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.
Recent Reviews:
Very Positive (16) - 87% of the 16 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (877) - 89% of the 877 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 at least a year. 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 from the first released Early Access version in 2006. 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 (almost done)
  • A functional resource system for shops (done!)
  • Staff management beyond hiring, firing and wages (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 almost complete by now - it's stable and contains enough content for many hours of play time.
The biggest missing part is the single-player campaign, which will add many scenarios created by us with goals to complete. Until this is released you can play user-created scenarios from the Workshop or create your own with the scenario editor, but if you don't want to do that you should probably wait for the final version.
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 price should match the state of the game and reward early supporters, so we are increasing it slightly as new features and content are being added.
It will increase one final time once the game leaves Early Access.”

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 (107)

July 19

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!
9 comments Read more

July 2

Devlog Update 201 + Beta 8

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


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:

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.

  • 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
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 i3 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: 2.8 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 i3 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: 2.8 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 i3 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: 2.8 GHz Intel i5 or comparable
    • Memory: 4 GB RAM
    • Graphics: Dedicated graphics card
    • Storage: 1 GB available space
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