Korean + Dutch, Soundtrack

Parkitect has an official Korean translation now, and the Dutch translation received a complete overhaul.

The game is by far the most popular in Germany, the US and Korea currently, so we hope the addition of a Korean translation and Korean font support will make the game more comfortable to play.
Parkitect also always had a large amount of players from the Netherlands since the beginning. The Dutch translation had become very incomplete over the years, so it was time for an update :)

We know there are still some very common languages missing, and of course we will continue adding support for more languages over the coming weeks and months.

Soundtrack

We had some requests to make the soundtrack available as separate download, so if you want to listen to the games music outside of the game you can do so now.
It is now available on Steam.

If you have backed our Kickstarter at the Soundtrack tier or bought the Soundtrack Edition directly from our website you can find the soundtrack as a separate download in your Humble library now. If you’re not using a Humble account and lost your download link please use the Resender to retrieve it.

Changelog (Version 1.2a)

- added Korean translation
- updated Dutch translation
- added stripe pattern to sources of bad decoration rating to make them easier to distinguish from undecorated areas
- small campaign adjustments
- made info pips (no resources, no path connection etc) click-through while building something
- improved ghost train visibility when a visualization view is enabled
- fixed a case where water could disappear in unexpected places when terraforming
- fixed very short rides being more exciting than they should be and 1-2 other small exploits
- fixed a memory leak

Version 1.2

Hey look, it’s another update in time for the weekend/holidays!
The full changelog is at the end of this post. The highlights are:

Track segments automatically snap to each other if the height difference is reasonably small:

This makes reconnecting track ends easier after editing a ride, and should resolve the troubles new players had with getting track heights to match when being misaligned by 1/8 height unit.

Existing guest/ride/shop info windows automatically get closed when clicking a different guest/ride/shop (unless you pin them):

This should reduce windows cluttering up the view.

Added the park ratings to a tab in the Park Info window:

The park ratings are quite important but could previously only be found by hovering on the ratings bar in the main menu, which is slightly hidden. This will give people a second way to discover them, and there are also some additional tooltips explaining the ratings a bit.

The research menu button received an animation to reflect the current research state:

The fill state of the vial tells you the research progress without having to open the research window, and it looks nice I guess.

And there’s a little something for the winter season :)

See you all next year!

Changelog

- added automatically snapping track ends to each other if they are close enough
- added three new ride music options: Street Organ, Winter Funderland, Barollerquoster
- added research and goals to the default sandbox parks (you can still disable them if you want)
- added research menu button reflects the current research progress
- added hats for the winter season
- added park rating tab to Park Info window
- added attractions visited + products bought stats to guest info windows
- added tooltips explaining guest stats/park ratings a bit
- added option for bigger UI scale
- added support for GOG Galaxy Achievements
- opening a guest/ride/shop info window automatically closes all other unpinned guest/ride/shop info windows now
- made sure ESC key can still be used for cancelling actions, even if a different alternate key has been defined in the control settings
- improved loan payment UI to be less confusing
- improved pipette tool for picking an attraction to advertise to also work on queue paths
- updated graphics settings to offer FPS rates depending on refresh rates supported by screen
- updated French/Russian/Simplified Chinese/German translations
- fixed Trash Chute sometimes not connecting to paths
- fixed a case where queue sign could appear in an odd orientation
- fixed a case where scenario descriptions on campaign map could be cut off
- fixed a case where guests could float through the air when using an Elevator
- fixed a case where guest thoughts would not show up in ride/shop/park thought overview lists
- fixed Spiral Slide not working anymore when picking up a sliding guest
- fixed Fruit Juice being less popular than intended

Version 1.1

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, reviews and feedback. 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

Release!

Here we go! Version 1.0 is OUT NOW :D
Available on Steam, Humble and GOG.

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