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:
Mostly Positive (11) - 72% of the 11 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (909) - 88% of the 909 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 (115)

September 18

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.

2 comments Read more

September 10

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.
7 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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