Parkitect is a business simulation game that charges you with the construction and management of theme parks! Bringing back the best of classic theme park games with many new features and content on top. Devlog Updates every week, Game Updates every end of the month.
All Reviews:
Very Positive (812) - 88% of the 812 user reviews for this game are positive.
Release Date:
May 5, 2016

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Parkitect is a big, complicated game. It's full of many systems working together to create a seamless, fun simulation. As we're a small team, the data that Early Access provides us is invaluable in helping us create the best game we can.

It also helps us prioritize what to work on based on community feedback and recurring bugs. By simply playing our game, you are contributing to the improvement of it!”

Approximately how long will this game be in Early Access?

“Parkitect will likely be in Early Access for a year or more. We have planned for a year, but things can change and games are quite fluid throughout development. We'll do our best to keep this short, but in the long run we do what's best for the game.”

How is the full version planned to differ from the Early Access version?

“The final version of Parkitect will be a bit different than this Early Access version. We have plans to expand and add a number of features, though as with most game projects, these may change or be removed:

  • A single-player campaign with a number of parks to manage
  • A functional resource system for shops (done!)
  • Staff management beyond hiring, firing and wages (partially done)
  • Additional rides of all sorts (adding at least one each month)
  • Full workshop support (done!)

What is the current state of the Early Access version?

“The game is fairly stable and contains enough content for many hours of play time. It's currently sandbox-gameplay only, but most of the biggest features are implemented or at least partially implemented. The biggest missing part is the single-player campaign.
Game updates get released every end of the month and always contain some new features, new content, improvements and fixes.
Check the News section for our weekly Devlogs that show what we're currently working on.”

Will the game be priced differently during and after Early Access?

“We think the current price is fair for the current state of the game. The price will go up slightly after Early Access when more features and content have been completed.”

How are you planning on involving the Community in your development process?

“We've always been very public with the development of Parkitect, and we're excited to bring that to Steam. The Community will help us prioritize what we work on and where our attention is most needed. That might be new rides, or balance changes, or adding new management controls.

Take a look at our weekly devlog for an idea of what we get up to, either in the News section here or over at
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Recent updates View all (92)

March 19

Devlog Update 186 - Visuals Update (2/3)

The new rendering pipeline allows us to use decals, so we can nicely project graphics on top of 3D geometry now. This is especially useful for the zone visualizations. Previously we drew zone borders that followed the terrain and rendered them on top of anything else. This didn’t work very well with objects that aren’t near the ground:

Now with the decals we can show the borders exactly where they are:

Both screenshots show the exact same zoning, but note how in the old one you can’t really tell which parts of the raised path and the buildings belong to which zone without going into a top-down view.

Decals also allow us to properly project puke onto stairs, which clearly is the killer feature everyone has been waiting for ;)

It really is nice to have though for gameplay reasons too, since the flat old sprite would sometimes get clipped so much on stairs that it was entirely invisible.

We added a new rain protection visualization (and all visualizations have these legends now at the top of the screen):

It might seem a bit pointless since "roofs protect from rain” is intuitively understandable without a visualization view...
We added it because there was nothing in the game that told you that this is actually something the game keeps track of, so it’s mostly there to remind you that you might want to take this into account when designing your park.

Garret finished a new ride, the Monorail Coaster:

This very unusual looking coaster is fairly cheap to build and fits into small footprints, but is still capable of all the elements you’d except from a big steel coaster. On the downside it has a relatively low capacity.
You can also spot a new shop here, the Funnel Cakes stall!

We added a higher-quality tilt shift effect that looks more interesting than the old one:

Of course by default it’s very subtle and not as strong as on this picture, but it’s nice to crank it all the way up every now and then for taking screenshots.

And finally, there’s a new tool for exporting big 4k screenshots of the entire park:

15 comments Read more

March 12

Devlog Update 185 - Visuals Update (1)

While last month was focused on maintenance work, March will be all about visuals.We have switched rendering pipelines from a forward renderer to a deferred render over the past few weeks, which completely changes how the game is being rendered and allows us to use some nice modern graphics features with very little performance cost.

To begin, we’ve added Ambient Occlusion which adds some shadows to occluded areas, giving the entire scene more depth. It works very well with Parkitects clean art style and is something we wanted from the beginning, but previous versions we tried were very performance heavy and flickery. This one is nearly free and very stable and high quality.

We also gave the camera a bit more perspective and overhauled the lighting and color balance.

We’ve also enabled a slight bit of tilt shift by default. As usual there are graphics settings for these new effects so you can adjust them to better fit your preferences.

Here are some more comparsion shots (click for full size)!

18 comments Read more
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“Parkitect nails that classic theme park sim vibe”

“[Parkitect] does have gorgeous isometric rollercoasters [...] and I want it now.”
Rock, Paper, Shotgun


Curious about what other people are making, looking for inspiration or maybe you just want a nice park for your guests? Share your roller coasters, parks and scenery in the Steam Workshop!

About This Game

Do you have what it takes to become a successful theme park owner?

Operating a theme park is no easy task, but with the right strategy you can do it!
Keep your shops stocked, paths cleaned, and guests happy. Build depots and transit tubes to speed up the delivery process. Train your staff to keep them on the cutting edge. Do market research to gain in-depth knowledge on what your guests really want.

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 for your guests. Let your creativity shine, and when you're finished share it with the world!


  • 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 using scenery
  • Extensive support for mods and custom content

System Requirements

Mac OS X
SteamOS + Linux
    • OS: Windows Vista, Windows 7, Windows 8, Windows 10
    • Processor: 2.3 GHz Intel i5 or comparable
    • Memory: 3 GB RAM
    • Graphics: Shader Model 3.0 capabilities (most cards made since ~2004 should work)
    • DirectX: Version 10
    • Storage: 1 GB available space
    • OS: Windows Vista, Windows 7, Windows 8, Windows 10
    • Processor: 2.6 GHz Intel i5 or comparable
    • Memory: 4 GB RAM
    • Graphics: Dedicated graphics card
    • DirectX: Version 11
    • Storage: 1 GB available space
    • OS: Mac OS X 10.9+
    • Processor: 2.3 GHz Intel i5 or comparable
    • Memory: 3 GB RAM
    • Graphics: Shader Model 3.0 capabilities (most cards made since ~2004 should work)
    • Storage: 1 GB available space
    • OS: Mac OS X 10.9+
    • Processor: 2.6 GHz Intel i5 or comparable
    • Memory: 4 GB RAM
    • Graphics: Dedicated graphics card
    • Storage: 1 GB available space
    • OS: Ubuntu 14.04+, SteamOS+
    • Processor: 2.3 GHz Intel i5 or comparable
    • Memory: 3 GB RAM
    • Graphics: Shader Model 3.0 capabilities (most cards made since ~2004 should work)
    • Storage: 1 GB available space
    • OS: Ubuntu 14.04+, SteamOS+
    • Processor: 2.6 GHz Intel i5 or comparable
    • Memory: 4 GB RAM
    • Graphics: Dedicated graphics card
    • Storage: 1 GB available space
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