1. Let's Build a Zoo
  2. News

Let's Build a Zoo News

Hats Update - Out Now!

Hi zookeepers!

A brand new game update went live earlier today for Let's Build a Zoo. Thanks for your patience as we worked to fine-tune the details, we're really happy to finally share it with you. Keep reading for the full overview.



Hats Update


Today's new Hats Update contains a hat-trick of new content for Let's Build a Zoo, from animal attire that puts the cap in cap-ybara (sorry), to updates on how you can capture and share the intricacies of your zoo designs. This head-turning update is full to the brim of new deco items, featuring a crossover from our coming-soon game dev simulator, Let's Build a Dungeon.

[h2]Party Hats at the Ready[/h2]

You can now build a millinery to manufacture hats! Once you've built the Hat Factory and started production, hats can be sold in the warehouse to earn money, or you can send them to the store room which makes them available to be worn by any animal in your zoo. There are more than 25 hat designs available covering everything from top-hats to crowns, making for a whole host of cap-tivating new looks.



Once you've manufactured your first batch of hats and sent them to the store room, you can select which headgear you'd like each animal to wear. Changing to a different style costs 1 hat and you'll lose access to the old one, so make sure to use the hat preview screen to choose the perfect look before locking in your choice.



[h2]Screenshot Tool[/h2]

Showing off and sharing your best zoo designs has never been easier! With today's update we've added a super quick way to capture a full-quality screenshot of your entire map. Press Esc to access the camera tool, and then select the new screenshot button in the top right corner.


[Zoo design: WelshPixie]

Once you've captured the image, it'll be saved locally and you'll be given details of where to find it. The capture will be pixel-perfect, meaning all the smaller details of your design will be fully viewable. If you do try out the new screenshot tool, please come over to Discord and share your snaps with us in the Show Us Your Zoo channel!



[h2]Dungeon Decor[/h2]



A series of new decorations are now available, including various decorative items, subway entrances, staff entrances and floor tiles. These items are inspired by our upcoming game dev simulator: Let's Build a Dungeon, and will help to bring a kinda spooky, medieval vibe to any zoo.


If you'd like to stay up to date with what we've got planned for Let's Build a Dungeon, please consider adding the game to your wishlist:

https://store.steampowered.com/app/2365790/Lets_Build_a_Dungeon/

Maybe we should add zoo animals to Let's Build a Dungeon next?

[h2]Full update Overview[/h2]

We also made some quality of life changes and tackled a series of bugs that were causing issues for some players. Thanks again for your patience as we put all of this together. You can find the full change list below.

  • Added Hat Factory and the ability to manufacture hats to sell. Animals can now also wear hats.
  • Added a screenshot tool to Camera Mode. You can now save a screenshot of your whole zoo map.
  • Added new items including decorations, subways, staff entrances, and floor tiles
  • Fixed an issue where animals still die in batteries, even with immortality enabled in Sandbox mode, when they are transferred to the batteries on the day they arrive.
  • Fixed potential crash when recycling employees try to access a bin that is blocked from a certain side
  • Fixed floating plants, bubble machines, ship floats and driftwood in aquatic pens not being moved with the pen, which would crash if you try to select the empty space they should be in
  • Fixed water enclosures not rendering properly when being edited
  • Fixed lights of the building being moved rendering over certain UI
  • Fixed lighting for Brazier
  • Fixed various building not returning to the correct parts of the build menu after quick-hiring an employee
  • Fixed crop picker count not updating in farm zone panels when zoning crop pickers
  • Fixed missing spacing in zone info panel for exhibition control workers
  • Fixed clickthrough in zone employees sub-panel
  • Fixed spacebar opening the pause menu when renaming animals
  • Fixed being able to rename an animal to empty text
  • Added confirm button when renaming animal on keyboard
  • Fix for the total visitor count including protestor count twice
  • Fixed inconsistent research bonus widths and text overflow in research mouseover
  • Fixed abortion preview always showing NEW even when baby is not a new variant
  • Fixed park rating panel not closing when opening other top panels after opening animal details
  • Fixed CRISPR confirm button not resetting when you change species
  • Fixed CO2 text offset and also adjusted base scale for icons
  • Added function to screenshot the whole zoo in camera mode
  • Fixed baby animals appearing as adults and other rendering inconsistencies in camera mode
  • Fixed building and land mouseover being visible in camera mode
  • Fixed off-center notification dot when using higher resolution displays
  • Fixed several off-center icons in build bar
  • Other general bug fixing


And that's all for now! Thanks for being here and please let us know if you have any questions. We'll be back soon with more Zoo news.

Springloaded & No More Robots

General Bug Fixes - 18th September

[h3]Hi all! We've pushed out a small update with some fixes:
[/h3]

  • The heat map, world map, and settings button will be hidden when the build bar is active
  • Fixed an issue where the correct employee icon was not displayed when individually zoning an employee after using the employee heat map to zone multiple employees
  • Fixed a crash that occurred when clicking the 'Morality Bonuses' button in the Morality pop-out menu in Sandbox mode
  • Fixed an issue where the heat map would display over the employee zoning map when a heat map was selected, and an employee was individually zoned using the 'Zone' button in the employee panel
  • Fixed Ostrich 3 using an incorrect body sprite
  • Fixed various features not providing their full upgrade capabilities in Sandbox mode
  • Fixed an issue where abattoir workers were not functioning correctly
  • The queue panel in the Incinerator panel no longer disappears after cycling to the next building
  • Child animals can no longer become pregnant

The Monstrous Structures Update

Hi zookeepers!

We've got a new update for you - the Monstrous Structures Update!

It's an exciting time for Let's Build a Zoo, you can grab it as part of a Daily Deal, which means you can grab the game and the DLCs at their deepest discounts yet!

But of course we couldn't celebrate without an update! Here are the main things you can expect:

ANIMAL NAMES! You can now give your own names to your animals, so now they can have even more personality!



New decoration items! Now you have even more features to add to your zoo, and can make them stand out even more! Including brand new decorative items and a new zoo entrance themed around Let's Build a Dungeon, the upcoming sequel to Let's Build a Zoo.



And here is the full list of all the changes & bug fixes:

  • You can now rename animals!
  • New Deco, Lights, Bins, Signboards inspired by Let's Build a Dungeon
  • New Main Zoo Entrance
  • Animal-keepers and poop factory-workers improved by making them collect the closest accessible poop they can see in an enclosure
  • All animal selection panel now pops out an additional confirmation panel when there are animals selected and the player wants to revert their changes (goes back to the previous menu with B/Esc)
  • New notification alert that helps to remind the player to add animals to batteries/barns that are idling
  • Animal-keepers (or anyone that uses any gate/door) no longer gets stuck when the enclosure re-shaped while the person is waiting for the door to open
  • Fixed selected tabs at the top of various UI panels (e.g. Animal Panel) offseting too much upwards on bigger resolutions
  • Fixed mouseover textbox prematurely wrapping its text when hovering over the categories of the build menu
  • Fixed font scaling of 'Prerequisite' panel when hovering over a research tile for non-alphanumeric languages
  • Fixed close button overlapping mouseover tooltip boxes of menu buttons
  • Final Score in the extended Animal Rating panel now reflects the same value as the park rating's animal rating
  • Progress bar in task notification now updates to yellow when the progress goes back below 100%
  • Animals that is cloned by the animal-management now retain its status after loading from a save-file
  • Fixed unable to drag to pan around the zoo at the bottom of the screen when the build bar is open or in delete mode
  • Fixed rendering issues for the research grid's points panel and the category filters panel on bigger resolutions
  • Fixed animal icons in animal-management 'Pen Summary' and 'Wildlife Reintroduction' panels to not become too small on smaller resolutions
  • Fixed animal-management pen summary showing rabbits as the main animal on empty enclosures
  • Fixed clipping issues of the buy button and the money box in the 'Order Helper' panel on bigger resolutions
  • Fixed overflowing more items label (the "+99" label) in 'Goods to process' frame in various factory panels
  • Added a 'carbon-emission' panel to the build panel when a tree is selected in the build menu bar
  • Fixed 'Applicant Hiring' panel displays only 6 applicants after hiring one from 8 applicants
  • Paragraph texts (e.g. in Critical Choice) now move upwards when thumbstick is pushed down for controllers
  • Agriculture panel and its menu-bar now closes completely after selecting a desired plant to cultivate on a plot of farmland
  • Influencer's 'Event Report' panel can now be fast-forwarded if clicked on it again the second time (this only works on the second visit of the influencers onwards)
  • Research top-bar element no longer reminds players about unspent research points when they have already unlocked everything
  • Enabled the pause screen in the research grid
  • Added sound when building new land
  • Added the ability to track all shops and facilities that has vacancies from the 'Manage Employee' panel
  • Fixed rows not aligned in 'Hire Applicant' list when an applicant is confirmed too quickly while other applicants are still animating/moving
  • Employees resignation will now be limited to 3 per day
  • 'Pooped-Out' Dino achievement no longer miss-fire during mid-flight when transferring between zoos
  • Dollar panel at the top bar now flashes the correct colour based on the cash earned/spent
  • Category name tooltips now appear on the selected category in build menu bar when using controllers
  • Fixed cursor re-appearing in 'View Objects' panel after deleting an item when examining an enclosure using the controller
  • Animal names in create/edit job entry will now show '???' if the animal is undiscovered yet
  • 'View Objects' build panel now goes back to the correct item after moving the item in the enclosure
  • CRISPR Building DNA structure now resumes spinning after moving it
  • Fixed 'Inspect' button not working in the animal panel when the animal is selected from the 'Animals' panel when inspecting an enclosure using the controller
  • Various customers (e.g. Protestors and Animal-Welfare Person) no longer get stuck and stays in one location
  • Fixed a big lag that happens at the start of each day for big zoos regarding animal feeding
  • Added 'New' to the animal icon in 'Confirm Abort' panel in nursery
  • Fixed Animal management short description panel at the top cuts off prematurely in certain resolution and UI scale
  • Enclosure items in 'View Objects' when examining an enclosure is now sorted
  • Rotary icons now darkens instead of going semi-transparent when disabled
  • Fixed visitors count in the top-bar going negative at the end of the day
  • Delete mode now returns back to delete mode after firing employees when deleting a building
  • Using delete mode from the rotary icons no longer returns back to the build menu after exiting delete mode
  • Using delete mode from the rotary icons no longer loses the cursor after the saving the day
  • Zoo gate no longer closes prematurely when the zoo is still open at night
  • Reworked facility rating percentage to reflect more based on visitor's satisfaction with zoo's facilities
  • Research tab's 'Spent Points Reminder' in the top bar no longer pop-out and blocks the adjacent park rating tab when players are currently viewing it
  • Notification pins (e.g. the pins that show enclosures with "low water") no longer flicker when active
  • Tiles that are unlocked in critical choices no longer repeatedly be shown as a new thing
  • UFOs no longer have a chance to spawn in other zoos after travelling via plane from the classic zoo
  • 'Zoo New Zoo' achievements now works when unlocking DLC zoos
  • Buy A Bus' quest can now be completed with the purchase of any bus
  • Trash picked up by Janitors will now contribute to recycling. Janitors will now go to a recycling centre (if any) to empty their trash
  • Red lobsters now have a very small chance of giving birth to blue lobsters
  • Population manager now able to perform 'Removing of Excess Animals' where they remove all animals that is not managed by animal management from an enclosure
  • Facilities, incinerators and various building panels can now be cycled through its buildings of the same type
  • Game no longer crashes at the end of the day if the research hub is built that day but not examined
  • Idling population managers now notify players if they have not been assigned any work zones
  • Fixed Aztec arch front facing night lights
  • Fixed selected highlight for chew toys
  • Fixed titles for critical choices not fitting into the panel correctly at high screen resolutions
  • Fixed mascots not collecting donations after a day
  • Fixed bus routes not being unlocked if you complete multiple Transport Planner quests at the same time
  • Fixed incinerator workers idling when there are carcasses to collect from meat processors
  • Species info for hybrid animals now show hybrid info
  • Fixed dead bodies from animal encounters not moving with pen and crashing on load if it is outside the pen
  • Fixed "Report Black Market" good morality points not decreasing as per description
  • Allow removal of non-refundable lake tiles during build mode
  • Zoning animal management worker view now able to close when using controllers
  • Fixed customers on left and right-facing benches drawing in front of other objects
  • When zoning employees to pens in the heatmap, highlighted enclosures now only shows the status of the current selected employee (instead of all employees assigned to that enclosure)
  • Fixed controller selection issue in the 'Animal' panel in the 'Management Office' panel
  • Fixed some buildings having weird offsets in their build animation


We still have lots more updates in the works for Let's Build a Zoo - we're excited to share our plans with you soon!

Don't forget, you can wishlist the upcoming sequel: Let's Build a Dungeon right now!

https://store.steampowered.com/app/2365790/Lets_Build_a_Dungeon/

General Bug Fixes - 5th September

[h3]Hi everyone! We've pushed a small update that includes a variety of bug fixes and some new content. Here's what's new![/h3]

  • New decorations, lights, bins, signboards and a new main zoo entrance - inspired by the upcoming sequel - Let's Build a Dungeon!
  • Improved animal keepers and poop factory workers, making them collect the closest accessible poop in an enclosure.
  • The Influencer's 'Event Report' panel can now be fast-forwarded by clicking it again on the second visit onwards.
  • When assigning animals to batteries/barns, an additional confirmation panel now pops up when players attempt to revert their changes (returns to the previous menu with B/Esc).
  • Added a new notification alert to remind players to assign idle animals to batteries/barns.
  • Animal keepers (or anyone using gates/doors) no longer get stuck when an enclosure is reshaped while waiting for the door to open.
  • Fixed selected tabs at the top of various UI panels (e.g., Animal Panel) being positioned too close to the top of the screen on higher resolutions.
  • Fixed mouseover textboxes prematurely wrapping text when hovering over categories in the build menu.
  • Adjusted font scaling in the 'Prerequisite' panel when hovering over a research tile for non-alphanumeric languages.
  • Fixed close button overlapping with mouseover tooltip boxes in menu buttons.
  • The 'Final Score' in the extended Animal Rating panel now reflects the same value as the park's animal rating.
  • The progress bar in task notifications now turns yellow when progress drops below 100%.
  • Cloned animals managed by the Exhibit Control now retain their status after loading from a save file.
  • Fixed an issue where players couldn't drag to pan around the zoo at the bottom of the screen when the build bar is open or in delete mode.
  • Fixed rendering issues for the research grid's points panel and the category filters panel at higher resolutions.
  • Fixed animal icons in the animal-management 'Pen Summary' and 'Wildlife Reintroduction' panels from becoming too small on lower resolutions.
  • Fixed the animal-management pen summary panel showing rabbits as the main animal in empty enclosures.
  • Fixed clipping issues with the buy button and the money box in the 'Order Helper' panel at higher resolutions.
  • Fixed the "+99" label overflowing in the 'Goods to Process' frame in various factory panels.
  • Added a 'carbon-emission' panel to the build menu when selecting a tree in the build menu.
  • Fixed the 'Applicant Hiring' panel showing only six applicants after hiring one out of eight.
  • Paragraph text (e.g., in Critical Choice) now scrolls upwards when the thumbstick is pushed down on controllers.
  • The Agriculture panel and its menu bar now close completely after selecting a plant for cultivation on a plot of farmland.
  • The research top-bar element no longer reminds players about unspent points when all research is unlocked.
  • Enabled the pause screen in the research grid.
  • Added sound effects when building new land.
  • Added the ability to track all shops and facilities with vacancies from the 'Manage Employee' panel.
  • Fixed alignment issues in the 'Hire Applicant' list when confirming applicants too quickly.
  • Employee resignations are now limited to three per day.
  • The 'Pooped-Out' Dino achievement no longer misfires during mid-flight when travelling between zoos.
  • The dollar panel in the top bar now flashes the correct color based on cash earned or spent.
  • Category name tooltips now appear over the selected category in the build menu when using controllers.
  • Fixed the cursor reappearing in the 'View Objects' panel after deleting an item while examining an enclosure with a controller.
  • Animal names in the create/edit job entry will now display '???' if the animal is undiscovered.
  • The 'View Objects' build panel now returns to the correct item after moving an item in the enclosure.
  • The CRISPR Building's DNA structure now resumes spinning after being moved.
  • Fixed the 'Inspect' button not working when selecting an animal from the 'Animals' panel while inspecting an enclosure with a controller.
  • Various customers (e.g., protestors and animal-welfare personnel) no longer get stuck in one location.
  • Fixed lag occurring at the start of each day in large zoos due to animal feeding.
  • Added a 'New' tag to animal icons in the 'Confirm Abort' panel in the nursery.
  • Fixed the animal-management short description panel being cut off at certain resolutions and UI scales.
  • Enclosure items in the 'View Objects' panel are now sorted.
  • Rotary icons now darken instead of becoming semi-transparent when disabled.
  • Fixed the visitor count in the top bar going negative at the end of the day.
  • After firing employees, delete mode now returns to delete mode after removing a building.
  • Exiting delete mode from rotary icons no longer opens the build menu.
  • Exiting delete mode from rotary icons no longer loses the cursor after saving.
  • The zoo gate no longer closes prematurely when the zoo is still open at night.
  • Reworked facility ratings to more accurately reflect visitor satisfaction with zoo facilities.
  • The 'Spent Points Reminder' in the research tab no longer blocks adjacent tabs when the player is viewing them.
  • Notification pins (e.g., low water alerts) no longer flicker when active.
  • Tiles unlocked via critical choices no longer repeatedly appear as new.
  • UFOs no longer spawn in other zoos after traveling via plane from the classic Zoo.
  • 'New Zoo' achievements now unlock correctly with DLC zoos.
  • The 'Buy A Bus' quest can now be completed by purchasing any bus.
  • Trash collected by janitors now contributes to recycling, and janitors will empty trash at recycling centers (if any).
  • Red lobsters now have a small chance of giving birth to blue lobsters.
  • Population managers can now remove excess animals that are not managed by animal management from enclosures.
  • Facilities, incinerator, and building panels can now cycle through buildings of the same type.
  • Fixed a crash at the end of the day if the research hub was built but not examined.
  • Idle population managers now notify players if they haven't been assigned work zones.
  • Fixed Aztec arch front-facing night lights.
  • Fixed highlight selection for chew toys.
  • Fixed titles in critical choices not fitting correctly at higher resolutions.
  • You can now rename animals.
  • Fixed mascots not collecting donations after a day.
  • Fixed bus routes not unlocking when completing multiple Transport Planner quests simultaneously.
  • Fixed incinerator workers idling when there are carcasses to collect from meat processors.
  • Species info for hybrid animals now displays correctly.
  • Fixed dead bodies from animal encounters not moving with pens and crashing when loaded if outside the pen.
  • Fixed 'Report Black Market' morality points not decreasing as described.
  • Non-refundable lake tiles can now be removed in build mode.
  • The zoning view for animal management workers can now be closed when using controllers.
  • Fixed customers on left- and right-facing benches drawing in front of other objects.
  • In heatmaps, highlighted enclosures now only show the status of the currently selected employee.
  • Fixed controller selection issues in the 'Animal' panel in the 'Management Office' panel.
  • Fixed some buildings having misaligned build animations.

Next Update and Introducing Let's Build a Dungeon

Hey everyone,

We’ve got some news to share with you about what we’ve been working on and our future plans for Let’s Build a Zoo. Starting with a big one…

Our next game is… Let’s Build a Dungeon!

Since the launch of Let’s Build a Zoo, our love for simulation games has only continued to grow and nothing makes us happier than seeing your zoos come to life. We’ve been exploring how to take that even further, and we’re excited to hand over more creative tools and freedom to you with our next game.

https://store.steampowered.com/app/2365790

This new instalment in the Let’s Build a… franchise provides a glimpse into our past 12 years of developing games as an indie developer, inviting you to run your very own game studio and create the fantasy world of your dreams. You can find out more about Let’s Build a Dungeon on the official Coming Soon Page above, and please consider adding us to your wishlist to stay up to date with the latest news.



Next up, we want to share a sneak peek at what we’ve been working on for the next Let’s Build a Zoo update. We’ve had our thinking caps on and the team are currently working on something that’s brimming with new character that we hope you’re going to love. We’ll have more news to share with you (if all goes well!) towards the end of the year, but for now we thought you’d like to see a sneak preview of what we’ve got planned.



There will be some smaller additions coming too, giving you more options for personalisation. But we can't say too much just yet, so watch this space... There might also be an easter egg or two in our new trailer for Let's Build a Dungeon, so keep your eyes peeled.

We’re really grateful for your ongoing support and we'll be back with more details to share soon. But for now, thanks for being here and please let us know if you have any questions!

Springloaded