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You can now build a theme park online with others in Parkitect

By - | Views: 16,115

After being out for two years, Texel Raptor have now added online multiplayer to the theme park builder Parkitect. Not exactly a small feature for such a game, and it's a free update for everyone too.

You can team up with 7 people so there's a max of 8 players total, all working on the same park where you get to see exactly what everyone is doing. This is true for sandbox park and campaign scenarios too, and most mods should be compatible with multiplayer too. DLCs are supported too but people will need to own the DLC to play with you.

See the trailer for the update below:

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Update highlights:

  • added co-op multiplayer mode! Now you can build parks with up to 7 other people together
  • added a new background music track
  • improved decoration score calculation speed
  • fixed fences not sticking to terrain when terraforming
  • fixed a case where decoration could be seen through the terrain
  • fixed a bug where guest money setting would not be stored properly when editing a scenario

The only downside is that right now the multiplayer is not cross-platform between Linux, macOS and Windows but they did make it clear they're going to continue working towards that goal.

You can pick up Parkitect from Humble StoreGOG and Steam

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About the author -
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I am the owner of GamingOnLinux. After discovering Linux back in the days of Mandrake in 2003, I constantly came back to check on the progress of Linux until Ubuntu appeared on the scene and it helped me to really love it. You can reach me easily by emailing GamingOnLinux directly.
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stan 8 Dec, 2020
  • Supporter
Multiplayer not being cross-platform is a huge downside. Also there’s no word about if it relies on Steam / GOG galaxy…?
theghost 8 Dec, 2020
Great game and great developer. Best remake of Rollercoaster tycoon 2. I can only recommend it.
Ehvis 9 Dec, 2020
View PC info
  • Supporter Plus
I was wondering if they would be syncing up thousands of potential park visitors between all clients. This suggests that they didn't and rely on the same sync-by-identical-calculations-on-all-clients problem that plagues the Total War cross-play.
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