Alpha 1 is now available for download! As previously announced, aside from any remaining bug fixes this is the version we’ll release to Steam Early Access next Thursday, so if you find any serious or new problems with it please let us know!

The best place to report issues currently is on our subreddit.

Grab it from the download link that you received back when you purchased the game.

Use the key resender if you lost your download link.

The full change log is at the end of this post.

Cydonia Hills, by Silvarret

Steam Launch Day Stream

We’ll do a Stream on May 5th at 8am PST, right before the Steam launch. If you simply want to hang out and chat a bit we’d be happy if you join us on Garrets Twitch channel :)

Devlog

There’s a new visualization for last weeks station synchronization feature that shows connections between all synchronized stations of a ride:

It includes all indirectly synchronized rides, too - for example, the above screenshot shows the synchronization setup for the coaster, which has synchronization configured between its stations and the Drop Tower. The Drop Tower is synchronized with the Carousel though, which means that the coaster can’t start before the Carousel is ready even though it is not directly synchronized with it.

This will probably not be a common situation but it can happen.

There are also a few new decorative objects:

Aside from that there’s not too much to say this week as we’ve obviously been focused on fixing lots of small bugs and annoyances and adding some polish to make a good first impression on Steam :)

You can find the more notable results of that in the changelog.

Alpha 1 Changelog

- added Giga Coaster

- added Monorail

- added Steam Workshop support

- added synchronizing attraction stations

- added compressed .park savegame format for up to ~85% smaller savegames

- added ride music volume slider

- added spawning supports if terraforming below ground-level tracks

- added option for closing the park only for new guests

- added German translation

- changed attraction “maximum waiting time between new guests” setting to overall minimum/maximum waiting times

- improved people loading speed by ~70%

- improved people animation performance by ~40%

- reduced people RAM usage by ~95%

- improved guest queueing behaviour

- fixed windows could be inaccessible off-screen after changing game resolution

- fixed tracked ride stats resetting to 0 if ride breaks down

- fixed tracked ride stats being wrong on first run after loading a savegame

- fixed tracked rides sometimes allowing to use one car more than the maximum that can fit into the stations

- fixed some graphics options not being applied when loading a new park

- fixed a case where guests would drown if loaded while the car they’re on is above water

- fixed a case where people would not find paths even though their destination was reachable

- fixed a case where guests would walk into a queue without queueing after loading a savegame

- fixed queue lines getting messed up after loading savegame

- fixed guests sometimes playing walking animation when they weren’t moving

- fixed guests sometimes not properly walking through ride entrance gate when entering a ride

- fixed guests moving before “check map” animation finished playing

- fixed firing a hauler deleted the delivery crate he’s carrying

- fixed an issue where trains would drop off passengers at stations that don’t have an exit

- fixed some spinning flat rides doing one additional round at very slow speed (which would also throw off their ratings)

- fixed trash visualization not working for some path tiles