anniversary Stream

In celebration of Parkitect's 5th anniversary, Sebastian and Garret from Texel Raptor will be streaming the game. We can't believe it's been 5 years already, and we're excited to mark the occasion with some fun activities. Join us to celebrate on Twitch at 11 PM PST / 8:00 CET Later in the day, we'll also be hosting an AMA on [url=https://www.reddit.com/r/ThemeParkitect/comments/185zlf2/were_texel_raptor_the_developers_of_parkitect_ask/ at 8 AM PST / 18:00 CET where you can ask us anything. Make sure you don't miss that too!


[ 2023-11-28 15:55:03 CET ] [ Original post ]


1.8q5 Update / November Build Challenge

This months update contains the following changes:

  • multiplayer: fixed desync in cross-platform play caused by boat rides
  • multiplayer: fixed desync in cross-platform play on Apple Silicon Macs caused by advertisement campaigns
  • fixed an issue where errors caused by Steam Cloud could make the game unplayable

September 2023 Build Challenge Results


All submissions can be found on the Workshop - thanks for everyone participating! Here are the winning entries: https://steamcommunity.com/sharedfiles/filedetails/?id=3046087739 https://steamcommunity.com/sharedfiles/filedetails/?id=3046957904 https://steamcommunity.com/sharedfiles/filedetails/?id=3047366455 https://steamcommunity.com/sharedfiles/filedetails/?id=3046856339 https://steamcommunity.com/sharedfiles/filedetails/?id=3046816941

November 2023 Build Challenge


The new Build Challenge this month is to build a Suspended Coaster! The top submissions get included in the next game update as default blueprints.


[ 2023-11-06 07:48:00 CET ] [ Original post ]


Halloween Stream

A little Stream for Halloween.


[ 2023-10-27 21:21:47 CET ] [ Original post ]


1.8q4 Update / October Build Challenge

This months update contains the following changes:

  • improved building decorations to work when snapped exactly to the park borders (this was previously only working on same park borders, not all of them)
  • fixed queues could connect to paths outside the park bounds

August 2023 Build Challenge Results


All submissions can be found on the Workshop - thanks for everyone participating! Here are the winning entries - we have picked the three highest rated entries for each ride type:

Swinging Ship


https://steamcommunity.com/sharedfiles/filedetails/?id=3016734053 https://steamcommunity.com/sharedfiles/filedetails/?id=3017552885 https://steamcommunity.com/sharedfiles/filedetails/?id=3023695773

Skyfall


https://steamcommunity.com/sharedfiles/filedetails/?id=3025187711 https://steamcommunity.com/sharedfiles/filedetails/?id=3016926958 https://steamcommunity.com/sharedfiles/filedetails/?id=3018475339

Top Spin


https://steamcommunity.com/sharedfiles/filedetails/?id=3016684265 https://steamcommunity.com/sharedfiles/filedetails/?id=3019746152 https://steamcommunity.com/sharedfiles/filedetails/?id=3019943547

Turbine


https://steamcommunity.com/sharedfiles/filedetails/?id=3033383653 https://steamcommunity.com/sharedfiles/filedetails/?id=3032152759 https://steamcommunity.com/sharedfiles/filedetails/?id=3034520812

Star Flyer


https://steamcommunity.com/sharedfiles/filedetails/?id=3031837415 https://steamcommunity.com/sharedfiles/filedetails/?id=3022367206 https://steamcommunity.com/sharedfiles/filedetails/?id=3019787467

WipeOut


https://steamcommunity.com/sharedfiles/filedetails/?id=3018626035 https://steamcommunity.com/sharedfiles/filedetails/?id=3017412312 https://steamcommunity.com/sharedfiles/filedetails/?id=3026983660

Twister


https://steamcommunity.com/sharedfiles/filedetails/?id=3026285890 https://steamcommunity.com/sharedfiles/filedetails/?id=3028960536 https://steamcommunity.com/sharedfiles/filedetails/?id=3022075187

Star Shape


https://steamcommunity.com/sharedfiles/filedetails/?id=3031712056 https://steamcommunity.com/sharedfiles/filedetails/?id=3025616492 https://steamcommunity.com/sharedfiles/filedetails/?id=3020161773

Top Scan


https://steamcommunity.com/sharedfiles/filedetails/?id=3031479760 https://steamcommunity.com/sharedfiles/filedetails/?id=3018246612 https://steamcommunity.com/sharedfiles/filedetails/?id=3034329815

Tourbillon


https://steamcommunity.com/sharedfiles/filedetails/?id=3031441515 https://steamcommunity.com/sharedfiles/filedetails/?id=3025125648 https://steamcommunity.com/sharedfiles/filedetails/?id=3018544969

Topple Tower


https://steamcommunity.com/sharedfiles/filedetails/?id=3020026165 https://steamcommunity.com/sharedfiles/filedetails/?id=3035130456 https://steamcommunity.com/sharedfiles/filedetails/?id=3018520972

Transformer


https://steamcommunity.com/sharedfiles/filedetails/?id=3036630368 https://steamcommunity.com/sharedfiles/filedetails/?id=3020408631 https://steamcommunity.com/sharedfiles/filedetails/?id=3038531958

October 2023 Build Challenge


The new Build Challenge this month is to build a Monorail Coaster! The top submissions get included in the next game update as default blueprints.


[ 2023-10-04 09:13:15 CET ] [ Original post ]


1.8q2 Update

This months update contains the following changes:

  • made menu bars scrollable if they don't fully fit on the screen
  • fixed odd intensity ratings of the Vertical Spinning Coaster. As a result, intensity ratings for most Vertical Spinning Coasters will most likely be somewhat lower than before

September 2023 Build Challenge


Since there's so many ride types available we'll give everyone a bit more time and extend Augusts Thrill Ride Challenge to this month. Keep in mind that the top submissions for each ride type get included in the next game update as default blueprints - so you can increase your chances of getting included by picking a ride type that doesn't have as many submissions yet. For example, currently there are lots of great entries for the Swinging Ship or Top Spin, but the following rides have a lower number of submissions so far:
  • Topple Tower
  • Top Scan
  • Orbiter
  • Power Surge
  • Star Flyer
  • Turbine
  • Star Shape


[ 2023-09-05 11:27:47 CET ] [ Original post ]


1.8q Update / August Build Challenge

This months update contains the following changes:

  • added new scenario goals: Shop count, Calm Rides count, Thrill Rides count
  • added displaying refunded amount in advance when using bulldozer tool

July 2023 Build Challenge Results


All submissions can be found on the Workshop - thanks for everyone participating! Here are the winning entries - we have picked the three highest rated entries for each ride type:

Enterprise


https://steamcommunity.com/sharedfiles/filedetails/?id=2997895800 https://steamcommunity.com/sharedfiles/filedetails/?id=3006704669 https://steamcommunity.com/sharedfiles/filedetails/?id=2998050014

Gravitron


https://steamcommunity.com/sharedfiles/filedetails/?id=3003359154 https://steamcommunity.com/sharedfiles/filedetails/?id=2998020688 https://steamcommunity.com/sharedfiles/filedetails/?id=3002634101

Heartbreaker


https://steamcommunity.com/sharedfiles/filedetails/?id=3001634729 https://steamcommunity.com/sharedfiles/filedetails/?id=3001241573 https://steamcommunity.com/sharedfiles/filedetails/?id=2996957482

Launched Drop Tower


https://steamcommunity.com/sharedfiles/filedetails/?id=3005215540 https://steamcommunity.com/sharedfiles/filedetails/?id=3006772052 https://steamcommunity.com/sharedfiles/filedetails/?id=3000700667

Jumper


https://steamcommunity.com/sharedfiles/filedetails/?id=3000752732 https://steamcommunity.com/sharedfiles/filedetails/?id=3000171792 https://steamcommunity.com/sharedfiles/filedetails/?id=2997846029

Clockwork


https://steamcommunity.com/sharedfiles/filedetails/?id=3003828326 https://steamcommunity.com/sharedfiles/filedetails/?id=3001577533 https://steamcommunity.com/sharedfiles/filedetails/?id=3001559444

Inverted Double Swing


https://steamcommunity.com/sharedfiles/filedetails/?id=2996995404 https://steamcommunity.com/sharedfiles/filedetails/?id=3006574031 https://steamcommunity.com/sharedfiles/filedetails/?id=2998976682

Power Surge


https://steamcommunity.com/sharedfiles/filedetails/?id=3007335484 https://steamcommunity.com/sharedfiles/filedetails/?id=2998177114 https://steamcommunity.com/sharedfiles/filedetails/?id=2997960696

Gyro Drop Tower


https://steamcommunity.com/sharedfiles/filedetails/?id=3005665213 https://steamcommunity.com/sharedfiles/filedetails/?id=3005316982 https://steamcommunity.com/sharedfiles/filedetails/?id=3007169456

G-Lock


https://steamcommunity.com/sharedfiles/filedetails/?id=3004427497 https://steamcommunity.com/sharedfiles/filedetails/?id=2999142206 https://steamcommunity.com/sharedfiles/filedetails/?id=3009105678

Orbiter


https://steamcommunity.com/sharedfiles/filedetails/?id=3000848617 https://steamcommunity.com/sharedfiles/filedetails/?id=2999428100 https://steamcommunity.com/sharedfiles/filedetails/?id=3001905859

Experience


https://steamcommunity.com/sharedfiles/filedetails/?id=3004732422 https://steamcommunity.com/sharedfiles/filedetails/?id=2997009947 https://steamcommunity.com/sharedfiles/filedetails/?id=2997815173

August 2023 Build Challenge


You all seemed to have a lot of fun with last month's Thrill Ride challenge with lots of super creative and fun designs, so let's simply continue with it - this months challenge is to build a Thrill Ride again, but the available ride types are the ones that were missing last month! There are multiple ride types available and you can pick any of them. The top submissions for each ride type get included in the next game update as default blueprints.


[ 2023-08-07 07:45:31 CET ] [ Original post ]


1.8p5 Update / July Build Challenge

This months update contains the following changes:

  • fixed wrong seat rotation in Clockwork build preview

June 2023 Build Challenge Results


All submissions can be found on the Workshop - thanks for everyone participating! Here are the winning entries: https://steamcommunity.com/sharedfiles/filedetails/?id=2986332829 https://steamcommunity.com/sharedfiles/filedetails/?id=2985793287 https://steamcommunity.com/sharedfiles/filedetails/?id=2986154839 https://steamcommunity.com/sharedfiles/filedetails/?id=2986710486 https://steamcommunity.com/sharedfiles/filedetails/?id=2987017708

July 2023 Build Challenge


The new Build Challenge this month is slightly different: build a Thrill Ride! There are multiple ride types available and you can pick any of them. The top submissions for each ride type get included in the next game update as default blueprints.


[ 2023-06-30 11:16:32 CET ] [ Original post ]


1.8p4 Update / June Build Challenge

This months update contains the following changes:

  • fixed dropdown menus not working properly if a Switch Pro Controller is connected to the system

May 2023 Build Challenge Results


All submissions can be found on the Workshop - thanks for everyone participating! Here are the winning entries: https://steamcommunity.com/sharedfiles/filedetails/?id=2973381066 https://steamcommunity.com/sharedfiles/filedetails/?id=2972859631 https://steamcommunity.com/sharedfiles/filedetails/?id=2976125732 https://steamcommunity.com/sharedfiles/filedetails/?id=2977705643 https://steamcommunity.com/sharedfiles/filedetails/?id=2973788942

June 2023 Build Challenge


The new Build Challenge this month is to build a Swinging Coaster! The top submissions get included in the next game update as default blueprints.


[ 2023-06-06 07:41:38 CET ] [ Original post ]


May Build Challenge

April 2023 Build Challenge Results


All submissions can be found on the Workshop - thanks for everyone participating! Here are the winning entries: https://steamcommunity.com/sharedfiles/filedetails/?id=2959550663 https://steamcommunity.com/sharedfiles/filedetails/?id=2960331465 https://steamcommunity.com/sharedfiles/filedetails/?id=2958236116 https://steamcommunity.com/sharedfiles/filedetails/?id=2958236223 https://steamcommunity.com/sharedfiles/filedetails/?id=2957738536

May 2023 Build Challenge


The new Build Challenge this month is to build a Calm River Ride! The top submissions get included in the next game update as default blueprints.


[ 2023-05-05 07:25:24 CET ] [ Original post ]


1.8p2 Update / April Build Challenge

This months update contains the following changes:

  • fixed being able to delete paths and other hidden objects while building transport tubes
  • fixed very long Giga Coaster track segments causing an error

March 2023 Build Challenge Results


All submissions can be found on the Workshop - thanks for everyone participating! Here are the winning entries: https://steamcommunity.com/sharedfiles/filedetails/?id=2942183565 https://steamcommunity.com/sharedfiles/filedetails/?id=2943053701 https://steamcommunity.com/sharedfiles/filedetails/?id=2942100967 https://steamcommunity.com/sharedfiles/filedetails/?id=2944024250 https://steamcommunity.com/sharedfiles/filedetails/?id=2941773845

April 2023 Build Challenge


The new Build Challenge this month is to build a Vertical Drop Coaster! The top submissions get included in the next game update as default blueprints.


[ 2023-04-04 09:42:49 CET ] [ Original post ]


1.8p Update / Bundle changes / March Build Challenge

This months update contains the following changes:

  • fixed Effect Controller sometimes not playing custom sounds for the correct duration
  • fixed "A True Tycoon" achievement progress could get stuck

New bundle options


We have made updates to our bundles to offer you some new discounts:

Parkitect Deluxe


The Parkitect Deluxe bundle that includes the base game and both DLCs is now a "Complete the set" bundle, which means if you already have the game but you're still missing one or both of the DLCs you can get the remaining items at a 10% discount. https://store.steampowered.com/bundle/12707/Parkitect_Deluxe/

Make 'em Happy Bundle


We have added a new bundle together with The Tenants, so as an owner of Parkitect you can now get The Tenants at a 15% discount. https://store.steampowered.com/bundle/30668/Make_em_Happy_Bundle/

February 2023 Build Challenge Results


All submissions can be found on the Workshop - thanks for everyone participating! Here are the winning entries: https://steamcommunity.com/sharedfiles/filedetails/?id=2927788607 https://steamcommunity.com/sharedfiles/filedetails/?id=2926328674 https://steamcommunity.com/sharedfiles/filedetails/?id=2926615604 https://steamcommunity.com/sharedfiles/filedetails/?id=2927827436 https://steamcommunity.com/sharedfiles/filedetails/?id=2926772947

March 2023 Build Challenge


The new Build Challenge this month is to build an Inverted Dark Ride! The top submissions get included in the next game update as default blueprints.


[ 2023-03-03 09:03:11 CET ] [ Original post ]


1.8o Update / February Build Challenge

This months update contains the following changes:

  • added "People animation detail" slider to graphics settings. Lowering this setting can help improve performance in busy parks.
  • fixed trains on Water Coaster/Wild Mouse could get spawned in the wrong facing direction when using reversing segments

January 2023 Build Challenge Results


All submissions can be found on the Workshop - thanks for everyone participating! Here are the winning entries: https://steamcommunity.com/sharedfiles/filedetails/?id=2913016795 https://steamcommunity.com/sharedfiles/filedetails/?id=2912636586 https://steamcommunity.com/sharedfiles/filedetails/?id=2911696363 https://steamcommunity.com/sharedfiles/filedetails/?id=2914588228 https://steamcommunity.com/sharedfiles/filedetails/?id=2912231096

February 2023 Build Challenge


The new Build Challenge this month is to build a Mini Coaster! The top submissions get included in the next game update as default blueprints.


[ 2023-01-30 13:57:45 CET ] [ Original post ]


1.8n Update / January Build Challenge

December 2022 Build Challenge Results


All submissions can be found on the Workshop - thanks for everyone participating! Here are the winning entries: https://steamcommunity.com/sharedfiles/filedetails/?id=2899499897 https://steamcommunity.com/sharedfiles/filedetails/?id=2900036470 https://steamcommunity.com/sharedfiles/filedetails/?id=2899869441 https://steamcommunity.com/sharedfiles/filedetails/?id=2901096158 https://steamcommunity.com/sharedfiles/filedetails/?id=2900796939

January 2023 Build Challenge


The new Build Challenge this month is to build a Spinning Coaster! The top submissions get included in the next game update as default blueprints.


[ 2023-01-02 12:48:41 CET ] [ Original post ]


1.8m Update / December Build Challenge

This months update contains the following changes:

  • added modding support for defining object spawn sounds
  • scenario editor: clicking on a trash bin with the trash spawn tool now toggles the bin between being full/empty
  • slightly adjusted how often rides break down, which should make breakdowns in big parks feel slightly less unfair
  • fixed Heartbreaker ride physics

November 2022 Build Challenge Results


All submissions can be found on the Workshop - thanks for everyone participating! Here are the winning entries: https://steamcommunity.com/sharedfiles/filedetails/?id=2883823387 https://steamcommunity.com/sharedfiles/filedetails/?id=2885251578 https://steamcommunity.com/sharedfiles/filedetails/?id=2884552264 https://steamcommunity.com/sharedfiles/filedetails/?id=2885773651 https://steamcommunity.com/sharedfiles/filedetails/?id=2884475101

December 2022 Build Challenge


The new Build Challenge this month is to build a Wing Coaster! The top submissions get included in the next game update as default blueprints.


[ 2022-12-08 10:45:22 CET ] [ Original post ]


1.8l Update / November Build Challenge

This months update contains the following changes:

  • added tools to scenario editor for breaking rides, toggling vandalism and spawning trash
  • multiplayer: fixed a potential desync

September 2022 Build Challenge Results


All submissions can be found on the Workshop - thanks for everyone participating! Here are the winning entries: https://steamcommunity.com/sharedfiles/filedetails/?id=2869533968 https://steamcommunity.com/sharedfiles/filedetails/?id=2869902492 https://steamcommunity.com/sharedfiles/filedetails/?id=2870466408 https://steamcommunity.com/sharedfiles/filedetails/?id=2871348247 https://steamcommunity.com/sharedfiles/filedetails/?id=2870846421

November 2022 Build Challenge


The new Build Challenge this month is to build a Ghost Mansion Ride! The top submissions get included in the next game update as default blueprints.


[ 2022-11-03 08:14:42 CET ] [ Original post ]


1.8k Update / September Build Challenge

This months update contains the following changes:

  • fixed custom weather not being saved in scenario editor when only changing temperatures
  • fixed a game crash that could happen when editing bobsled coasters
  • multiplayer: fixed a desync that could happen when using bobsled coasters

August 2022 Build Challenge Results


All submissions can be found on the Workshop - thanks for everyone participating! Here are the winning entries: https://steamcommunity.com/sharedfiles/filedetails/?id=2853386993 https://steamcommunity.com/sharedfiles/filedetails/?id=2855881244 https://steamcommunity.com/sharedfiles/filedetails/?id=2854992734 https://steamcommunity.com/sharedfiles/filedetails/?id=2853485721 https://steamcommunity.com/sharedfiles/filedetails/?id=2853846051

September 2022 Build Challenge


The new Build Challenge this month is to build an Inverted Coaster! The top submissions get included in the next game update as default blueprints.


[ 2022-09-29 09:21:31 CET ] [ Original post ]


1.8j Update / August Build Challenge

This months update contains the following changes:

  • multiplayer: added a reconnect button to quickly reconnect if a desync happens
  • disabled using blueprints in build challenges
  • might solve issues with multiplayer SSL errors that some people with certain routers are experiencing?

July 2022 Build Challenge Results


All submissions can be found on the Workshop - thanks for everyone participating! Here are the winning entries: https://steamcommunity.com/sharedfiles/filedetails/?id=2842652426 https://steamcommunity.com/sharedfiles/filedetails/?id=2842509296 https://steamcommunity.com/sharedfiles/filedetails/?id=2845162344 https://steamcommunity.com/sharedfiles/filedetails/?id=2845773294 https://steamcommunity.com/sharedfiles/filedetails/?id=2842615317

August 2022 Build Challenge


The new Build Challenge this month is to build a Log Flume! The top submissions get included in the next game update as default blueprints.


[ 2022-08-23 14:23:04 CET ] [ Original post ]


July Build Challenge

June 2022 Build Challenge Results


All submissions can be found on the Workshop - thanks for everyone participating! Here are the winning entries: https://steamcommunity.com/sharedfiles/filedetails/?id=2828607191 https://steamcommunity.com/sharedfiles/filedetails/?id=2828463446 https://steamcommunity.com/sharedfiles/filedetails/?id=2828310289 https://steamcommunity.com/sharedfiles/filedetails/?id=2829315653 https://steamcommunity.com/sharedfiles/filedetails/?id=2828741981

July 2022 Build Challenge


For July 2022 the new Build Challenge is to build a Boat Dark Ride! The top submissions get included in the next game update as default blueprints.


[ 2022-07-29 11:00:34 CET ] [ Original post ]


June Build Challenge

May 2022 Build Challenge Results


All submissions can be found on the Workshop - thanks for everyone participating! Here are the winning entries: https://steamcommunity.com/sharedfiles/filedetails/?id=2816140515 https://steamcommunity.com/sharedfiles/filedetails/?id=2818071975 https://steamcommunity.com/sharedfiles/filedetails/?id=2815172850 https://steamcommunity.com/sharedfiles/filedetails/?id=2815910863 https://steamcommunity.com/sharedfiles/filedetails/?id=2818924294

June 2022 Build Challenge


For June 2022 the new Build Challenge is to build a Steel Coaster! The top submissions get included in the next game update as default blueprints.


[ 2022-06-30 08:16:11 CET ] [ Original post ]


1.8g Update / May Build Challenge

This months update contains the following changes:

  • fixed unique guests having wrong outfits
  • reduced RAM use

April 2022 Build Challenge Results


All submissions can be found on the Workshop - thanks for everyone participating! Here are the winning entries: https://steamcommunity.com/sharedfiles/filedetails/?id=2800827833 https://steamcommunity.com/sharedfiles/filedetails/?id=2803615607 https://steamcommunity.com/sharedfiles/filedetails/?id=2800489297 https://steamcommunity.com/sharedfiles/filedetails/?id=2800144707 https://steamcommunity.com/sharedfiles/filedetails/?id=2800115624

May 2022 Build Challenge


For May 2022 the new Build Challenge is to build a Junior Coaster! The top submissions get included in the next game update as default blueprints.


[ 2022-05-31 12:18:39 CET ] [ Original post ]


1.8f Update / April Build Challenge

This months update contains the following changes:

  • added modding support for custom Go-Karts
  • added modding support for changing the sitting pose on custom trains
  • fixed savegame not loading if there is a flat ride in the park that somehow has a part of its platform deleted
  • fixed savegame not loading if it contains tracked rides of a ride type that does not exist (i.e., trying to load a savegame while missing some mods)

March 2022 Build Challenge Results


All submissions can be found on the Workshop - thanks for everyone participating! Here are the winning entries: https://steamcommunity.com/sharedfiles/filedetails/?id=2781239267 https://steamcommunity.com/sharedfiles/filedetails/?id=2780978259 https://steamcommunity.com/sharedfiles/filedetails/?id=2781129780 https://steamcommunity.com/sharedfiles/filedetails/?id=2783717883 https://steamcommunity.com/sharedfiles/filedetails/?id=2781015300

April 2022 Build Challenge


For April 2022 the new Build Challenge is to build a Splash Battle ride! The top submissions get included in the next game update as default blueprints.


[ 2022-04-25 11:53:31 CET ] [ Original post ]


1.8e Update / March Build Challenge

This months update contains the following changes:

  • added "reverse" option for lift segments, allowing trains to leave lifts in reverse direction (e.g. on Wild Mouse and Spinning Coaster)
  • fixed some older mods that were broken by the previous update

February 2022 Build Challenge Results


All submissions can be found on the Workshop - thanks for everyone participating! Here are the winning entries: https://steamcommunity.com/sharedfiles/filedetails/?id=2759871541 https://steamcommunity.com/sharedfiles/filedetails/?id=2756330862 https://steamcommunity.com/sharedfiles/filedetails/?id=2757504080 https://steamcommunity.com/sharedfiles/filedetails/?id=2756478974 https://steamcommunity.com/sharedfiles/filedetails/?id=2761954806

March 2022 Build Challenge


For March 2022 the new Build Challenge is to build a Giga Coaster! The top submissions get included in the next game update as default blueprints.


[ 2022-03-17 13:43:36 CET ] [ Original post ]


1.8d Update / February Build Challenge

This months update contains the following changes:

  • fixed custom music not loading on Linux
  • fixed an error message that could appear on Mac/Linux when using mods
  • fixed memory leaks

January 2022 Build Challenge Results


All submissions can be found on the Workshop - thanks for everyone participating! Here are the winning entries: https://steamcommunity.com/sharedfiles/filedetails/?id=2719122652 https://steamcommunity.com/sharedfiles/filedetails/?id=2717321850 https://steamcommunity.com/sharedfiles/filedetails/?id=2725999300 https://steamcommunity.com/sharedfiles/filedetails/?id=2721508616 https://steamcommunity.com/sharedfiles/filedetails/?id=2726983565

February 2022 Build Challenge


For February 2022 the new Build Challenge is to build a Powered Coaster! The top submissions get included in the next game update as default blueprints.


[ 2022-02-17 10:41:11 CET ] [ Original post ]


1.8c Update / January Build Challenge

This months update contains the following changes:

  • added modding support for particle system effects
  • added modding support for sending custom data in multiplayer mode
  • fixed memory leaks

December 2021 Build Challenge Results


All submissions can be found on the Workshop - thanks for everyone participating! Here are the winning entries: https://steamcommunity.com/sharedfiles/filedetails/?id=2692225353 https://steamcommunity.com/sharedfiles/filedetails/?id=2689055422 https://steamcommunity.com/sharedfiles/filedetails/?id=2689320514 https://steamcommunity.com/sharedfiles/filedetails/?id=2692184760 https://steamcommunity.com/sharedfiles/filedetails/?id=2688204453

January 2022 Build Challenge


For January 2022 the new Build Challenge is to build a Flying Coaster! The top submissions get included in the next game update as default blueprints.


[ 2022-01-11 12:28:35 CET ] [ Original post ]


1.8b Update / December Build Challenge

This months update contains the following changes: Version 1.8a:

  • fixed products of Customizable Shop having a price in scenarios where shop products are required to be free
  • fixed Discord friends missing in multiplayer invite friend list when opening list for second time
Version 1.8b:
  • fixed a case where excitement rating for tower rides could get negative, leading to all sorts of strange results

November 2021 Build Challenge Results


All submissions can be found on the Workshop - thanks for everyone participating! Here are the winning entries: https://steamcommunity.com/sharedfiles/filedetails/?id=2654646986 https://steamcommunity.com/sharedfiles/filedetails/?id=2653224550 https://steamcommunity.com/sharedfiles/filedetails/?id=2653941843 https://steamcommunity.com/sharedfiles/filedetails/?id=2653729898 https://steamcommunity.com/sharedfiles/filedetails/?id=2662536505

December 2021 Build Challenge


For December 2021 the new Build Challenge is to build a Monorail Coaster! The top submissions get included in the next game update as default blueprints.


[ 2021-12-20 13:42:40 CET ] [ Original post ]


1.8 Update / November Build Challenge

This months update contains the following changes:

  • added mod.io integration for sharing mods, blueprints, savegames and scenarios with players outside of Steam Workshop
  • fixed a case where track height makers would not show up
  • fixed guests being positioned wrong when entering/exiting Ferris Wheel
  • fixed scrolling with the mouse wheel on the ride settings tab could sometimes get stuck
  • fixed not being able to zoom while hovering over a shop/ride info pip
  • should fix a problem where some Windows 10 users can't connect to multiplayer sessions due to SSL error

October 2021 Build Challenge Results


All submissions can be found on the Workshop - thanks for everyone participating! Here are the winning entries: https://steamcommunity.com/sharedfiles/filedetails/?id=2628804582 https://steamcommunity.com/sharedfiles/filedetails/?id=2634564815 https://steamcommunity.com/sharedfiles/filedetails/?id=2627049611 https://steamcommunity.com/sharedfiles/filedetails/?id=2634976606 https://steamcommunity.com/sharedfiles/filedetails/?id=2628058948

November 2021 Build Challenge


For November 2021 the new Build Challenge is to build a Gentle Monorail Ride! The top submissions get included in the next game update as default blueprints.


[ 2021-11-11 08:40:30 CET ] [ Original post ]


1.7v Update / October Build Challenge

This months update contains the following changes:

  • added hotkeys for changing the size of the affected terraforming area (same as hotkeys for changing object size, "+" and "-" by default)
  • added support for modded dark ride cars/cars that face a certain direction defined by the track
  • changed Wing Coaster offset half loops to be wider
  • fixed DLC item build sounds not respecting audio volume settings
  • fixed a case where the sound that plays when changing track banking angle could get stuck and play forever

September 2021 Build Challenge Results


All submissions can be found on the Workshop - thanks for everyone participating! Here are the winning entries: https://steamcommunity.com/sharedfiles/filedetails/?id=2611274305 https://steamcommunity.com/sharedfiles/filedetails/?id=2607944026 https://steamcommunity.com/sharedfiles/filedetails/?id=2610497924 https://steamcommunity.com/sharedfiles/filedetails/?id=2609613022 https://steamcommunity.com/sharedfiles/filedetails/?id=2608249908

October 2021 Build Challenge


For October 2021 the new Build Challenge is to build a Hyper Coaster! The top submissions get included in the next game update as default blueprints.


[ 2021-10-13 11:06:21 CET ] [ Original post ]


1.7u3 Update / September Build Challenge

This months update contains the following changes:

  • fixed being able to build flat rides, shops and utility buildings sunk halfway into the ground
  • fixed a case where the track builder could misbehave after building a special segment
  • fixed broken Orbiter animation

August 2021 Build Challenge Results


All submissions can be found on the Workshop - thanks for everyone participating! Here are the winning entries: https://steamcommunity.com/sharedfiles/filedetails/?id=2578395416 https://steamcommunity.com/sharedfiles/filedetails/?id=2578403804 https://steamcommunity.com/sharedfiles/filedetails/?id=2580634452 https://steamcommunity.com/sharedfiles/filedetails/?id=2585718078 https://steamcommunity.com/sharedfiles/filedetails/?id=2578854698

September 2021 Build Challenge


For September 2021 the new Build Challenge is to build a Water Coaster! The top submissions get included in the next game update as default blueprints.


[ 2021-09-21 09:11:40 CET ] [ Original post ]


Cross-Play Multiplayer / 1.7u Update / August Build Challenge

This months update contains the following changes:

  • added cross-platform multiplayer mode between Windows, Mac and Linux players
  • fixed boats from different boat rides sometimes not colliding with each other
  • fixed some custom music mp3s could be played at the wrong speed
  • multiplayer: fixed a desync that could happen when there are multiple boat rides near each other

July 2021 Build Challenge Results


All submissions can be found on the Workshop - thanks for everyone participating! Here are the winning entries: https://steamcommunity.com/sharedfiles/filedetails/?id=2554661257 https://steamcommunity.com/sharedfiles/filedetails/?id=2556953239 https://steamcommunity.com/sharedfiles/filedetails/?id=2558692272 https://steamcommunity.com/sharedfiles/filedetails/?id=2558531846 https://steamcommunity.com/sharedfiles/filedetails/?id=2551955389

August 2021 Build Challenge


For August 2021 the new Build Challenge is to build a Car Ride! The top submissions get included in the next game update as default blueprints.


[ 2021-08-18 12:22:17 CET ] [ Original post ]


1.7t4 Update / July Build Challenge

This months update contains the following changes:

  • fixed a case where deleting a coaster with the bulldozer tool could fail
  • fixed pause hotkey not working after closing the pause game menu while the game is paused
  • fixed a single-frame lag spike that would occur every 40 seconds in parks with queue line TVs
  • fixed wrong default scale on Sphere deco object

June 2021 Build Challenge Results


All submissions can be found on the Workshop - thanks for everyone participating! Here are the winning entries: https://steamcommunity.com/sharedfiles/filedetails/?id=2529885431 https://steamcommunity.com/sharedfiles/filedetails/?id=2527030808 https://steamcommunity.com/sharedfiles/filedetails/?id=2533998123 https://steamcommunity.com/sharedfiles/filedetails/?id=2533968572 https://steamcommunity.com/sharedfiles/filedetails/?id=2531266471

July 2021 Build Challenge


For July 2021 the new Build Challenge is to build a Mine Train Coaster! The top submissions get included in the next game update as default blueprints.


[ 2021-07-19 11:41:13 CET ] [ Original post ]


1.7t3 Update / June Build Challenge

This months update contains the following changes:

  • improved quality of custom image textures when viewed from a steep angle
  • fixed chain lift animation not playing when a track segment gets auto-connected

May 2021 Build Challenge Results


All submissions can be found on the Workshop - thanks for everyone participating! Here are the winning entries:

Top Spin


https://steamcommunity.com/sharedfiles/filedetails/?id=2500291389 https://steamcommunity.com/sharedfiles/filedetails/?id=2508466190 https://steamcommunity.com/sharedfiles/filedetails/?id=2512804076

Swinging Ship


https://steamcommunity.com/sharedfiles/filedetails/?id=2504676682 https://steamcommunity.com/sharedfiles/filedetails/?id=2501410683 https://steamcommunity.com/sharedfiles/filedetails/?id=2511776964

Twister


https://steamcommunity.com/sharedfiles/filedetails/?id=2502830615 https://steamcommunity.com/sharedfiles/filedetails/?id=2508313927 https://steamcommunity.com/sharedfiles/filedetails/?id=2477747207

Transformer


https://steamcommunity.com/sharedfiles/filedetails/?id=2512157085 https://steamcommunity.com/sharedfiles/filedetails/?id=2500396898 https://steamcommunity.com/sharedfiles/filedetails/?id=2501276024

Turbine


https://steamcommunity.com/sharedfiles/filedetails/?id=2500582316 https://steamcommunity.com/sharedfiles/filedetails/?id=2506673165 https://steamcommunity.com/sharedfiles/filedetails/?id=2513203265

Topple Tower


https://steamcommunity.com/sharedfiles/filedetails/?id=2507051646 https://steamcommunity.com/sharedfiles/filedetails/?id=2501637398 https://steamcommunity.com/sharedfiles/filedetails/?id=2504009636

Skyfall


https://steamcommunity.com/sharedfiles/filedetails/?id=2502979103 https://steamcommunity.com/sharedfiles/filedetails/?id=2504332363 https://steamcommunity.com/sharedfiles/filedetails/?id=2510637880

WipeOut


https://steamcommunity.com/sharedfiles/filedetails/?id=2506868542 https://steamcommunity.com/sharedfiles/filedetails/?id=2519160693 https://steamcommunity.com/sharedfiles/filedetails/?id=2508454220

Tourbillon


https://steamcommunity.com/sharedfiles/filedetails/?id=2506688377 https://steamcommunity.com/sharedfiles/filedetails/?id=2503259197 https://steamcommunity.com/sharedfiles/filedetails/?id=2504070514

Star Shape


https://steamcommunity.com/sharedfiles/filedetails/?id=2513170064 https://steamcommunity.com/sharedfiles/filedetails/?id=2510276086 https://steamcommunity.com/sharedfiles/filedetails/?id=2509616731

Top Scan


https://steamcommunity.com/sharedfiles/filedetails/?id=2502977846 https://steamcommunity.com/sharedfiles/filedetails/?id=2503263823 https://steamcommunity.com/sharedfiles/filedetails/?id=2508410043

Star Flyer


https://steamcommunity.com/sharedfiles/filedetails/?id=2512507735 https://steamcommunity.com/sharedfiles/filedetails/?id=2501308580 https://steamcommunity.com/sharedfiles/filedetails/?id=2500882253

June 2021 Build Challenge


For June 2021 the new Build Challenge is to build a Go-Karts ride! The top submissions get included in the next game update as default blueprints.


[ 2021-06-24 12:06:03 CET ] [ Original post ]


1.7t2 Update / May Build Challenge

This months update contains the following changes:

  • changed bus event to drop guests with ride intensity preferences that match the scenario settings
  • changed minimum terrain size from 20x20 to 10x10

April 2021 Build Challenge Results


All submissions can be found on the Workshop - thanks for everyone participating! Here are the winning entries: https://steamcommunity.com/sharedfiles/filedetails/?id=2470523257 https://steamcommunity.com/sharedfiles/filedetails/?id=2469602800 https://steamcommunity.com/sharedfiles/filedetails/?id=2475994806 https://steamcommunity.com/sharedfiles/filedetails/?id=2472821540 https://steamcommunity.com/sharedfiles/filedetails/?id=2471231106

May 2021 Build Challenge


For May 2021 the new Build Challenge is part 2 of the Thrill Ride challenge! You can pick any of the available thrill rides and decorate it. The top 3 submissions for each ride type get included in the next game update as default blueprints.


[ 2021-05-28 10:46:22 CET ] [ Original post ]


1.7t Update / April Build Challenge

This months update contains the following changes:

  • fixed Bobsled Coaster cars not swinging around inside the track tube
  • fixed Heartbreaker ride could get stuck and run forever
  • fixed camera movement not looking smooth while following a train
  • fixed tower rides built from blueprints not costing as much as they should
  • fixed drops would not properly count towards coaster stats in sections where the train travels backwards
  • fixed switch tracks could be built with banking

March 2021 Build Challenge Results


All submissions can be found on the Workshop - thanks for everyone participating! Here are the winning entries:

Orbiter


https://steamcommunity.com/sharedfiles/filedetails/?id=2444380516 https://steamcommunity.com/sharedfiles/filedetails/?id=2443154133 https://steamcommunity.com/sharedfiles/filedetails/?id=2442161948

Heart Breaker


https://steamcommunity.com/sharedfiles/filedetails/?id=2448753536 https://steamcommunity.com/sharedfiles/filedetails/?id=2442043279 https://steamcommunity.com/sharedfiles/filedetails/?id=2462079405

Launched Drop Tower


https://steamcommunity.com/sharedfiles/filedetails/?id=2444289261 https://steamcommunity.com/sharedfiles/filedetails/?id=2443749680 https://steamcommunity.com/sharedfiles/filedetails/?id=2458334646

Gravitron


https://steamcommunity.com/sharedfiles/filedetails/?id=2446659592 https://steamcommunity.com/sharedfiles/filedetails/?id=2440785932 https://steamcommunity.com/sharedfiles/filedetails/?id=2442690341

Jumper


https://steamcommunity.com/sharedfiles/filedetails/?id=2446345083 https://steamcommunity.com/sharedfiles/filedetails/?id=2457816807 https://steamcommunity.com/sharedfiles/filedetails/?id=2446382902

Enterprise


https://steamcommunity.com/sharedfiles/filedetails/?id=2448450804 https://steamcommunity.com/sharedfiles/filedetails/?id=2459890742 https://steamcommunity.com/sharedfiles/filedetails/?id=2457647797

G-Lock


https://steamcommunity.com/sharedfiles/filedetails/?id=2441022003 https://steamcommunity.com/sharedfiles/filedetails/?id=2442045750 https://steamcommunity.com/sharedfiles/filedetails/?id=2446402841

Experience


https://steamcommunity.com/sharedfiles/filedetails/?id=2442000850 https://steamcommunity.com/sharedfiles/filedetails/?id=2442062284 https://steamcommunity.com/sharedfiles/filedetails/?id=2450319922

Inverted Double Swing


https://steamcommunity.com/sharedfiles/filedetails/?id=2443546185 https://steamcommunity.com/sharedfiles/filedetails/?id=2465417156 https://steamcommunity.com/sharedfiles/filedetails/?id=2458275139

Clockwork


https://steamcommunity.com/sharedfiles/filedetails/?id=2448210134 https://steamcommunity.com/sharedfiles/filedetails/?id=2459273975 https://steamcommunity.com/sharedfiles/filedetails/?id=2454772790

Power Surge


https://steamcommunity.com/sharedfiles/filedetails/?id=2454517946 https://steamcommunity.com/sharedfiles/filedetails/?id=2458679198 https://steamcommunity.com/sharedfiles/filedetails/?id=2460232134

Gyro Drop Tower


https://steamcommunity.com/sharedfiles/filedetails/?id=2454747562 https://steamcommunity.com/sharedfiles/filedetails/?id=2452735133 https://steamcommunity.com/sharedfiles/filedetails/?id=2463933338

April 2021 Build Challenge


For April 2021 the new Build Challenge is to build a Pivot Coaster! This is one of the new rides from the Booms & Blooms DLC, but everyone is able to participate in this build challenge, whether you own the DLC or not. The top submissions get included in the next game update as default blueprints, and additionally the winners will also receive a key for Booms & Blooms!


[ 2021-04-27 11:41:54 CET ] [ Original post ]


Experimental cross-platform multiplayer available

An experimental update for cross-platform multiplayer is now available for testing. This allows all players to play together, no matter if you're using Windows, macOS or Linux. Right now this update is experimental, which means it needs to be installed separately and only players using this update are able to join cross-platform multiplayer sessions. When the update is installed you can't join multiplayer sessions with players who are still using the regular version of the game without the update (but you can always revert back to the regular version at any time). If the tests are going well this will become the new default version of Parkitect in a few weeks, so if you are interested in cross-platform multiplayer please give it a try and let us know if you encounter any issues.

Installing the cross-platform multiplayer update


  • Open the "Library" tab in your Steam client
  • Right-click on Parkitect in the game list
  • Select Properties -> Betas, then pick "crossplay" from the dropdown list
  • After the update has been installed you can play together with any other players who are also using this update. You won't be able to play together with anyone who is not using this update

Reverting back to the normal version of the game


  • Open the "Library" tab in your Steam client
  • Right-click on Parkitect in the game list
  • Select Properties -> Betas, then pick "None" from the dropdown list
  • This will uninstall the cross-platform multiplayer update


[ 2021-04-01 12:56:28 CET ] [ Original post ]


1.7s Update / March Build Challenge

This months update contains the following changes:

  • added option for sorting attractions by safety rating to attractions overview tab
  • added trying to build a path in a location that is already occupied highlights the colliding objects now (same as trying to build a track/shop/etc in an occupied location)
  • improved behaviour and look of category lists in deco + blueprint builder windows
  • fixed misplaced brakes on Vertical Spinning Coaster
  • fixed ghost train not appearing when starting to edit a tracked ride that's currently open/in test mode
  • fixed ghost train not animating smoothly while the game is paused
  • fixed some visualization views not updating properly while the game is paused (most notably tracked ride visualizations)
  • fixed guests could turn around and leave before reaching the park entrance of the Victoria Lake scenario
  • multiplayer: added tracked ride stats get shown while building the track, like in singleplayer mode
  • multiplayer: fixed desync that could happen when a trash bag gets thrown into a trash chute

February 2021 Build Challenge Results


All submissions can be found on the Workshop - thanks for everyone participating! These are the 5 winning entries: https://steamcommunity.com/sharedfiles/filedetails/?id=2402663806 https://steamcommunity.com/sharedfiles/filedetails/?id=2404759047 https://steamcommunity.com/sharedfiles/filedetails/?id=2405503574 https://steamcommunity.com/sharedfiles/filedetails/?id=2416994908 https://steamcommunity.com/sharedfiles/filedetails/?id=2403814086

March 2021 Build Challenge


The Calm Ride challenge in January was a lot of fun, so let's do something similar - for March 2021 the new Build Challenge is to build a Thrill Ride! Since there are a lot of thrill rides we have limited the selection and will do the remaining ones in another challenge later. You can pick any of the available rides and decorate it. The top 3 submissions for each ride type get included in the next game update as default blueprints.


[ 2021-03-30 13:13:39 CET ] [ Original post ]


Version 1.7r3

- added exclusive full screen mode option - fixed elevator, turntable, switch track, seesaw and hydraulic launch system not working in edit mode when game is paused - fixed broken Italian translation - multiplayer: fixed a desync that could happen when editing an attraction while it is storming - multiplayer: fixed a desync that could happen when editing a tracked ride


[ 2021-03-01 10:15:27 CET ] [ Original post ]


1.7r Update / February Build Challenge

This months update contains the following changes:

  • fixed language selection not updating language immediately
  • fixed an error that could happen when building a blueprint containing flat rides
  • fixed haulers not behaving as intended if they can't deliver a resource crate
  • fixed Inverting Wooden Coaster loop support
  • fixed deco objects in deco builder menu would sometimes be displayed with the wrong custom colors
  • multiplayer: fixed camera could be in an invalid position after joining a game when playing with someone who uses the Perspective Camera mod
  • multiplayer: fixed a desync that could happen when building and connecting a track segment

January 2021 Build Challenge Results


There have been so many incredibly awesome entries to last months Calm Ride Build Challenge! We couldn't possibly pick just the usual 5 overall winners, so instead the top 3 ranked entries for each type of rides have been selected as winners this time. All submissions can be found on the Workshop - thanks for everyone participating! Here are the winning entries:

Slide


https://steamcommunity.com/sharedfiles/filedetails/?id=2362600614 https://steamcommunity.com/sharedfiles/filedetails/?id=2360896157 https://steamcommunity.com/sharedfiles/filedetails/?id=1539420272

Ferris Wheel


https://steamcommunity.com/sharedfiles/filedetails/?id=2363727244 https://steamcommunity.com/sharedfiles/filedetails/?id=2371957274 https://steamcommunity.com/sharedfiles/filedetails/?id=2369256566

Plane Carousel


https://steamcommunity.com/sharedfiles/filedetails/?id=2373873713 https://steamcommunity.com/sharedfiles/filedetails/?id=2360831706 https://steamcommunity.com/sharedfiles/filedetails/?id=2375852417

Magic Carpet


https://steamcommunity.com/sharedfiles/filedetails/?id=2360780397 https://steamcommunity.com/sharedfiles/filedetails/?id=2365574254 https://steamcommunity.com/sharedfiles/filedetails/?id=2360574363

Motion Simulator


https://steamcommunity.com/sharedfiles/filedetails/?id=2361876700 https://steamcommunity.com/sharedfiles/filedetails/?id=2360944355 https://steamcommunity.com/sharedfiles/filedetails/?id=2361748484

Haunted House


https://steamcommunity.com/sharedfiles/filedetails/?id=2379255170 https://steamcommunity.com/sharedfiles/filedetails/?id=2377823900 https://steamcommunity.com/sharedfiles/filedetails/?id=2366491305

Carousel


https://steamcommunity.com/sharedfiles/filedetails/?id=2361007332 https://steamcommunity.com/sharedfiles/filedetails/?id=2370641478 https://steamcommunity.com/sharedfiles/filedetails/?id=2388851935

Teacups


https://steamcommunity.com/sharedfiles/filedetails/?id=2385301842 https://steamcommunity.com/sharedfiles/filedetails/?id=2373025858 https://steamcommunity.com/sharedfiles/filedetails/?id=2369667881

Wave Swinger


https://steamcommunity.com/sharedfiles/filedetails/?id=2374202644 https://steamcommunity.com/sharedfiles/filedetails/?id=2372982721 https://steamcommunity.com/sharedfiles/filedetails/?id=2382373708

Double Ferris Wheel


https://steamcommunity.com/sharedfiles/filedetails/?id=2370777744 https://steamcommunity.com/sharedfiles/filedetails/?id=2362533108 https://steamcommunity.com/sharedfiles/filedetails/?id=2369976873

Observation Tower


https://steamcommunity.com/sharedfiles/filedetails/?id=2373220446 https://steamcommunity.com/sharedfiles/filedetails/?id=2367097228 https://steamcommunity.com/sharedfiles/filedetails/?id=2364659114

Bumper Cars


https://steamcommunity.com/sharedfiles/filedetails/?id=2374061090 https://steamcommunity.com/sharedfiles/filedetails/?id=2360765725 https://steamcommunity.com/sharedfiles/filedetails/?id=2364301544

4D Cinema


https://steamcommunity.com/sharedfiles/filedetails/?id=2374260026 https://steamcommunity.com/sharedfiles/filedetails/?id=2381745072 https://steamcommunity.com/sharedfiles/filedetails/?id=2369056174

February 2021 Build Challenge


For February 2021 the new Build Challenge is to build an Inverting Spinning Coaster! This is one of the new rides from the Taste of Adventure expansion, but everyone is able to participate in this build challenge, whether you own the expansion or not. The top submissions get included in the next game update as default blueprints, and additionally the winners will also receive a key for Taste of Adventure!


[ 2021-02-18 11:31:04 CET ] [ Original post ]


Version 1.7q5

  • changed walls/fences to no longer split queue lines (since it didn't have any practical use and could happen accidentally when decorating)
  • fixed guests being able to see objects through the floor
  • fixed guests could not see through some gates despite being able to see through the corresponding fences
  • multiplayer: fixed desync that could happen when a guest leaves the park


[ 2021-02-03 12:29:11 CET ] [ Original post ]


Version 1.7q4

  • adjusted deco score balance (ratings were significantly lower than intended since the 1.7 update)
  • fixed a case where guests could see ugly objects through walls
  • macOS Metal: fixed a case where all text in the game could become invisible when using the customizable text deco object
  • multiplayer: fixed a desync that could happen when placing some effects near a boat ride


[ 2021-02-02 14:09:27 CET ] [ Original post ]


Version 1.7q3

  • improved rain protection visualization update speed
  • fixed a crash that could happen when using the Dragon Cars on the Steel Coaster
  • multiplayer: fixed a desync that could happen when changing 4d cinema movie
  • multiplayer: fixed a desync that could happen when changing motion simulator movie
  • multiplayer: fixed a desync that could happen when changing ride music
  • multiplayer: fixed a desync that could happen when researching if players own different DLCs
  • multiplayer: fixed a desync that could happen when a player joins after it has rained
  • multiplayer: fixed an error that could happen when someone tries to join a running game


[ 2021-02-01 12:46:13 CET ] [ Original post ]


Version 1.7q2

  • fixed broken blueprints when creating a blueprint that contains a path with path attachments


[ 2021-01-28 11:52:10 CET ] [ Original post ]


Version 1.7q Update

Version 1.7q:

  • added highlight for colliding objects when not being able to build something due to location being already occupied
  • added option to Effects Controller to only trigger effects by day or at night
  • fixed guest hats could sometimes briefly be in odd positions
  • fixed a case where rain protection would not be properly updated after building roofs
  • multiplayer: fixed a desync that could happen when guests are queueing for a long time
  • multiplayer: fixed a desync that could happen after building roofs

Version 1.7p2:
  • fixed an error that could appear when hovering a path in decoration visualization mode
  • fixed being able to build paths through objects
Version 1.7p:
  • fixed an error that could appear after deleting objects
Version 1.7o:
  • fixed some objects missing in decoration score calculations
  • fixed a case where multiple trains could be used on multi-lap powered coasters
  • multiplayer: fixed a desync that could happen when building through trees


[ 2021-01-26 11:52:24 CET ] [ Original post ]


Version 1.7n Update

Version 1.7n:

  • added hovering over a path in decoration score visualization mode highlights sources of bad decoration rating that are visible from that path
  • added color blindness mode (so far only changes colors used in decoration score visualization, let us know if any other places are causing problems)
  • improved queue building to never form closed loops
  • improved deco score calculation speed for savegames where the area outside the park is heavily decorated
  • fixed a case where objects could have a wrong rotation when building a blueprint
  • fixed some Mini Coaster sounds not playing at the right volume
  • multiplayer: fixed not being able to build animated objects
  • multiplayer: fixed a desync that could happen when joining a park with a Safari Ride
  • multiplayer: fixed a desync that could happen when it rains
  • multiplayer: fixed chat not visible when changing UI scale

Version 1.7m:
  • fixed an error that could appear in singleplayer mode when destructing transport tubes
  • fixed some objects being in the wrong order in the deco builder window
Version 1.7l:
  • fixed an error that could appear in singleplayer mode when destructing objects
  • multiplayer: fixed a desync when changing Mechanic/Janitor tasks


[ 2021-01-20 09:02:47 CET ] [ Original post ]


1.7k Update / January Build Challenge

This months update contains the following changes:

  • added: Effect Controller can trigger other Effect Controllers now
  • added scenario editor setting for terraforming costs
  • changed autosave to keep two older savegame versions
  • fixed an error that could appear when placing some flat rides near the terrain boundary
  • fixed a case where newly hired employees could drown after being hired on some maps
  • fixed a case where newly hired employees would hover instead of walk
  • fixed a case where parts of guests (hair, backpacks, ...) could become detached and float around
  • fixed font type being reset when duplicating 3D text signs with the pipette tool
  • fixed guests not putting up hands on rides
  • fixed missing effects when building some objects
  • fixed bad supports on some coasters
  • fixed "build every ride" achievement
  • fixed "don't build while paused" challenge goal not working properly anymore
  • fixed an error when trying to build paths outside the park bounds
  • multiplayer: fixed a desync when changing the height of an elevator
  • multiplayer: fixed a rare desync when it starts raining
  • multiplayer: fixed a rare desync when a guest watches an attraction
  • multiplayer: fixed a desync that could happen when using modded train types
  • multiplayer: fixed issues when players join a room at the same time

November 2020 Build Challenge Results


All submissions can be found on the Workshop - thanks for everyone participating! These are the 5 winning entries: https://steamcommunity.com/sharedfiles/filedetails/?id=2292278342 https://steamcommunity.com/sharedfiles/filedetails/?id=2285138112 https://steamcommunity.com/sharedfiles/filedetails/?id=2289338022 https://steamcommunity.com/sharedfiles/filedetails/?id=2296707419 https://steamcommunity.com/sharedfiles/filedetails/?id=2285032819

January 2021 Build Challenge


For January 2021 we're doing something slightly different - the new Build Challenge is to build a Calm Ride! You can pick any of the available flat rides (Carousel, Ferris Wheel, etc.) and decorate it. The top 15 submissions get included in the next game update as default blueprints.


[ 2021-01-13 13:49:40 CET ] [ Original post ]


Version 1.7f

  • multiplayer: added Discord integration. You can now invite your Discord friends to join your multiplayer session/join sessions through Discord
  • fixed a case where replacing queue signs wasn't working properly
  • fixed a case where guests might not enter queues properly if many people try to enter the queue at once
  • fixed a case where employees would stop working when their assigned zone was deleted
  • fixed missing Elevator entrance/exit after loading savegame
  • fixed an error that could appear when trying to build some blueprints
  • multiplayer: fixed a desync that could happen when someone leaves the game
  • multiplayer: fixed a desync that could happen shortly after starting a multiplayer session
  • multiplayer: fixed a desync that could happen after playing for some time and that would prevent rejoins
  • multiplayer: fixed a rare desync when big animated deco is built
  • multiplayer: fixed various other rare desyncs


[ 2020-12-16 15:57:28 CET ] [ Original post ]


The Multiplayer Update is released!

Hey everyone, the Multiplayer Update is now released! [previewyoutube=xM6bH_Fc0fU;full][/previewyoutube] Up to 8 people can play together, building the same park. You can play sandbox parks together and also campaign scenarios. The majority of mods are compatible with multiplayer mode. A few mods will need to be updated to be compatible. You can select which DLCs to enable for a multiplayer session, so if you want to play with someone who doesn't have one of the DLCs installed you can do so by simply deselecting it. When playing in multiplayer mode everyone works on the same park together. You can see what the other people are doing - it's a bit like everyone is playing together on the same PC:
Creating a new game or joining one is done through a lobby. You can also directly invite your Steam friends to join. It's pretty easy!

Changelog


  • added co-op multiplayer mode! Now you can build parks with up to 7 other people together
  • added a new background music track
  • improved decoration score calculation speed
  • fixed fences not sticking to terrain when terraforming
  • fixed a case where decoration could be seen through the terrain
  • fixed a bug where guest money setting would not be stored properly when editing a scenario
Cross-play between Windows/Mac/Linux systems is not available currently. We'll continue working on it. If anything goes wrong during a multiplayer session you'll get an option for uploading an error report. We'll keep a close eye on those and will release patches as quickly as possible if any problems occur. If you're having trouble with desyncs please try having all players join your multiplayer session lobby before starting the game. Joining mid-game is currently more likely to lead to desyncs.


[ 2020-12-08 12:19:52 CET ] [ Original post ]


Announcing the Multiplayer Update!

Hey everyone, it's the 2nd anniversary of Parkitects 1.0 release this week and we've prepared something for you to celebrate:

On December 8th we'll release a new free update that adds a cooperative online multiplayer mode!


Here's a trailer to give you an idea how it works: [previewyoutube=xM6bH_Fc0fU;full][/previewyoutube] Up to 8 people can play together, building the same park. You can see what the other people are doing - it's a bit like everyone is playing together on the same PC:
Creating a new game or joining one is done through a lobby. You can also directly invite your Steam friends to join. It's pretty easy!
We'll do a preview stream of the new multiplayer mode tomorrow around 8:30am PST here on Steam. Come join us if you're curious or want to chat :)


[ 2020-11-25 19:24:58 CET ] [ Original post ]


1.6c Update / November Build Challenge

This months update contains the following changes:

  • changed effects deco objects to stay visible when hiding scenery
  • fixed a case where tracked rides would occasionally randomly derail
  • fixed background music could occasionally stop playing or play twice
  • fixed trees not being rendered properly on old macOS systems

October 2020 Build Challenge Results


All submissions can be found on the Workshop - thanks for everyone participating! These are the 5 winning entries: https://steamcommunity.com/sharedfiles/filedetails/?id=2255757027 https://steamcommunity.com/sharedfiles/filedetails/?id=2252642374 https://steamcommunity.com/sharedfiles/filedetails/?id=2261221802 https://steamcommunity.com/sharedfiles/filedetails/?id=2254793316 https://steamcommunity.com/sharedfiles/filedetails/?id=2256070782

November 2020 Build Challenge


For November 2020 the new Build Challenge is to build an Inverting Wooden Coaster! This is one of the new rides from the Taste of Adventure expansion, but everyone is able to participate in this build challenge, whether you own the expansion or not. The top submissions get included in the next game update as default blueprints, and additionally the winners will also receive a key for Taste of Adventure!


[ 2020-11-11 13:52:33 CET ] [ Original post ]


1.6b Update / October Build Challenge

This months update contains the following changes:

  • added Portuguese - Brazil translation (thanks to Erick and Tiago!)
  • added modding support for textured objects with custom colors
  • added object outline when picking objects in bulldozer tool, blueprint creation and scenario editor tools
  • Booms & Blooms: added new fireworks effects: Ring, Sparkler
  • improved effect editor performance
  • changed fireworks launcher to be visible when scenery is hidden
  • fixed water remaining outside map when shrinking map in scenario editor
  • fixed bad collision detection on scaled trees
  • fixed custom color slots for bobsled track
  • fixed track segment triggers when train is driving reversed

September 2020 Build Challenge Results


All submissions can be found on the Workshop - thanks for everyone participating! These are the 5 winning entries: https://steamcommunity.com/sharedfiles/filedetails/?id=2225886091 https://steamcommunity.com/sharedfiles/filedetails/?id=2223667295 https://steamcommunity.com/sharedfiles/filedetails/?id=2223582305 https://steamcommunity.com/sharedfiles/filedetails/?id=2224500325 https://steamcommunity.com/sharedfiles/filedetails/?id=2225331640

October 2020 Build Challenge


For October 2020 the new Build Challenge is to build a Tilt Coaster! This is one of the new rides from the Booms & Blooms DLC, but everyone is able to participate in this build challenge, whether you own the DLC or not. The top submissions get included in the next game update as default blueprints, and additionally the winners will also receive a key for Booms & Blooms!


[ 2020-10-07 12:33:03 CET ] [ Original post ]


1.6a Update / September Build Challenge

This months update contains the following changes:

  • Booms & Blooms: added Tilia shrub
  • added camera acceleration setting
  • added Soil terrain type
  • added DLC trees to campaign map generator
  • added modding support for swinging and spinning coaster cars
  • updated shrubs to be resizable
  • updated mod light effects to be useable with Effects Controller
  • changed attraction highlight to use the attraction status color
  • changed max length of switch track from 7 to 9
  • changed Effects Controller to stay visible when hiding deco
  • fixed shading on some of the new trees
  • fixed synchronized stations not waiting correctly if there is only one train
  • fixed resize hotkeys not working for effects
  • fixed custom music not playing anymore after loading another savegame
  • fixed missing guest faces/hair on systems with low performance
  • fixed sounds not playing when using a modded camera
  • fixed tracked ride stats label sometimes not showing up when building the track
  • fixed river rapids sometimes getting stuck on bumpers in rapid water
  • fixed lightning being able to break rides under construction
  • fixed object outline on spotlight

August 2020 Build Challenge Results


All submissions can be found on the Workshop - thanks for everyone participating! These are the 5 winning entries: https://steamcommunity.com/sharedfiles/filedetails/?id=2196803359 https://steamcommunity.com/sharedfiles/filedetails/?id=2209094839 https://steamcommunity.com/sharedfiles/filedetails/?id=2195482204 https://steamcommunity.com/sharedfiles/filedetails/?id=2196060202 https://steamcommunity.com/sharedfiles/filedetails/?id=2198465467

September 2020 Build Challenge


For September 2020 the new Build Challenge is to build a Steeplechase ride! One special thing this time is that actually the task is two build two rides that are synchronized with each other. This is one of the new rides from the Booms & Blooms DLC, but everyone is able to participate in this build challenge, whether you own the DLC or not. The top submissions get included in the next game update as default blueprints, and additionally the winners will also receive a key for Booms & Blooms!


[ 2020-09-08 15:13:47 CET ] [ Original post ]


The Booms Blooms DLC and Version 1.6 are available now!

[previewyoutube=3lbvkOJDf5U;full][/previewyoutube] https://store.steampowered.com/app/1353170 The big free update to Version 1.6 and our second paid DLC called Booms & Blooms are available now. Here's a summary of all the changes: Booms & Blooms DLC (paid):

  • added Effects Controller for creating your own fireworks shows, fountain shows, triggering effects from rides, ... (+ modding support for triggering animations!)
  • added Tilt Coaster
  • added Pivot Coaster
  • added Steeplechase
  • added Rowboats
  • added Heart Breaker
  • added Star Flyer
  • added switch segment for Mine Train Coaster, Junior Coaster
  • added custom image flags
  • added fireworks
  • added speakers for playing music across the park/custom sound effects
  • added new trees and shrubs
Version 1.6 (free):
  • added option for automatic day/night cycle
  • added mowed grass terrain type
  • added deco objects: frames, additional basic shapes, truck, small light that can be stuck to surfaces
  • added alternate font styles for 3D text signs
  • added German guest names
  • added stat boost display to stats tab in employee info window
  • added option for changing rotation direction to many flat rides
  • added leaf movement animation to trees
  • added depth visualization to blueprint builder
  • added Italian translation (thanks to Antonio!)
  • improved performance in heavily decorated parks by up to 50%
  • improved performance of ride lights to cost ~90% less than before
  • improved performance when placing blueprints
  • improved audio implementation, resolving issues with sounds not playing/being too loud after loading savegame
  • improved fire/water/smoke effects by allowing them to be stuck to any surface
  • improved number input fields to use proper decimal separator depending on system language
  • improved long grass deco object and other older plants to have custom colors
  • increased zoom range
  • updated most trees to be resizable
  • updated object highlighting to use an outline
  • fixed visual artifacts around objects in front of water
  • fixed game window getting resized when opening graphics settings menu after manually resizing the window
  • fixed a case where the height of the Skyfall ride could not be changed
  • fixed a very rare case where the UI could become unresponsive


[ 2020-09-02 13:12:45 CET ] [ Original post ]


Announcing the Parkitect: Booms Blooms Pack and Update!

Hey everyone, we're excited to tell you about the Parkitect: Booms & Blooms Pack today!

It will launch next week, on September 2nd.



https://store.steampowered.com/app/1353170 This update consists of two parts: the paid Booms & Blooms Pack ($7.99/6.59), adding explosive new content; and a free patch that adds a whole bunch of improvements and new features to the base game. Here's a trailer to show you some of the highlights: [previewyoutube=3lbvkOJDf5U;full][/previewyoutube] So, what exactly is included?

Paid content


In the Booms & Blooms pack you'll find:
With the new Effect Controller you can create your own firework shows or synchronize effects with your rides! There's also new speakers that allow you to play your own music, or you can use the Effect Controller to trigger your own sound effects.
Two new thrill rides, one new water ride, and three new coasters! And with the new switch segments your Mine Train Coasters and Junior Coasters can ride backwards!




There's a new set of trees, and new flags that you can put your own images on!

Free update


Some of the highlights of the free portion of this update include:
  • adjustable direction for spinning rides

  • new basic shape variations, updated old plants to be recolorable, updated many old trees to be resizable

  • we have completely reworked how the game gets rendered, making use of some more modern GPU features to improve performance. How much of a difference you see depends on your system and the park you're playing (the more heavily decorated your park is the bigger the difference you'll see). Camera mods should benefit from these improvements as well. As a result of these improvements we also allow you to zoom out further now.

  • similar changes have been made for the light animations of flat rides, moving more work to the GPU. Again, how much of an improvement you'll see depends on your park - the results you see below is for one of the most extreme cases possible


[ 2020-08-27 14:34:43 CET ] [ Original post ]


1.5k Update / August Build Challenge

This months update contains the following changes:

  • improved camera movement smoothness
  • improved camera rotation and tilting across different FPS
  • fixed very rare issue where certain objects could be in a wrong rotation when building blueprint
  • fixed not being able to block stairs with walls/fences
  • fixed a frame-perfect bug where a ride exit would not connect with the ride
  • fixed paths on the lowest possible terrain level having automatic rain protection
  • fixed river rapids sometimes getting stuck if standing still for a short time

July 2020 Build Challenge Results


All submissions can be found on the Workshop - thanks for everyone participating! These are the 5 winning entries: https://steamcommunity.com/sharedfiles/filedetails/?id=2158003822 https://steamcommunity.com/sharedfiles/filedetails/?id=2164859714 https://steamcommunity.com/sharedfiles/filedetails/?id=2157738209 https://steamcommunity.com/sharedfiles/filedetails/?id=2161464990 https://steamcommunity.com/sharedfiles/filedetails/?id=2164269737

August 2020 Build Challenge


For August 2020 the new Build Challenge is to build a Floorless Coaster! The top submissions get included in the next game update as default blueprints.


[ 2020-08-11 13:44:06 CET ] [ Original post ]


1.5j Update / July Build Challenge

This months update contains the following changes:

  • improved build previews for paths and transport system tubes (see demo below)
  • improved boat ride to cause less congestion
  • fixed some rides having tunnels when built next to vertical terrain
  • fixed modded rides not showing up in blueprint window ride list
  • fixed Calm River Ride boats having wrong rotation on some conveyors
  • macOS: fixed clicking on file path for custom image/music folders would not open Finder

June 2020 Build Challenge Results


All submissions can be found on the Workshop - thanks for everyone participating! These are the 5 winning entries: https://steamcommunity.com/sharedfiles/filedetails/?id=2139575698 https://steamcommunity.com/sharedfiles/filedetails/?id=2130617812 https://steamcommunity.com/sharedfiles/filedetails/?id=2145314091 https://steamcommunity.com/sharedfiles/filedetails/?id=2128630727 https://steamcommunity.com/sharedfiles/filedetails/?id=2128118321

July 2020 Build Challenge


For July 2020 the new Build Challenge is to build a Safari Ride! This is one of the new rides from the Taste of Adventure expansion, but everyone is able to participate in this build challenge, whether you own the expansion or not. The top submissions get included in the next game update as default blueprints, and additionally the winners will also receive a key for Taste of Adventure!


[ 2020-07-07 11:23:18 CET ] [ Original post ]


1.5i Update / June Build Challenge

This months update contains the following changes:

  • added Traditional Chinese font support and translation
  • Linux: added Vulkan rendering
  • improved memory use
  • improved modding support
  • fixed penalties not getting triggered when a train crashes (guests are now unlikely to go on a coaster that had a crash recently, and the ride + park rating will take a hit)
  • fixed derailed trains sometimes simply disappearing
  • fixed maximum train count sometimes being too high if station is shorter than train
  • fixed blueprints sometimes beeing incorrectly marked as unavailable because of missing research
  • fixed rain not being displayed properly

May 2020 Build Challenge Results


All submissions can be found on the Workshop - thanks for everyone participating! These are the 5 winning entries: https://steamcommunity.com/sharedfiles/filedetails/?id=2112728084 https://steamcommunity.com/sharedfiles/filedetails/?id=2107548996 https://steamcommunity.com/sharedfiles/filedetails/?id=2103605256 https://steamcommunity.com/sharedfiles/filedetails/?id=2097312046 https://steamcommunity.com/sharedfiles/filedetails/?id=2099798252

June 2020 Build Challenge


For June 2020 the new Build Challenge is to build a Hydraulically-Launched Coaster! The top submissions get included in the next game update as default blueprints.


[ 2020-06-10 12:59:12 CET ] [ Original post ]


1.5h Update / May Build Challenge

This months update contains the following changes:

  • macOS: improved game loading time
  • macOS: improved visuals
  • fixed not all rides/shops being available when continuing to play a campaign park in sandbox mode
  • fixed campaign map screen not respecting graphics settings, causing performance issues on slower systems
  • fixed customizable shop getting dirty when acting like certain other shops that can't get dirty (such as souvenir shop)
  • fixed not being able to build fences on some park edges
  • fixed being able to build stations on slopes for some tracked rides
  • fixed trains sometimes spawning in reverse when using turntables
  • fixed Launched Drop Tower stats not changing when changing number of launches

April 2020 Build Challenge Results


All submissions can be found on the Workshop - thanks for everyone participating! These are the 5 winning entries: https://steamcommunity.com/sharedfiles/filedetails/?id=2064227117 https://steamcommunity.com/sharedfiles/filedetails/?id=2067091621 https://steamcommunity.com/sharedfiles/filedetails/?id=2063557561 https://steamcommunity.com/sharedfiles/filedetails/?id=2063369189 https://steamcommunity.com/sharedfiles/filedetails/?id=2063266889

May 2020 Build Challenge


For May 2020 the new Build Challenge is to build a Vertical Drop Coaster! The top submissions get included in the next game update as default blueprints.


[ 2020-05-14 08:54:20 CET ] [ Original post ]


1.5g Update / April Build Challenge

This months update contains the following changes:

  • improved performance when saving game
  • fixed DLC themes not being researchable in old sandbox parks that were created before DLC release
  • fixed fence/path attachment build previews being displayed in wrong rotations when not having any money
  • fixed not being able to build fences/flower boxes on lowest possible terrain level
  • fixed zone visualizations not being displayed on lowest possible terrain level
  • fixed no error message being displayed if an error happens while loading the game

March 2020 Build Challenge Results


All submissions can be found on the Workshop - thanks for everyone participating! These are the 5 winning entries: https://steamcommunity.com/sharedfiles/filedetails/?id=2019737569 https://steamcommunity.com/sharedfiles/filedetails/?id=2020045335 https://steamcommunity.com/sharedfiles/filedetails/?id=2027679040 https://steamcommunity.com/sharedfiles/filedetails/?id=2021849333 https://steamcommunity.com/sharedfiles/filedetails/?id=2030210980

April 2020 Build Challenge


For April 2020 the new Build Challenge is to build a Calm River Ride! The top submissions get included in the next game update as default blueprints.


[ 2020-04-16 07:02:52 CET ] [ Original post ]


1.5f Update / March Build Challenge

This months update contains the following changes:

  • updated Wave Swinger collision bounds
  • fixed "disallow underground building" toggle in scenario editor settings not working
  • fixed a very rare case where a park wouldn't load when starting it with goals disabled
  • fixed macOS Gatekeeper blocking the game from running on macOS Catalina

February 2020 Build Challenge Results


All submissions can be found on the Workshop - thanks for everyone participating! These are the 5 winning entries: https://steamcommunity.com/sharedfiles/filedetails/?id=1995674388 https://steamcommunity.com/sharedfiles/filedetails/?id=1998816977 https://steamcommunity.com/sharedfiles/filedetails/?id=2003709362 https://steamcommunity.com/sharedfiles/filedetails/?id=2002264886 https://steamcommunity.com/sharedfiles/filedetails/?id=1997759213

March 2020 Build Challenge


For March 2020 the new Build Challenge is to build a Vertical Spinning Coaster! This is one of the new rides from the Taste of Adventure expansion, but everyone is able to participate in this build challenge, whether you own the expansion or not. The top submissions get included in the next game update as default blueprints, and additionally the winners will also receive a key for Taste of Adventure!


[ 2020-03-11 13:37:57 CET ] [ Original post ]


1.5e Update / February Build Challenge

This months update contains the following changes:

  • fixed being unable to control the camera when clicking through the tutorial quickly
  • fixed guests ignoring path signs on queues that don't lead to an attraction
  • fixed grasses not getting removed when painting terrain type

January 2020 Build Challenge Results


All submissions can be found on the Workshop - thanks for everyone participating! These are the 5 winning entries: https://steamcommunity.com/sharedfiles/filedetails/?id=1970780393 https://steamcommunity.com/sharedfiles/filedetails/?id=1976200836 https://steamcommunity.com/sharedfiles/filedetails/?id=1968954716 https://steamcommunity.com/sharedfiles/filedetails/?id=1972313362 https://steamcommunity.com/sharedfiles/filedetails/?id=1970058401 If you won you have received a friend request through Steam. After accepting it you'll be able to receive your Taste of Adventure key.

February 2020 Build Challenge


For February 2020 the new Build Challenge is to build a Ghost Mansion Ride! The top submissions get included in the next game update as default blueprints.


[ 2020-02-11 08:54:45 CET ] [ Original post ]


1.5d Update / January Build Challenge

This months update contains the following changes:

  • fixed balloons being invisible after loading a savegame
  • fixed issues with disappearing text on Mac/Linux
  • fixed guests not entering rides without queues
  • fixed not being able to lower/raise licorice/chocolate fences
  • fixed error when changing prices in zone window attraction list
  • fixed balloons getting sometimes stuck when bulldozing balloon shop
  • fixed being able to build Spinning Coaster elevator sections through other rides
  • fixed guests having trouble getting to the park entrance in the Jungle Adventure scenario
  • fixed bad performance when changing terrain type under water
  • fixed nothing left to research when converting campaign savegame to sandbox mode
  • fixed a case where it was possible to remove objects in pause mode when it is not allowed
  • fixed a case where coasters could temporarily have an extreme intensity rating for no apparent reason
  • fixed ride entrance/exit tiles missing tunnel frames when burried below terrain
  • changed ride stats to not count station wait times anymore

December 2019 Build Challenge Results


All submissions can be found on the Workshop - thanks for everyone participating! These are the 5 winning entries: https://steamcommunity.com/sharedfiles/filedetails/?id=1931209792 https://steamcommunity.com/sharedfiles/filedetails/?id=1928644071 https://steamcommunity.com/sharedfiles/filedetails/?id=1930527232 https://steamcommunity.com/sharedfiles/filedetails/?id=1939148794 https://steamcommunity.com/sharedfiles/filedetails/?id=1931020651 If you won you have received a friend request through Steam. After accepting it you'll be able to receive your Taste of Adventure key.

January 2020 Build Challenge


For December 2020 the new Build Challenge is to build a Swinging Coaster! This is one of the new rides from the Taste of Adventure expansion, but everyone is able to participate in this build challenge, whether you own the expansion or not. The top submissions get included in the next game update as default blueprints, and additionally the winners will also receive a key for Taste of Adventure!


[ 2020-01-13 10:43:10 CET ] [ Original post ]


1.5c Update / Spanish Translation / December Build Challenge

This months update contains the following changes:

  • added Spanish translation
  • added option for inverting vertical camera axis
  • updated all translations
  • fixed not being able to build river rapids blueprints if the ride has any bumpers
  • fixed no tracked ride blueprints goal sometimes not getting completed
  • fixed not being able to select 3D text for blueprints/with the bulldozer tool
  • fixed wrong train spawn orientation when spawning on a turntable
  • fixed an error in some custom train mods that made it impossible to select objects
  • fixed doors not working when placed on an attraction exit
  • fixed tall diagonal helixes could go off-grid
  • fixed guests being able to see through flat ride platforms
There's also a new Experimental Version that contains a big game engine update, performance and visual improvements for macOS, and Traditional Chinese font support + translation. It would be extremely helpful to get some feedback on these changes before we release them to everyone - if you want to give it a try you can access it by going into the Steam library and right-clicking on Parkitect, then select Properties -> Betas -> experimental. If you notice anything unusual please let us know on the Forums.

November 2019 Build Challenge Results


All submissions can be found on the Workshop - thanks for everyone participating! These are the 5 winning entries: https://steamcommunity.com/sharedfiles/filedetails/?id=1911205852 https://steamcommunity.com/sharedfiles/filedetails/?id=1908369018 https://steamcommunity.com/sharedfiles/filedetails/?id=1910281624 https://steamcommunity.com/sharedfiles/filedetails/?id=1915819287 https://steamcommunity.com/sharedfiles/filedetails/?id=1909623253

December 2019 Build Challenge


For December 2019 the new Build Challenge is to build a River Rapids ride! This is one of the new rides from the Taste of Adventure expansion, but everyone is able to participate in this build challenge, whether you own the expansion or not. The top submissions get included in the next game update as default blueprints, and additionally this time the winners will also receive a key for Taste of Adventure!


[ 2019-12-04 11:55:06 CET ] [ Original post ]


Version 1.5a + Version 1.5b patch notes

Thanks everyone for all the feedback for the 1.5/Taste of Adventure updates! We have released the following patches over the last few days:

Version 1.5a (November 21)


  • fixed coaster physics behaving differently than before the Version 1.5 update
  • fixed attraction/shop marketing campaigns being much cheaper than they used to
  • fixed vertical custom image signs displaying the images upside down on one side
  • fixed a case where resetting campaign progress could lead to a black screen instead of reloading the campaign map
  • fixed loud fire noises on the Yucatan Ridge scenario from the Taste of Adventure campaign
  • fixed medieval door appearing in the wrong deco category
  • improved color randomizer button to generate more varied colors

Version 1.5b (November 25)


  • changed "no pause" optional goals to "no building while paused"
  • fixed a case where queue lines could be misconnected when built in a certain order
  • fixed queue signs on queue tiles that use only one custom color having wrong custom colors
  • fixed graphical glitch when building an elevator
  • fixed "My Images" folder having to be created manually
  • fixed a case where blueprint preview images would be tiny
  • fixed not being able to put some Candy/Adventure theme objects into blueprints
  • fixed category list in deco builder window cutting off long category names in wrong places
  • fixed ghost train previews not running during thunderstorms
  • fixed not being able to build depots/trash chutes in scenarios where building underground is disabled
  • fixed being able to build through downward elevator segments
  • fixed weirdness when trying to place a flat ride on a lake/lava near terrain edge
  • fixed a case where doors would visually clip through walls when they shouldn't
  • balance adjustments for "Taste of Adventure" campaign
  • added command line argument -savedatafolder=Your/Path to allow using any savegame folder location you want (e.g. for installing and running the game from a USB drive)


[ 2019-11-25 15:15:53 CET ] [ Original post ]


Daily Deal - Parkitect, 25% Off

Today's Deal: Save 25% on Parkitect!*

Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

*Offer ends Saturday at 10AM Pacific Time


[ 2019-11-21 18:09:00 CET ] [ Original post ]


Parkitect - Taste of Adventure and Version 1.5 are available now!

[previewyoutube=ZAiZLAeF6ao;full][/previewyoutube] https://store.steampowered.com/app/1129050/Parkitect__Taste_of_Adventure The big free update to Version 1.5 and the paid Taste of Adventure expansion are available now. Here's a summary of all the changes: Taste of Adventure expansion (paid):

  • added new campaign with 10 scenarios
  • added Candyland theme
  • added Adventure theme
  • added River Rapids
  • added Inverting Wooden Coaster
  • added Inverting Spinning Coaster
  • added Vertical Spinning Coaster
  • added Swinging Coaster
  • added Safari Ride
  • added Experience
  • added Clockwork
  • added Shirts stall
  • added Sub Sandwiches stall
  • added Corn Dogs stall
  • added Cookies stall
  • added animated door and gate deco pieces
  • added Lava
  • added turntable segments for Water Coaster, Boat Dark Ride
  • added elevator segments for Wild Mouse, Spinning Coaster
  • added 3D text signs
Version 1.5 (free):
  • added customizable water color
  • added custom image signs (+ modding support)
  • added ride photo sections
  • added spin lock option to Spinning Coaster
  • added free park entry/free food/free ride voucher marketing campaigns
  • added option for continuing to play with all research available after completing all scenario goals
  • added construction costs/remaining value display to shops/rides info tabs
  • added color palette randomizer button
  • added scenario editor tool for marking deco objects as source of bad scenery rating
  • added scenario editor setting for disallowing building underground
  • added "win without pausing" scenario goal
  • added "win without using ride blueprints" scenario goal
  • added "own at least x tiles of land" scenario goal
  • added option for resetting campaign progress
  • added modding support for custom coaster trains
  • allowed using regular path styles as queues
  • allowed overlapping staff zones
  • improved track builder: when deleting a track segment the track builder UI preselects the settings of the removed segment
  • improved Steam Workshop support: savegames, scenarios and blueprints can be updated now
  • improved tracked ride animations to be much more smooth
  • updated Content Manager window to load faster; added search and filters for own/subscribed content
  • updated fountains to be resizable
  • updated underwater tunnels to be buildable anywhere
  • updated guest visualizers to highlight objects with positive or negative influence
  • updated sandbox mode to award all goal rewards from the start when playing without goals
  • updated night mode to be remembered in savegames
  • updated ghost mansion ride to allow more trains
  • updated blueprint builder window to display approximate cost when building without deco
  • fixed some rides (like Go-Karts or Calm River Ride) counting as "coaster" in some statistics/goal completion checks
  • fixed a case where a vandalism wave event notification could get stuck after loading a savegame


[ 2019-11-20 16:11:01 CET ] [ Original post ]


Announcing the Parkitect: Taste of Adventure DLC and Update!

We're super excited to show you the Parkitect: Taste Of Adventure DLC today!

It will launch next week, on November 20th.



https://store.steampowered.com/app/1129050 This is a huge game update that consists of two parts: the paid Taste of Adventure expansion, adding a ton of tasty new content; and a free patch that adds a whole bunch of improvements and new features to the base game. Here's a trailer to show you some of the highlights: [previewyoutube=ZAiZLAeF6ao;full][/previewyoutube] So, what exactly is included?

Paid content


In the Taste Of Adventure expansion you'll find:
There's a whole new campaign map for you to prove your theme park building skills in 10 challenging scenarios. Can you also beat them without pausing the game or using blueprints?
[table] [tr] [td]
[/td] [td]

Adventure


Exciting new objects for the most intrepid adventurer! [/td] [/tr][tr] [td]
[/td] [td]

Candyland


Welcome to the land of cotton candy and gingerbread! [/td] [/tr] [/table]
[table] [tr] [td]
[/td] [td]

River Rapids


A staple in many theme parks, but certainly the trickiest ride for us to implement! Bumpers can be placed freely. [/td] [/tr][tr] [td]
[/td] [td]

Safari Ride


A calm scenic ride that can be made more exciting with freely placeable bumps on the track. [/td] [/tr][tr] [td]
[/td] [td]

Vertical Spinning Coaster


A coaster than can only be built vertically with freely spinning rows of seats. [/td] [/tr][tr] [td]
[/td] [td]

Swinging Coaster


A Wild Mouse-type of coaster with unique cars that can swing sideways [/td] [/tr][tr] [td]
[/td] [td]

Inverting Spinning Coaster


A spinning coaster capable of launches and inversions [/td] [/tr][tr] [td]
[/td] [td]

Inverting Wooden Coaster


A hybrid coaster combining wooden and steel sections [/td] [/tr][tr] [td]
[/td] [td]

Experience


A thrill ride that spins and inverts guests [/td] [/tr][tr] [td]
[/td] [td]

Clockwork


A flat ride that looks exciting in motion but is fairly tame [/td] [/tr] [/table]
Cookies, Shirts, Sub Sandwiches and Corndogs!

  • Animated doors and gates

  • Lava

  • turntables for the Water Coaster

  • elevators for the Wild Mouse, Spinning Coaster and Swinging Coaster

  • customizable 3D text signs

Free update


Some of the highlights of the free portion of this update include:
  • customizable water colors

  • custom image signs (with modding support!). Your custom images are stored in the savegame/blueprint, so other players can see them too when downloading your shared content from the workshop! Note that custom images take up a lot of the limited storage space in blueprints though

  • ride photo sections for all tracked rides

  • modding support for creating custom coaster trains!

  • improved staff zoning that allows overlapping zones

  • all path styles can be used as queues now

  • improved track builder that preselects the settings of removed track segments, making track editing faster

  • free park entry/free food/free ride voucher marketing campaigns
  • savegames/blueprints can be updated after sharing them on Steam Workshop (also works for old items that have already been uploaded to the Workshop if you subscribe to them)
This'll have to do for one post :) There'll be more small features and improvements in the full changelog next week.


[ 2019-11-13 15:44:31 CET ] [ Original post ]


November Build Challenge

October 2019 Build Challenge Results


All submissions can be found on the Workshop - thanks for everyone participating! These are the 5 winning entries: https://steamcommunity.com/sharedfiles/filedetails/?id=1880690403 https://steamcommunity.com/sharedfiles/filedetails/?id=1879052889 https://steamcommunity.com/sharedfiles/filedetails/?id=1880562196 https://steamcommunity.com/sharedfiles/filedetails/?id=1882765671 https://steamcommunity.com/sharedfiles/filedetails/?id=1884376226

November 2019 Build Challenge


For November 2019 the new Build Challenge is to build a Wooden Coaster! The top submissions get included in the next game update as default blueprints.


[ 2019-11-05 13:08:07 CET ] [ Original post ]


October Build Challenge

We've been working on finishing the biggest remaining pieces for our next big update, so there's no patch release this month. It's nearing completion, so more on that hopefully soon :)

September 2019 Build Challenge Results


All submissions can be found on the Workshop - thanks for everyone participating! These are the 5 winning entries: https://steamcommunity.com/sharedfiles/filedetails/?id=1854947779 https://steamcommunity.com/sharedfiles/filedetails/?id=1855304118 https://steamcommunity.com/sharedfiles/filedetails/?id=1858968891 https://steamcommunity.com/sharedfiles/filedetails/?id=1854425103 https://steamcommunity.com/sharedfiles/filedetails/?id=1857581842

October 2019 Build Challenge


For October 2019 the new Build Challenge is to build an Inverted Dark Ride! The top submissions get included in the next game update as default blueprints.


[ 2019-10-02 11:58:22 CET ] [ Original post ]


Version 1.4c + September Build Challenge

This months update contains the following changes:

  • incrased maximum Monorail Coaster train length from 8 to 12
  • improvement placement of buoys if the park border is on a cliff
  • made Thrillseeker achievement less confusing to unlock
  • fixed Hydraulic Launch Coaster ghost train not getting launched when building while the game is paused
  • fixed an issue where it was not possible to open a boat ride if there was already another boat ride nearby
  • fixed guests not complaining about extremely short rides as they were supposed to
  • fixed balloon bought from customizable product shop being invisible
  • fixed a very rare case where an attraction entrance would not properly connect with the queue
  • fixed a rare case where a guest could be displayed with two different animations at once
  • fixed modded flat rides could get stuck
  • should fix issue where achievements might not get awarded on Steam

August 2019 Build Challenge Results


All submissions can be found on the Workshop - thanks for everyone participating! These are the 5 winning entries: https://steamcommunity.com/sharedfiles/filedetails/?id=1820810719&searchtext= https://steamcommunity.com/sharedfiles/filedetails/?id=1825122165&searchtext= https://steamcommunity.com/sharedfiles/filedetails/?id=1823033217&searchtext= https://steamcommunity.com/sharedfiles/filedetails/?id=1822190219&searchtext= https://steamcommunity.com/sharedfiles/filedetails/?id=1824399846&searchtext=

September 2019 Build Challenge


For September 2019 the new Build Challenge is to build an Inverted Coaster! The top submissions get included in the next game update as default blueprints.


[ 2019-09-02 09:00:44 CET ] [ Original post ]


Version 1.4b + August Build Challenge

We have finished setting up the new office and are back to proper work now :) For this month we have another patch release that mostly fixes some problems, but there's also a few nice things in there:

We're also working on a bigger update in parallel - more on that later!

July 2019 Build Challenge Results


All submissions can be found on the Workshop - thanks for everyone participating! These are the 5 winning entries: https://steamcommunity.com/sharedfiles/filedetails/?id=1799406332&searchtext= https://steamcommunity.com/sharedfiles/filedetails/?id=1806819755&searchtext= https://steamcommunity.com/sharedfiles/filedetails/?id=1795937083&searchtext= https://steamcommunity.com/sharedfiles/filedetails/?id=1808565760&searchtext= https://steamcommunity.com/sharedfiles/filedetails/?id=1806308553&searchtext=

August 2019 Build Challenge


For August 2019 the new Build Challenge is to build a Boat Dark Ride! The top submissions get included in the next game update as default blueprints.


[ 2019-07-31 08:12:49 CET ] [ Original post ]


July Build Challenge

We have a small bugfix update for you today that resolves the following issues:

  • fixed Hydraulically-Launched Coaster being able to use more trains than intended
  • fixed paths sometimes accidentally getting deleted
  • fixed mechanics walking into queues
  • fixed transport system tubes not being a bad scenery rating source
  • fixed Knight entertainer costume being replaced by Raptor costume when loading savegame
Additionally there's a new experimental version available - it should work exactly the same as the default version but has some bigger changes under the hood. If you want to give it a try before we release it to everyone go into your Steam library and right-click Parkitect, then select Properties -> Betas -> select "experimental" from the dropdown. If you encounter any issues with this experimental version please let us know :)

June 2019 Build Challenge Results


All submissions can be found on the Workshop - thanks for everyone participating! These are the 5 winning entries: https://steamcommunity.com/sharedfiles/filedetails/?id=1756853995&searchtext= https://steamcommunity.com/sharedfiles/filedetails/?id=1755358907&searchtext= https://steamcommunity.com/sharedfiles/filedetails/?id=1760119946&searchtext= https://steamcommunity.com/sharedfiles/filedetails/?id=1757365294&searchtext= https://steamcommunity.com/sharedfiles/filedetails/?id=1758997881&searchtext=

July 2019 Build Challenge


For July 2019 the new Build Challenge is to build a Steel Coaster! The top submissions get included in the next game update as default blueprints.


[ 2019-07-03 07:50:19 CET ] [ Original post ]


Daily Deal - Parkitect, 20% Off

Today's Deal: Save 20% on Parkitect!*

Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

*Offer ends Monday at 10AM Pacific Time


[ 2019-06-01 17:05:00 CET ] [ Original post ]


Version 1.4 + June Build Challenge

Half a year ago Parkitect 1.0 has been released, which seems like a milestone worthy of a small update! Todays free update adds the following: Knight costume for Entertainer A fitting costume for the medieval deco theme
Photo Spots Encourage your guests with these new path objects to marvel at your scenery and take a photo of especially beautiful places
Boat Dark Ride A pretty high-capacity gentle water ride where guests ride in boats through nicely themed scenery. The boats have no restraints so this ride is only capable of very small drops.
Flat ride modding support Thanks to contributions by Michael P the Parkitect Asset Editor allows modders to create completely custom flat rides now, such as this Barrel Dance ride by p.marcell
In other news, due to Garret being located in Canada and me in Germany were forced to work remotely which is working fine, but I had grown a bit tired of working from home every day for the past five years of Parkitect development. So over the last few months Ive been busy with setting up a proper small office and weve hired a second full-time programmer.Thanks to your support Parkitect has done really well and is continuing to do so, which allowed us to do this. Were all set up now to continue supporting Parkitect and new projects eventually and cant wait to pick up work at the new place in about three weeks :)

May 2019 Build Challenge Results


All submissions can be found on the Workshop - thanks for everyone participating! These are the 5 winning entries: https://steamcommunity.com/sharedfiles/filedetails/?id=1735214596&searchtext= https://steamcommunity.com/sharedfiles/filedetails/?id=1742250451&searchtext= https://steamcommunity.com/sharedfiles/filedetails/?id=1730035740&searchtext= https://steamcommunity.com/sharedfiles/filedetails/?id=1730903033&searchtext= https://steamcommunity.com/sharedfiles/filedetails/?id=1729862120&searchtext=

June 2019 Build Challenge


For June 2019 the new Build Challenge is to build a Suspended Coaster! The top submissions get included in the next game update as default blueprints.


[ 2019-05-29 13:34:24 CET ] [ Original post ]


May Build Challenge

April 2019 Build Challenge Results


All submissions can be found on the Workshop - thanks for everyone participating! These are the 5 winning entries: https://steamcommunity.com/sharedfiles/filedetails/?id=1703083835&searchtext= https://steamcommunity.com/sharedfiles/filedetails/?id=1703676170&searchtext= https://steamcommunity.com/sharedfiles/filedetails/?id=1714993769&searchtext= https://steamcommunity.com/sharedfiles/filedetails/?id=1702925793&searchtext= https://steamcommunity.com/sharedfiles/filedetails/?id=1711543537&searchtext=

May 2019 Build Challenge


For May 2019 the new Build Challenge is to build a Bobsled Coaster! The trains of this coaster move freely inside a half pipe track, so be careful with hills and turns that could derail them! The top submissions get included in the next game update as default blueprints.


[ 2019-05-02 09:10:15 CET ] [ Original post ]


Version 1.3a + April Build Challenge

Version 1.3a Changelog


This update is a bugfix release that resolves the following issues:
  • added basic ride stats to build challenge voting UI
  • fixed boats could get stuck forever when building multiple boat rides on the same body of water
  • fixed boats sometimes returning to station much later than they should
  • fixed visualization view legend blocking clicks
  • fixed collision issue with steel support tower deco
  • fixed a case where some parks could take much longer to load than they are supposed to, in extreme cases up to ~10 times as long
  • fixed a case where transport rides could have wrong stats before completing a full test run
  • fixed a case where setting a large amount of money in the scenario editor wouldn't get saved properly
  • fixed a case where Monorail could be operated with only one car per train
  • fixed a case where G-force calculation could be wrong

March 2019 Build Challenge Results


All submissions can be found on the Workshop - thanks for everyone participating! These are the 5 winning entries: https://steamcommunity.com/sharedfiles/filedetails/?id=1673794539&searchtext= https://steamcommunity.com/sharedfiles/filedetails/?id=1681892686&searchtext= https://steamcommunity.com/sharedfiles/filedetails/?id=1680727913&searchtext= https://steamcommunity.com/sharedfiles/filedetails/?id=1674939127&searchtext= https://steamcommunity.com/sharedfiles/filedetails/?id=1678847014&searchtext=

April 2019 Build Challenge


For April 2019 the new Build Challenge is to build a Wild Mouse! Wild Mouse coasters are known for their small footprints and tight unbanked turns, so the build area is pretty small this time and submissions are required to have an intensity rating between 25 and 60. The top submissions get included in the next game update as default blueprints.


[ 2019-04-02 18:29:00 CET ] [ Original post ]


March Build Challenge

February 2019 Build Challenge Results


An impressive number of more than 300 entries has been submitted for the February Build Challenge! It's fun to see all the wildly different rides everyone has come up with, and we hope you've enjoyed building and seeing the results as well :) All submissions can be found on the Workshop - thanks for everyone participating! The new voting UI from last months update seems to be working. Votes are better distributed across all submissions now and some late entries have made it to the top of the result chart as well, so we'll keep this system. These are the 5 winning entries: https://steamcommunity.com/sharedfiles/filedetails/?id=1650594838&searchtext= https://steamcommunity.com/sharedfiles/filedetails/?id=1653762338&searchtext= https://steamcommunity.com/sharedfiles/filedetails/?id=1645304001&searchtext= https://steamcommunity.com/sharedfiles/filedetails/?id=1646171691&searchtext= https://steamcommunity.com/sharedfiles/filedetails/?id=1655213009&searchtext=

March 2019 Build Challenge


For March 2019 the new Build Challenge is to build a Hyper Coaster! This time you've got a lot of space available to use however you want but there's a new rule as well: Hyper Coasters are all about speed and airtime, so the coaster for this Build Challenge needs to have a biggest drop with a height of at least 45m/~150ft/15 units! The top submissions get included in the next game update as default blueprints.


[ 2019-03-02 20:23:07 CET ] [ Original post ]


Version 1.3 + February Build Challenge

Version 1.3 is available now! It mostly fixes some annoyances, for example the default window spawn positions have been improved to not be in the center of the screen anymore (i.e., the place you want to work on and most likely dont want to have obstructed by windows...)
Since the game remembers where you dragged the windows to you will only really notice this on a fresh install. It has been annoying many new players though, so its good to have that improved. We also overhauled the Build Challenge voting UI. The old UI always gave an advantage to entries that were submitted early. It showed the highest-rated entries first, so if you submitted a good entry very early it was likely to get to the top of the list and as a result receive even more votes and stay at the top, whereas entries that were submitted after a few days oftentimes got buried and received very few votes. This has gotten more extreme after the 1.0 launch since there are more players now. The new voting UI looks like this:

  • it only highlights one entry at a time, giving you a better view of the build
  • voting or waiting for a few seconds switches to the next entry
  • the order of entries is somewhat randomized but entries with fewer votes have a higher chance of being shown first, so overall everyones submissions should receive roughly the same amount of visibility, even if you submit quite late
  • the actual ranking at any point can still be seen on the Workshop
Its entirely possible that this will need some further tweaks of course, but lets see how it goes :)

January 2019 Build Challenge Results


All submissions can be found on the Workshop - thanks for everyone participating! These are the 5 winning entries: https://steamcommunity.com/sharedfiles/filedetails/?id=1617817447&searchtext= https://steamcommunity.com/sharedfiles/filedetails/?id=1618015081&searchtext= https://steamcommunity.com/sharedfiles/filedetails/?id=1620734858&searchtext= https://steamcommunity.com/sharedfiles/filedetails/?id=1617946373&searchtext= https://steamcommunity.com/sharedfiles/filedetails/?id=1618059922&searchtext=

February 2019 Build Challenge


For February 2019 the new Build Challenge is to build a Stand-up Coaster! The "generic theme + 1 theme of your choosing limitation" from last month worked really well, so we're keeping it. The top submissions get included in the next game update as default blueprints.

Changelog


  • added new Build Challenge voting system
  • added a highlight to the transport system connectors of the Deliveries Building/Depot/Trash Chute when in transport system build mode
  • added lower camera sensitivity options
  • some campaign balance adjustments
  • updated Korean translation
  • improved which shop gets researched if scenario starts without a food/drink shop
  • improved default window spawn locations to obstruct the view less (for newly installed game)
  • improved Korean font support
  • fixed guests sometimes ignoring certain food/drink shops when hungry/thirsty
  • fixed being able to delete things in the tutorial when you're not supposed to
  • fixed clicking notification for drowned guests moving the camera way off-screen
  • fixed rides that were pretty much fully covered still stopping during thunderstorms
  • fixed some sounds not playing while game is paused
  • fixed a case where background music could play twice
  • fixed being able to delete prebuilt scenery on land with support rights (e.g. road in Highway Hijinks scenario)
  • fixed market research ride intensity preferences graph being quite inaccurate
  • fixed being unable to delete/select particle effects after reloading a park
  • fixed rides with a queue length of 1 tile being unpopular
  • fixed "hold to win" countdown resetting when reloading savegame
  • fixed mods not being loaded when creating a new scenario
  • fixed bad starting loans in default sandbox scenarios


[ 2019-02-02 15:01:50 CET ] [ Original post ]


January Build Challenge

Hi! Of course the Build Challenge will continue now that the game is properly released, so here's this months edition! The Build Challenge tasks you with building a certain type of ride within a given footprint and with a limited budget, with a new challenge starting every month. The top 5 entries get included in the game as default ride blueprints.

December 2018 Build Challenge Results


All submissions can be found on the Workshop - thanks for everyone participating! These are the 5 winning entries: https://steamcommunity.com/sharedfiles/filedetails/?id=1578121751&searchtext= https://steamcommunity.com/sharedfiles/filedetails/?id=1577925528&searchtext= https://steamcommunity.com/sharedfiles/filedetails/?id=1578993090&searchtext= https://steamcommunity.com/sharedfiles/filedetails/?id=1577804715&searchtext= https://steamcommunity.com/sharedfiles/filedetails/?id=1577807507&searchtext=

January 2019 Build Challenge


For January 2019 the new Build Challenge is to build a Splash Battle ride! To switch things up a bit there's a new rule this time: you can only use Generic scenery items plus items from 1 additional theme that you can choose freely (if you use more than 1 you won't be able to submit your entry, so pay attention to this! Below the scenery budget limit it tells you which theme you picked). The top submissions get included in the next game update as default blueprints.


[ 2019-01-06 18:04:57 CET ] [ Original post ]


Korean + Dutch, Soundtrack Download

Parkitect has an official Korean translation now, and the Dutch translation received a complete overhaul.
The game is by far the most popular in Germany, the US and Korea currently, so we hope the addition of a Korean translation and Korean font support will make the game more comfortable to play. Parkitect also always had a large amount of players from the Netherlands since the beginning. The Dutch translation had become very incomplete over the years, so it was time for an update :) We know there are still some very common languages missing, and of course we will continue adding support for more languages over the coming weeks and months.

Soundtrack



We had some requests to make the soundtrack available as separate download, so if you want to listen to the games music outside of the game you can do so now. https://store.steampowered.com/app/1004340/Parkitect__Soundtrack/ If you have backed our Kickstarter at the Soundtrack tier or bought the Soundtrack Edition directly from our website you can find the soundtrack as a separate download in your Humble library now. If you're not using a Humble account and lost your download link please use the Resender to retrieve it.

Changelog (Version 1.2a)


  • added Korean translation
  • updated Dutch translation
  • added stripe pattern to sources of bad decoration rating to make them easier to distinguish from undecorated areas
  • small campaign adjustments
  • made info pips (no resources, no path connection etc) click-through while building something
  • improved ghost train visibility when a visualization view is enabled
  • fixed a case where water could disappear in unexpected places when terraforming
  • fixed very short rides being more exciting than they should be and 1-2 other small exploits
  • fixed a memory leak


[ 2018-12-25 14:39:07 CET ] [ Original post ]


Version 1.2

Hey look, its another update in time for the weekend/holidays! The full changelog is at the end of this post. The highlights are: Track segments automatically snap to each other if the height difference is reasonably small:
This makes reconnecting track ends easier after editing a ride, and should resolve the troubles new players had with getting track heights to match when being misaligned by 1/8 height unit. Existing guest/ride/shop info windows automatically get closed when clicking a different guest/ride/shop (unless you pin them):
This should reduce windows cluttering up the view. Added the park ratings to a tab in the Park Info window:
The park ratings are quite important but could previously only be found by hovering on the ratings bar in the main menu, which is slightly hidden. This will give people a second way to discover them, and there are also some additional tooltips explaining the ratings a bit. The research menu button received an animation to reflect the current research state:
The fill state of the vial tells you the research progress without having to open the research window, and it looks nice I guess. And theres a little something for the winter season :)
See you all next year!

Changelog


  • added automatically snapping track ends to each other if they are close enough
  • added three new ride music options: Street Organ, Winter Funderland, Barollerquoster
  • added research and goals to the default sandbox parks (you can still disable them if you want)
  • added research menu button reflects the current research progress
  • added hats for the winter season
  • added park rating tab to Park Info window
  • added attractions visited + products bought stats to guest info windows
  • added tooltips explaining guest stats/park ratings a bit
  • added option for bigger UI scale
  • added support for GOG Galaxy Achievements
  • opening a guest/ride/shop info window automatically closes all other unpinned guest/ride/shop info windows now
  • made sure ESC key can still be used for cancelling actions, even if a different alternate key has been defined in the control settings
  • improved loan payment UI to be less confusing
  • improved pipette tool for picking an attraction to advertise to also work on queue paths
  • updated graphics settings to offer FPS rates depending on refresh rates supported by screen
  • updated French/Russian/Simplified Chinese/German translations
  • fixed Trash Chute sometimes not connecting to paths
  • fixed a case where queue sign could appear in an odd orientation
  • fixed a case where scenario descriptions on campaign map could be cut off
  • fixed a case where guests could float through the air when using an Elevator
  • fixed a case where guest thoughts would not show up in ride/shop/park thought overview lists
  • fixed Spiral Slide not working anymore when picking up a sliding guest
  • fixed Fruit Juice being less popular than intended


[ 2018-12-14 21:11:18 CET ] [ Original post ]


Version 1.1

Phew, that was an intense ride :) There have been 2-3 slightly bigger issues for some people that had to be hotfixed, but overall Id say the launch went pretty smoothly! It has been great to watch all of the reactions, ratings, feedback and reviews (you can leave one here by the way :D). Thank you! We have an update to Version 1.1 for you today to resolve most of the more pressing small bugs and confusing things you have reported. For the next update we will focus on improvements to the coaster track builder to make finishing tracks more comfortable.

Changelog


  • added a proper time countdown display for scenarios that require holding the goals at 100% completion for a while
  • added number showing the current progress to goals list
  • added hovering on the date display on the main menu shows the remaining time until the end of the month
  • added land cost per tile display to land purchase tab
  • added confirmation dialog for hiring second research team
  • added more generic deco shapes
  • added tooltips to finance sheet lines
  • updated Chanute Airfield to make deliveries building more noticeable; made it more clear that the runway is just a ground texture, not a path; reduced terrain cost
  • updated Coral Caldera to start with prebuilt transport system tubes into the main build area
  • made area highlights in tutorial more noticeable
  • reduced research durations by 10%
  • reduced guests preferred ride intensities in Maple Meadows and Chanute Airfield slightly
  • fixed campaign progress not getting synchronized through Steam Cloud
  • fixed some cases where the campaign map unlock animation would not run properly
  • fixed a case where the token for completing the optional goals would not unlock
  • fixed a case where the token unlock animation for optional goals would play when it had already been played before
  • fixed black screen when running the game on some Macs
  • fixed performance issues on iMac/retina resolution Macs
  • fixed a couple of achievements problems
  • fixed missing sound effects when building coaster segments
  • fixed tutorial getting softlocked when not building the Carousel flat on the ground
  • fixed tutorial getting softlocked when destroying the Carousel
  • fixed music not playing at intended volume after restarting game
  • fixed Steel Coaster default blueprints not displaying prices and showing outdated stats
  • fixed a case where the lines in the finance spreadsheet were misaligned
  • fixed Build Challenge map missing some decorations
  • fixed a case where the mouse could stop working after hitting the Escape key
  • fixed flickering black lines on the terrain in certain camera positions/when playing at high resolutions


[ 2018-12-02 21:33:24 CET ] [ Original post ]


Release!


Here we go! Version 1.0 is OUT NOW :D


Changelog:


  • added campaign mode! Can YOU become the ultimate Parkitect?
  • added tutorial
  • added achievements
  • added French translation
  • added Traditional Chinese translation
  • added Russian translation
  • added time challenge goals (= finish the scenario within a certain time)
  • added ride profit goals
  • added shop profit goals
  • added a bunch of basic coaster blueprints
  • added flags
  • added tree type selection to terrain generator
  • added helix to Inverted Coaster
  • added UI audio volume setting
  • improved preview trains to keep running when building coasters during thunderstorms
  • improved behaviour when hovering shop/flat ride/utility building over uneven terrain
  • improved performance when terraforming below wooden supports
  • improved performance if there are many people on screen
  • improved performance when disabling Temporal Anti-Aliasing
  • changed profit display on main menu to show operating profit
  • hundreds of tiny balance adjustments and fixes
  • fixed trains going crazy when derailing
  • fixed a case where trains could play lift sounds while not being on a lift
  • fixed shop prices not being properly synchronized if shop is built from a blueprint
  • fixed brush tool not working on smoke/fog effects
  • fixed holding brakes counting towards air time
  • fixed a problem where hitting keyboard keys could trigger unintended actions
  • fixed a case where too many shopkeepers were hired
  • fixed a case where queue entrance signs would show the wrong text
  • fixed a case where the deco window could become unresponsive
  • fixed camera moving when holding left alt

Known Issues


These problems have been reported so far and are being investigated by us:
  • Black screen on some Macs: still investigating; will try some potential fixes tomorrow (November 30th). Here's a workaround that seems to resolve it until then: https://steamcommunity.com/app/453090/discussions/1/1741101364285138410/
  • In a specific situation the campaign map unlock animation will not play properly: simply reload the game to resolve for now. Fix for this is currently uploading, will be out in a few hours
  • Connecting tracks can be hard and frustrating if they are off by just 1/8 height unit: we should have an improvement ready to fully resolve this within the next 2-3 days probably
Oh! And of course the Build Challenges will continue, so here's the update for that :)

Beta 12 Build Challenge Results


All submissions can be found on the Workshop - thanks for everyone participating! These are the 5 winning entries: https://steamcommunity.com/sharedfiles/filedetails/?id=1552297067&searchtext= https://steamcommunity.com/sharedfiles/filedetails/?id=1553837383&searchtext= https://steamcommunity.com/sharedfiles/filedetails/?id=1554886978&searchtext= https://steamcommunity.com/sharedfiles/filedetails/?id=1552265694&searchtext= https://steamcommunity.com/sharedfiles/filedetails/?id=1552613673&searchtext=

December 2018 Build Challenge


For December 2018 the new Build Challenge is to build a Monorail Coaster! The top submissions get included in the next game update as default blueprints.


[ 2018-11-29 17:05:54 CET ] [ Original post ]


Devlog Update 221

Just three more days until launch! As a quick reminder, the price of the game will change to USD $29.99 / EUR 24.99 around November 28th, so this is the last chance to grab the game at its current Early Access price.

Devlog


Were happy to announce that in addition to the existing English and German translations the game will fully support French, Russian and Simplified Chinese at launch!
We dont have a lot of experience with translations yet, so if you notice anything weird with them please let us know. We will also consider adding more translations in the future. And if you took a look at the Steam store page recently you might have noticed that the 1.0 update will also add a whole bunch of Achievements :)


[ 2018-11-26 16:00:05 CET ] [ Original post ]


Devlog Update 220

Hey! If you havent seen it yet - the 1.0 version of Parkitect with the campaign mode will release next week on November 29th, and theres a trailer for it here! Weve been working on the campaign mode for about a year now and planned it for much longer, so lets talk a bit about it now that its revealed!

Design


All the way back in 2014 we knew that we wanted to have some sort of map for the campaign instead of just a list of levels, but it wasnt clear yet what that would look like. Initially we thought about doing a globe, but then another game did that :)
Then for the longest time we thought it could work like a rolling pin, sort of like the world in Animal Crossing games. But bending the map like that would have made it much more complicated to build, and it would also not have fit the rest of the game too well. So we decided to roughly match the look of the terrain and decoration that you find inside the game itself.
Now it became a bit like the overworld maps you can find in Mario games. We didnt want players to be able to see all of the levels from the start and wanted the map to be obscured in the beginning and only get uncovered as you progress, to make you wonder a bit about whats still to come.
To pique your curiosity even further we wanted the map have multiple themes and biomes that would roughly match the scenarios youd find. Fitting all of the different scenario settings into one connected map in a way that somewhat makes sense was pretty tricky, especially since the campaign should also start easy and get more difficult as you progress. So we couldnt simply move some scenarios to a different place on the map where they would have fit in better geographically because their order was somewhat fixed.
We went with clouds for obscuring the map, simply because it made sense. We also like how there sometimes are holes in the cloud layer that let you get a small glimpse ahead at whats yet to come
At one point we thought about changing the map to look like a blueprint that gets turned into reality. We liked the look of the effect, but there would have been so much animation and movement going on that it was distracting from the important part, which is the next level getting unlocked.
We slowly started having a nice landscape, but the map was still feeling a bit empty... we wanted a bit more visual feedback showing which levels you have already beaten. So we added these buildings - each building resembles a scenario you have completed and can be found within that scenario. It is like a trophy that you unlock as reward for winning the scenario, to remind you of the level you played and to make the map feel more alive thanks to you.
The way it slams onto the map with a shockwave that pushes away the clouds is pretty satisfying too! And we think now its also looking a bit like the park maps that you can find at many theme parks, with the main attractions being drawn it at unrealistically big proportions.

Gameplay


Due to the branching paths there are usually 2-3 different scenarios you can choose from to progress, so if you get stuck somewhere you have the option to continue with a different level. After you have beaten a level you can play it in sandbox mode, so if you want to revisit it and build a more complex park with unlimited money, goals disabled or to build some rides that are usually not available in that level you can do that! We hope this will give creative players a small incentive to give the campaign a try. You might have seen the little coin pop up in the level unlock animation above. You get one coin for beating the scenario (and you cant buy them with real money or anything like that, just to be clear about that). Additionally, you can get a second coin by beating all of the optional goals of the scenario. You dont have to beat the optional goals to move on to the next scenario, but it can still make sense to go for them if you feel like you need an extra challenge or to get the second coin, because at some points you will need a certain amount of coins to progress.
So if you beat some of the optional goals this can also allow you to skip some levels. Every level has at least an optional time challenge goal where you need to complete the scenario by a certain date (and might have to restart if you miss it!) and sometimes a couple of extra challenges.
This adds a hard mode to every level for players who like this sort of challenge with a reward thats actually useful, and without blocking people who prefer taking their time or simply arent that fast from progressing to the next scenario. Its hard to please everyone, but we hope this will be a good compromise to let as many players as possible enjoy the game in the way they want to play it.


[ 2018-11-19 18:48:27 CET ] [ Original post ]


Version 1.0 with Campaign Mode launching November 29th!

Hey! Take a look at this: [url=https://www.youtube.com/watch?v=mqECo1me0Rs]
(Click to see the launch trailer) Thats right, the 1.0 version of Parkitect will release on November 29th. Most notably, it will add the Campaign Mode to the game!The campaign spans 26 scenarios with unique and varied settings and is played on a world map with branching paths that gets gradually revealed and comes to live as you progress.
All of the campaign parks have been designed by Silvarret and Joshua Tjarks, so you can be sure they are very nicely decorated.

Launch price


As announced previously we will increase the price with the release of this update. Our final price will be $29.99 / 24.99 and should come into effect across all stores around November 28th. Since this has been asked before: of course the 1.0 update will be free for you if you already own the game or buy it at the current price. You wont have to pay extra for it.

Future


So what will the 1.0 release mean for the future of Parkitect?During December and early January we expect to be 100% busy with talking to press and players, the inevitable hotfixes and taking a bit of time off over the holidays. Beyond that we will of course continue to support the game with patches and updates - theres some more features and content for both creative players and management players that were excited to start working on as free updates! However, these updates will happen whenever we have something ready to show instead of on the fixed weekly devlog/monthly game update schedule that weve used for the past ~4 years.

Thank you!


Finally, a HUGE thank you to everyone who has helped us to get this far! This game wouldnt exist without all of the Kickstarter supporters, and it would have been a much smaller game without all of the Early Access supporters. Thanks <3


[ 2018-11-12 19:04:34 CET ] [ Original post ]


Devlog Update 219

Garret added some new flags that should fit nicely into most parks, and we updated the old flags with a bit of animation too:
And the terrain generator is getting a small update. Youll be able to select which types of trees exactly it should plant:
It will also give trees some slight color variations.


[ 2018-11-07 00:17:39 CET ] [ Original post ]


Devlog Update 218 + Beta 12

Beta 12 is now available for download! The full change log is at the end of this post.

Devlog


During this months Art Stream, Garret added a set of new generic building pieces and deco items that should fit into most parks. Heres a preview of some of the new pieces:

Beta 11 Build Challenge Results


All submissions can be found on the Workshop - thanks for everyone participating! These are the 5 winning entries: https://steamcommunity.com/sharedfiles/filedetails/?id=1528118096&searchtext= https://steamcommunity.com/sharedfiles/filedetails/?id=1533194992&searchtext= https://steamcommunity.com/sharedfiles/filedetails/?id=1530968781&searchtext= https://steamcommunity.com/sharedfiles/filedetails/?id=1528115145&searchtext= https://steamcommunity.com/sharedfiles/filedetails/?id=1530251941&searchtext=

Beta 12 Build Challenge


For Beta 12 the new Build Challenge is to build a Wing Coaster! The top submissions get included in the next game update as default blueprints.

Changelog


Beta 12:
  • big audio overhaul* added stereo sound* added crowd sounds* added music volume slider to ride settings* fixed a bunch of audio pops and sounds not playing
  • added new path styles
  • added custom colors to some normal paths
  • added new building pieces (spires, dormers, windows, door, clocks, stepped walls)
  • added lights to Power Surge, Top Scan, Plane Carousel, Gyro Drop Tower, Star Shape
  • added new ride music song (Coffee Pirates)
  • added up helix to Go-Karts
  • reduced RAM use
  • improved performance in parks with many tracked rides
  • improved TV images
  • fixed guests disappearing when closing tracked ride
  • fixed not being able to replace queue handrails on stairs
  • fixed some path attachments missing in blueprints (only for new blueprints)
  • fixed some fences not adapting to sloped paths when built from blueprints (only for new blueprints)
  • fixed a case where huge parks would not receive as many guests as they should


[ 2018-10-30 18:50:20 CET ] [ Original post ]


Devlog Update 217

Art Stream


Come join us on Garrets Twitch channelon Wednesday (October 24th) at 1pm PDT to chat while watching some new Parkitect art being created

Devlog


The more recent flat rides received their lights and light animations finally:
And we decided to also update the remaining old path styles, so every type of path has custom colors now.


[ 2018-10-23 21:47:02 CET ] [ Original post ]


Devlog Update 216

Garret added two nice new path styles:
And we made it so these new paths (and some of the existing old ones) can be recolored, so youll have much more options for path styles now :)


[ 2018-10-16 15:47:11 CET ] [ Original post ]


Devlog Update 215

The audio team from A Shell In The Pit has been working on another bigger audio update for a while. Rachel has been adding some new sounds and fine-tuning volumes of existing ones, and Maris has been working on removing the weird pops and cut-off sounds we sometimes had. Theres also stereo sound now, making everything sound a bit less flat, and some more subtle crowd sounds. Theyll keep tweaking, but generally everything sounds a bit nicer now. Heres a quick video to give an impression!


[ 2018-10-09 17:55:59 CET ] [ Original post ]


Devlog Update 214 + Beta 11

Beta 11 is now available for download! The full change log is at the end of this post.

Devlog


We added the Stand-up Coaster from this months Art Stream:
And Fabrice made three new animal statues:

Beta 10 Build Challenge Results


All submissions can be found on the Workshop - thanks for everyone participating! These are the 5 winning entries: https://steamcommunity.com/sharedfiles/filedetails/?id=1503702686&searchtext= https://steamcommunity.com/sharedfiles/filedetails/?id=1503734014&searchtext= https://steamcommunity.com/sharedfiles/filedetails/?id=1508692637&searchtext= https://steamcommunity.com/sharedfiles/filedetails/?id=1507078854&searchtext= https://steamcommunity.com/sharedfiles/filedetails/?id=1503900301&searchtext=

Beta 11 Build Challenge


For Beta 11 the new Build Challenge is to build a Gentle Monorail Ride! The top submissions get included in the next game update as default blueprints.

Changelog


  • added Stand-up Coaster
  • added Trash Chute utility building
  • added more animal statues
  • added operating profit scenario goal
  • added fences around purchasable land
  • added guests can take photos
  • added utility building door animations
  • changed how loans work
  • improved build previews
  • improved all build windows to minimize while building
  • improved grid snapping to snap to grid center + corners at once
  • fixed a case where deco objects could remain stuck to the mouse after building
  • fixed a case where ghost train would be missing when editing a tracked ride
  • fixed a case where wrong stats would be reported while editing a tracked ride
  • fixed a case where guests could buy something from a closed shop
  • fixed a case where guests would face the wrong direction while watching a ride
  • fixed not being able to change car rotation/train speed on helix pieces
  • fixed not being able to select fog effect in blueprints/bulldozer tool


[ 2018-10-01 16:23:04 CET ] [ Original post ]


Devlog Update 213

Art Stream


Come join us on Garrets Twitch channelon Wednesday (September 26th) at 1pm PDT to chat while watching some new Parkitect art being created

Devlog


We added a new utility building! The Trash Chute is a small and relatively cheap way to quickly transport trash bags to the trash dump. It needs to be connected to the Deliveries Building with the transport pipes.
So far trash bags could also be dropped at the Depot. We’ll probably remove that. All build windows minimize now to get out of the way while you’re building something, like the deco window already did:
There’s also this new “slide in” animation when the window minimizes. This is not just for aesthetics. I oftentimes noticed people got confused where the deco window went after it instantly minimized and thought they need to re-open it. This quick animation should make it a bit more clear what happens with the window and that it’s still there. Utility building doors finally received animations.


[ 2018-09-24 18:21:35 CET ] [ Original post ]


Devlog Update 212

Purchasable terrain is now surrounded by a fence. It was previously hard to discover whether a scenario has any purchasable terrain or not because you had to first open the land tools and then switch to the terrain purchasing tab. This should make it much more clearer and remind you that this option exists.
The loans had a rebalance just recently. They were still not working too well though, so we’re changing them some more. Previously you were actively paying them back and they were running for a certain time, but none of it really mattered. As player the only important thing is how much money you get and how much you need to pay, so we simplified loans to just that. You have to manually pay back the loan yourself now. This also gives you the option to only pay back a small part of it to reduce the monthly fees, which should be slightly more interesting as well.


[ 2018-09-18 20:58:56 CET ] [ Original post ]


Devlog Update 211

When you place an object in Parkitect, we give you a semi-transparent preview of what you’re building. It looks like this:
We had this look since the start of development without much change. In the beginning, when the game only contained some simple flat rides and shops that you could place this worked well enough. As the game grew, we added scenery objects that can be placed freely and that can be recolored, or blueprints that allow you to place thousands of objects at once, and these build previews did not work as well anymore. They looked quite messy and even made it somewhat difficult to see what you’re doing at times. Last week we changed the build previews to look like this:
Apart from generally looking nicer and giving you a much clearer look at what you’re building, the added shadows help a lot with figuring out how far away from the ground the object is. Removing the transparency makes it a bit easier to see how the object intersects with the terrain or other things. And we changed the way grid-snapping works. It now snaps to both the grid centers and corners at the same time:
The old way of toggling between these options wasn’t intuitive at all. New players frequently didn’t figure it out, which made building annoying. Removing the toggle behaviour also reduces necessary key presses. On the downside it might be a bit more fiddly than before since there are more snap positions, but we’ll deal with that if it actually turns out to be a problem.


[ 2018-09-10 19:33:33 CET ] [ Original post ]


Devlog Update 210 + Beta 10

Beta 10 is now available for download! The full change log is at the end of this post.

Devlog


We are now using Metal as the default rendering pipeline on macOS, which brings the visual quality of the Mac version up to par with the Windows and Linux versions. Additionally, this should noticeably improve performance on Mac. Since this is a big change it’s possible that this causes some problems on some systems - please let us know if you run into any issues. You probably know by now that Parkitect has a really unique and intricate scenery rating system that takes into account what guests are able to see. This is mostly working quite well, especially in fairly open spaces. Where it had some problems is enclosed spaces, such as this building for example:
It’s a really nice house that clearly a lot of effort has been put into, so you would expect it to have a great contribution to the scenery rating. But in reality it has almost no effect:
The problem is that these shops inside the building block the view, as do the walls, so guests don’t really “see” much more than 2-3 walls at once, which is too little to have a noticeable positive scenery rating impact. It makes sense in a way, but it feels really unfair. After some tweaks the rating scores immediately inside and around buildings are more what you’d expect now:
And Garret created some really nice fog, smoke and spark effects during last weeks Art Stream:

Beta 9 Build Challenge Results


All submissions can be found on the Workshop - thanks for everyone participating! These are the 5 winning entries: https://steamcommunity.com/sharedfiles/filedetails/?id=1460272624&searchtext= https://steamcommunity.com/sharedfiles/filedetails/?id=1467048686&searchtext= https://steamcommunity.com/sharedfiles/filedetails/?id=1463241804&searchtext= https://steamcommunity.com/sharedfiles/filedetails/?id=1462203664&searchtext= https://steamcommunity.com/sharedfiles/filedetails/?id=1460725097&searchtext=

Beta 10 Build Challenge


For Beta 10 the new Build Challenge is to build a Floorless Coaster! The top submissions get included in the next game update as default blueprints.

Changelog


  • added bankruptcy
  • added smoke, fog and spark effects
  • added Metal support for Mac (improved visual quality and performance)
  • added option for hiring a second research team
  • added option for running at 30 FPS (useful for increasing battery life on laptops)
  • improved calculation of deco scores in enclosed spaces
  • updated LSM/hyraulic launch speeds to be more in line with real coasters
  • updated German translation
  • fixed puke appearing black during night/rain
  • fixed a case where Gyro Drop Tower could get stuck


[ 2018-09-04 18:38:54 CET ] [ Original post ]


Devlog Update 208 + 209

Art Stream


Come join us on Garrets Twitch channelon Wednesday (August 29th) at 1pm PDT to chat while watching some new Parkitect art being created

Devlog Update 208


We reached an important milestone - the campaign mode is finished enough that it can be played through from start to end, and has been sent to our group of testers! They have a few weeks time to try it now, while we work on further polishing things and incorporating tester feedback in the meantime. Having people test the campaign is very important. We have worked on this for so long and know the game inside out that we have no reliable feeling for its difficulty anymore… the early feedback so far is that even the first few easy scenarios are quite hard, so some more tweaking will be necessary!

Devlog Update 209


Going bankrupt has been a bit informal so far - you’d run out of money and couldn’t buy anything anymore, and that’s it. There’s now some proper UI telling you that you’re in trouble.Once you are in the red numbers you’ll get a couple months time to make a profit. If you don’t it’s game over.
I have also pretty much finished the tutorial except for some small tweaks and additions maybe. It will teach you all the basics - camera and building controls, how shops and supplies work, how to hide the backstage areas, how to build rides and queues, and finally also how to build a simple coaster. The last one was the most complex and scary part of the tutorial, so I’m very happy that this is out of the way now.


[ 2018-08-29 17:48:07 CET ] [ Original post ]


Devlog Update 207

We added an option for hiring a second research team, for a fee of $5000.
$5000 (and the monthly research cost!) is a lot during the beginnings of a scenario, but once the finances have stabilized this will speed up the second half of playing a scenario a bit where money is coming in fairly steadily but new rides are needed for attracting more guests. And we finished the German translation. This helped with checking whether all text in the game is translatable, and since German text is fairly long it also helped to uncover some spots where the UI needed to be adjusted a bit to better fit the text. Other languages should probably fit as well now without too many further changes. Wunderbar!
We’re waiting a bit longer with getting more translations done because the text for the campaign and tutorial is still changing a bit but as soon as that’s final it’s all ready to be sent off to translators.


[ 2018-08-14 17:59:04 CET ] [ Original post ]


Devlog Update 206

Hey, we’re finally working on something again that can be shown without spoiling anything! Nice!We started working on the tutorial, which will also be the first (skippable) scenario of the campaign.It will take you step by step through the most important features of the game and give some explanations, so we started with getting a system in place for this.


[ 2018-08-08 13:20:25 CET ] [ Original post ]


Devlog Update 205 + Beta 9

Beta 9 is now available for download! The full change log is at the end of this post.

Devlog


Doing an Art Stream wasn’t possible this month, but we got a new ride for you anyways! Here’s the TopScan:
We also added three new basic default terrains to pick from when starting a new park so you got at least something more interesting to choose from than just the flat terrain until the campaign is released without having to generate a terrain using the scenario editor. The new maps are Lake:
River:
And Hills:
The park entrance for all default maps has been moved towards the center as well.

Beta 8 Build Challenge Results


All submissions can be found on the Workshop - thanks for everyone participating! These are the 5 winning entries: https://steamcommunity.com/sharedfiles/filedetails/?id=1431562314&searchtext= https://steamcommunity.com/sharedfiles/filedetails/?id=1430340520&searchtext= https://steamcommunity.com/sharedfiles/filedetails/?id=1430468466&searchtext= https://steamcommunity.com/sharedfiles/filedetails/?id=1433833013&searchtext= https://steamcommunity.com/sharedfiles/filedetails/?id=1430714639&searchtext=

Beta 9 Build Challenge


For Beta 9 the new Build Challenge is to build a Powered Coaster! The top submissions get included in the next game update as default blueprints.

Changelog


  • added Top Scan
  • added some more default sandbox scenario terrains
  • added guests can puke into trash bins
  • added guests are annoyed by employees resting on benches
  • added tunnel frames for shops and ride entrances built into vertical terrain
  • reduced game load time when having many blueprints installed by ~10-60 seconds
  • reduced how much park entrance fee guests are willing to pay if rides have high entrance fees as well
  • reduced congestion near the station ends of boat rides
  • improved loan balance
  • fixed objects having wrong prices when placed on half-unit high terrain
  • fixed being able to build path attachments without having enough money
  • fixed being able to remove trees that have been marked as indestructible in the scenario editor by building paths through them
  • fixed cases where shops would not receive shopkeepers
  • fixed being able to build underwater friction wheels on splashdown sections
  • fixed terraformer going crazy when used from a top-down view
  • fixed tower rides using wrong light colors
  • fixed Janitors cleaning paths despite being too tired to work
  • fixed guests could get stuck when trying to sit on a removed bench
  • fixed guests complaining about long ride times of boat rides
  • fixed guests playing walking animation while riding elevator
  • fixed shopkeepers spawning in wrong locations when closing and reopening shops


[ 2018-07-30 16:08:53 CET ] [ Original post ]


Devlog Update 204

Guests gained the ability to puke into trash bins. This can help with keeping cleanliness ratings under control in difficult areas, but since the bins need to be emptied eventually it can still keep the Janitors pretty busy... maybe even busier than before if the next trash dump is far away!
Guests will also have a negative thought now and lose some immersion when seeing an employee resting at a bench. Don’t forget to build staff rooms!


[ 2018-07-26 12:19:08 CET ] [ Original post ]


Devlog Update 202 + 203

Devlog Update 202


And we’re back to doing polish + campaign work once again. Campaign testing is at 75% complete now. Shops and ride entrances received tunnel frames if needed, so building them into vertical terrain works as you’d expect now:

Devlog Update 203


The main menu screen (the one you get immediately after starting the game) was always meant to be temporary, and we’ve been working on its replacement this week. Initial work to figure out what it will be like started a year ago actually, but over the past few weeks a lot more time went into it and it’s really coming together now. I also started working on the credits, so you can probably tell that we keep inching towards leaving Early Access. Still so much left to do though that there is no date in sight yet, but one step closer!


[ 2018-07-19 08:59:10 CET ] [ Original post ]


Devlog Update 201 + Beta 8

Beta 8 is now available for download! The full change log is at the end of this post.

Devlog


We got two new rides this month:
The Hyper Coaster is a high-capacity coaster capable of 60m+ drops. It can’t invert, so it’s all about speed and airtime! The Plane Carousel is a nice calm ride that slowly spins around a central axis like a carousel, but guests have control over the up/down movement of the planes.

Beta 7 Build Challenge Results


All submissions can be found on the Workshop - thanks for everyone participating! These are the 5 winning entries: https://steamcommunity.com/sharedfiles/filedetails/?id=1403069070&searchtext= https://steamcommunity.com/sharedfiles/filedetails/?id=1406058340&searchtext= https://steamcommunity.com/sharedfiles/filedetails/?id=1404676642&searchtext= https://steamcommunity.com/sharedfiles/filedetails/?id=1403053352&searchtext= https://steamcommunity.com/sharedfiles/filedetails/?id=1408970912&searchtext=

Beta 8 Build Challenge


For Beta 8 the new Build Challenge is to build a Water Coaster! The top submissions get included in the next game update as default blueprints.

Changelog


  • added Hyper Coaster
  • added Plane Carousel
  • added some new fences
  • added deco score graph to market research
  • added deco score scenario goal
  • added inner glass roof corners
  • added new sound effects
  • added lowest transparency setting when hiding objects hides them completely
  • changed research so you can research calm rides/thrill rides etc. instead of flat rides/coasters
  • improved queue building to not remove path attachments when dragging in parallel to paths
  • improved wooden supports
  • improved decision making for when to enable underground view when placing ride blueprints
  • made it easier to see which parts of an object are below/above ground when building
  • some UI improvements
  • lots of small game balance improvements, most notably:  * improved popularity of calm rides  * increased overall guest count again  * changed guest spawn speed  * changed advertisement effectiveness  * reduced park advertisement cost  * increased toilet capacity  * guests get annoyed by trash less quickly  * slightly reduced vandalism  * adjusted research times  * slightly increased guest money  * adjusted how long guests stay at the park  * guests leave earlier if they run out of money  * adjusted flat ride intensity ratings  * increased tracked ride maintenance costs
  • fixed guests not using newly bought umbrellas
  • fixed parts of concrete walls not being recolorable
  • fixed camera not following guests when they are on rides
  • fixed a case where Twister wouldn't stop when it should
  • fixed guests disappearing when deleting benches/rides
  • fixed path builder switching into underground mode on sloped terrain
  • fixed remove button in path builder sometimes not working as intended
  • fixed a case where guests could immediately leave the park instead of staying for a while
  • fixed a case where trash could get stuck on trash bins and never disappear
  • fixed research unlock rewards for completing scenario goals sometimes not getting awarded
  • fixed goal rewards being awarded a second time after completing all goals
  • fixed an error when subscribing to mods
  • fixed objects built below wooden supports being hard to click
  • fixed a case where scenario editor UI would stop working
  • fixed a case where guests could not despawn
  • fixed guests naming the wrong intensity when complaining about no rides of a certain intensity being around
  • (hopefully) fixed not being able to build track segments sometimes due to location being occupied


[ 2018-07-02 21:03:57 CET ] [ Original post ]


Devlog Update 200

Art Stream


Come join us on Garrets Twitch channelon Wednesday (June 27th) at 1pm PDT to chat while watching some new Parkitect art being created.

Devlog


We are currently doing our first full playthrough of all campaign levels to see if they are beatable and fun and making the necessary changes to improve them. It’s going really well and we made good progress, so the first third of the campaign scenarios are pretty much finalized :) We’re also improving all the tiny things we’re noticing that feel off during this playtest, so in the past week alone we made ~70 small balance changes and fixes. These will release with Beta 8 next week. And since this is Devlog 200, here’s a sneak peek at another one of the campaign scenarios - this is Broadmoor Beach by Joshua:
Fitting coasters into this long and narrow strip of land along a beach can be very challenging. Most of the pre-built blueprints are probably not going to fit in there, so you’ll definitely have to come up with some custom coaster designs to beat this one!


[ 2018-06-26 18:11:40 CET ] [ Original post ]


Devlog Update 198 + 199

Devlog Update 198


We released a patch for some smaller problems late last week, but overall the update went fairly well and there don’t seem to be any major problems caused by the big underlying changes. The changelog for the patch is at the end of this post. There are however some rare cases on Mac and Linux where the game is running much slower than it should be for no apparent reason. We’ve contacted Unity about it since it seems to be an engine issue, so hopefully we’ll know what’s going on there soon. GOG released a new tool that allows us to upload and release new updates by ourselves, which will speed up how fast new game versions appear on their store a lot. We’ve integrated their tool into our release pipeline so releasing updates on GOG is a single click for us now, just like on other big stores. We’re also getting closer to getting some professional translations done, so I’ve improved our translation tools last week. We had a limitation previously where certain words would be impossible to translate into some languages - for example we have small umbrellas guests can buy from shops and the big ones available as deco that provide shade. Even though these are two very different things in English they are both called “Umbrella” but other languages use different words for each of these, so we needed to add the ability to have multiple different translations for a single English word depending on context. Changelog (Beta 7a): - added highlighting trash as source of bad scenery ratings in scenery rating visualization view - added clicking on a thought marker opens the info window of the person belonging to this thought - improved behaviour when placing a queue tile next to a ride entrance that is already connected to a path that isn't a queue - should fix some severe performance issues on macOS - fixed prices in deco UI not updating when scaling deco objects using hotkeys - fixed ride light color button being shown even if ride has no custom light colors - fixed a case where people would sometimes not know how to get somewhere even though there's a path - fixed a problem with color palettes where colors would be invisible - fixed rare case where staff couldn't leave staff room - fixed weirdness with wooden supports when placing rotated blueprints - fixed edge scrolling being active while game isn't focused - fixed weather not getting saved/loaded properly

Devlog Update 199


We’re back to working on the campaign once again, so you know what that means by now - not much that we can show currently and most of the stuff going into the next game update are smaller tweaks. Many of these were small UI improvements. There are per-category buttons for marking objects as available/researched in the scenario settings now:
The handle for extending boat ride stations should look better and more like something that can be interacted with:
Scenario descriptions are visible from within the park now:
Some event notifications got a progress bar so you got a better idea how much longer the event will go:
And fire deco objects emit some flickering light now:


[ 2018-06-19 18:02:14 CET ] [ Original post ]


Devlog Update 197 + Beta 7

Beta 7 is now available for download! The full change log is at the end of this post.

Devlog


Garret added lights to the Transformer:
And we added the Gyro Drop Tower from last weeks Art Stream:

Beta 6 Build Challenge Results


All submissions can be found on the Workshop - thanks for everyone participating! These are the 5 winning entries: https://steamcommunity.com/sharedfiles/filedetails/?id=1375060271&searchtext= https://steamcommunity.com/sharedfiles/filedetails/?id=1375586700&searchtext= https://steamcommunity.com/sharedfiles/filedetails/?id=1383458480&searchtext= https://steamcommunity.com/sharedfiles/filedetails/?id=1376734869&searchtext= https://steamcommunity.com/sharedfiles/filedetails/?id=1375495229&searchtext=

Beta 7 Build Challenge


For Beta 7 the new Build Challenge is to build a Junior Coaster! The top submissions get included in the next game update as default blueprints.

Changelog


  • significantly improved guest performance
  • significantly improved performance when running game at x2/x3 speed
  • significantly improved park loading times
  • increased overall guest count (some parks might see less guests; depends on what the park contains)
  • added Gyro Drop Tower
  • added Calm ride music track
  • added sound effects for recently added props and rides
  • added scenario goal requiring a certain amount of coasters with a certain rating
  • changed coasters to attract significantly more guests to the park than other types of rides
  • changed how park rating is calculated
  • adjusted money balance to account for higher guest numbers (might need further tweaks)
  • improved guest flow to attractions
  • improved some more building pieces to be recolorable (walls, pillars)
  • improved performance when zooming in/out of crowded areas of the park
  • fixed guests being able to see bad decoration below paths
  • fixed raised paths not blocking rain on paths below
  • fixed some pavillions not blocking rain
  • fixed guests sometimes exiting boats immediately instead of riding them
  • fixed not being able to build some track pieces after curved slope-to-flat transitions
  • fixed exit gates not waiting for all guests to leave the ride
  • fixed a case where trains could get stuck when leaving the station and cause lag
  • fixed a case where the finance overview could get stuck
  • fixed an error when using object pipette on modded objects
  • fixed path supports not appearing until game is unpaused
  • fixed red build preview when dragging fences even though fence can be built
  • fixed duplicate resolution entries in graphics settings


[ 2018-06-04 20:32:51 CET ] [ Original post ]


Devlog Update 196

Art Stream


Come join us on Garrets Twitch channelon Wednesday (May 30th) at 1pm PDT to chat while watching some new Parkitect art being created.

Devlog


The multithreading stuff seems to be fairly stable right now! We will still be running a bunch of tests this week, but it looks like it will be possible to release it with Beta 7 already.Having more guests messes with the financial balance of the game quite a bit, so we started adjusting that. As usual it will take many tiny tweaks over a longer period of time to get that feeling right again, so don’t expect that to be perfect just yet with the next update.
A more reasonable amount of guests for this test park The audio team delivered a few hundred new sound effects, so all the props and rides that were added in the past half year or so got their sounds now!Gordon also finished a new calm ride music track which will be very nice for the most low-intensity rides.


[ 2018-05-30 07:26:25 CET ] [ Original post ]


Devlog Update 195

Garret made the existing concrete and wooden walls recolorable, which makes them a whole lot more useful:
I continued working on moving the AI code to a separate thread this week. It still needs a ton of testing, but overall work is going a bit faster than expected. The guest AI is ~95% done, pathfinding is running on its own thread as well now, and I’ve started working on moving the staff AI (which should not be too problematic overall since I can reuse most of the work done for guests). There have been some requests for properly documented and more detailed benchmarks last time, so here’s one. These are the systems I tested on: Low-end system: Mac Mini 2014, Intel i5 @ 2.6GHz, integrated Intel Iris graphics A system that’s pretty close to our minimum requirements. The main bottleneck is the lack of a proper graphics card - this system can’t even render an empty screen at 20 FPS at full resolution. Since we’re interested in the games CPU performance instead of the integrated graphics performance (and I got no other system to test with) I’ve lowered the resolution to the point where it can render an empty screen at ~55 FPS. High-end system: Windows 10 PC, Intel i7-6700K @ 4GHz, NVIDIA GeForce GTX 1060 A fairly recent and decent system. I don’t have a mid-range system available for testing but it should be save to assume that performance would accordingly fall between the results from these. All tests were run with the exact same scene and camera position in the Eastern Highlands demo park with 3.000 guests. This is a rather detailed park and that guest count is higher than it will be in the end for this park (we haven’t done a proper balancing pass yet to account for the improved performance, but something around 2.000 - 2.500 guests is probably more reasonable).
There have been some requests for “removing the guest cap” last week so I want to point out again that the game has no guest cap. If you build a park with better/more rides then there will be more guests. The “Old” results are with the currently released Beta 6 version and the “New” results are with the upcoming multithreading version.
A fairly modest improvement of 10-15% for this specific scene. Not amazing, but nice. Worth pointing out though is that in the old version there can be some spikes occasionally where single frames take a bit longer to calculate, whereas in the new version it’s all very stable. Improving guest performance is not only interesting for being able to have more guests in general, but also because the game allows speeding up time. Running the game at x3 speed means running the guest AI 3 times as often, so running a park with 3.000 guests at x3 speed is roughly comparable to running a park with 9.000 guests at x1 speed. This is where the performance improvements become more apparent. Here’s the same test as above, but running at x3 speed.
The old version takes a pretty significant hit, whereas in the new version it barely has any performance impact at all.


[ 2018-05-22 16:10:00 CET ] [ Original post ]


Devlog Update 194

One of my favorite things in simulation games is seeing your creation come alive and just sitting back, watching all the bustling activity. In Parkitect it’s mostly all the guests running around who are responsible for creating this effect, and it’s not quite yet where we want it to be. “The more the better” has been a sort of unofficial motto throughout development for us, whether it be object counts, park sizes or the amount of rides - the more we can add the better it’ll be for this game. Guest counts are still lower than we’d like though and right now is the last good time to properly solve this, since increasing the amount of guests also affects the money balance and the entire campaign. Improving guest performance has been a constant task nearly every month throughout development and it’s at a point now where the only significant further improvements can be gained from multithreading. The main hurdle there is that Unity, the game engine we’re using, is making multithreading really difficult. They are currently making very impressive progress to improve that for the future, but it’s too late for Parkitect to use the solutions they are working on. So I have finally started with finding my own solutions for these difficulties. It’s a very annoying task that requires going through the entire guest AI code and making it compatible, but so far it looks like it’ll be worth it! As a first smaller improvement, overall performance in Beta 7 will be up to 15% better in busy parks. The really big improvement will not be in Beta 7 just yet, but I hope I can release an experimental version for anyone interested in testing sometime during June. In the first tests it looks like we should be able to have quite a few more guests while at the same time having better performance overall. Here’s a small teaser:
That’s 8000 guests in a pretty detailed and big park (Northern Highlands), with roughly 1500 guests on screen, running at 65 FPS! This is just a stress test of course and we won’t increase the guest count anywhere near this dramatically, because 1) it turns out “the more the better” has a limit where it stops being fun and 2) the game needs to run on weaker systems as well. Comforting to know though that guest performance should never be an issue again after all of this! You should also actually start seeing guests complain about long queue lines...


[ 2018-05-15 17:23:57 CET ] [ Original post ]


Devlog Update 193

We’re back to working on the campaign again, so you know what that means - not too much to show right now :) We made some good progress on figuring out and implementing how scenarios are going to be unlocked this week. Since this would be a very short devlog update otherwise, let’s talk some more about the campaign, and first of all who’s working on it. We’re extremely lucky to have two very talented builders from the community working on scenarios for the campaign: Silvarret and Joshua Tjarks. You have probably seen some of their work already, and so you’ll know that they are great park designers and very passionate about theme park games :) Our main goal for the campaign is to make every scenario feel different in some way - especially of course by giving scenarios unique settings, but also by varying the starting conditions and goals and having a nice difficulty progression. These two have been busy for 6-8 months now and they came up with so many ideas that in the end the campaign grew a bit bigger than we originally expected... As a sneak peak to give you an idea what to expect, here’s a quick look at one of the scenarios - Coaster Canyon by Silvarret:

As a slightly easier scenario this park has lots of flat space for building huge coasters, and there’s also some space at the top of the canyon as an interesting option! Building on a blank canvas can be difficult, so most maps come with some small pre-built structures to set the mood and hopefully provide you with inspiration for your own additions! We can’t wait to see what you’ll come up with :)


[ 2018-05-08 19:07:22 CET ] [ Original post ]


Devlog Update 192 + Beta 6

Beta 6 is now available for download! The full change log is at the end of this post.

Devlog


We added the Mini Monorail from this months Art Stream:
It’s a low-capacity, but also low-cost transport ride especially suitable for small parks (or short distance transportation in a bigger park). While working on the campaign we noticed that the bigger Monorails we already had make most sense in big parks and the Miniature Railway can be hard to fit into existing parks, so this new Mini Monorail nicely complements the transportation options in the game filling these gaps. Garret continued adding and animating ride lights:
And Gordon finished a great new background music song! You can listen to a preview here.

Beta 5 Build Challenge Results


All submissions can be found on the Workshop - thanks for everyone participating! These are the 5 winning entries: https://steamcommunity.com/sharedfiles/filedetails/?id=1350712561&searchtext= https://steamcommunity.com/sharedfiles/filedetails/?id=1350790538&searchtext= https://steamcommunity.com/sharedfiles/filedetails/?id=1357630362&searchtext= https://steamcommunity.com/sharedfiles/filedetails/?id=1350946056&searchtext= https://steamcommunity.com/sharedfiles/filedetails/?id=1350688479&searchtext=

Beta 6 Build Challenge


For Beta 6 the new Build Challenge is to build a Giga Coaster! There's a special new rule for this challenge: You can't use more than $10,000 of your budget on scenery. There's a display telling you how much you can still spend on scenery items above the "Submit" button, so keep an eye on that! The top submissions get included in the next game update as default blueprints.

Changelog


  • added Mini Monorail
  • added pine trees
  • added new background music
  • added lights to more flat rides
  • added option for changing flat ride light colors
  • added options for Mechanic and Janitor for customizing the tasks they should work on
  • added hovered object name as tooltip to object pipette tool
  • added deco window remembers last opened category
  • added revealing object in deco window when using object pipette tool
  • added hotkeys for changing size of resizable objects (+/- by default)
  • changed mod objects to be researchable in non-sandbox scenarios
  • improved building of paths
  • improved building of transport system pieces
  • improved object pipette tool to start building at the same height and rotation as copied object
  • improved camera rotation behaviour on very uneven terrain (especially with large vertical cliffs)
  • improved terraformer behaviour when using smoothen option around vertical cliffs
  • improved terraformer levelling tool performance (should fix a crash on systems with low RAM)
  • improved performance when hiding scenery during rain/night mode
  • improved hunger/thirst/tiredness park ratings
  • fixed terraforming tools flickering
  • fixed curves on vertical track segments not working properly anymore
  • fixed lighting messing with the colors in visualization views, making it sometimes hard to see what values the visualization was showing
  • fixed guests not actively heading for Customizable Shops when searching for food
  • fixed entertainers could sometimes be displayed with the wrong costume
  • fixed being able to train shopkeepers
  • fixed closed shops being opened after loading savegame
  • fixed error when placing fences on the terrain bounds
  • fixed a case where people would walk over terrain when trying to get somewhere
  • fixed objects placed in scenario editor giving refunds
  • fixed objects from blueprints sometimes not giving refunds when destroyed
  • fixed coasters not giving full refund when destroyed using the bulldozer tool
  • fixed hue slider in color picker window sometimes not reacting to clicks
  • fixed a crash on macOS when using the bulldozer tool


[ 2018-04-30 22:18:59 CET ] [ Original post ]


Devlog Update 191

Art Stream


Come join us on Garrets Twitch channelon Wednesday (April 25th) at 1pm PDT to chat while watching some new Parkitect art being created.

Devlog


The control hint box was redesigned. Hopefully more people will actually notice and read it now :D
Gabby made new pine trees:
The object pipette is being improved to start building at the same height and rotation as the object that’s being copied. It also shows the name of the hovered object and the deco window jumps to the category and position of whatever you’re copying.
Janitors and Mechanics received customization options for controlling which tasks they should work on:
This can be quite useful for example if you want to have a few janitors who should only clean paths without getting distracted by anything else.


[ 2018-04-25 13:47:01 CET ] [ Original post ]


Devlog Update 190

As planned, we’re working more on the campaign now and so everything else that’s getting done is mostly polishing.The path builder got some small improvements, the most important one being that it doesn’t move the “cursor” anymore if a path can’t be built for some reason (for example because of the location being blocked).
Previously it would continue moving no matter what, so in this example you’d continue building paths on the other site of the shop. That seemed like a useful behaviour in some situations but really wasn’t. It confused people and when they tried to “undo” their paths it confused them even more, because using the bulldozer button would not move the cursor back through the blocked location. Transport system pipes automatically snap to the correct height now when hovering existing pipes (just like paths already did). These things can be a bit annoying to build and there are still a few things we should do to improve that, but this is a good first step.
The terraforming tool was notoriously destructive when terraforming near vertical cliffs with the smoothen feature enabled. It was improved to preserve vertical cliffs, which creates far less unpredictable huge terrain changes that are hard to clean up.
Water is one of the things where I can make a dozen tiny changes without ever being entirely satisfied, and so it has been changed once agan.
And finally, the flat ride lights have customizable colors now. An option to disable the lights has been added as well.


[ 2018-04-16 21:13:36 CET ] [ Original post ]


Devlog Update 189

Just a quick update this time - this week was all about doing press/community work and collecting feedback (wow, there has been a ton). We also managed to release a couple of minor patches.
[quote]Lonely Hills Park, by DeficientGamer[/quote] The plan for this month is to spend most of our time on working towards finishing the campaign, so Beta 6 will probably mostly contain polishing, fixes and smaller features. The reactions to the graphics update have been absolutely amazing, much better than we expected really! It has brought a lot of new players to the game too, and so both our subreddit and Discord are very active right now - if you haven’t already, maybe you want to join too? :) Thanks for everyone who is a part of our small community, we really appreciate your support :D
[quote]Brutalism Park, by Urben1680[/quote] The modders have been very busy as well and some very nice new mods have been released recently. Here's a selection of some favorites! https://steamcommunity.com/sharedfiles/filedetails/?id=1354712119&searchtext= https://steamcommunity.com/sharedfiles/filedetails/?id=1350595529&searchtext= https://steamcommunity.com/sharedfiles/filedetails/?id=1351512761&searchtext= https://steamcommunity.com/sharedfiles/filedetails/?id=1353352580&searchtext= https://steamcommunity.com/sharedfiles/filedetails/?id=1349909768&searchtext=


[ 2018-04-10 15:50:15 CET ] [ Original post ]


Devlog Update 181

I’m doing maintenance tasks and preparations for upcoming features currently, so there’s not a whole lot to say about that. I also did some optimizations for very big parks that can improve performance by up to 15% and fixed some stuttering. Luuk is working on the generic shop counter that sandbox players have been asking for a long time:
It allows selling any products that are available in the other normal shops that have been researched.


[ 2018-02-13 21:33:09 CET ] [ Original post ]


Devlog Update 180 + Beta 3

Beta 3 is now available for download! The full change log is at the end of this post.

Devlog


The Magic Carpet ride from this months Art Stream went into the game:
And Gabby finished another nice tree:

Beta 2 Build Challenge Results


All submissions can be found on the Workshop - thanks for everyone participating! These are the 5 winning entries: http://steamcommunity.com/sharedfiles/filedetails/?id=1240265483&searchtext= http://steamcommunity.com/sharedfiles/filedetails/?id=1246674959&searchtext= http://steamcommunity.com/sharedfiles/filedetails/?id=1259703167&searchtext= http://steamcommunity.com/sharedfiles/filedetails/?id=1241722006&searchtext= http://steamcommunity.com/sharedfiles/filedetails/?id=1250897154&searchtext=

Beta 3 Build Challenge


For Beta 3 the new Build Challenge is to build a Calm River Ride! The top submissions get included in the next game update as default blueprints.

Changelog


  • added Magic Carpet
  • added First Aid Room
  • added LSM launches for Steel Coaster, Giga Coaster, Wing Coaster
  • added new track pieces for combinations of curves and slopes (e.g. going into a slope on a curve piece)
  • added Fantasy props and building pieces, two trees, Spooky lamps, string lights, Giraffe statue, Turtle topiary
  • added shopkeepers who aren't needed anymore get fired automatically
  • added ghost trains keep running while the game is paused
  • added tracked rides can crash when trains collide
  • added ride breakdown types
  • added ride crash consequences
  • added tab to shop/attraction info windows showing tasks related to it
  • added filters for certain thoughts to overall thoughts list
  • added search to savegames list
  • added more sound effects
  • adjusted effects of rain and temperature on how interested guests are in rides/food
  • improved shadow quality, especially on coaster tracks
  • fixed Ferris Wheel animation
  • fixed not being able to replace fences of raised flat rides
  • fixed weird pathfinding if station entrance/exit is placed in-line with station platform
  • fixed supports not adapting to terrain changes anymore
  • fixed a crash in the track builder when going from an inverted section into a vertical segment
  • fixed being able to place flat rides outside the park bounds since Beta 1
  • fixed a case where boats could get misaligned inside the station/pushed outside the station after loading savegame
  • fixed guests did not use transport rides if the park is closing
  • fixed guest stat visualizations sometimes not working when zoomed out


[ 2018-02-05 23:07:46 CET ] [ Original post ]


Devlog Update 179

Art Stream


It’s time for the first Art Stream of 2018! Come join us on Garrets Twitch channel on Wednesday (January 31st) at 1pm PDT to chat while watching some new Parkitect art being created.

Devlog


Gabby made these new props this week: a birch tree, giraffe statue, turtle topiary, spooky lamps and string lights.
Luuk added a bit of extra UI so shops that are accidentally not connected to a path are easier to spot:
And a new tab in the shop and ride info windows makes it easier to find any running tasks associated with it and see what your staff are doing:


[ 2018-01-30 22:32:50 CET ] [ Original post ]


Devlog Update 178

I worked on some long-requested coaster features this week. Curves have similar slope options as straight pieces now, meaning curves can transition directly into a slope or to a different slope angle:
This allows building some smooth elements that were not possible before.
And we’re adding LSM launches. This is a magnetic launch system that allows accelerating to high speeds without having to stop the train. It‘s fairly expensive though!


[ 2018-01-23 18:28:33 CET ] [ Original post ]


Devlog Update 177

Hey and welcome back in 2018! We hope you all had a good start into the new year. After recharging for a bit we’re now back at work. This week we added a First Aid room that’s ideally placed near a ride exit:
It is not cheap to build and operate, but helps a lot with keeping the paths clean around especially nausea-inducing rides and lets guests recover faster so they can more quickly get onto the next ride and spend some money. And Gabby is working on more structure pieces and props for the Fantasy theme:


[ 2018-01-16 20:47:13 CET ] [ Original post ]


Devlog Update 176 + Beta 2

Due to the upcoming holidays this release is a bit earlier than usual. We’ll be on our winter break now and will return to the usual weekly devlog schedule on January 15th. Beta 2 is now available for download! The full change log is at the end of this post. Happy Holidays everyone and see you in 2018!

Devlog


Gordon finished another three awesome ride music tracks: Western, Banjo and Polka. Check them out! I’ve spent this week on performance optimizations. The worst performance experienced in Parkitect is usually when zooming all the way out so that most of the park is visible on screen at once. To a degree this is simply due to needing to render a lot more stuff, but partially it’s also because we can’t do certain optimizations - for example, we don’t run animations on guests who are not visible. Since one of the biggest performance costs in Parkitect is animations that is a problem with hundreds of visible guests. To solve this I’ve built a separate animation system with the only purpose of rendering animations as fast as somehow possible when zoomed out. The animations are lower quality but you can barely notice the difference from a distance so it’s fine! I’ve also limited it to the most important animations to further improve performance: standing, walking and sitting. How much of an improvement this is varies across parks, depending on how many guests there are and what else is going on. Overall though you should see at least an 25% FPS increase when zooming all the way out. Here are some results from my tests:

Beta 1 Build Challenge Results


We've been especially impressed with all the amazing entries to the Go-Karts build challenge! These are the 5 winning entries: http://steamcommunity.com/sharedfiles/filedetails/?id=1219160615&searchtext= http://steamcommunity.com/sharedfiles/filedetails/?id=1218878268&searchtext= http://steamcommunity.com/sharedfiles/filedetails/?id=1223078712&searchtext= http://steamcommunity.com/sharedfiles/filedetails/?id=1220088826&searchtext= http://steamcommunity.com/sharedfiles/filedetails/?id=1218534236&searchtext= All submissions can be found on the Workshop as usual and are worth a look!

Beta 2 Build Challenge


For Beta 2 the new Build Challenge is to build a Spinning Coaster! The top submissions get included in the next game update as default blueprints.

Changelog


  • added Elevator transport ride
  • added three new ride music tracks
  • added custom ride music (loaded from My Documents/Parkitect/My Music)
  • added Western props, window boxes
  • added more ride descriptions
  • added remaining guest needs to park rating
  • added overview list of all current guest activities
  • added fences adapt to stairs
  • removed color limitations from trees and rocks
  • improved performance significantly when zooming out in busy parks
  • improved Bumper Boats movement
  • improved Splash Battle target building (easier to attach to walls)
  • fixed Submarines could unload guests before fully arriving inside the station
  • fixed advanced color picker sometimes misbehaving


[ 2017-12-22 21:15:53 CET ] [ Original post ]


Devlog Update 175

This week there’s a new actions overview, showing what everyone in the park is doing:
Fences adapt to stairs now, making the look of paths very customizable:
The color limitations have been removed from trees and rocks, so you can give them any color and use the brush/pipette tools on them now:
Gabby made some nice new western props and I made some window boxes:
And Garret gave an interview talking about the games development and some things that are still to come. You can find it here.


[ 2017-12-19 16:08:17 CET ] [ Original post ]


Devlog Update 174

We added an Elevator transport ride:
Implementing it was interesting, because unlike all other transport rides we had in the game so far this technically is a “flat ride”. Unlike all other flat rides we had in the game so far though this one has two stations! Naturally guests will use this ride for pathfinding like all other transport rides, so if the only or fastest way to get somewhere they want to go is using the Elevator they’ll use it. And another fun thing is that it can transition from underground to above ground! Tim added another much-requested feature: the ability to use custom ride music.


[ 2017-12-12 16:18:14 CET ] [ Original post ]


Devlog Update 173 + Beta 1

Beta 1 is now available for download! The full change log is at the end of this post. This is probably our biggest update yet and we hope you’ll enjoy it :) As previously announced we’ve slightly increased the price to $19.99 with this release (might take a while to update across all stores).

Devlog


Getting the game to sound like we want has been quite challenging for us so far. There are thousands of sound files to organize and trigger at the right time and volume. So far we’ve been using a third-party tool for this and if you have played the game you surely noticed that things didn’t sound quite right. To solve this the team over at A Shell in the Pit Audio, who is taking care of all of Parkitects audio needs, has been working on their own custom audio tool since roughly the end of 2016 and with Beta 1 you can hear the results! Here’s a small sample. Apart from a much better audio mix and coasters being properly audible all rides have audio now and there are hundreds of other new sounds. There are also five new ride music tracks and a new background music track. Naturally there are still things to tweak and fix but we hope you’ll agree how much better the game sounds now :) A big thanks to Chris, Em, Gordon and Rachel for their hard work on this! Luuk added more fine-grained options for starting new parks, so when playing a sandbox park you now can decide individually whether it should have money, research or goals enabled:
For tracked rides with wide stations it’s possible to place the entrance and exit in-line with the station platforms now:
There’s a new visualization when having the products tab of a shop open so you can see all of its resource crates that are in transit:
Garret made some new alternate cars during the last Art Stream. The Spinning Coaster now has the option of using these round cars that can be used as trains, unlike the default Spinning Coaster cars that can only run individually:
Meanwhile the Bobsled Coaster received these 6 seat cars that can’t be used as trains:
And then there’s also the new Powered Coaster!
It can slow down or speed up during the ride and can do multiple laps. There are some new rope fences:
And Gabby added a new tree and bunting:

Alpha 19 Build Challenge Results


The Ghost Mansion Ride build challenge ended with many awesome entries! The Top 5 entries tat got included with the Beta 1 update are: http://steamcommunity.com/sharedfiles/filedetails/?id=1186153291&searchtext= http://steamcommunity.com/sharedfiles/filedetails/?id=1194678420&searchtext= http://steamcommunity.com/sharedfiles/filedetails/?id=1188366954&searchtext= http://steamcommunity.com/sharedfiles/filedetails/?id=1186343509&searchtext= http://steamcommunity.com/sharedfiles/filedetails/?id=1188570281&searchtext= You can find all entries on the Workshop.

Beta 1 Build Challenge


For Beta 1 the new Build Challenge is to build a Go-Karts track! The top submissions get included in the next game update as default blueprints.

Changelog


  • complete overhaul of the audio implementation
  • added hundreds of new sound effects
  • added five new ride music songs
  • added one new background music song
  • added Steam Workshop support for mods
  • added tool for easy creation of scenery mods
  • added Powered Coaster
  • added alternate trains for Monorail, Spinning Coaster, Bobsled
  • added employees gain experience from working and get better at their job
  • added Staff Training Room for training staff more quickly
  • added more fine-grained options for sandbox parks (disable money, disable goals, disable research)
  • added a bunch of new plants, crates, fences
  • added option to define terrain with "support rights" in the scenario editor
  • added option for disabling loans in scenarios
  • added predefined palette of nice colors to color picker
  • added left control key for putting an object to the same height as the one below the mouse cursor
  • added LOD fading
  • added disallow terraforming outside park bounds
  • added placing entrance/exit in-line with wide tracked ride station platforms
  • added visualization of all resource crates in transit to shop products tab
  • improved park loading times by ~40%
  • some overall performance improvements
  • fixed that annoying freeze while loading parks
  • fixed guests sometimes complaining about Haulers when they shouldn't
  • fixed boats sometimes getting stuck
  • fixed blueprints being able to build objects that haven't been researched
  • fixed being able to build deco blueprints above/below terrain bounds
  • fixed being able to build blueprints without having enough money
  • fixed goals getting completed while playing in the scenario editor
  • fixed park entrance path tiles not saving their style even though their style could be changed using the path style brush tool
  • fixed not being able to "buy" land in sandbox mode
  • fixed errors with some of the terrain tools
  • fixed problems after changing terrain size in the scenario editor
  • fixed a case where resources could not be delivered


[ 2017-12-01 22:06:08 CET ] [ Original post ]


Devlog Update 172

Art Stream


It’s time for another Art Stream! Come join us on Garrets Twitch channel on Wednesday (November 29th) at 1pm PDT to chat while watching some new Parkitect art being created.

Devlog


Garret added an alternate Monorail train based on a design by Fabrice:
And I used some breaks between programming to help with plants:
The older shrubs in the game are more or less just green spheres or cubes, and making a bigger variety of plants with so little detail was problematic. So we tried adding a bit more detail for these and think it still fits the style of the game nicely.


[ 2017-11-27 22:39:55 CET ] [ Original post ]


Devlog Update 171

Parkitect has been complete and stable enough for a while now that calling it an “Alpha” doesn’t seem fitting anymore - so the next update will be “Beta 1″ :) Aside from the name change things will keep going as they have with the weekly devlog updates and monthly game updates until the game is finished. The biggest missing part for that is still the campaign, which is being worked on and progressing well. Along with the Beta 1 update around the end of November we’ll also bump up the price slightly to $19.99.

Devlog


Luuk added marking terrain with “support rights” to the scenario editor, which is land you can’t directly build on but you can build across it:
And the color picker received a palette of nice predefined colors:
Tim has been working on improving savegame loading times and managed to reduce them by roughly 40%:
Most notably the annoying long freeze that happened on the loading screen is also gone now. Making these improvements possible required replacing a bunch of default Unity functionality with custom code. This affects many parts of the game so we’ll keep an extra close look on problem reports once this has been released to make sure no subtle bugs have crept in that we couldn’t find in our tests.


[ 2017-11-21 16:46:56 CET ] [ Original post ]


Devlog Update 170

Parkitect has been fairly moddable for a while now, but it always required some coding skills. To make things easier some great community tools have been created in the past, but since the game keeps changing every month mods tend to break sooner or later which is frustrating for both modders and players. To improve this situation Luuk has been working on an official modding tool for the past few weeks. Custom objects are the most common type of mod so the quick and easy creation of custom object mods is what the tool is focused on for now. It only takes a couple of clicks to get a 3D model working in the game:
Since this is an official tool we can ensure that mods created with this will continue to work with future updates of the game. We’re also making it open source in case anyone wants to contribute improvements. To give modders a headstart the modding tool is fully compatible with the current version of the game and available right now over here: Parkitect Asset Editor Also, with the next update we’ll add Steam Workshop support for mods allowing to install them with a single click! Modders will be able to upload and publish updates for mods directly through the game just as easy. When uploading a blueprint or savegame to the Workshop that contains any modded objects the required mods get automatically linked as dependencies so it’s easy to find and install any mods that are needed for using that blueprint/savegame.


[ 2017-11-13 20:15:31 CET ] [ Original post ]


Devlog Update 169

Employees gain experience by doing their work now. The more experienced they are the faster they complete their tasks and the less quickly they get tired. They can also be sent to the Staff Training Room, a new park utility building where they train to gain experience more quickly.


[ 2017-11-07 15:04:25 CET ] [ Original post ]


Devlog Update 168 + Alpha 19

Alpha 19 is now available for download! The full change log is at the end of this post.

Devlog


We’ve added the Gentle Monorail Ride from last weeks Art Stream. It’s a very calm scenic ride that fits nicely above paths or between other rides:
There are a bunch of new scenario options:
And we’ve added an overall thoughts overview to the Average Guest Stats window, which helps identify problems with the park more quickly. You can also click individual entries and get markers for where these thoughts have appeared in the park, which has been added to all other thought lists as well. This helps for example with figuring out where guests visiting a certain ride are coming from:

Alpha 18 Build Challenge Results


The first build challenge ended with a total of 68 awesome Flying Coaster submissions! We're including the Top 5 in the game, which are: http://steamcommunity.com/sharedfiles/filedetails/?id=1157898321&searchtext= http://steamcommunity.com/sharedfiles/filedetails/?id=1156235641&searchtext= http://steamcommunity.com/sharedfiles/filedetails/?id=1158715106&searchtext= http://steamcommunity.com/sharedfiles/filedetails/?id=1160178863&searchtext= http://steamcommunity.com/sharedfiles/filedetails/?id=1156607784&searchtext= Congratulations to the winners, and thanks to everyone for participating! There have been many more fantastic entries which you can of course still find on the Workshop.

Alpha 19 Build Challenge


It's the spooky season, so naturally this months challenge is to build a Ghost Mansion Ride! The top submissions get included in the next game update as default blueprints.

Changelog


  • added scenery visibility and rating system
  • added "Immersion" stat for guests showing how much they like the scenery
  • added park and ride scenery ratings
  • added scenery protects rides/paths from rain
  • added Water Coaster
  • added Gentle Monorail Ride
  • added Scarecrow entertainer costume
  • added skeletons, mausoleum, sculptures
  • added scenario settings: can't change park entrance fee, free ride entrance, free shop products, disallow terraforming, build height restriction
  • added all current guest thoughts to guest overview window
  • added a bigger 45° curve option
  • added right click to turn off all other theme buttons in deco builder window
  • improved guest performance
  • improved deco window search to search through all categories, not just the currently selected one
  • fixed a case where trains could derail for no reason
  • fixed haulers not being able to pick up crates from delivery pad if stack is too high
  • fixed terrain sometimes not rendering at all on Linux


[ 2017-10-30 17:27:04 CET ] [ Original post ]


Devlog Update 167

Art Stream


The month went by way too fast again, but on the upside that means it’s Art Stream time once again. Come join us on Garrets Twitch channel on Wednesday (October 25th) at 1pm PDT to chat while watching some new Parkitect art being created.

Devlog


We put the Water Coaster from last months Art Stream into the game. This unique attraction blends a calm boat ride with thrilling coaster sections capable of steep drops, banked curves and of course big splashes:
There’s a bigger 45° curve option now for all track types:
Fitting for the spooky season Gabby made a mausoleum and some skeleton props. Garret added a scarecrow costume for the Entertainer:
And there are some generic abstract sculptures:


[ 2017-10-24 15:23:55 CET ] [ Original post ]


Devlog Update 166

Last week we revealed the new scenery system and explained how we’re using it to create scenery ratings. Here’s what we’re doing with them. Guests now have an “Immersion” stat that’s influenced by their surroundings and that affects how fast their happiness decreases. Additionally, their immersion can decrease if they encounter a Hauler carrying crates, so ideally the shop supply routes should be kept somewhere behind the scenes.
Guests also leave a scenery rating when leaving the park, which factors into the overall park rating and thus has some influence on how many guests the park can attract. Rides receive a scenery rating too (notice how the parts that are just going through rocks are rated lower because they block the view of the nice scenery outside):
It has an influence on how exciting the ride is. Especially for dark rides this can make a noticeable difference. And as a nice bonus we can use the visibility data to determine whether a ride is covered or not, so covered rides continue to be used during rain as you’d expect. As an additional fun detail guests close their umbrellas on covered paths :)
Lastly, the question that has come up most since last week: won’t all these visibility calculations slow down the game? No, they are running in the background on a separate thread and are only done in areas where the scenery changed. Tim optimized them a lot to be very fast too! So most of the time there’s nothing to calculate, and when there is you won’t notice.


[ 2017-10-17 15:02:38 CET ] [ Original post ]


Devlog Update 165

Build Challenge


There are lots of great entries for the Build Challenge already after just one week - thanks everyone for participating! Please note that the Workshop might be setting your submission to be "Hidden" by default and that you manually need to change it to be "Public" (there's an option for that on the Workshop page of your submission). If your entry isn't appearing in the voting box inside the game or hasn't received any votes yet this is the reason why.

Devlog


I’ve been excited to talk about this for months, so here we go :D If you’ve been following the development of Parkitect for a longer time you might remember one of the most unique and technically challenging features of our Kickstarter pitch was “Maintaining the Illusion” - that scenery should not just look nice to the player, or have an “area of influence” effect on its surroundings. We wanted it to have a real management purpose, namely hiding the backstage areas of the park from the guests view. Three months ago we sat down and discussed how to make this happen. Tim and Luuk have been working on it since, and now we’ve got a really cool scenery rating system :) First of all, let’s take a look at what exactly it is doing. Here’s an overview shot of a park with a new scenery rating overlay, showing which areas of the park are nicely decorated in shades of green, and which aren’t in red:
Guests don’t like seeing park utility infrastructure such as staff rooms, resource depots and employee paths. They have a negative effect on the scenery rating:
There are many things that are nicer to look at though and block the view. For example you could hide that staff room behind a facade or completely enclose it inside a custom structure:
Or use the terrain to your advantage:
Or simply plant some trees :)
These visibility calculations aren’t just being done for the park infrastructure though - we’re doing it for every piece of decoration in the park. And in 3D! Here’s a debug view where the blue lines show from which path tiles the tree is visible. As the tree moves up it becomes visible over the top of the wall!
Here’s a bonus behind-the-scenes GIF (in realtime!) showing these calculations being done for an entire park. A lot to calculate in a short amount of time!
Seriously - a lot.
Next week we’ll talk about what exactly we’re doing with these scenery ratings and some other uses of the visibility system.


[ 2017-10-09 20:47:32 CET ] [ Original post ]


Devlog Update 164 + Alpha 18

Alpha 18 is now available for download! The full change log is at the end of this post.

Devlog


Over the past week I’ve tweaked a lot how guests decide on which ride to go, and as a result you should be seeing way more guests queueing for a bigger variety of rides. As a result it‘s probably way too easy now to make a ton of money, so I’ll keep an eye on that during October.

Build Challenge


Our first Build Challenge is to build a Flying Coaster. It can have any theme or decoration, the only restrictions are the given build area and budget. The top submissions get included in the next game update as default blueprints.

Experimental branch


We’ve got a new experimental version available on Steam. If some of you could help testing it that’d be very appreciated :) You can opt into it by right-clicking Parkitect in your library list and selecting Properties -> Betas -> Experimental. This experimental version is identical to the normal Alpha 18 but uses an updated version of Unity (the game engine we’re using) and we’d like to make sure it’s working properly before releasing it for everyone.

Changelog


  • added new slope options for coaster tracks
  • added science fiction building pieces and props
  • added build challenges
  • improvements for connecting track pieces with different banking angles
  • tweaked how guests decide which rides to use
  • tweaked how guests decide when to leave the park
  • adjusted flat ride balance
  • fixed track banking transitions not being as smooth as they're supposed to in some situations
  • fixed an error that could break the advertising UI
  • fixed water tool not working as expected on vertical cliffs


[ 2017-10-02 22:21:32 CET ] [ Original post ]


Devlog Update 163

Art Stream


Once again it’s Art Stream time! Come join us on Garrets Twitch channel on Wednesday (September 27th) at 1pm PST to chat while watching some new Parkitect art being created.

Devlog


A couple people asked if the new slope options could be used for building smooth zero-g-rolls. After some more tweaking that’s possible now:
We added a new UI element that displays the banking angle of disconnected track pieces to make connecting tracks easier. Additionally, the track builder automatically preselects this angle now if possible:
Garret started working on the science fiction props from the concept art stream Fabrice did earlier:
You might remember Gabby from the work she did for the UI overhaul a few months back. She’s currently helping us with additional deco objects and made these:
They’re mainly intended for the spooky theme but could work well in other areas too.


[ 2017-09-26 13:19:32 CET ] [ Original post ]


Devlog Update 161 + 162

Concept Art Stream


That’s right, concept art! Fabrice will be doing a Stream where he’ll draw designs for new props. If you want to help him come up with ideas or just watch and chat, join us Monday 18th at 9am PDT on Twitch.

Devlog 161


I’ve been working on transition pieces from one slope angle to another for the majority of last week:
This has been one of the most requested features for a long time, so I’m glad to have made some progress with it. I still need to do a lot more testing since there are so many combinations of pieces, so there’s still some risk of finding some broken cases. So far it seems to be working fine.

Devlog 162


Garret and Fabrice have been working on building pieces for the science fiction theme. This was the concept:
And here are the finished pieces:
If you’ve been playing Parkitect for a while you might remember the ParkitectNexus build challenges, where we challenged you to build a ride within certain restrictions and the best entries got included as blueprints into the game. We’re bringing that back, but this time as a proper feature using the Steam Workshop! Starting with Alpha 18 we’ll have a section on the starting screen where you can browse and vote on submissions for the currently running challenge.
If you want to submit your own entry that’s really easy too: simply hit the “Participate” button and a special Challenge park opens with a designated building area.
Once you’re done, hit “Submit” and your entry gets included in the voting.


[ 2017-09-17 23:17:42 CET ] [ Original post ]


Devlog Update 160 + Alpha 17

Alpha 17 is now available for download! The full change log is at the end of this post.

Devlog


We’ve added the Orbiter from this weeks Art Stream:
It’s a fairly small and simple ride that’s quite interesting to watch :)

Changelog


  • added Orbiter
  • added roof pieces, generic shapes
  • added certain objects (like trees) stick to the terrain while terraforming
  • added option to control settings for using the middle mouse button for rotating instead of panning the camera
  • disabled workers being allowed to help out in zones they aren't assigned to if there are no tasks left to do in their assigned zone
  • improved mouse controls
  • improved guest performance
  • improved staff management window performance
  • improved balance of guest preferences for rides
  • improved handling for box selection tool (used by bulldozer and for creating blueprints)
  • improved bulldozer tool
  • fixed not being able to place some objects underground anymore
  • fixed guests not littering as intended
  • fixed a case where the advertising tab wouldn't work properly
  • fixed a case where janitors would not be able to clean trash
  • fixed a case where the color picker window could be stuck open
  • fixed a case where parts of a crashed train would continue to operate
  • fixed a case where boats would drive around without passengers
  • fixed mechanics not working properly while off-screen in big parks/on slow PCs
  • fixed being able to scroll out of bounds if the game is paused
  • fixed guests could walk through cash machines
  • fixed speed input field spinner buttons not working properly on Linux with a non-english OS language


[ 2017-09-02 17:24:47 CET ] [ Original post ]


Devlog Update 159

Art Stream


Once again it’s Art Stream time! Come join us on Garrets Twitch channel on Wednesday (August 30th) at 1pm PST to chat while watching some new Parkitect art being created.

Devlog


I’ve been working on the UI for the campaign mode this week. It’s just the basic outline of it so far to get something working with placeholder art, so no screenshots of it yet. After testing the control changes from Devlog Update 157 over the past couple of weeks we’re reverting the change of being able to move the camera with the right mouse button because it interferred with some places where dragging with the right mouse button was already being used for something, such as for removing zones. We discussed a couple of different ways of changing these places to make it work somehow, but couldn’t find any solutions that weren’t significantly worse than the old behaviour. In turn we added an option for exchanging the camera panning on the middle mouse button for camera rotation, so that button becomes more useful if you’re using edge or keyboard panning. All the other control changes remain intact, so it’s not too much of a loss really.


[ 2017-08-30 11:48:24 CET ] [ Original post ]


Devlog Update 158

Garret added some basic geometric shapes as building pieces:
Luuk is back and made sure that certain objects such as trees stick to the terrain when terraforming:
And we continued working on improving some of the controls. The box selection tool used by the bulldozer and blueprint creator now uses multiple clicks:
The first click starts the selection. The second click locks in the size of the selection box, and the third click determines the height and finishes the selection. This should be easier to understand for new players and is also less fiddly in general than the old way. Color palettes received a visible “delete” button because “use right click to delete” was not obvious at all.


[ 2017-08-25 14:23:11 CET ] [ Original post ]


Devlog Update 156 + 157

The devlog entries for the last two weeks have been a bit more text-heavy than usual. Here they are.

Devlog Update 156


Usually I try to keep a balance between fixing bugs, improving old things and adding new things, but occasionally it’s necessary to just focus for a while on fixing and improving. This week was nothing but fixing bugs for me, and since the others are on well-deserved vacation currently that means there are no exciting pictures of cool new things this week I’m afraid. The week started with a bunch of patches for Alpha 16 before I moved on to some less urgent problems. There was one bug in particular (janitors are occasionally unable to pick up some trash until the savegame is reloaded) that was especially tricky - it has a fairly low and random chance to happen and only appears under certain circumstances. Figuring out what was going on there was a very slow process since I had to leave the game running for hours just to see the issue happening once, so in the end it took roughly two days to understand what the problem was. Once I knew, the fix itself took just a couple minutes, which is how it oftentimes goes with bugs. That’s why I usually ask people reporting a bug if they know how it can be triggered :) It can really save a ton of time and frustration. There’s still some more left to work through, so next week looks like it’ll be more of the same.

Devlog Update 157


As expected, this week went relatively similar to the last one. I also had some time left to playtest and balance and do some performance optimizations for a bit. It was a nice change to work without worrying about whether something visually interesting would be finished by the end of the week for the devlog or not, and is probably something we should be doing a bit more often. A bit of visual progress has been made after all though: Garret is back from his vacation and made some new basic roof tiles :)
We’re currently testing a modified mouse control scheme. The current one is perfectly fine if you know how it works I think, but it seems to confuse new players sometimes. The changes we’re trying are:
  • have edge panning enabled by default for new players (moving the camera around when the cursor is near the edge of the screen). Some didn’t know you can drag the camera using the middle mouse button, so this should ensurethey definitely find some way to move the camera without having to use the keyboard. Can still be disabled in the settings of course.
  • move the camera dragging from the middle mouse button to the right mouse button, which frees up the middle mouse button. Use the middle mouse button for rotating the camera without requiring to use the keyboard. Overall this seems to be the most common button assignment in comparable games.
  • Being able to quickly delete something without requiring to open a separate bulldozer tool is really important though in this game, otherwise building and experimenting becomes annoying. So deleting objects is still done with a simple right mouse click.
  • Don’t delete stuff when clicking with the right mouse button while no building tool is opened to prevent accidental deletions.
  • allow rebinding the middle mouse/right mouse buttons, so you can still put pan back on the middle mouse button
Downsides:
  • the right mouse button has two different tasks now: if you click it deletes,if you drag it doesn’t delete and moves the camera. Having twodifferent actions on one button seems a bit strange to me. Need to keep testing longer and monitor reactions to see if it’s ok.
  • also a bit strange that sometimes deleting objects works with the right mouse button (when in a building tool) and sometimes doesn’t. On the other hand you probably only want to delete stuff while in a building tool anyways, and we’ll change the cursor to have a distinct look while in a building tool which should make it more obvious why sometimes it works and sometimes it doesn’t
  • previously, when you dragged with the right mouse button held it would keep deleting similar objects, which is really useful when you need to delete many things. Doing this is not as common as panning the mouse or deleting individual objects though, so it’s fine to make this a feature for “advanced” users by making this a bit more complicated than it previously was. You’ll need to holt Alt while dragging now for doing this.
  • haven’t figured out what to do about drag-deleting paths yet :/ Would make sense to use Alt + Drag too?


[ 2017-08-16 19:39:27 CET ] [ Original post ]


Devlog Update 155 + Alpha 16

Alpha 16 is now available for download! The full change log is at the end of this post.

Devlog


The janitors and mechanics got improved a bit to recognize trash and vandalized objects on adjacent tiles instead of only on the tile they’re standing on. Additionally all staff wandering behaviour has been improved a bit to make them less likely to step on tiles they’ve recently visited. This makes them cover their area more uniformly and should increase their efficiency a bit (and makes them seem a bit smarter). Here’s a test with the old completely random movement. The red squares mark where the employee in this test went:
And here’s the improved one:
We added the Boat Transport ride from this weeks Art Stream.
And we wrote a bunch more explanatory tooltips.

Changelog


  • added Splash Battle ride
  • added Boat Transport ride
  • added Spooky and Fantasy props, buoys
  • added shuttle mode for Monorail, Suspended Monorail transport rides
  • added reordering custom color slots using drag & drop (hold Alt to replace instead)
  • added tapping shift when building toggles between setting the object height to the last used one and ground level
  • added more tooltips
  • improved overall performance, especially with many objects on screen (up to ~40%)
  • improved staff patrol behaviour
  • improved janitors/mechanics to be more aware of nearby trash/vandalism
  • improved behaviour when building entrance/exit between tracked ride stations with one tile distance
  • improved camera pan speeds
  • improved the look of metallic and glass objects
  • improved research costs and duration balance
  • fixed visualization views not working anymore
  • fixed input field arrows misbehaving on Linux with a non-english locale
  • fixed boats driving through coaster tunnels, stone paths, transport system tubes, wooden supports
  • fixed errors when deleting a boat ride
  • fixed sometimes not being able to open a boat ride even though it is placed in a valid location
  • fixed some random error messages popping up occasionally when using any UI with a scroll list
  • fixed wrong savegame entry being selected by default when saving game


[ 2017-07-29 17:55:37 CET ] [ Original post ]


Devlog Update 154

Art Stream


Once again it’s the end of the month and so it’s time for the next Art Stream! Ccome join us on Garrets Twitch channel on Wednesday (July 26th) at 1pm PST to chat while watching some new Parkitect art being created :)

Devlog


We got some more deco objects for the fantasy set done:
The Monorail/Suspended Monorail can operate in shuttle mode now :)
There’ve been a few questions about the differences between shops recently. I’ve improved our tooltips to be able to show a bit more than just a boring line of text to be able to display some information about the products a shop sells, and then used this new possibility to improve the blueprint tooltips as well.


[ 2017-07-22 15:22:26 CET ] [ Original post ]


Devlog Update 153

This week we got caught up a bit in bug fixes, maintenance and planning. A bit of visual progress has been made though after all. The glass building pieces introduced in Alpha 14 and 15 didn’t really look all that much like they are made of glass, so they got a small update. Before:
Now:
The same overhaul has also been applied to the glass tunnels.
...and then to anything metallic as well.
Garret and Fabrice worked on some new props that are the beginnings of a colorful Fantasy theme :)


[ 2017-07-16 10:21:21 CET ] [ Original post ]


Devlog Update 152

Continuing our current trend of adding water rides, we implemented the Splash Battle ride from last weeks Art Stream:
The unique gimmick of this ride is that the boats are equipped with water guns operated by the guests. Apart from battling each other targets can be placed along the track, and passerbys are at risk of getting splashed too! It is also possible to disable the guns for parts of the ride. We added buoys. They’re a nice deco for water areas and also block paddleboats from driving through.
Tim added swapping custom object colors using drag & drop:
And we started working with a concept artist, Fabrice, who will help us with designing more props. His first task were Spooky props, and we’re very happy with the results :) Here’s what he came up with:
And here are the objects in the game that we built from these:


[ 2017-07-07 20:53:54 CET ] [ Original post ]


Devlog Update 151 + Alpha 15

Alpha 15 is now available for download! The full change log is at the end of this post.

Devlog


Oh hey look, in addition to the Paddleboats we also added a second type of boat ride for this update - the Bumper Boats!
As a player, when you think about a games performance the UI is probably not one of the first things that comes to mind... but the UI needs to be optimized for performance too! In Parkitect, one of the biggest UI performance difficulties has always been in windows with long lists - and we got a bunch of those, like the savegame list, the guest overview, and of course the build windows. The Deco window has always been particularly problematic since there are hundreds of objects to scroll trough already and it only got worse with additional modded content. We have improved list performance a couple of times already but it was clear that some more work needed to be done. Previously we used Unitys out-of-the-box scroll views, which behind the scenes works like this:
As soon as the window got opened all the list entries were loaded. When scrolling they simply got moved around accordingly. For relatively short or simple lists this is good enough, but if you need to load a bunch of stuff this can take a while and cause a noticeable lag spike. And if the user doesn’t scroll all of that loading was for nothing! We changed the lists to work like this instead:
Now, only enough list entries to cover the visible area of the scroll view are loaded. When scrolling, entries that leave the visible area get shifted to the other end of the list and their content gets replaced with whatever is supposed to be there. For the user there’s no visible difference, but this is so much faster. And most importantly, it always takes the same amount of time to load no matter how many list entries there are, so we can add more stuff now without having to worry about this again :) Here are some performance comparisons (bar length = loading time):

Changelog


  • added Paddleboats
  • added Bumper Boats
  • added Western props, brazier, fire jet, jumping fountains, umbrellas, glass roofs
  • added option for building ride blueprints without scenery
  • added Eastern Highlands demo park
  • added option for rides to wait for "any load, but not empty"
  • added ride stats when sharing blueprint to Workshop and allowed editing description
  • updated Steel Coaster cars
  • improved lighting slightly
  • improved water
  • improved performance during rain
  • significantly improved performance of Deco window (and others) opening/closing/minimizing/maximizing
  • fixed vandalism state being saved into blueprints
  • fixed not being able to lower Inverted Dark Ride velocity below 10km/h
  • fixed missing supports on Miniature Railway
  • fixed ride income graphs
  • fixed not being able to build inside the scenario editor if money is set to 0
  • fixed research cost not matching the allocated budget
  • fixed tunnel rendering issues on Mac and Linux
  • fixed edge scrolling not working properly on Linux
  • fixes a case where terrain would be invisible on some systems
  • fixed water not looking right in blueprint renders
  • fixed fountain water flickering during rain
  • fixed shop entries in overview window sometimes showing wrong information when changing sort order


[ 2017-07-02 11:10:41 CET ] [ Original post ]


Devlog Update 150

Art Stream


Hey, it’s been a while since the last Art Stream! Did you miss it? We certainly did, so come join us on Garrets Twitch channel on Wednesday (June 28th) at 1pm PST to chat while watching some new Parkitect art being created :)

Devlog


Work on the Paddleboats continued. Almost done now! They received unthemed boats as an alternative to last weeks Swan Boats:
If you check last weeks picture the boats were still missing the pedals; they have been added and animated. All the settings from other rides work now too, such as changing the boat count and colors. And most notably the boats are capable of navigating around obstacles now :) Garret also added a set of umbrellas:
The Steel Coaster was one of the first models in the game and it noticeably didn’t match the style of the newer art anymore, so it received an update:


[ 2017-06-23 22:42:00 CET ] [ Original post ]


Devlog Update 149

And the new ride is...
Paddleboats! It’s an entirely new type of ride that works completely different than anything else in the game, so it’s taking a bit longer than usual to make :) If you look closely you can see that the water received yet another small overhaul too, and I’m finally pretty satisfied with it. And we also added some nice new animated decoration objects:


[ 2017-06-16 18:57:47 CET ] [ Original post ]


Devlog Update 148

Hey, we’re back! Actually, Garret is still on his plane home right now, but he already made some nice new Western theme objects anyways! They are inspired by some of the theming we saw at Phantasialand:
And Luuk added an option for building blueprints without scenery. This is especially useful for scenarios when money is tight, or if you want to theme the ride yourself.
And we’ve done some work on a new ride - more on that next week :)

Travel report


As some of you know, we went on a trip to 3 major theme parks in Europe a week ago. The idea was to gain some insight into real park operations, and collect reference and research for scenery and new rides (and also have some good old fashioned fun). Our trip started in southern Germany, where we visited Europa Park. If you've never been, it's a very large park with incredible theming and high production values. We rode all eleven coasters (some twice) and a number of scenic rides. We got a behind-the-scenes tour of Blue Fire, allowing us to see the trains up close from all sides. That was pretty cool after years of trying to figure out details on blurry images off the web :D Our favorite coaster at this park was Wodan, a very fast wooden coaster. Not the most intense ride in the park but a really fun one!
[quote]Wodan[/quote] Next was Phantasialand near Cologne. This is the smallest park we visited, but it’s still home to some excellent coasters (many of them hold some sort of record) and great theming. Again, we rode every coaster, most notably the twin-launched coaster Taron, which is the 4 of us' favourite coaster of the trip. I would recommend visiting this park just to ride this coaster. We also spent some time on the other rides, and got plenty soaked on River Quest (a river rapid ride that’s impossible to leave dry in our experience) and Chiapas (the log flume with the steepest drop in the world).
[quote]Taron - most intersecting track points on any coaster[/quote] Lastly we visited Efteling in the Netherlands. A large, fantasy themed park with some heavy theming and a couple bigger coasters. We rode most of the rides we wanted to, though sadly Villa Volta broke down as soon as we entered it. I'm pretty sure our favorite coaster here was the dueling wooden coaster Joris en de Draak.
[quote]Joris en de Draak[/quote] We took plenty of pictures of scenery and rides to help us add more content to Parkitect. We're especially interested in adding LIM/LSM segments to coasters in the short term as well as some interior rides and calm/scenic rides that are more raised-track friendly. We can't wait to share those with you as we build them in the near future!


[ 2017-06-12 20:39:47 CET ] [ Original post ]


Devlog Update 148 + Alpha 14

Alpha 14 is now available for download! The full change log is at the end of this post. As previously mentioned we’ll be on our theme park tour now. The devlog will return to its usual schedule around the June 10th weekend. See you then!

Devlog


Garret added some nice new objects that I’m sure some of you will be very happy about:
Tim added notifications for some global park problems. They are supposed to help new players.
Luuk extracted some more information from blueprint files to show them in the UI:

Changelog


  • added Flying Coaster
  • added glass walls, cacti, stone walls, fountain jet
  • added wooden supports adapt to terrain changes
  • added employee list to zone info window
  • added sorting employees by zone
  • added shops can get dirty
  • added buttons for calling mechanics/janitors for unscheduled maintenance/cleaning
  • added notifications for global problems of the park (tired guests, shops out of stock etc)
  • added displaying some more information about a blueprints content
  • added subtle texture to most things
  • added recolorable ride entrance booths
  • improved camera when building tracks
  • improved balance of tracked ride costs
  • improved performance when moving blueprint build preview over occupied locations
  • improved finance overview
  • enabled Steam Cloud support for all Steam users
  • fixed Ghost Mansion Ride having wrong intensity ratings
  • fixed wrong orientation of Calm River Ride boats on slopes
  • fixed cases where rides derailed when building them from a blueprint
  • fixed object pipette hotkey not working properly while deco window is minimized
  • fixed garbage not being cleaned up after loading savegame
  • fixed a very rare case where guests could randomly drown


[ 2017-05-23 13:55:54 CET ] [ Original post ]


Devlog Update 145 + 146

Hey! Our development schedule is slightly different than usual this month, which means there’ll be less interesting things to show on the devlog. Garret, Luuk, Tim and I are going to meet each other at the end of the month, and, being a team working on a theme park game, it only makes sense to go and check out some parks on that occasion :) We’ll be traveling around for a while to check out Europa Park (Germany), Phantasialand (Germany) and Efteling (Netherlands) for research (...and fun, alright). Exciting! Since nobody will be around to patch things in case something gets horribly broken we’ll limit this months game update to smaller changes, polishing and fixes, and that pretty much already summarizes the majority of what we’ve done during the past week :) There are also some bigger tasks being worked on in parallel that should go into the June game update, but more on that once the time has come.

Devlog


We added the Flying Coaster from last months Art Stream. It‘s capable of some rather unique inversions:
Zones received a staff tab that highlights all assigned employees:
And Luuk restructured the finance overview a bit. All irregularly occuring transactions such as construction costs and land purchases went into the “Other” group and there’s a new “Operational” subtotal that excludes this group. That should make it easier to figure out how well the park is actually doing. All groups can also be collapsed since that window is getting a bit tall.


[ 2017-05-15 21:35:11 CET ] [ Original post ]


Devlog Update 144 + Alpha 13

Alpha 13 is now available for download! The full change log is at the end of this post. Steam Cloud support is currently only available on the Experimental branch to make sure it’s all working as expected before we release it to everyone. If you want to give it a try, right-click Parkitect in the Steam library and select Properties -> Betas -> Experimental.

Devlog


There’s a new tool available in the scenario editor for marking objects as indestructible:
This can be useful for custom-built structures such as park entrance buildings, but can also be used for creating scenarios with some unique restrictions.

Changelog


  • added Submarines ride
  • added Calm River Ride
  • added random events
  • added Steam Cloud support (on Experimental branch)
  • added brush tool for changing existing path types
  • added guests stop and watch rides
  • added bamboo path objects
  • added terrain textures
  • added closing shops
  • added hold Alt to change terrain painting mode
  • added hotkey for pipette tool ("P")
  • added countdown timer for fulfilling scenario goals
  • added objects can be marked as indestructible in scenario editor
  • improved behaviour of water when terraforming near it
  • improved performance when hiding scenery some more
  • improved path dragging to better work on uneven terrain
  • improved behaviour when quicksaving a new park
  • improved how scenario goal rewards work
  • improved balance of flat ride costs and capacities
  • fixed issue with Inverted Double Swing seats
  • fixed a case where Transformer was in wrong animation position after loading savegame
  • fixed grasses showing across tunnels through vertical terrain cliffs
  • fixed vandalism visualization not being applied properly to some objects
  • fixed walls sometimes getting misplaced when building next to sloped terrain
  • fixed a rare case where the camera would freak out when switching into top-down view ("M")
  • fixed high wage costs when starting a new scenario
  • fixed an error message when adjusting UI scale


[ 2017-04-28 19:29:42 CET ] [ Original post ]


Devlog Update 143

Art Stream


It’s time for the April Art Stream, and this month it’ll be on Tuesday instead of the usual Wednesday. Come join us on Garrets Twitch channel on Tuesday (April 25th) at 1pm PST to chat while watching some new Parkitect art being created.

Devlog


When adding the Calm River Ride last week we weren’t sure yet whether we’d be able to get the boats move around inside the channel as you’d expect or not. Since the channel is only a small bit wider than the boats it would have been alright if they just stayed inside in the center of the “track” at all times like any other ride, _but _we got the movement working now and it looks quite nice!Here’s a top-down view:
The path builder oftentimes decided to build tunnels when dragging across uneven terrain, which has been improved now:
You can still get tunnels by holding Shift while dragging. There’s a new brush tool for changing the style of existing paths:
Garret added some new bamboo path objects:
Luuk added a bunch of small random events that should shake things up a bit every now and then.
There are positive and negative events. Some are entirely random, some can be prevented and some can be resolved by taking action. And Luuk also added some nice animations for trash:


[ 2017-04-21 19:17:29 CET ] [ Original post ]


Devlog Update 142

Gordon bought a morin khuur a few months ago and has been practising it since, and now he’s finished his first song with it. Give it a listen over here. It’s a bit unusual, but we’ll find a good use for it :) Tim keeps working on scenario features and has added a time constraint for goal completion:
With this setting, all goals need to be kept complete for the given amount of time before the scenario is won. If any of the goal conditions isn’t met anymore the timer resets. And we’ve added another water ride, the Calm River Ride. It’s a low-intensity ride where boats float along a water channel and you can see on the right hand side here:


[ 2017-04-17 21:11:15 CET ] [ Original post ]


Devlog Update 141

This week, Garret added some new terrain textures so you can get more use out of the new terrain features introduced in Alpha 12:
Water adjusts to terrain changes by itself now so you don’t have to constantly update it manually after terraforming for a bit:
When connecting an existing pool of water to a hole it’ll remove the water though, otherwise you could accidentally flood stuff easily that you didn’t intend to:
And with that all the remaining big tasks regarding terrain we still had on our task list are done :) NICE. We also added the first ride that makes proper use of lakes, the Submarines:
And Luuk added support for Steam Cloud, so if you’re playing on multiple systems through Steam all your savegames and blueprints automatically synchronize across them.


[ 2017-04-07 21:05:39 CET ] [ Original post ]


Devlog Update 140 + Alpha 12

Alpha 12 is now available for download! The full change log is at the end of this post. There have been some bigger changes under the hood, so please let us know if you encounter any problems. Note that support for DirectX 9 has been dropped with this update so if you have any trouble running Alpha 12 please make sure your graphics drivers are up to date / check for DirectX updates through Windows Update first.

Devlog


We’ve added the Inverted Double Swing ride from this weeks Art Stream. It’s a pretty interesting looking ride with a fairly small footprint, and it turned out quite nice:
When possible we try to use recordings of real ride sounds, so the audio team went to a nearby Go-karts track this week for a recording (and racing) session. Look forward to hearing the results of that in the future :)

Changelog


  • added Inverted Double Swing
  • added Robot entertainer
  • added Steam stats
  • added zoom to cursor
  • changed raising terrain/rides/buildings to 0.5 units from 1 (for new parks/scenarios)
  • improved terrain texturing
  • improved overall performance in busy parks
  • improved performance when hiding scenery
  • continued UI overhaul
  • terrain generator improvements
  • balance adjustments
  • fixed performance issues when selecting large amounts of terrain
  • fixed error message when switching into underground mode when it's raining while there's water on screen
  • fixed staff could sometimes take a long time to return to their assigned zone
  • fixed setting car rotation for Ghost Mansion Ride/Inverted Dark Ride not working
  • fixed a case where trains would not have the correct colors
  • fixed goals sometimes already being completed in custom scenarios
  • fixed not being able to click through hidden attractions
  • fixed a case where track was properly aligned but still didn't connect
  • fixed hydraulic launch section sometimes stopping trains abruptly, resulting in wrong ride stats
  • fixed hydraulic launch section launching train while block isn't clear


[ 2017-04-01 13:34:02 CET ] [ Original post ]


Devlog Update 139

Art Stream


March went past way too fast, but on the positive side that means it’s time for another Art Stream! Come join us on Garrets Twitch channel on Wednesday (March 29th) at 1pm PST to chat while watching some new Parkitect art being created.

Devlog


This week has mostly been maintenance, fixing bugs and making sure all the terrain changes don’t break the existing terraforming tools/terrain generator/old parks. One change worth mentioning is a performance improvement for off-screen guests. In some especially crowded parks we’ve seen CPU usage reductions of up to 50% with that :) Garret added something cool though: a new Robot entertainer :)


[ 2017-03-29 15:10:15 CET ] [ Original post ]


Devlog Update 138

Gordon finished a new song! It’s really catchy. Give it a listen here. Improving terrain textures has been an open task for a **very **long time. The reason is that we have a list of requirements/wishes for them, and figuring out a technique that fulfills them all took a while :)

  • we wanted to not be severly limited in the amount of different terrain textures we can use (~8 at least)
  • hard straight edges between textures don’t look nice, there should be some sort of transition. This can clash with the first requirement; for example Texture Splatting is usually only done with up to 4 different textures, or requires lots of big splat textures, which leads us to the next requirement...
  • it shouldn’t increase savegame sizes too much
  • it should play nicely with our terrain. The old textures looked particularly bad around hills
I’ve been thinking about this a lot since the Christmas Holidays break last year and did a bunch of research and prototyping, and we’ve finally arrived at a method that we like :D First of all, here’s what it looks like:
You can change the texture for quarter tiles now instead of for the whole tile, so it’s more fine-grained than before. Actually, it’s even more fine-grained than that, because each quater tile is further divided up into 4 triangles so you can paint around hills nicely:
As you can see, transitions between tiles aren’t exactly smooth but it’s better than straight edges, and I think our art style allows us to get away with the hard cuts. We can theoretically use up to 256 different terrain textures, and savegame size shouldn’t be increased by more than a couple hundred kilobytes in most cases. So, we’re pretty happy with that! On the downside, we’ll have to drop DirectX 9 support for it. DirectX 10 is available since ~10 years by now, but we still wanted to know how many people would be affected by this change. So we ran some analytics over the last couple months and found that less than 2% of our players use DirectX 9. Doesn’t sound too bad, but that’s still uncomfortably many! Digging into this further though it turns out that ~90% of these people use DirectX 10-capable graphics cards, so we assume they just don’t have the proper drivers or DirectX version installed. In addition, a good amount of the remaining people is still running Windows XP, which we never officially supported. So I think we can justify changing our minimum requirements to a DirectX 10-capable graphics card. If you’re still affected by this and can do absolutely nothing about it, please let us know. Just for fun, here’s a dump of screenshots of the (sometimes weird) things we tried for terrain textures :)


[ 2017-03-18 22:43:00 CET ] [ Original post ]


Devlog Update 137

Luuk added a bunch of statistics across all of your play sessions and some global ones (this uses Steam statistics, so they are only available when playing through Steam):
And we decided to make a somewhat breaking change: we’re changing the terrain to use less steep half-unit high slopes. Naturally this includes placing rides and walls at half unit high increments and less steep stairs. To keep old savegames compatible they will continue to use the steep terrain and only new parks will use the flat slopes. The old steep stairs will still be available in old and new parks.


[ 2017-03-13 11:03:11 CET ] [ Original post ]


Devlog Update 136 + Alpha 11

Alpha 11 is now available for download! The full change log is at the end of this post.

Devlog


We added Skyfall, a drop tower ride where guests are turned into a horizontal position during the drop:
And there’s the Junior Coaster from this weeks Art Stream:
And Gabby made progress with the visual overhaul of the UI. Updating it all is a ton of work that’ll be ongoing for a while. Releasing it all at once when it’s finished would be difficult, so we’ll ship what we currently have and continue improving it over the next few Alphas until it’s done (like we’ve always done it with all parts of the game :)).Here’s the current state:

Changelog


  • started UI overhaul (not complete yet)
  • added Junior Coaster
  • added Skyfall
  • added terrain generator to scenario editor
  • added fountains
  • added modern building sets
  • added wooden paths and queues
  • added smaller park entrance that is easier to theme
  • added shadow fadeout distance setting
  • added tilt shift intensity setting
  • added running costs for shops and utility buildings
  • added female staff outfits
  • added auto-minimizing deco builder window
  • added world markers for person thoughts
  • minor balance adjustments
  • small performance improvements
  • preventing terrain from clipping through rides/shops/utility buildings when terraforming
  • tweaked shadows
  • improved camera behaviour near terrain bounds
  • improved text crispness
  • improved sign text readability
  • improved height indicator when building deco objects
  • improved some windows remember some of their state when closing/reopening
  • improved quality of path textures when zooming out
  • removed SSAO (for now)
  • fixed newly added rides being unlocked in old scenarios
  • fixed guests vandalizing objects that don't belong to the park
  • fixed Go Karts could get stuck
  • fixed Ferris Wheel was in wrong position after loading savegame
  • fixed a case where ride entrance/exit could be placed at the wrong height
  • fixed color filters not being applied anymore after rain
  • fixed scenario autosave files being saved to the wrong folder
  • fixed a case where some tracked rides could have unrealistically high intensity/nausea ratings


[ 2017-03-03 18:41:23 CET ] [ Original post ]


Devlog Update 135

Art Stream


Hey! As usual near the end of the month, come join us on Garrets Twitch channel on Wednesday (March 1st) at 1pm PST to chat while watching some new Parkitect art being created.

Devlog


I’ve returned to working on the terrain to hopefully resolve all of the remaining tasks. The first one: preventing terrain from clipping through flat rides/shops/utility buildings.
The biggest challenge with this was not actually making the terraforming stop in occupied places but figuring out whether the place is occupied or not with acceptable performance. We're obviously using space-partitioning data structures (Octrees in this case) to speed up our collision checks, but if you need to do many lookups that gets slow too at some point... Just like we’ve already done it with guests activities we’re also putting markers for thoughts in the park now when their thoughts tab is opened, so it’s a bit easier to see what the thoughts are referring to:


[ 2017-02-26 00:30:30 CET ] [ Original post ]


Devlog Update 134

Unitys text rendering isn’t the greatest currently - text looks blurry, styling and layouting is fairly limited, and when it had some trouble with handling a custom font as part of our current UI overhaul it was clear that it was time to switch to a 3rd party text rendering solution. Here’s a direct comparison:
The deco window is quite big and can get in the way, so we’re experimenting with automatically minimizing it as soon as the cursor leaves the window. Not sure yet if this might be confusing new players, we’ll have to see :)
Tim has spent the last couple weeks on adding a random terrain generator to the scenario editor, and it’s producing pretty nice results now :) There’s lots of options so you'll never have to play on empty flat terrains anymore (although that’s still possible if you want to):
Garret added a smaller park entrance that can be themed more easily:
And some wooden paths, queues and more deco objects, including additional nice building pieces based on designs by StolleJay:


[ 2017-02-17 20:45:20 CET ] [ Original post ]


Devlog Update 133

Hey! We forgot to post Devlog Update 133 over here last week, sorry for that. Here it is: This week has been mostly maintenance work... fixing small bugs and annoyances, reducing memory allocations, all that good stuff :)So here’s just a very quick update - we added two sets of metal walls and supports that were designed by StolleJay:


[ 2017-02-17 20:42:45 CET ] [ Original post ]


Devlog Update 132 + Alpha 10

Alpha 10 is now available for download! The full change log is at the end of this post.

Devlog


When we started with this project I knew almost nothing about programming shaders, and while there’s still much left to learn I’ve gained a bit of experience. So I’ve improved the water shorelines and added refractions:
The underwater glass tunnels were faked a bit previously - we simply didn’t draw any water on top of them because I didn’t know how to make it look like they’re not flooded with water on the inside. It looked “good enough” in most cases but always bothered me and especially now with the refractions it looked weird, but I’ve figured out how to make it work properly now:
Garret started working on sciene fiction props:
And Luuk added a maintenance budget setting to rides:
Lowering the budget reduces the monthly maintenance costs but has a negative impact on safety if done for too long.

Changelog


  • added Jumper
  • added mechanical props
  • added science fiction props
  • added setting one-way signs per staff type
  • added missing pieces for the brick and spooky walls sets
  • added adjustable ride maintenance budget
  • added receiving land as reward for scenario goals
  • added configurable land costs for scenarios
  • added adjustable climate for scenarios
  • added returning guests
  • added theme filters to deco window
  • added categories to blueprints window
  • added banking across the 180° mark
  • added limited banking to 90° per segment size
  • added restoring weather and camera position when loading savegame
  • added default Steam Controller configuration/scaled up UI in Big Picture mode
  • added water edges at terrain end
  • improved spawn positions of guest/ride info windows so they don't all appear in the same spot
  • improved deco window performance
  • improved rain performance
  • improved sorting of deco objects (grouped by theme)
  • improved the look of water and underwater tunnels
  • improves guest animation performance
  • improved stopping position in station for Vertical Drop Coaster and Wing Coaster
  • should fix "location occupied" error when building coaster tracks although location isn't occupied (let us know if it still happens)
  • fixed a case where Janitors were unable to transport trash out of the park
  • fixed tunnel entrances sometimes showing through terrain
  • fixed visual glitches on log flume water
  • fixed coaster stat graph getting messed up when switching to coaster stat tab repeatedly
  • fixed deco builder entries sometimes not showing enough color buttons
  • fixed lag when rotating camera while editing a coaster
  • fixed lag when switching to coaster stat tab
  • fixed a rare case where it was impossible to click anything after loading a savegame
  • fixed Star Shape and Turbine rides sometimes being in wrong position while letting guests in after loading savegame
  • fixed camera not being able to focus onto objects while game is paused
  • fixed not being able to edit scenarios


[ 2017-02-03 16:18:23 CET ] [ Original post ]


Devlog Update 131

We added the Jumper ride from this weeks Art Stream:
Tim added receiving more park area as a reward for completing scenario goals, which should allow for some interesting scenarios:
And Luuk added a default configuration for the Steam Controller. I don’t own a Steam Controller and was surprised to see how well it works in Luuks demo - almost as fast as using a mouse and keyboard. Pretty cool!


[ 2017-01-27 20:41:25 CET ] [ Original post ]


Devlog Update 130

Art Stream


Once again, it’s time for an Art Stream! Come join us on Garrets Twitch channel on Wednesday (January 25th) at 1pm PST to chat while watching some new Parkitect art being created.

Devlog


Signs can be set to “no entry” per employee type now, so you can for example keep Entertainers from running around on your shop stock supply paths:
The blueprints browser received a list of categories to make finding what you want easier:
And deco objects can be filtered by theme:
Objects are also grouped by theme in the object list now instead of purely alphabetical so that for example all the castle walls are listed together instead of having to look for them all over the place. This is also open for modding. Mods can add their objects to an existing theme or add entirely new themes. Garret added the wall pieces that were missing in the spooky and brick sets:
And there are a bunch of new fun animated mechanical props:
Tim made banking tracks across the 180° mark work as you’d expect (it used to snap all the way around instead of going across 180°):
This also allows building a full 360° roll using just one segment which looks smoother than building it from two segments as before.


[ 2017-01-21 00:18:23 CET ] [ Original post ]


Devlog Update 129

Hey, welcome back! Hope you all had great holidays. I had time to think about some of the remaining technical challenges and how to solve them. One of them were a couple of visual glitches related to tunnels. I’ve reimplemented them this week and that’s all fixed now:
There was also an annoying bug where you’d occasionally get a “location occupied” error message while building coaster tracks even though that wasn’t the case, which should be fixed now too. Tim added adjusting the weather for scenarios. There are some presets or you can fully customize it:
And we’ve started working with Gabby. She’s a UI designer and 3D artist and is working on cleaning up and improving our UI :) More on that later.


[ 2017-01-13 21:16:37 CET ] [ Original post ]


Devlog Update 128 + Alpha 9

Surprise! Alpha 9 is here a week earlier than usual! The full change log is at the end of this post.
Music Rock Park, by CoasterB

Holidays


The reason is that after working non-stop since early 2014 we’re taking a two week holiday break to recharge and think about other things than theme parks for a bit :) We’ll be back in the second week of January 2017. Hope you all have nice holidays! :)

Devlog


Luuk added adjustable coaster lift speeds:
Tim added a bunch of scenario goals:
They can be set up in the scenario editor with customizable settings and rewards:

Experimental performance improvements


We’ve got some pretty big performance improvements coming up for multi-core systems when lots of objects are on screen. It especially helps when zooming all the way out in very detailed parks, but should also improve performance overall to a smaller degree. In our tests we’ve seen CPU load improvements of up to 35%. Before turning them on for everyone we would like to do some more testing though! We have created a Steam beta branch for this. If you want to give it a try, right-click on Parkitect in your Steam library, then select Properties, go to the Betas tab and select “Experimental”. Savegames are compatible between the regular and this experimental version, so you can give it a try without any risk. If you do please let us know your results!

Changelog


  • added Mine Train Coaster
  • added Turbine
  • added Market Research
  • added scenario goals
  • added sorting attraction/shop list by various properties
  • added adjustable chain lift speed
  • employees only work on tasks outside their assigned zone if there's nothing left to do in their zone
  • less blurry shadows
  • fixed Ferris Wheel being a sadness factory
  • fixed all kinds of problems with wooden supports
  • fixed problems with building tracked ride blueprints near park border
  • fixed lag if loading a new savegame while the game is paused


[ 2016-12-22 21:33:08 CET ] [ Original post ]


Devlog Update 127

It’s been a pretty exhausting week, but we got a good amount of stuff done :) Here’s a new flat ride, the Turbine:
It might look like a fairly simple ride, but the physics behind the swinging gondolas took a while to get right. And there’s a new tracked ride, the Mine Train Coaster:
The wooden supports that are also used on the Wooden Coaster were a bit messy and had some problems, so we’re cleaning them up a bit now that another ride uses them.


[ 2016-12-16 21:19:44 CET ] [ Original post ]


Devlog Update 126

Unity 5.5, the latest version of the engine we’re using, was released last week and so we upgraded. It broke some minor things in the UI that we need to fix but apart from that went painless. We changed the workers so that they only help out in other zones if there are no tasks left in their assigned zone. That improves worker efficiency a lot when using zones, but might still be a bit too “smart” - maybe if they are assigned to a zone they should not care at all what’s going on elsewhere in the park...? We’ll have to keep an eye on that. The attraction overview list can be sorted by various ride properties now such as profit and satisfaction rate to get a quick overview of how all rides in the park are doing:
And Luuk worked on Market Research campaigns, which are a pretty useful tool I think :) When starting a Market Research campaign a certain amount of guests (depending on the duration of the campaign) are asked about various topics, and in the end you receive a handy report with a bunch of graphs as result. Especially useful for deciding which kind of ride to build next should be the graph that shows the preferred ride intensities of the interviewed guests:
And you also get a snapshot of the current needs such as hunger and thirst, and their overall satisfaction with the park.


[ 2016-12-09 23:56:11 CET ] [ Original post ]


Devlog Update 125 + Alpha 8

Alpha 8 is now available for download! The full change log is at the end of this post.
Minimus, by kaylnaris-7

Devlog


We’ve added the Power Surge ride that Garret created during this months Art Stream. There’s also a new Pizza Stall:
Tim and Luuk added tracking for a bunch of additional statistics:
And Gordon delivered 3 new ride songs! You can listen to them over at his SoundCloud: Accelerator Popped Collars Black Lights

Changelog


  • added Car Ride
  • added Power Surge
  • added new notifications UI + ongoing notifications
  • added 3 new ride music songs
  • added Pizza Stall
  • added new props
  • added a bunch of new sounds
  • added more statistics
  • all kinds of balancing improvements across most parts of the game
  • fixed people leaving queues after loading savegame (can still happen on first load with Alpha 8)
  • fixed not being able to pick up people while game is paused
  • fixed tracked rides not restoring customized train colors properly
  • fixed loans not getting paid back
  • fixed dozens of smaller bugs


[ 2016-12-02 19:42:16 CET ] [ Original post ]


Devlog Update 124

Art Stream


Oh hey, time for the next Art Stream! Come join us on Garrets Twitch channel on Wednesday (November 30th) at 1pm PST to chat while watching some new Parkitect art being created.

Devlog


And once again we continued with this month of cleanup/balancing improvements. Ride nausea ratings are looking much better now. We had some time left to add some new content, and because theme parks are not just about having the crazierst coasters we felt it was time to add another calm ride. We added a classic Car Ride:
It comes with alternate cars without a roof:
And race cars are an option as well:
They were originally made for the Go-Karts ride but turned out to be too wide, but for this ride they work nicely :)


[ 2016-11-23 23:16:21 CET ] [ Original post ]


Devlog Update 123

Just a quick update this week since we’ve continued the balancing/polishing/fixing work started this month as expected. The coaster intensity ratings look pretty good to us now so we’re moving on to the nausea ratings next. We’ve also overhauled the notifications UI. They slide in from the right edge of the screen now:
But most importantly there’s a new “Ongoing” tab to inform you about everything happening right now that might need your attention.


[ 2016-11-16 22:00:52 CET ] [ Original post ]


Devlog Update 122

We plan to spend this month mostly on improving existing content - fixing bugs, polishing, and most importantly doing some balancing, starting with tracked ride stats. This means playing the game for a while, taking note of things that feel wrong, changing some numbers around and then repeating that as many times as possible.It’s a slow process that takes a lot of time, so to speed it up a bit Luuk built a tool for us that takes a bunch of ride blueprints, automatically builds them in an empty park, and saves some test results into a nicely formatted table that looks like this:
It tells us the current stats of the coasters and how they changed compared to the previous run of the tool, so we can easily see the impact our changes make and work on something else while the tool runs in the background. We’ve also collaborated with StolleJay to bring his custom props that nicely fit the new Go-karts and some of his other custom scenery objects as official content into the game :)


[ 2016-11-09 21:17:17 CET ] [ Original post ]


Devlog Update 121 + Alpha 7

Alpha 7 is now available for download! The full change log is at the end of this post.
Heavens Gardens Halloween Edition, by CoasterB

Devlog


Tim continued with Research to get it all ready in time for Alpha 7 :) For scenarios it’s now possible to define which things are available/can be researched:
Note that our current default scenario already has everything available, so for now you’ll have to create your own scenario to actually research anything. Gordon finished another background music song, and it’s awesome! Check it out over at his SoundCloud.

Changelog


  • added Go-karts
  • added ad campaigns
  • added research (note that in the default scenarios everything is already researched)
  • added vandalism
  • added a new background song
  • added a bunch of new sounds
  • added changing transparency of hidden objects
  • added steeper slopes for wooden coaster
  • improved grid lines/height markers/cost labels when building paths/resource pipes
  • improved how tasks get assigned to workers, should prefer nearby workers and respect zones more
  • small balancing changes
  • fixed being able to delete deliveries building transport system connector
  • fixed block section lengths not affecting maximum train length usable on track
  • fixed acceleration on hydraulic launch sections not being as intended
  • fixed off-screen trees not being selected by bulldozer tool
  • fixed Janitors getting confused about where to dump trash if there was an unconnected Depot nearby
  • fixed camera jittering when following a coaster train
  • fixed not showing anything for some untranslated text instead of using the english text as default


[ 2016-11-03 15:55:42 CET ] [ Original post ]


Devlog Update 120

Art Stream


Hey, it’s time for the October Art Stream! Come join us on Garrets Twitch channel on Wednesday at 1pm PST to chat while watching some new Parkitect art being created.

Devlog


You’ll have to pay a bit more attention to your especially grumpy guests in the future - we added vandalism this week.
This finally gives the Security staff a purpose, as they'll lower the chance of vandalism on paths they recently walked by and they can catch vandals and ban them from the park as well. The Mechanics got an additional task too: they repair vandalized objects when walking past them.


[ 2016-10-26 12:05:38 CET ] [ Original post ]


Devlog Update 119

Continued with the Go-karts all week long - had lots of small little tasks left to do that ate a bunch of time. I think they’re done now though :)
And here they are in motion:
Luuk continued with advertisements. After an ad campaign finishes you’ll get feedback about how effective the campaign was. Running the same ads all the time reduces their effectiveness because everybody you can reach already knows about them, so it makes sense to take breaks inbetween campaigns instead of using them to “buy” a constantly high amount of guests.
Tim is currently working on unlocking rides and other game content through research. You can hire multiple research teams that can work on different things.
This is a big task as well so there’ll probably be more updates on this over the next couple weeks.


[ 2016-10-19 21:48:40 CET ] [ Original post ]


Devlog Update 118

We started with some bigger tasks this week that’ll probably keep us busy for the majority of this month, so expect more of the same for the next couple blog posts :) I started implementing the Go-karts Garret modeled a while ago. What makes them tricky is that they work unlike any other tracked ride we have in the game so far - there are multiple cars racing and overtaking each other at the same time over multiple laps, so figuring that out was the first and most important task. It’s mostly working:
Next up there are lots of smaller details left to do (including making the road look less flat ;)). More progress on that next week! Luuk started working on advertisement campaigns. It’ll be possible to run advertisements for the park or for individual shops and attractions. A big part of the UI and some of the functionality is done:
More on how advertisements work next week.


[ 2016-10-12 21:03:34 CET ] [ Original post ]


Devlog Update 117 + Alpha 6

Alpha 6 is now available for download! The full change log is at the end of this post.
Pinewood Acres, by PulseDesign

Devlog


This week, we put the bumper cars into the game that Garret made during the last Art Stream:
The finance overview was one of the first pieces of proper UI we put into the game early last year. Back then it seemed like a good idea to keep it very compact, but in the end it made things a bit cluttered and confusing. Luuk replaced it with a proper table that should be more helpful:
Tim completed the loans for now:
Since you can’t go bankrupt yet they aren’t terribly useful at the moment, but they’re in Alpha 6 anyways for gathering feedback.

Changelog


  • added Hydraulically-launched Coaster
  • added Bumper Cars
  • added loans (you can't go bankrupt yet, so this is just for gathering feedback on it)
  • added attraction maintenance costs
  • added thunderstorms
  • added rain ambiance
  • colorized employee paths by zone color
  • audio improvements
  • improved finance overview
  • improved performance of large terrain area selections/zones rendering
  • macOS: using Metal renderer if available
  • fixed not being able to synchronize with stations of same tracked ride anymore
  • fixed people getting stuck inside utility buildings/ride platforms if dropped onto them
  • fixed problems with placing stuff on the terrain border
  • fixed being able to change banking angle using scroll wheel if banking angle slider is disabled
  • fixed issues when placing objects next to the terrain border


[ 2016-10-05 15:19:31 CET ] [ Original post ]


Devlog Update 116

Art Stream


September is almost over, and you know what that means - time for another Art Stream! Join us on Garrets Twitch channel on Wednesday at 1pm PST to chat while watching some new Parkitect art being created.

Devlog


Luuk added guest settings to the scenario editor to allow tweaking the scenario difficulty a bit:
Tim is working on loans. You’ll be offered a couple of loan options with different interest rates and runtimes to choose from that change every now and then.Once this is complete we can start working on money balance and going bankrupt to finally get away from the purely sandbox-only scenarios :) Employee paths reflect the color of the zone they are in:


[ 2016-09-27 22:28:37 CET ] [ Original post ]


Devlog Update 115

We added a Hydraulically-launched Coaster! On a special launch track segment the catch-car grabs the train and accelerates it:
Additionally this coaster features vertical sections with rolls.
(We’ll have to improve the supports for something like that, it looks a bit weird right now.) Luuk added thunderstorms. They turned out really nice:
We’ll leave it to you to discover what they do :)


[ 2016-09-20 21:09:55 CET ] [ Original post ]


Devlog Update 113 + Alpha 5

Alpha 5 is now available for download! The full change log is at the end of this post. Note that this update will likely cause some bugs and other issues, as it's step 1 of adding in scenario and resource mechanics.
Heartland Park, by lord-gonchar Phew! We managed to get it all stable just in time for this months Alpha update. Somehow this update felt like the trickiest and most exhausting one so far, even though the changelog is shorter than usual. Garret made some more medieval props. This concludes the work on the medieval set for now.

Changelog


- added resource and trash transport system - added beginnings of the scenario editor - added deco object pipette tool (easily clone any deco object) - added shop and attraction sales stats - added restocking shops from the back - added a bunch of deco objects (medieval props, awnings, scaffolding) - added czech translation (thanks Jan!) - performance improvements (overall, reduced terrain loading times) - fixed weather not updating after one year - fixed guests being confused about where they want to go after using a transportation ride - fixed path attachments sometimes not being built in the same position that's shown as preview - fixed not being able to select objects through path tunnels


[ 2016-09-05 23:53:37 CET ] [ Original post ]


Devlog Update 112

Art Stream


It’s the end of the month, so it’s time for another Art Stream once again! Join us on Garrets Twitch channel on Wednesday at 1pm PST to chat while watching some new Parkitect art being created.

Devlog


Garret has been busy with making all kinds of decorative objects for the medieval theme:
And there’s also this brick wall and scaffolding set:
Sebastian made slopes and supports work for the transport system, and transporting trash out of the park:
And Tim and Luuk continued with the scenario editor. Still a bunch of UI left to do though and we also need to make sure that old savegames still work with all of these changes.


[ 2016-08-30 03:18:30 CET ] [ Original post ]


Devlog Update 111

We got the crate transportation to and from the depots working:
As described last week, the Depots have to know for which shops they are responsible. We reused parts of the UI for synchronising attractions for setting this up:
All shops got updated with doors in the back. If possible employees prefer using those instead of entering the shop from the front, even if it means taking a detour.
Garret made some nice new awnings:
Tim made good progress with the scenario editor. Scenario files can be saved now and it’s possible to place park entrances and guest spawn points.
There’s a bunch of polish and UI work left to do but it’s starting to become usable :)


[ 2016-08-22 22:04:45 CET ] [ Original post ]


Devlog Update 110

So here’s how trash and deliveries will be handled in bigger parks:
A new “Deliveries” building will replace the current crate and trash stacking tiles. It can be connected through pneumatic tubes and conveyor belts to “Depots” that can be placed throughout the park. Shops can be associated with a Depot; if they are, crates will automatically travel to that Depot, from where they then get picked up by Haulers and manually transported the final meters to the shop instead of all the way from the crate stack. Inversely, trash can be dropped off at a depot and then gets automatically pumped to the Deliveries building.This might sound weird and unrealistic at first, but at least the Disney parks are known to really use a trash disposal system that operates like this (AVAC)!I’m not aware of a park that uses an automated system for transporting goods, but there are warehouses and airports that operate huge conveyor belt systems like that, so it’s not entirely unrealistic at least - and it should be fun and makes sense for gameplay reasons to have this, so we’re taking that small liberty here.So far I’ve got the tube/conveyor building working (it works like building paths). Luuk continued with the scenario editor and made progress with creating tools for defining the owned park area:
Tim added tracking of shop and attraction revenue:
Still lots to do to get all of this operational! Usually we break work down into much smaller tasks that don’t all necessarily have to be completed at once, so even if some tasks aren’t done in time for the monthly alpha update we can ship whatever is ready at that point and it’ll still work... but with these things either the whole system is complete or the entire feature needs to get delayed. We have a couple weeks left to make it happen but it still makes me a bit nervous...we’ll see!


[ 2016-08-15 22:19:57 CET ] [ Original post ]


Devlog Update 109

We added a deco object pipette/cloning tool:
I think this one has been suggested a couple times, and it really speeds up building quite a bit. Simply select any deco object in the park and you can instantly build copies of it (including the same custom colors and custom size of the selected object). Pretty useful and not too complicated to implement, that are my favorite features :) Between the Alpha 4 release and a patch for it we’ve started working on some bigger tasks that’ll likely keep us busy for the majority of this month. Luuk started with the scenario designer which will ultimately allow us to offer different starting parks with different settings and challenges instead of just the simple empty flat sandbox you all had to put up with for so long. That’ll come one step at a time though and the first task is just getting some UI working and allowing to create different terrain sizes :) Meanwhile I’ve started working on something that’ll improve handling of trash and shop resources - you’ll certainly need that in bigger parks :) More on both of these probably next week once there’s a bit more ready to show.


[ 2016-08-08 22:28:07 CET ] [ Original post ]


Devlog Update 108 + Alpha 4

Alpha 4 is now available for download! The full change log is at the end of this post. Note: this version has some significant changes under the hood and thus might be a bit less stable than the previous one. If you're experiencing major problems you can continue to use Alpha 3 by right-clicking on Parkitect in Steam and selecting Properties -> Betas -> "previous_version".
Heavens Gardens, by CoasterB

Devlog


We added a Spinning Coaster:
And we worked on audio. One of the main problems we had with audio for a long time was that the default way how Unity handles it doesn’t work well with our game due to its near-orthographic perspective. Consider this scene:
There’s a red coaster on the ground and a blue coaster that’s been raised. They are both roughly in the same position on the screen from this view. Now the way Unity figures out what’s audible and what’s not is that you place an “audio listener” somewhere in the scene. You can imagine that it works somewhat like a microphone - everything close to the listener is loud and the further away an audio source is from it the less audible it becomes. The yellow circle in this example shows everything that’s within the audible range of the audio listener:
Looks about right! But if we look at it from another perspective...
...the two coasters are actually not close to each other at all and no matter where we place the audio listener, one of them will always be outside of its range. We could increase the range, but then we’d hear audio sources that are way off-screen.What we really needed was a way to control the volume of an audio source depending on its position on screen instead of its physical distance to the audio listener, and that has been added now.This also means that we need to rebalance our audio, so if things sound a bit too loud or too silent currently that’s why :)

Alpha 4 Changelog


  • significant performance improvements
  • added Spinning Coaster
  • added 4D Cinema
  • added palm trees
  • added customizable colors for some shop products
  • added area delete tool
  • added controls instructions (beginning of a tutorial system)
  • added monitor selection
  • added camera scroll/zoom sensitivity settings
  • added autosave + save hotkey (Z by default)
  • added more rebindable keys
  • added detection of performance problems due to mods
  • added lateral and longitudinal G visualizations + graphs
  • improved audio panning
  • improved tracked ride stat visualizations
  • improved weather
  • improved Janitor behaviour for cleaning dirty toilets
  • improved translation support
  • increased guest spawn rate by 25%
  • fixed stat heatmap visualizations not working on lowest quality settings
  • fixed rides saying they have outdated values after loading savegame
  • fixed raised objects not being placed at correct height if raising over sloped terrain
  • fixed broken employee colors
  • fixed errors when trying to load a savegame containing non-existant tracked rides (e.g. missing mods)


[ 2016-08-01 20:33:45 CET ] [ Original post ]


Devlog Update 107

Art Stream


It’s Art Stream time again! Join us on Garrets Twitch channel on Wednesday at 1pm PST to chat while watching some new Parkitect art being created.

Devlog


We’re mostly busy with making sure everything still works and runs stable after the engine upgrade. After some days of testing it turned out that the “experimental” improved multithreaded rendering in Unity 5.4 is labeled so for a reason :) We’ll not use it for now which costs a couple FPS compared to last weeks test results, but at least we know that it’s something to look forward to in a future update. The tracked ride visualizations received an update. So far we’ve only been able to show one value for the entire segment, which was precise enough for most cases but a bit lacking on longer segments like the loops or scaled up curves. Here’s an example showing the velocity:
It shows the train loosing speed as it nears the top of the loop and gaining speed afterwards now, as you’d expect. We also added a second color to distinguish between positive and negative vertical Gs:
(And there’s finally a lateral Gs view too) And here’s a new 4D Cinema :)


[ 2016-07-25 17:45:51 CET ] [ Original post ]


Devlog Update 106

The parks you guys are building are getting crazier all the time, so I've spent the last two weeks almost entirely on performance optimizations. There are three major areas that have been improved.

Rendering


Big Parkitect parks can contain tens or even hundreds of thousands of objects, and Unity was not too great at rendering lots of individual objects so far. That's why we've been eagerly looking forward to upgrade to Unity 5.4, which we've been testing over the last half year or so and which seems stable enough to use now. Unity 5.4 adds instancing, which is a technique that allows faster rendering of multiple copies of the same object and moves a bunch of work that previously needed to be done on the CPU over to the GPU. Due to the way scenery works in Parkitect the same objects are usually on screen tens or hundreds of times and as a simulation game we need all the CPU time we can get, so that's perfect :) They also added experimental support for improved multithreaded rendering, which helps quite a bit as well.

Guests


We want to have as many guests in the park as possible, so they have already received the most attention for optimizations in the past. There were still some improvements left to be done though, especially for off-screen people.

Mouse picking


Some of the parks you've built got so big that even something as seemingly trivial as figuring out what object is below the mouse could become a performance problem. We've previously used Unitys mesh colliders for this; their intended purpose is more for adding physics interactions to a couple of objects, but it worked well enough in the past. Since the game received scenery and more content though we've seen parks were it could take up to a second to figure out what's below the mouse in extreme cases...so we've replaced that with a custom solution now that's more suited for our needs and brings that time down to a couple milliseconds.

Results


We've tested with a couple of different scenes. Here are some of the results on two of our test systems (graphs showing milliseconds required to calculate each frame, so less is better):

More stuff


Stuff going wrong can cause performance issues as well. Especially right after game updates we’re receiving a bunch of reports about strange issues and performance problems that are usually caused by mods not being compatible with the newest game version yet. Luuk worked on this error window that identifies broken mods and contains the error message so that the problem can be reported to the mod author:
Tim worked on allowing to set specific colors for certain shop products:
And on this area delete tool that lets you select a bunch of objects at once (like the selection tool for creating blueprints) and then delete them:
And we’re displaying some of the controls on screen now depending on context, which should help new players (can be disabled). Eventually this should evolve into a proper tutorial.
And there are some new palm trees:


[ 2016-07-17 16:29:38 CET ] [ Original post ]


Devlog Update 105

This weeks devlog entry is by Em! Hi, I’m Em and I work with Gord at A Shell in the Pit Audio making sounds for Parkitect. This week I had an exciting opportunity to visit Vancouver’s one and only Amusement Park; Playland, on a field recording trip. Christopher Tammik joined in the adventure and we each attended armed with a recorder and microphone. We went thinking that we were going to have to be quite stealthy, but ended up only sneaking our gear under clothes and scarves on the more intense rides. We rode the mini train a ridiculous amount of times with no questions asked! (With the exception of some curious kids, which you’ll hear in the following recording.)
The aim for this game in particular was to capture as many mechanical, engine, and rattling sounds as possible while avoiding people and music. Not the easiest thing to do even on an overcast monday, but we did manage to grab some great stuff. The interesting thing to note about what you hear in the game is that these recordings are not going to be used only for their corresponding rides, and they’re not going straight in as recorded. The squeaky clacking of the mini-train could be a single layer amidst multiple for any ride in the game. Mini Train Recording
So we pull discrete loops and segments out of these recordings. For example, this mini coaster: Mini Coaster Recording What you build in your theme park won’t correspond to this 30 second long mini coaster ride. We’ll simply extract similar bumpy and rattly segments of the recording, edit them together, and make it loop seamlessly so it can work for any coaster you build. In Parkitect we create 5 different speed loops per coaster, including the climb loop, which this ride had a great sound for. We were also able to get close enough to the lift mechanism on Playland’s wooden coaster (one of the oldest in the world!) and record a super long segment. That one will most likely be hidden in a couple different rides. In the Wooden Coaster, it was very challenging to keep the microphone steady; it was hard enough holding on and being thrown about the seat. Wooden Coaster Winch Recording
Other than coasters we were after engines. The louder the engine, the more it would drown out all the background noise of the crowd and music, which all gets recorded and added in separately. It was usually loudest inside the ride, so we spent a lot of time running around riding everything we could. (Yes, this is a real job.) Though it did get to the point where even the kids rides like tea cups were making us feel sick. Note to anyone planning something like this: Do not ride the most spinny thing first. Here is one of my favourite engine sounds, the scrambler. I cleaned some of the crowd shouts out a little bit but the engine was powerful enough that I didn’t need to alter it too much. Scrambler Recording That’s all for now, next up is a trip to a sightseeing train crawling through a vast park. Hope you enjoyed reading about our fun trip. See if you can find these sounds somewhere in the game later! It won’t be easy.
Here’s a merry little video to close off. Merry Go Sound


[ 2016-07-10 18:19:54 CET ] [ Original post ]


Devlog Update 104 + Alpha 3

Alpha 3 is now available for download! The full change log is at the end of this post.
Riverwood Themepark (no mods), by xRBz

Devlog


Devlog Update 104! I guess that means 2 years of weekly devlogs, wow :) Garret modeled a Motion Simulator ride during this weeks Art Stream. At just 2x2 tiles it is the smallest ride in the game and should work nicely to fill some gaps in parks that are running out of space. Getting the animation working in the game with the hydraulics and all turned out to be a bit more difficult than originally expected, but here it is:
(Animation shortened for GIF) And we added cloud shadows:
They’re fairly subtle but help visualize the current weather a bit better.

Team


I’ve been the sole programmer working on Parkitect so far and it would’ve been cool to finish it alone... there’s a bunch of work left though and our sale numbers are looking good enough that we can afford to bring on some people to lower the work load and speed things up a bit, so Luuk and Tim from ParkitectNexus are joining us part time to help with programming tasks. Welcome to the team! :D

Alpha 3 Changelog


- added Motion Simulator - added Shark costume for Entertainer - added brick walls set and some industrial props - added sounds for Giga Coaster, Mini Coaster, Alpine Coaster, Suspended Coaster, Monorail, Ghost Mansion Ride, Inverted Dark Ride - added new path style - added paths don't connect through walls and fences anymore - added paths don't spawn handrails if wall/fence already exists in same location - added working queue signs - added text signs that can be put on paths and act as "no entry" signs - added underwater tunnels - added track tunnels automatically updating when terraforming - added search bar for blueprints - added embedding log flume tracks into water/terrain without spawning tunnels - added stats graphs for tracked rides - added cloud shadows - added Dutch names - improved the look of flowers - improved the look of tunnels (look darker on the inside) - improved savegame load times by up to ~50% - fixed a case where guests could queue for a closed attraction - fixed various issues with building fences - fixed guests rarely thought an empty queue is full and didn't enter it - should fix very rare case where mechanics could get stuck in ride exit gates


[ 2016-07-03 18:47:42 CET ] [ Original post ]


Devlog Update 103

Art Stream


It’s finally the end of the month, and that means it’s time for another Art Stream! Join us on Garrets Twitch channel on Wednesday at 1pm PST to chat while watching some new Parkitect art being created.

Translation Progress


Since starting the translation site lots of translations for many languages have been contributed, which is awesome! Thanks :) One small problem is that many translations have been suggested, but there aren’t enough people voting for these suggestions. The way these community translations work is that after a suggestion has been made it requires a couple of votes to actually get into the game. To vote for suggestions, click on the “Suggestions” tab, then use the Vote for/Vote against buttons. You need to be logged in for this.

Devlog


Progress has been rather slow this week due to some none-development related tasks that might continue into early next week, but things should be better again then. We’ve added the option to view the coaster stat heatmaps without having to go into build mode, and while we were at it also added some graphs for this data:
The heatmaps are much more useful and easier to understand in my opinion, but it can’t hurt to have the graphs and if nothing else they’re at least helpful for debugging.


[ 2016-06-27 16:59:59 CET ] [ Original post ]


Devlog Update 102

Hope everyone had a good time this week like we did watching all the cool new games being announced at E3 :) In development news, we added underwater tunnels for paths and tracks:
And track tunnels automatically adjust to terraforming changes now:
By popular demand, blueprints received a search bar:
And the sign naming window received a panel with symbols:
There are more that you can use but these should be the most useful ones.


[ 2016-06-19 19:22:14 CET ] [ Original post ]


Devlog Update 101

We got a bit carried away with continuing last weeks work. Paths now don’t connect through walls anymore either:
There are some edge cases with the rounded and diagonal walls, we’ll have to see how well those will work during normal gameplay. The queue signs finally work:
So we also added signs that can be customized. We needed a font for them with partial unicode support for all the languages with a non-latin alphabet like Russian and Chinese etc., which means there are also some symbols available that could be nice to use. And yes, they can also be set to “no entry” which has been requested quite a lot.
Placing one of these signs at the front of a queue replaces the default queue sign. Flat ride fences can also be replaced by building a fence/wall next to them, which allows for some nice customizability.
(The option in the ride settings for selecting a fence style will be removed as it doesn’t have much of a use anymore now) And finally, the brick set received some more tiles, a couple of fitting props, and there’s a new path style :)


[ 2016-06-11 23:08:24 CET ] [ Original post ]


Devlog Update 100

Paths don’t connect through fences anymore:
(and recolored flowers look nicer now too) Putting a fence on a raised path replaces the default handrails entirely with the fence:
There’s a new shark costume for the entertainer:
And we’re adding a set of brick walls :)
There’s already a very nice modded brickwork set by grautur, but it uses geometry for the individual bricks and grout. Our wall is a simple flat quad with a texture and a normal map to give the bricks some subtle depth, which should be better for performance.


[ 2016-06-05 23:27:31 CET ] [ Original post ]


Devlog Update 99 + Alpha 2

Alpha 2 is now available for download! The full change log is at the end of this post.
Thrillville, by muuuh

Devlog


We added the Inverted Dark Ride this week:
It has powered trains and the seat rotation can be controlled by the track. It’s also a bit of a hybrid between a dark ride and a coaster - the track can control the trains speed, so you can make it run slowly through some thematic scenes and then speed up and get quite fast (for a dark ride at least) to add some more thrilling parts to the ride:
We also added Dutch and Danish translations - thanks so much to everyone helping with translating the game over on our translation website!

Community Update


H-POPS released Mod Spark this week, his Parkitect modding tool. It has support for creating all sorts of custom park objects including flat rides, shops, path types and even coaster trains. This tool makes creating mods as easy as it can get, so if you want to get into creating mods for Parkitect you should definitely give it a look :)

Alpha 2 Changelog


- added Inverted Dark Ride - added "Overview" window that gives an overview of rides/shops/staff/guests and allows searching for them - added marking staff/guests as favorites to more easily find them again - added graphs for park population, park ratings - added synchronized product prices across shops - added brakes for gentle slopes - added lift ends act like block brakes - added UI scale option - added option for snapping camera to isometric angles (45°) - added guests remember their favorite ride - added rebinding for more keys - added volume setting for people voices - added spinner buttons to number input fields + changing values using scrollwheel - added Dutch and Danish translations - adjusted how much guests are willing to pay for park entrance depending on prices of rides in the park - improved track builder usability - improved attraction safety stat (didn't really work as intended previously) - improved interaction of block segments with stations - improved handling of shopkeepers - improved handling of errors during game startup - improved initial game loading screen to be responsive while loading and added a loading animation so it's clear that it didn't crash - improved savegame and blueprint load/save times by up to ~20% - overall performance improvements - fixed finance graphs and improved them - fixed guests would never throw away their trash except on paths with trash bins - fixed guests releasing balloons while on rides - fixed guests staying stuck in queue if queue is deleted below them - fixed a case where guests could step onto employee paths - fixed a rare case where people could get stuck - fixed a rare case where a guest would never leave the park until the savegame is reloaded - fixed being able to place Star Shape, Spiral Slide in invalid positions - fixed being able to build tracks below 0 - fixed a case where employees would stop working - fixed balloons still having color in visualization views - fixed background music


[ 2016-05-29 14:59:26 CET ] [ Original post ]


Devlog Update 98

Art Stream


Time for another Art Stream! Join us on Garrets Twitch channel on Wednesday at 1pm PDT to chat while watching some new Parkitect art being created.

Devlog


We spent this week on addressing some general usability feedback and often requested features. First of all we added an option for scaling the UI up or down. The UI always automatically scaled depending on your screens DPI which is fine for most situations, but on small laptop screens it’d use up too much space; or if you’re recording at a high resolution the UI would look fine on your screen but too small when watched on YouTubes scaled down resolutions. So that can be manually adjusted now. One thing we always saw people struggle with in the track builder is that after selecting a special segment from the list on the right they got confused by the curve and slope buttons getting disabled. They didn’t know how to deselect these special pieces. The buttons for the special pieces were simple toggles, so to deselect a piece you’d have to click on it again, but we noticed people would try to click on about any button in the builder UI (including the disabled ones) instead of clicking on the selected piece again to deselect it. So we’re not disabling the curve and slope buttons anymore, and clicking on any special piece but the selected one will deselect it.
This allowed us to add another thing that got requested a lot: building a piece by clicking on the already selected option a second time. We couldn’t do this so far because that was already reserved for deselecting pieces.
Sometimes it wasn’t clear what certain pieces do or why they can’t be built in some situations, so we added tooltips to help with that.
Input fields for currencies and other numbers got formatted properly and received spinner buttons to speed up doing small adjustments. You can also adjust values using the scroll wheel if you’ve got one on your mouse.
And finally, shops received an option for keeping their prices synchronized across the park.


[ 2016-05-22 21:07:21 CET ] [ Original post ]


Devlog Update 97

Alright, we’re somewhat back to our normal schedule! As a reminder, these devlog entries are a glimpse at what we've been working on during the last week. The things that are shown are usually released in the next Alpha update (at the end of the month). You can read all of our previous devlog entries over here. This week we added a new “Overview” window that is a sort of info hub for everything in your park. It lists all attractions, shops, employees and guests and allows searching through them. For attractions it also gives a quick info about their state and allows changing the entrance fee to make changing prices on multiple rides easier.
People can be marked as “favorite”. It’s simply a little visual marker so you can more easily find them again...
...and it sorts them to the top of the “Guests” overview tab.
The park finance graphs were a bit of a remnant from when we first started working on a proper UI for the game. They never really worked and thus weren’t very useful. That’s changed now!
And we added additional graphs for the amount of guests in the park and all of the park rating categories.


[ 2016-05-15 21:26:03 CET ] [ Original post ]


Devlog Update 96

Hey everyone! For all the new people who just joined the community this week: this is our weekly devlog where we're posting what we got done during that week. This week is a bit unusual since not much actual development got done due to the Steam launch, so check out any of the previous 95 entries if you're curious what these are usually like :) The big thing this week was the Steam launch of course - it went pretty well! The ratings are at 97% positive right now and there haven’t been too many major technical issues - we’ll have to see how things look in a couple weeks, but so far so good :) In development news we’ve released a patch version (Alpha 1a) since last week that mostly fixed some more small glitches and added a couple minor features (most notably block sections are working as intended now and the Mac/Linux versions are running much more stable now). The last few days we’ve mostly been reading and responding to feedback. The most common complaints so far are: The game is not available in my language This is something I wish we had been a bit more prepared for... we had translation support in the game for a long time but didn’t get any translations done. We could have handled that way better. We got lots of offers from people to help with translations so to rectify this we’ve set up crowdsourced translations over here, which means anyone can help with translating the game into their language. We might still get some professional translations done for the more common languages but for now this is the fastest way to fix this and allows us to add support for rare languages too. There is no campaign This one is a bit tricky - it simply doesn’t make any sense for us to work on a campaign before the game is feature complete. We’d have to redo it all and throw away a lot of work to update campaign levels as more content gets put into the game in the future. While the Steam description says that the game only has a sandbox mode at the moment and that a campaign will be added in the future some people don’t seem to read that and then become disappointed after purchase. Not sure yet how to solve this best so we’ll just observe for a bit longer to see if this complaint keeps coming up. There is no tutorial For now we’ll add more informative tooltips and such, I think that’s generally a good idea. The coaster builder is a good example for that: it should tell you exactly why a certain build option is currently not available instead of just taking it away. Not a big fan of traditional tutorials personally but we really might need a small one that teaches the basics eventually. Noticeable FPS drops if zooming out all the way in big parks To improve this we’re mostly waiting for Unity 5.4, which brings some new features for improving performance if there are many objects on screen at once. The planned release date for Unity 5.4 is June, so I think we’ll have some improvements for this in the game by the end of July if everything goes well. I’ll also check if we can do some other optimizations before that, but the biggest performance hit for zoomed out views specifically is from rendering all the thousands of individual objects in the park so I expect Unity 5.4 to help more with this than anything I can do right now. It’s an Early Access game Yes, it says so on the store page ¯\_(ツ)_/¯ All of our older players are helping a lot with this addressing these issues (thanks so much!) and things seem to calm a bit down now, so we should be able to jump right back into normal development and have some more interesting news again next week :)


[ 2016-05-09 21:38:23 CET ] [ Original post ]


Meet the team

Hey! A lot of new players joined the community, so we thought it’d be good to quickly introduce everyone working on this game, as we’re sometimes using these names in blog posts and such.

Core Team


Sebastian is the programmer on this game, so he writes the code that makes everything work - from UI over AI and coaster physics to anything else. He also usually writes the devlog entries. Garret is the artist who most likely designed and modeled anything you’ve seen in and around the game. He’s a 3D artist by trade, but apart from creating game models and animations he’s also done most of the 2D work like UI and logo design. Both of them are also responsible for game design, so they decide what goes into the game and how it should work. They also handle most of the official community interaction and generally run this business. Gordon is responsible for anything related to audio, which includes sound effects, music, guest voice recordings and sound & music for trailers. He’s a freelance artist operating under the name „A Shell In The Pit“. You might know his work from other games such as Rogue Legacy and Okhlos, but also non-game work such as the Smarter Every Day YouTube series.

Also


Em recently joined Gordon to work on his many projects and she’ll also be doing audio for Parkitect. Kenney is a freelance artist who’s known in the game development community under the nickname „Asset Jesus“ for the huge amount of free high-quality game assets he provides. He’s joining us every now and then to support with 3D asset creation, mostly for scenery sets such as walls and props.

Other notable people


Luuk and Tim created ParkitectNexus, the largest community around the game. ParkitectNexus is a great place to share your blueprint creations and meet other players from outside the Steam community, and they host monthly build-off competitions focused on a certain coaster type or theme (and the top 3 entries in each build-off make it into the game!). They also single-handedly figured out how to mod the game before there was any official modding support and represent the modding community. Marlon Wiebe is the funny guy behind the creation of the most recent trailers. His portfolio includes trailers for Darkest Dungeon, FTL, Axiom Verge and Crypt of the NecroDancer. Trudi Castle is the freelance artist who created the promotional art of the staff members. Her portfolio includes work for Crytek, DeNA and Halo and lots of art for many other games in a variety of fantastic styles.


[ 2016-05-05 22:10:56 CET ] [ Original post ]


Devlog Update 95

Steam Launch Day Stream


Only 6 days left until the Steam release! We’ll do a Stream on May 5th at 8am PST, right before the Steam launch. If you simply want to hang out and chat a bit we’d be happy if you join us on Garrets Twitch channel :)

Devlog


There’s a new visualization for last weeks station synchronization feature that shows connections between all synchronized stations of a ride:
It includes all indirectly synchronized rides, too - for example, the above screenshot shows the synchronization setup for the coaster, which has synchronization configured between its stations and the Drop Tower. The Drop Tower is synchronized with the Carousel though, which means that the coaster can’t start before the Carousel is ready even though it is not directly synchronized with it. This will probably not be a common situation but it can happen. There are also a few new decorative objects:
Aside from that there’s not too much to say this week as we’ve obviously been focused on fixing lots of small bugs and annoyances and adding some polish to make a good first impression on Steam :)


[ 2016-04-29 15:14:11 CET ] [ Original post ]


Devlog Update 94

We haven’t added a new transport ride in a looong time, but there’s a very iconic one used in many theme parks around the world that we didn’t have yet: the Monorail! Garret modeled it during this weeks Art Stream and here it is in the game:
It’s quite fast and especially great for providing transportation to the more remote areas of your park.
We added a ride synchronization feature. You can synchronize any station (i.e. flat rides or tracked ride stations) with any amount of other stations in the park, no matter where they are located.
(We also changed the previous “Waiting Time” setting to the more intuitive separate inputs for minimum/maximum waiting time) These settings are also carried over into blueprints, so if you for example build a dueling coaster with two separate tracks and put them both into the same blueprint, the synchronization settings will already be properly set up when someone builds that blueprint.  You can even synchronize tracked ride stations with other stations on the same track. I imagine this might be most useful for dark rides to better control in which parts of the track the trains are, but I’m sure you’ll find some other interesting uses for it :)
Starting with the next release we’ll change the savegame format to a new compressed one (.park) that reduces savegame size by up to ~85%. The biggest savegame I’ve seen was around 10MB and there’s plenty of disk space nowadays so savegame size was never really an issue, but with content sharing over the internet and cloud storage (and bigger parks in the future) it’s still nice to reduce this. Don’t worry though: all your old .txt savegames will still be supported, and for those of you who like to manually edit their savegame files this only means that you have to decompress the .park file into a .txt once if you start a new park, which can be done easily with a tool like 7-Zip (or modders could easily create an own tool for it within a few minutes).


[ 2016-04-22 18:37:10 CET ] [ Original post ]


Devlog Update 93

Art Steam Due to the imminent Steam launch this months Art Stream will be a week earlier than usual - come join us on Wednesday at 2pm PST on Garrets Twitch channel to watch him live while he’s creating some new art for the game. Devlog If you’ve played the game you probably noticed that some of the audio volume seemed a bit off - especially coasters were way too silent. The problem is that our game is a bit of a special case with its near-orthographic camera and its huge range of heights at which objects can be placed: you can have certain objects like drop towers or coasters that are 50 units or so above the ground that you want to hear, and at the same time you want to hear everything that’s going on at the ground too...but not stuff that’s going on at the ground and 50 units away from the center of the screen, because if you’re zoomed all the way in, the stuff that’s on ground level and 50 units away is way off-screen. Instead of Unitys default volume attenuation that determines volume depending on world space distances we needed one that considers whether an object is on screen or not, and we got a first version of that working now. In short: coasters and other things should start to sound better over the next versions! Most of this week was spent on Steam stuff though. I’ve integrated Steams content delivery systems into our build tools and can automatically create a new game build and put it onto Steam with a single click now, which is really nice :) And we added support for sharing savegames and blueprints on Steam Workshop!
We’re designing the content upload tools in a way that should allow it for other services like ParkitectNexus to plug into it too. And the track builder got an update so it can adapt better to the requirements of whatever ride you’re currently editing because we were running out of room for slope buttons with the new steeper slopes on the Giga Coaster. And for example for rides that can’t be banked the banking wheel is entirely gone now:
Less uselessly confusing visual clutter!


[ 2016-04-17 20:54:05 CET ] [ Original post ]


Devlog Update 92

Oh hey, hello there! If you're reading this over here on Steam chances are you've only recently heard about the game, so welcome! We've been releasing blog entries of what we've been working on every week (usually around the weekend) for almost 2 years now, and will mirror them over here on Steam for your convenience. This is entry number 92 - if you want to check out any of the previous 91 entries, head over to our "official" devlog. ----------- It’s been a pretty crazy week :) We released a new trailer and announced the Steam Early Access launch date. Reactions to that have been really positive, and woah did we get a lot of reactions! We’ve been really busy answering questions about the game all over the internet. Add to that the release of Pre-Alpha 9 and all the feedback for that and you can imagine there’s been a lot going on. The remaining time this week was spent on getting the Giga Coaster into the game that you might have seen Garret model during one of our previous monthly Art Livestreams:
It can go higher and steeper than any other coaster in the game currently (although we’ll probably enable the steeper slopes for some of the other coasters too). The coaster support code had to be a bit updated for it to allow these square supports and the angled ones that are slightly offset from the top, and after a certain height it turns off the angled side supports entirely. Some of the older coasters should benefit from these changes too. While I was already working on supports anyways, ground-level tracks finally spawn supports if you terraform below them as you’d expect:


[ 2016-04-10 17:58:31 CET ] [ Original post ]



Parkitect
Texel Raptor
  • Developer

  • Texel Raptor
  • Publisher

  • 2018-11-29
  • Release

  • Simulation Singleplayer
  • Tags

  • Game News Posts 215  
    🎹🖱️Keyboard + Mouse
  • Controls

  • Very Positive

    (6061 reviews)


  • Review Score

  • http://themeparkitect.com/
  • Website

  • https://store.steampowered.com/app/453090 
  • Steam Store

  • The Game includes VR Support



    Parkitect Linux [355.71 M]Parkitect DLC1 Linux [14.22 M]Parkitect DLC2 Linux [31.13 M]

  • Public Linux depots

  • Parkitect - Taste of Adventure
    Parkitect - Booms & Blooms
  • Available DLCs

  • Parkitect is a business simulation game where you must build a successful theme park.

    Build the theme park of your dreams, and keep it running! Meticulously design that newest roller coaster, place the rides where you want them to be, and construct scenic structures and objects to make the park beautiful. Let your creativity shine, and when you're finished share it with the world!

    Features

    • Tools to build the theme park of your dreams
    • A robust, piece-based roller coaster designer to let you build the greatest roller coaster you can think of
    • Detailed guest behaviors. Watch them take the train to that new section of the park, or read their map to find a ride
    • Build efficient transport infrastructures to keep your park stocked
    • Maintain the illusion by hiding utility structures and the inner workings of the park from guests
    • Extensive support for mods and custom content
    MINIMAL SETUP
    • OS: Ubuntu 18.04+. SteamOS+
    • Processor: 2.3 GHz Intel i3 or comparableMemory: 4 GB RAM
    • Memory: 4 GB RAM
    • Graphics: Shader Model 3.0 capabilities (anything with a graphics driver that isn't older than ~2016 probably works)
    • Storage: 2 GB available spaceAdditional Notes: This will run the game. but for the best experience something closer to the Recommended Requirements is better
    RECOMMENDED SETUP
    • OS: Ubuntu 18.04+. SteamOS+
    • Processor: 3.0 GHz Intel i5 or comparableMemory: 6 GB RAM
    • Memory: 6 GB RAM
    • Graphics: Dedicated graphics card made after ~2015
    • Storage: 2 GB available space
    GAMEBILLET

    [ 5951 ]

    3.40$ (51%)
    8.39$ (16%)
    20.19$ (42%)
    6.79$ (15%)
    4.95$ (17%)
    12.27$ (59%)
    8.79$ (20%)
    14.44$ (15%)
    16.99$ (15%)
    2.22$ (78%)
    3.00$ (80%)
    18.00$ (55%)
    16.57$ (17%)
    18.39$ (8%)
    10.49$ (30%)
    7.89$ (47%)
    25.47$ (15%)
    7.12$ (11%)
    4.14$ (17%)
    12.22$ (39%)
    4.59$ (8%)
    9.23$ (16%)
    10.00$ (60%)
    10.91$ (16%)
    3.06$ (83%)
    21.22$ (15%)
    16.39$ (18%)
    3.86$ (85%)
    33.97$ (15%)
    12.44$ (17%)
    GAMERSGATE

    [ 3221 ]

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    0.48$ (52%)
    0.75$ (85%)
    8.8$ (60%)
    5.4$ (66%)
    14.99$ (25%)
    3.0$ (80%)
    5.74$ (66%)
    30.0$ (50%)
    2.5$ (50%)
    0.9$ (85%)
    5.5$ (75%)
    0.53$ (92%)
    27.99$ (30%)
    11.99$ (20%)
    0.38$ (81%)
    18.74$ (25%)
    6.56$ (74%)
    2.81$ (81%)
    8.99$ (10%)
    9.0$ (70%)
    5.31$ (79%)
    11.24$ (63%)
    1.46$ (89%)
    13.13$ (74%)
    9.59$ (36%)
    3.0$ (92%)
    4.5$ (77%)
    2.5$ (75%)
    8.44$ (66%)

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