Seven years of Parkitect!

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.

Vancouver Game Garden Recap

It’s been quite a few years for most of the members of our team since we last attended a convention, especially as exhibitors. As mentioned in the previous post, a few weeks ago we had the pleasure of running a booth at a local event (for our two Canadians), Vancouver Game Garden, and we had a fantastic time!

The team has been quite eager to put a Croakwood demo into the hands of the public, get some direct feedback, and just generally experience what reactions to the game in action would be like. For the months leading up to the event, we spent quite a bit of time focusing on completely overhauling the placeholder UI that we’d been using throughout development. This was also something we felt we needed to do before attempting to demo the game publicly.

With our recent work on UI and a few other key features fresh in our minds, we decided on bringing a build that focused primarily on the creative town building aspects of Croakwood; a very important piece of the game that we are keen to have feeling fun and intuitive. We also implemented an extremely early version of what fulfilling a specific request from a frog villager might look like, just to add some optional guidance in lieu of a tutorial for now. For the setting, we provided a cozy pre-built town that could be freely decorated and added to. The resource and production chains needed were already set up and in motion so as to not take focus away from exploring the creative systems or simply observing life in the day of a frog.

For both days of Vancouver Game Garden, we had an incredible volume of people stop by to try out the demo or learn more about Croakwood. We had Parkitect veterans, Croakwood wishlisters, frog appreciators, cozy gamers, people who don’t usually play games, not-so-cozy gamers, and even folks who travelled quite a distance to attend just because of Croakwood! We even got a chance to finally have some of our peers in the local game development scene sit down and try the game. We were floored by the positive reactions, rapidly ran out of stickers, encountered some weird bugs, took a ton of notes, and at the end of it all came away with a LOT of valuable feedback, suggestions, and ideas. Hopefully we’ll be able to expand on some of those learnings in future posts!

The table for our booth ended up being larger than we had accounted for, so we utilized some of the extra space by putting out a large paper sheet, some art supplies, and encouraged passerbys to draw a frog, and wow! The folks at the event delivered and then some - we ended up with four full sheets of incredible frog art.

For those unable to attend, we’ve recorded some footage from the demo to share here as well!

To everyone who attended and came by the Croakwood booth - thank you so much! All of the compliments, smiles, and excitement we got to experience has been passed along to the whole team. Whether exhibiting or not, we are very much looking forward to the next Vancouver Game Garden!

FAQ

There are some questions that have been asked a few times recently, so we'd like to answer them :)

Are you releasing this demo for everyone to play (for example on Steam)?

A demo for an event is a bit different from a demo that you can play at home.
At this event, people only had about 10-15 minutes to check out the game, so the demo has a very limited amount of content and is focused on letting people see and achieve something quickly.
At home you surely want to spend more time with it, so we'd like to have more content ready first before doing a demo on Steam!

We will eventually have a few ways for people to get early versions of the game before the real launch.
We'll do one or multiple playtests on Steam that will be available to a limited number of people who want to help us test the game and provide feedback, and later towards the release of the game there'll be a demo that everyone can access.

If you want to help with testing the game before release you can register for it now on Steam.

Once we have a test version ready, a limited number of people will be chosen randomly.
We'll post about it once the test starts, and if you've been selected you'll receive an email from Steam.

Are you going to demo the game at other events?

Maybe! We think there's a good chance, but we don't know yet when or where. Once we do we'll post about it here.
Since a lot of our team is based in Canada and Germany that'd be the most likely event locations.

What's the overall development state of the game currently?

We're really happy with how it's progressing, it's just taking time to get everything done (a bit more time than we expected to be honest! Which is not unusual for game development...).
The house building and decorating portion of the game is in really good shape. The villagers generally work really well, they're able to navigate the town and interact with it without any issues.
A lot of work this year went into the UI design and structure and that's in really good shape now too.
Of course there's always more to add and improve for everything, but generally we're happy with the state of these parts now.
Our main remaining work until release will be focused on adding more gameplay content (for example giving the villagers more activities to do; making sure the villagers react in more ways to the town; making sure players have goals to work towards).
Oftentimes with big projects like these there's a long phase of experimentation and figuring out what the game is going to be, and it's not totally clear what's still missing and how all of the ideas are going to fit together.
We think we're beyond that phase since some time and have a good understanding now of what we still need to get done to be able to release the game - it "just" needs to be done now :)

Croakwood at Vancouver Game Garden

We're bringing a first demo of Croakwood to Vancouver Game Garden on September 27-28, alongside many other great games from local independent developers.

If you happen to be in Vancouver we'd be excited if you come and give it a try!
The demo encompasses a slice of roughly the first hour of gameplay with a focus on town building mechanics.

The event location is the Roundhouse Community Centre at 181 Roundhouse Mews in Vancouver.
Entrance is on September 27 and 28 from 11am to 5pm and is completely free.

It's the first time we're showing the game in public, so it'll be very interesting to see what kind of feedback we receive and what works well and what doesn't :)

Parkitect: Dinos & Dynasties Content DLC is Available 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 attractions.

How can I get Dinos & Dynasties?

It's available on Steam already; the other stores should be updating over the next week or so.

What’s included?

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:

For the classical theme, it was a mix of drawing inspiration from ancient Greek and Roman architecture, since we now know how colorful they actually were, while blending it with our modern view and recreations of spaces inspired by them. It was especially fun to take inspiration from theme parks and funfairs with areas based on Greek mythology.

Alongside the new DLC and free update, Parkitect is also at a 60% discount currently.

We hope you enjoy this DLC and have fun playing!
- Texel Raptor