This months update contains the following changes: Version 1.12f3: fixed Licorice fence not being recolorable July 2026 Build Challenge Results All submissions can be found on the Workshop - thanks for everyone participating! Here are the winning entries: View game page View game
This months update contains the following changes:
Version 1.12f3:
fixed Licorice fence not being recolorable
July 2026 Build Challenge Results
All submissions can be found on the Workshop - thanks for everyone participating!
June 2026 Build Challenge Results All submissions can be found on the Workshop - thanks for everyone participating! Here are the winning entries: View game page View game page View game page View game page View game page July 2026 Build Challenge The new Build Challenge this mont
June 2026 Build Challenge Results
All submissions can be found on the Workshop - thanks for everyone participating!
This months update contains the following changes: Version 1.12f: updated most lamps to have recolorable lights Hotel Architect x Parkitect Bundle We currently have a bundle available with Hotel Architect because they recently launched their 1.0 version and we think it could be a
This months update contains the following changes:
Version 1.12f:
updated most lamps to have recolorable lights
Hotel Architect x Parkitect Bundle
We currently have a bundle available with Hotel Architect because they recently launched their 1.0 version and we think it could be a game you might like! The bundle essentially means that if you already own Parkitect you can get Hotel Architect for 15% off.
Step into the shoes of a hotel owner as you design, build, and manage grand hotels around the world. Juggle demanding guests, frantic logistics, and plenty of unexpected surprises in Hotel Architect; the ultimate hotel construction and tycoon management game!
Hi everyone, Today we’re excited to announce a new contest together with Paultons Park in celebration of their newly opened Valgard: Realm of the Vikings . A brand new Viking-themed area featuring all new rides and a highly themed Feasting Hall complete with a life-size Viking lo
Hi everyone,
Today we’re excited to announce a new contest together with Paultons Park in celebration of their newly opened Valgard: Realm of the Vikings. A brand new Viking-themed area featuring all new rides and a highly themed Feasting Hall complete with a life-size Viking longship. The winner will get entry tickets to Paultons Park and be among the first to ride Serpent’s Curse, the park’s brand new water coaster launching in 2027. It’s all very cool!
Read all about how to enter the contest and what you can win here.
And read more about Valgard: Realm of the Vikings here.
We’re super excited to see what you all might come up with! 🥳
This months update contains the following changes: Version 1.12e3: added improvements for modding April 2026 Build Challenge Results All submissions can be found on the Workshop - thanks for everyone participating! Here are the winning entries: View game page View game page View
This months update contains the following changes:
Version 1.12e3:
added improvements for modding
April 2026 Build Challenge Results
All submissions can be found on the Workshop - thanks for everyone participating!
This months update contains the following changes: Version 1.12e: added frog mode Version 1.12d3: fixed a multiplayer desync that could happen when building certain blueprints March 2026 Build Challenge Results All submissions can be found on the Workshop - thanks for everyone pa
This months update contains the following changes:
Version 1.12e:
added frog mode
Version 1.12d3:
fixed a multiplayer desync that could happen when building certain blueprints
March 2026 Build Challenge Results
All submissions can be found on the Workshop - thanks for everyone participating!
While we’ve decided not to move forward with our amphibian rebranding and will be keeping the name Parkitect, we’ve realized the community’s enthusiasm for frogs was much higher than initially anticipated. So, thanks to so many of you being toadally on board with the idea, we’ve
While we’ve decided not to move forward with our amphibian rebranding and will be keeping the name Parkitect, we’ve realized the community’s enthusiasm for frogs was much higher than initially anticipated.
So, thanks to so many of you being toadally on board with the idea, we’ve decided to keep the option to frog away if you still want to. Frog Mode is now available in the game settings and will also work in multiplayer.
📣 Announcement! With our rapidly growing and completely normal fondness for frogs (purely coincidental to developing Croakwood), we’ve been closely observing the community’s… enthusiasm for frogs. After careful analysis and several brand meetings, we’ve made an important decisio
📣 Announcement!
With our rapidly growing and completely normal fondness for frogs (purely coincidental to developing Croakwood), we’ve been closely observing the community’s… enthusiasm for frogs.
After careful analysis and several brand meetings, we’ve made an important decision: We are officially rebranding Parkitect to “Frogitect”!
We believe this bold leap better reflects our long-term vision, our values, and our newfound commitment to frogs.
This months update contains the following changes: Version 1.12d2: added Czech translation fixed guests being rotated strangely when exiting Double Ferris Wheel fixed guests teleporting when entering/exiting Clockwork fixed Dino theme fences being unlocked when they shouldn't be
This months update contains the following changes:
Version 1.12d2:
added Czech translation
fixed guests being rotated strangely when exiting Double Ferris Wheel
fixed guests teleporting when entering/exiting Clockwork
fixed Dino theme fences being unlocked when they shouldn't be
fixed paths in tutorial not properly connecting with each other when placed inside highlighted areas
February 2026 Build Challenge Results
All submissions can be found on the Workshop - thanks for everyone participating!
Parkitect is an absolute gem and if you've not played this theme park builder before - well, now is your best chance because it's free for a while. Read the full article here:
Parkitect is an absolute gem and if you've not played this theme park builder before - well, now is your best chance because it's free for a while.
Read the full article here: https://www.gamingonlinux.com/2026/03/theme-park-building-game-parkitect-gets-its-first-ever-steam-free-weekend/
Hi everyone, Parkitect is running its first-ever Free to Play Weekend on Steam from today until March 9th! Whether you're a theme park building enthusiast or simply looking for a relaxing yet deep building experience, this is the perfect opportunity to jump in and start building
Hi everyone,
Parkitect is running its first-ever Free to Play Weekend on Steam from today until March 9th! Whether you're a theme park building enthusiast or simply looking for a relaxing yet deep building experience, this is the perfect opportunity to jump in and start building your dream theme park.
Alongside the Free to Play Weekend, the Parkitect base game is 66% off, with discounts available on all DLCs. And that’s not all - the DLC Booms & Blooms is now FREE (and yours to keep) until March 9th, so don’t miss the chance to pick it up during this celebration!
For our Czech fans out there, we've also added Czech language support to Parkitect.
This months update contains the following changes: Version 1.12d: added one new wall lamp for generic theme updated individually placeable windows to be resizable removed collision from flower boxes/flower patches disallowed deleting guest spawn tiles if "Allow building outside p
This months update contains the following changes:
Version 1.12d:
added one new wall lamp for generic theme
updated individually placeable windows to be resizable
removed collision from flower boxes/flower patches
disallowed deleting guest spawn tiles if "Allow building outside park bounds" cheat is enabled since it can make the park unplayable
fixed guests leaving the park when they didn't want to if "Allow building outside park bounds" cheat is enabled
fixed a multiplayer desync that could happen if some players (but not all) own the Dinos & Dynasties DLC and researching decorations
fixed windows of spooky theme walls not being recolorable
January 2025 Build Challenge Results
All submissions can be found on the Workshop - thanks for everyone participating!
This months update contains the following changes: Version 1.12c3: added confirming renaming rides/people/the park with enter key fixed Hedge Archway from Ancient World theme not working and displaying error messages Version 1.12c2: fixed a multiplayer desync if some players (but
This months update contains the following changes:
Version 1.12c3:
added confirming renaming rides/people/the park with enter key
fixed Hedge Archway from Ancient World theme not working and displaying error messages
Version 1.12c2:
fixed a multiplayer desync if some players (but not all) own the Dinos & Dynasties DLC and the park contains a souvenir shop
December 2025 Build Challenge Results
All submissions can be found on the Workshop - thanks for everyone participating!
Surprise! ’Tis the season, and we've added some extra items to the Dinos & Dynasties DLC! It’s been wonderful to see what you’ve created with the new content; however, it did not feel quite complete and we’ve now included what was missing for you to enjoy! New Dinosaur Props
Surprise! ’Tis the season, and we've added some extra items to the Dinos & Dynasties DLC! It’s been wonderful to see what you’ve created with the new content; however, it did not feel quite complete and we’ve now included what was missing for you to enjoy!
New Dinosaur Props
Some of you asked for actual dinosaur props to go with Dinos & Dynasties DLC. We thought this would be a great addition, so in the spirit of the season of giving, we made a few and included them in the DLC:
T-Rex
Triceratops
Two differently posed Pterodactyls
Two differently posed Stegosauruses
We hope you enjoy these additions and look forward to seeing them in your parks!
New Hats
We also thought it would be fitting to add two new hats to the Souvenir Shop. The Dinos & Dynasties DLC now lets the stall sell Dino Egg hats for dinosaur enthusiasts and Laurel wreaths for the history buffs.
Did you notice the new free Cheat Menu update?
Since we focused heavily on the content of the Dinos & Dynasties DLC, some of you might have missed the free update that came alongside it, so we wanted to highlight it a bit more now.
First of all, some players have asked how to access it. The default keybind is F12, but you can rebind it to any key you prefer.
Some of the cheats are self-explanatory, such as changing the weather or granting $1000. But for players who aren’t Parkitect veterans, we wanted to explain what the others do and how you might use them.
Disable track collision
This option prevents roller coaster tracks from blocking you when placing decorations or other constructions close to them. It’s useful if you want to build things closer to your tracks than would normally be considered safe. Don’t worry - your roller coaster will function exactly the same, without any increased risk of accidents.
Build out of bounds
This allows you to build outside the boundaries of your park. For example, you might want to add some decorative elements just outside your park entrance. This cheat makes that possible!
Allow any car on any ride
Ever wanted to put Mine Train cars on a Monorail Coaster? This cheat is for you. It allows you to use any coaster cars on any roller coaster. Just remember to close the ride before swapping the cars!
Toggle coaster supports
If some supports beneath one of your roller coasters are getting in the way, you can use this cheat to remove - or restore - any of the supports for your coasters.
Disable track height and object scale limits In case you missed it: these options were also added in the 1.12b Update. Disabling track height lets you build your coasters as high as you want - the sky’s the limit! Disabling object scaling limits lets you scale objects far beyond the usual range. If you want even bigger dinosaur bones, you can now make that happen.
We wish you a wonderful holiday season and a happy New Year! 🎄
This months update contains the following changes: Version 1.12b5: fixed staff tools not being visible anymore November 2025 Build Challenge Results All submissions can be found on the Workshop - thanks for everyone participating! Here are the winning entries: View game page View
This months update contains the following changes:
Version 1.12b5:
fixed staff tools not being visible anymore
November 2025 Build Challenge Results
All submissions can be found on the Workshop - thanks for everyone participating!
Today marks a very special day for us - it’s been seven years since Parkitect was released! So much has happened since we first started developing the game. Join us on a trip down memory lane as we celebrate by looking back at how Parkitect came to be and how it evolved along the
Today marks a very special day for us - it’s been seven years since Parkitect was released! So much has happened since we first started developing the game. Join us on a trip down memory lane as we celebrate by looking back at how Parkitect came to be and how it evolved along the way.
April 2014 - First prototype
Parkitect first started back in March of 2014. I (Sebastian) had always been interested in game development and always had some sort of game-development-related hobby project going just for the fun of it, usually trying to learn something new with each project I picked up.
I also read the TIGSource forums a lot, a forum that was quite active at the time with a lot of devlog posts from many indie developers that have since gone on to make great games like Celeste and Minecraft. I had not done anything with 3D graphics or with a proper game engine so I wanted to give that a try. I was also often thinking about my favorite theme park games and what I wished they’d do better. I wanted to try some ideas out so I downloaded Unity and had a fun little coaster going around a loop after a few days. I shared it on the TIGSource forums and got a very positive response and encouragement to keep developing it into a full theme park game.
I was hesitant at first because it sounded like an impossible task, and it was clear that working on this would only make sense if the game is different enough from the theme park management games that came before it in a meaningful way. After giving it a bit more thought I saw a lot of things that could be improved over the old games and had some ideas for additions that sounded interesting to me (like the resource deliveries for the stores).
I kept working on it and had a very basic version of a theme park sim running after about a month, at least enough of it to know that I should be able to make a full game.
The remaining big question was art and of course funding as there was no company back then. I posted in the collaboration request section of the TIGSource forums because I was quite excited and convinced by the project at this point, looking for an artist who might be willing to work on this together, eventually splitting revenues if it ever turns into a commercial game.
Someone posted the offer on Twitter and that's how Garret heard about it. We got along really well and that’s pretty much how Texel Raptor came to be.
June 2014 - First showcase
Work continued over the next couple of months and we were really excited about how the prototype was shaping up. We decided to post a screenshot on Reddit of what we had created so far and we were surprised by how many seemed genuinely excited about it which was really encouraging to us. This gave us hope that it could eventually become a full game. But even though we were willing to embrace the indie-developer lifestyle, we couldn’t avoid costs like rent and essential software licenses - expenses we had to cover before we could release anything to players. So we had to figure out that part to be able to continue.
August 2014 - Kickstarter
While we initially intended to try and develop Parkitect using our own savings we realized it wouldn’t be enough and we assumed finding a publisher would be unrealistic. We started considering a Kickstarter, but we were also really nervous thinking “What if we don’t deliver a good game? What if we can’t even finish developing it?”. After a lot of consideration and careful thought we however felt convinced we could do it and we finally decided to launch the Kickstarter. We shared what we had built so far and what our dreams for what Parkitect could become, hoping we might reach the funding needed to make it all happen. What followed absolutely blew us away, the support we received was beyond anything we expected!
The Kickstarter backers were also really helpful as they kept suggesting things to add into the game. For example: One guy on Twitter suggested that people should leave footprints after walking through puke. Shortly after, that was in the game and we were able to reply with a video showing it working. Being able to iterate and interact with people this quickly and directly was super thrilling. It was a bit like we had given the initial vision and then designed the rest of the game collaboratively with the community.
Somewhere around here is also where we were joined by Gordon from A Shell in the Pit, who was working with sound effects and music which was a great addition to the team. So now we were three!
September 2014 - Kickstarter Build
We gave our Kickstarter backers access to one of the pre-alpha versions of the game. By that time, our prototype had developed into something that looked much more like a real game. Many of the basic building options were now in, and the coaster designer had more options. Roughly five months after development had started, you could already see a lot of what Parkitect is today.
Back then however we were actually quite unsure about how to approach decorations in the parks. We wanted to make it a thing but if we did, we knew we needed to be able to create a lot of them which felt really daunting and we also felt like if there’s decorations available they should have some kind of gameplay impact and not just be entirely cosmetic. Seeing the parks that the Kickstarters would build convinced us we had to do it though, as we could see the potential of what they could also build if they had access to a lot of decorations. The idea to also make sure guests couldn’t see through decorations, making it possible to hide workers in the park came up in a chat between Garret and Maddy over at EXOK games. Even though we immediately knew we wanted to add this, it would take quite a while before we figured out exactly how.
Pre-Alpha - November 2015
While we still had a long way to go, the game was beginning to look and feel much closer to what we had envisioned. There was a lot more content now, and although it was still rough around the edges and completely missing a real UI, we were very happy with the progress we’d made. Still, we kept feeling like we needed to add more content - more rides, more decorations - to make sure the player always had something fun to build. The game was still just a sandbox, so these elements were especially important at the time. This aside we kept getting good support from the growing community following and big Youtubers like Nerd³ also were kind enough to showcase Parkitect which was invaluable to us at the time.
May 5th 2016 - Early Access Release
It was time to release Parkitect in Early Access! Since our Kickstarter, we already had plenty of players who had given us valuable feedback to work from, but it was still nerve-racking to set it loose in the wild and let anyone start playing it. Luckily, it all went well in the end, and we were incredibly happy to see more people enjoying the game.
The community presence and support kept growing too. We had two amazing guys named Tim and Luuk who ran a community website called Parkitect Nexus. They were in fact the first to be able to mod the game even before we started officially supporting mods. They were also the first to host the Build Challenge which also started on the Parkitect Nexus site. After some time they joined the team as contractors to help work on the game as they had such a great understanding of it. They were of great help and contributed a lot to Parkitect and the team. In fact they helped create the official modding support and helped us finally figuring out how to implement the line-of-sight system for the decorations and ratings. Something that had been pretty tricky to figure out.
Later in 2017 the Build Challenge would become official, as Tim and Luuk didn’t have time to keep running it but we all still wanted to keep it alive. This now allowed players to submit their own themed rides in this monthly competition to be included in the game as official blueprints. We were always amazed by the creativity that poured in, and the tradition has continued ever since!
November 2018 - 1.0 Release
Parkitect was released in 1.0 a good 4.5 years after development began. By then, the game had come a long way from its early prototypes.
During EA, we had added the scenery visibility & rating system in Alpha 19, night mode with lighting in Beta 5, and of course lots of changes and additions to how roller coasters worked and what options players had when building them - and so much more!
Version 1.0 also introduced the tutorial and campaign mode, both of which had been in the works for a long time and highly requested by the community. Along the way, the campaign mode had grown far beyond what we had originally planned, and with the help of the great Silvarret and Joshua Tjarks, we ended up with 26 scenarios included in it.
As the community grew, players began creating their own events. A handful of incredibly dedicated community creators set up the Parkitect Depot and started organizing events like the Battle of the Builders tournament and the long-running Diorama Challenge, both of which showcased just how talented the community is.
Throughout EA, we received a huge amount of player input and learned how people were really playing the game as we continued developing it. It shaped the direction of Parkitect far more than we had expected!
Not to mention how much many community members helped us by building parks to showcase in official screenshots - creators like TheDeeGee, Cavy, and AstroTron. We also had incredible modders like Kenney and Marnit who created some truly awesome mods. Kenney even made the Parkitect.exe icon for us, which is still being used today. And MaxFreak, of course, has been moderating our Discord for what feels like forever. These are just a few examples. We can’t overstate how important all these amazing people have been over the years - and still are. We really do have the best community ever!
December 2020 - Multiplayer update
While we had finally reached 1.0, the work didn’t really stop. Multiplayer had been one of the most requested features throughout development, but we always saw it as so unrealistic that it became a running joke within the team. We’d say things like, ‘Okay, yeah, let me just finish this quickly and then we’ll do multiplayer,’ or, ‘Hold on, let me just enable the multiplayer feature checkbox.’ Parkitect was never built with multiplayer in mind, so adding it would require an enormous amount of work.
As we knew we would eventually want to make a new game, we also realized our team needed to grow a bit. So in 2019, Patrick joined us. We had already known each other for many years, and together we worked on the DLCs while also prototyping our next game. At some point we realized that - even though it would be a lot of work - adding multiplayer might actually be doable. Since it was such a popular request, we decided to go for it. We essentially had to go through every line of code to make it happen, and the whole process took about six to nine months from start to finish.
So two years after 1.0, and shortly after the release of our second DLC, Booms & Blooms, we managed to release the multiplayer update. We expected it to be a popular addition to the game, but once again our community surprised us by completely surpassing our expectations.
November 2025 - Today
Seven years after release - and over eleven years after we began this journey - we’ve released three DLCs and countless updates in the form of almost 200 patches*. We have a wonderful community that has created nearly 30,000 mods and items on the Steam Workshop, not to mention all the amazing parks that Parkitect players have built over the years with such care, detail, and creativity. It means a lot to us that we could provide a tool that helped make these creations possible. Seeing how far things have come since we first started tinkering with roller coaster physics back in 2014 has been incredibly rewarding.
Thank you each and every one of you for supporting us in creating Parkitect, contributing to it, and helping make Parkitect what it is today. In our anniversary video below, we’ve highlighted some absolutely gorgeous parks, many from our amazing creators in the community, as well as some of the influencers who have supported us over the years. It’s thanks to you that Parkitect is what it is today.
This months update contains the following changes: Version 1.12b3: fixed a multiplayer desync fixed some windows from Dinos & Dynasties clipping into walls October 2025 Build Challenge Results All submissions can be found on the Workshop - thanks for everyone participating! H
This months update contains the following changes:
Version 1.12b3:
fixed a multiplayer desync
fixed some windows from Dinos & Dynasties clipping into walls
October 2025 Build Challenge Results
All submissions can be found on the Workshop - thanks for everyone participating!
The new Build Challenge this month is to build a Plane Coaster! This is one of the new rides from the Dinos & Dynasties DLC, but even if you don't own the DLC you can participate in this build challenge and use the ride there. The top submissions get included in the next game update as default blueprints.
This months update contains the following changes: Version 1.12b: added switch track to Swinging Mine Train Coaster added option to disable track height limits to cheat window added option to disable object scale limits to cheat window added HappyCo delivery crate and palette as
This months update contains the following changes:
Version 1.12b:
added switch track to Swinging Mine Train Coaster
added option to disable track height limits to cheat window
added option to disable object scale limits to cheat window
added HappyCo delivery crate and palette as placeable deco
updated painted border pieces of the Ancient World theme to be fully recolorable
updated Korean translation
updated Russian translation
changed Swinging Mine Train Coaster train to only have the lamp on the front car
fixed mosaic paths looking broken sometimes
fixed a case where trash could be stuck on trash bins after loading a savegame
fixed problem with changing the color of the seats of Pulsar
September 2025 Build Challenge Results
All submissions can be found on the Workshop - thanks for everyone participating!
The new Build Challenge this month is to build a Swinging Mine Train Coaster! This is one of the new rides from the Dinos & Dynasties DLC, but even if you don't own the DLC you can participate in this build challenge and use the ride there. The top submissions get included in the next game update as default blueprints.
Developer Texel Raptor just surprise launched a brand new DLC for the theme park building game Parkitect, adding in two new content themes. Read the full article here:
Developer Texel Raptor just surprise launched a brand new DLC for the theme park building game Parkitect, adding in two new content themes.
Read the full article here: https://www.gamingonlinux.com/2025/09/excellent-theme-park-builder-parkitect-gets-a-surprise-dinos-dynasties-dlc-out-now/
Dinos & Dynasties is available now! We previously announced a smaller DLC, and it’s finally here - ready to play today! This DLC introduces two new themes, full of exotic and classical decorative objects to expand your park into new areas, along with some exciting new attract
Dinos & Dynasties is available now!
We previously announced a smaller DLC, and it’s finally here - ready to play today! This DLC introduces two new themes, full of exotic and classical decorative objects to expand your park into new areas, along with some exciting new attractions.
Two New Themes offering a variety of trees, plants, path attachments, props and structures!
Jurassic theme: Dino-inspired objects to decorate your park evoking the sense of a prehistoric era.
Classical theme: Roman and Greek-themed decorative objects, creating an iconic atmosphere of ancient civilization.
And Three New Attractions:
Plane Coaster
Pulsar
Swinging Mine Train Coaster
Plus, we’ve got a free update for you:
Featuring a new cheat window with both useful and fun sandbox tools, enabling things like building out of bounds, toggling track supports on and off, adding cash, and more.
Concepting Dinos & Dynasties
When conceptualizing these two themes, we drew inspiration both from historical knowledge and a modern view of these time periods, leaving room for imagination. For the dino-inspired content, our main inspiration was all the neon-colored plastic dinosaur toys we grew up with, with a nod to Jurassic Park, which has been so defining in shaping our view of dino-themed parks.
Here's some concepts from Karen, who created the art for this DLC:
Alongside the new DLC and free update, Parkitect is also at a 60% discount.