8.3 hours played
Written 1 month and 6 days ago
TLDR Review:
Parkitect is a park-building sim that promises a spiritual successor to Roller Coaster Tycoon with modern polish, but it falls short if you're the kind of player who wants to build a beautiful park with low pressure and creative freedom. While sandbox mode is a welcome feature, it's still surprisingly limiting — you're still bound to harsh ride rating systems and a backstage management mechanic that can clash with aesthetic park design.
The roller coaster builder is the most disappointing part. While the UI is more modern and customization is stronger than in RCT, the game has extremely narrow expectations for coaster pacing. No matter what braking setup I used, I constantly faced intensity spikes — simply because the game doesn’t allow gradual, realistic deceleration. In that way, it feels like a downgrade from RCT. I appreciate what Parkitect tries to do, but I don’t recommend it if you're looking for an intuitive, creatively liberating, and low-stress park-building experience.
Full Review:
When I first saw Parkitect, I was full of hope. It looked cute, modern, and deeply nostalgic — like the true successor to Roller Coaster Tycoon. The isometric charm, soft color palette, and thoughtful UI immediately pulled me in. At first, I was thrilled. The decoration tools were surprisingly flexible, and the ability to place scenery outside of the grid gave me hope for a high-customization sandbox sim. Being able to build without worrying about money? Perfect.
But once I started building my first custom coaster, the game completely lost me.
Every attempt to make the kind of coaster I loved — long hills and drops, à la Goliath from Six Flags — was punished. I was constantly slapped with “Ultra Extreme” ratings for using the same pacing real-world coasters are praised for. I took a break, came back, and tried to adapt: alternating thrill elements with cooldowns like bunny hops and flat curves. But every time I got to the end of the ride, the same issue returned — the brakes.
Parkitect doesn't support gradual braking. You can't simply slow a train down steadily — the brakes act like hard stops, and if you're going too fast, even slightly, your ride's intensity spikes into the red. I tried everything — cooldown sections, brake types, long scenic detours — and still, the game refused to work with me. It took me 45 minutes to get the intensity just below 100, and by then, I felt completely defeated.
Custom coasters are the heart of the game for me. I don't want to rely on pre-built ones — it doesn't feel like my park. But when the game actively punishes creativity and doesn’t give you the tools to handle speed in a natural, realistic way? It just stops being fun. I know I technically could ignore the stats and play without guests, but watching guests enjoy my park is part of the magic. Without that, what’s the point?
Some other issues/criticisms I have:
- The backstage system, while a neat idea, actively works against the visual appeal of a creative park. It forces you to build delivery paths and staff routes hidden from guests, and penalizes you if they’re visible. This adds complexity without providing much joy — it’s a management layer that feels more like homework than expression.
- Sandbox mode is locked to only a few maps unless you beat campaign levels. This feels completely backwards. For players like me, sandbox is the core mode — not a reward. It’s restrictive and disheartening.
While the scenery tools are strong, the game lacks themed building sets you'd expect. Where are the carnival tents? Western saloons? Medieval towers? The gap in decorative building pieces really hurt my ability to theme zones naturally. Not having themed buildings to place made it feel harder to theme intuitive. The game does offer a lot of building pieces, which is nice for those who are really hard core into the complex decorating game... but sometimes I just want something simple to fill in the gaps too.
I wanted to love Parkitect. I still admire parts of it — the decoration freedom, the charming art, and the attempt at something deeper. But at the end of the day, it left me feeling restricted, frustrated, and creatively boxed in. The coaster builder punishes you for doing what feels fun or natural. The sandbox mode is half-locked. The backstage system intrudes on aesthetics. And all of this makes the game feel less like a creative outlet and more like a battle with invisible rules.
I'm sure Parkitect has its fans — and I respect that. But if you, like me, are hoping for that magical blend of intuitive building and modern polish, with a strong creative sandbox at its heart, Parkitect sadly isn’t it.