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Parking World: Build & Manage News

Update 0.2.72 โ€“ Fixes, Fixes and Fixes ๐ŸŽ‰

Update 0.2.72 โ€“ Fixes Fixes and Fixes

Our next patch is here! We focused mainly on your feedback and fixed a lot of smaller issues. We also had a massive performance improvement. Some older saves might experience some issues in handling NPC but you can delete them and continue.

Here are the details for this patch:

๐Ÿ†• New Features & Improvements

Visitors now stand in the correct position when using toilets or vending machines
Workers sit down at the workstation
Reduced Texture Memory by 1,39 GB
Improved Render performance and CPU usage. Mostly for late game. Results vary depending on the setup
Added Photo mode and Save hotkeys to the controls menu for Mouse and Keyboard
Backwards parking cars in EV parking spaces now charge correct
Improved Green Technology LOD Settings
Added an inspector for Wind Turbines displaying, when the turbines are not working due to occlusion
Completed UI scaling Options. You can now scale the UI for better readability on TV and/or Steamdeck
Added input icons to the help menu to display the correct icons for the used input method
Improved controller navigation
Repaired vending machines will count in objectives and be used by visitors
Curve & Corner Placeables: Improved snapping
Rearranged HUD InfoArea to prevent linebreak/text overlap
Added missing localization strings for a lot of items
Scenarios now have different weather depending on the current season. Old savegames will continue at their saved date
Added help entry about the "show control hints" setting
Improved spreading of electricity

๐Ÿ› ๏ธ Fixes

Fixed issue that would cause workers to stop performing work when unsolvable work tasks are scheduled
Fixed Weed spawn blocking
Fixed Pedestrian Animator
Fixed navigation inside the staff management panels scroll view
Fixed Roof and Foundation Snapping on top of walls
Fixed Solar and WindTurbines roof snapping
Fixed stair placing
Fixed Debris Progress
Fixed Scenario 4 invisible Toilet issue
Fixed Scenario 5 Building Blocker
Fixed Inclined wall snapping
Fixed Corner and Curve building blocker
Fixed cars icon and TextSpawner position
Fixed rebinding in the Main Menu
Fixed overlapping/ invisibility of UI elements, when setting the "UI scale" option to 2
Fixed displayed cash amount after deadline being cut off
Fixed controller navigation inside dropdowns
Fixed and issue where you could not navigate the system menu and build menu after loading
Fixed Stair Railings snapping on top of each other
Fixed unselectable main menu button in scenario win/lose dialogue
Fixed an issue, where toolTips were displayed at the right hand side of the screen instead of near to the selected UI element
Fixed the issue, where you were able to select the greyed out Framerate option, when vsync is enabled
Fixed the position of the sound for various elements
Fixed audio slider values being inconsistent when using a controller
Fixed an issue, where menus with scroll views could flash
Fixed lost navigation after complete/reset all dialog in settings
Fixed a lot of smaller community reported issues

โœจ Gameplay Changes

Reintroduced Fire gameplay from scenario 5 onward. Better build sprinklers and watch for oil leaks
Fixed the objective "Build enough E-charging stations". Now, only reachable and power-supplied stations will count towards the objective
New Placeables: Corner Roof Tiles in Size 6 & 12
Interactions are activated only after the Loading Screen has disapeard. Preventing weird movement
Fixed reported issues in scenario 6
Fixed Scenario 2 Terrain blocking vehicle exit
Removed wireless Fusebox from the game. Lamps must now connected with cables
Reduced amount of parking spaces needed for "Sir Park a lot" and "Par King" achievements

Thanks for the Feedback on our discord and in the steam boards!

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โœจ Update 0.2.61 is here โ€“ Management Update! ๐Ÿ› ๏ธ๐Ÿš€



Our first patch for 2025 is finally here! We focused on extending our management gameplay. We also managed to get another slight performance boost and as usual a lot of fixes and quality of life features. We also added the option to select the screen the game is being displayed on with a multiscreen setup. Last but not least we added full controller support for PS, XBOX controller. We are now working on balancing with your support and we are aiming for a stable ingame economy.

But first here's the complete changelog:


[h2]Management[/h2]
  • The player can change the price for every vending machine purchase.
  • The Impressions generated by a vending machine are now driven by its price.
  • Visitors now show their needs.
  • Full trashbins now spawn trashbags that workers has to bring to the dumpster.
  • Tradeable resouces now have dynamic pricing that can be used to optimize their buying and selling over time.
  • Worker now show information about what work they are doing.


[h2]Advertisement Signs[/h2]
  • Advertisement Signs can now be placed in different sizes.
  • Signs generate Revenue when Visitors pass them, but there is a chance that they might also
    generate a negative rating.
  • Signs will change the shown advertisement on completed maintenance.
  • (Save Games including old Advertisement placeables are not broken, but the signs will not load and
    will have to be replaced by the new reworked placeables.)
Workers now have backpacks when carrying objects like trash or debris.
Added full controller support.
Added a help entry for parking space reachability icons.
Added better control for displays & hints.
Added missing LOD for vendind machines, trash, planes, speedbumps and some foundations.
Improved snapping accuracy of Water, Electrical, Green Technology, Service, Guidance and Flower
Tub placeables.
Monitor selection was added as a option to the graphic settings.
Renamed the drone modes to Default (previously Hold Altitude) and Advanced (previously Free flight). The settings are inverted, because we set Hold Altitude as default. So go to the settings and check if you are using your preferred setting.

Fixed issue where pedestrians and vehicles would oscillate around the path they were following, leading to glitches and undefined states in game logic. (zick zack driving)
Fixed object names being cut off in build menu
Fixed confusing names of inclined wall objects
Fixed occlusion for solar panels, they now generate less or zero power when covered
Fixed issues with indicators of solar panels being visible in the PhotoMode
Fixed Airplane Culling Distance
Fixed SDF for Buildings, Facades. Pedestrian Access, Pedestrian Barrier, Speedbump
Fixed some color issues with videos in .mp4 assets by adding missing h264 metadata
Fixed an error with some ambient sound locations
Fixed sunlight flickering at noon sometimes
Fixed an issue, where the money objective in Scenario "Changing Times" was completed on scenario start
Fixed an issue, where some cars were paying the parking fee a second time after saving and loading
Fixed an issue, where the money and materials UI at the bottom were displaying -9999999
Fixed an issue, where the money-waterfall was displayed 2 times instead of 1 time
Fixed weird camera positions in some scenario starts
Fixed an objective in Scenario 6 being able to be exploited
Fixed several Maintenance Issues
Fixed Cistern size and connection points to be in the grid

Changed name and description of the Fuse Box to clear up any confusion regarding its use
Cars now pay the parking fee when leaving your build garage
Improve Barrier Tape Selection visibility
Improvement to snapping of Ramp Wall & Ramp Railing Snapping
Increase Cistern volume to 100
Add Pipe Floor Junction
Improved snapping accuracy of Water, Electrical, Green Technology, Service, Guidance and Flower Tub placeables
Renamed the drone modes to Default (previously Hold Altitude) and Advanced (previously Free flight). The settings are inverted, because we set Hold Altitude as default.



Thanks for the Feedback on our discord and in the steam boards! Keep it coming!

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Update 0.2.57 โ€“ Major Scenario Overhaul & Performance Optimization! ๐ŸŽ‰

Update 0.2.57 is live!

This will be the last 2024 Patch and we end the year with a banger. A major rework of the scenarios 4,5 and 6 as well as a slight performance boost and as usual a lot of fixes and quality of life features. Be aware that the rework of the scenarios might break some saves from those scenarios. You can still load old games but your buildings might no longer be valid. Also the adjusted gameplay settings will only be in affect when restarting a scenario not when loading an old save.
Here's are the details:

๐Ÿ†• New Features & Improvements

-Overhaul of scenario 4 "Changing Times".



-Building Area was reduced to only the space of the derelict parking garage.
-Debris was moved inside the parking garage.
-Overhaul of Scenario 5 "Go With the Flow".



-Building Area reduced to a 6x6 area for 12-1-12 Foundations.
-Second Entrance for Shopping Mall was added.
-Greenery was added to Front and Back Entrance of the Shopping Mall.
-Players can now connect to the roof of the mall.
-Overhaul of Scenario 6 "Green Thumbs".



-Building Area was reduced and Entrances change so that one Building Area has an entrance and the other one an Exit.
-Players will now have to build a bridge to make a valid garage.
-Changed EV parking space objective description.
-Improved notification messages that result from errors and failed commands issues to the object placement system.
-Added "change perspective" as a rebind option to control settings.
-Added max worker count info and hint to staff panel.
-Improved timing for traffic rules calculations which should increase performance slightly (more to come).
-Adjusted reflection probes calculation which should increase performance.

๐Ÿ› ๏ธ Fixes

-Fixed an issue where workers would get stuck after a failed attempt to complete an activity.
-Fixed an issue where the interactions of pedestrians with services and other placeable objects would not correspond with the visual appearance of that object.
-Fixed animation blend to reduce sliding in pedestrians.
-Fixed animation speed to use the simulation time directly.
-Fixed issue on restoring a savegame that was saved while some agents were still waiting to be restored fully.
-Fixed UI navigation of input fields in game menu market tab.
-Fixed controller / M&KB sensitivity mismatch when swapping devices.
-Fixed Placeables snapping in the ground.
-Fixed NotificationSystem layout issues.
-Fixed Cars don't spawn on top of Tunnel anymore in Freeplay.
-Fixed Wall building options for Scenario 4.
-Fixed Invisible Graffiti Maintenance in Scenario 4.
-Fixed Invisible Vermin Maintenance in Scenario 4.
-Fixed Dumpster Broken State.
-Fixed several localization issues for maintenance effects & vending machines.
-Fixed rebind action & categories localization in the settings.
-Fixed Cable Material.
-Fixed Eco Technology: Solar Panels and Drains efficiency reacts to weather changes.

โœจ Gameplay Changes

Scenario 2 "Sharing is Caring":
-Pedestrian Bridge now aligns better to the grid to avoid the ability to build with an offset
-Toilet Objective now only registers toilets once they are connected
-Changed toilet objective from 20 toilets to 10.
-Removed height blocker.
-Moved Corner Curves and their Railings from Scenario 3 to later scenarios.

Scenario 4 "Changing Times":
-It is no longer required to remove the debris in a set order.

Freeplay:
-Removed Car IN and OUT from building menu.
-Added Building Blocker so stairs and ramps no longer snap into the ground.
-Add 1k Buttons to Trade Market.
-Adjusted the spawn rates of cars in all scenarios.
-Adjusted parking duration of cars in all scenarios.
-Doubled the length of an ingame day.

Thanks for the Feedback on our discord and in the steam boards! Keep it coming and Happy holidays!