Dec 2, 2018
Parkitect - Sebioff
Phew, that was an intense ride :)
There have been 2-3 slightly bigger issues for some people that had to be hotfixed, but overall I’d 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  • fixed Steel Coaster default blueprints not displaying prices and showing outdated stats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
Nov 29, 2018
Parkitect - Sebioff


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:
  • 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 a few days
  • Campaign progress not getting synced through Steam Cloud: should have a fix ready on December 1

These should be resolved. Please let us know if you're still encountering them:
  • 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/
  • Mouse can become unresponsive on some systems in some situations: seems to be a bug in the game engine we're using. A fix should be available on November 30th

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.
Nov 26, 2018
Parkitect - Sebioff
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

We’re 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 don’t 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 :)
Nov 19, 2018
Parkitect - Sebioff
Hey! If you haven’t seen it yet - the 1.0 version of Parkitect with the campaign mode will release next week on November 29th, and there’s a trailer for it here!

We’ve been working on the campaign mode for about a year now and planned it for much longer, so let’s talk a bit about it now that it’s 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 wasn’t 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 didn’t 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 what’s still to come.



To pique your curiosity even further we wanted the map have multiple themes and biomes that would roughly match the scenarios you’d 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 couldn’t 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 what’s 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 it’s 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 can’t 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 don’t 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 that’s actually useful, and without blocking people who prefer taking their time or simply aren’t that fast from progressing to the next scenario. It’s 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.
Parkitect

I can’t look at Parkitect without immediately being flung back to the heady days of RollerCoaster Tycoon, where I’d build deadly rides that could make even the strongest of stomachs churn. It’s primed to leave early access and, as the release trailer above reveals, 1.0 will launch on November 29, along with a 26-scenario campaign. 

The campaign mode will see park owners bouncing from park to park on a world map with branching paths, but I’ll probably do the same thing I always do: finish a few missions, realise that I hate being told what to do, quit and start my own sandbox park. My creativity can’t be contained. 

Parkitect launched on Early Access over two years ago and has been in development for around four years, so after launch, the devs at Texel Raptor will be taking some time off for the holidays, aside from fixing bugs. There are plans, however, for new features “for both creative players and management players” that’ll appear in free updates.

Parkitect

Developer Texel Raptor has announced that its superb theme park management sim, Parkitect, will finally be leaving Early Access, and launching for real, on November 29th.

Parkitect, which first entered Steam Early Access development back in 2016 (and has been almost four years in the making), is something like a modern day reimagining of the beloved Rollercoaster Tycoon series, right down to the isometric perspective. As Texel Raptor puts it, Parkitect has been designed to "[bring] back the best of classic theme park games with many new features and content on top".

Of course, if you've played any theme park sim before, you'll largely know what to expect here. In sandbox mode, you can go wild building the park of your dreams - designing coasters, setting down shops, adjusting stock, managing staff, and generally making sure your punters are having the time of their lives so the cash keeps rolling in. Parkitect 1.0 will also introduce a campaign mode, featuring 26 campaign parks unlocked via a branching world map.

Read more…

Parkitect - Sebioff
Hey! Take a look at this:

(Click to see the launch trailer)

That’s 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 won’t 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 - there’s some more features and content for both creative players and management players that we’re 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 we’ve 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 wouldn’t 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
Nov 6, 2018
Parkitect - Sebioff
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. You’ll be able to select which types of trees exactly it should plant:



It will also give trees some slight color variations.


Parkitect - Sebioff
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. Here’s 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
Oct 23, 2018
Parkitect - Sebioff
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.


...