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Parking World: Build & Manage News

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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!

The Steam Winter Sale is here! ๐ŸŽฎโ„๏ธ

The Steam Winter Sale is here! ๐ŸŽฎโ„๏ธ



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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!

โœจ Update 0.2.52 is Here โ€“ More Fixes and Improvements! ๐Ÿ› ๏ธ๐Ÿš€

Update 0.2.52 with more fixes and improvements is here!

This week we have a minor patch for some fixes and some improvements. Weโ€™re preparing the next bigger content update and this patch will be a preparation for that. Again we also cramped in some community requests! Here's whatโ€™s new:

๐Ÿ†• New Features & Improvements
-Overhaul roof elements
-Added "reset all" option for control rebinds
-Moved special parking space onboarding from S3 to S5 and disabled the associated narrative chat
-Added barrier tape to S2 to align with onboarding text
-Added auto scroll to selection in control settings necessary for upcoming controller integration ๐ŸŽฎ
-Added extra delay for last chat message which fixes narrative chats sometimes disappearing too early
-Added a better indication to the range of fuseboxes


๐Ÿ› ๏ธ Fixes
-Fixed the volume of the crickets
-Fixed Graffiti maintenance effect having the wrong sound effect
-Fixed layout keyboard layout dependent binding for "delete mode" (Z key location is default in QWERTY layout)
-Fixed some localization spelling errors
-Fixed invisible building border being able to catch on fire ๐Ÿ”ฅ



-Fixed game menu staff panel UI navigation necessary for upcoming controller integration ๐ŸŽฎ
-Fixed vertical movement for PC & upcoming controller integration ๐ŸŽฎ
-Fixed onboarding prompts being marked as completed when aborting them on the last page
-Fixed electrical cables having no name and description
-Fixed traffic tutorial being displayed twice in the tutorial catalog
-Fixed "delete modes" controller binding ๐ŸŽฎ
-Fixed time scale controller bindings ๐ŸŽฎ
-Fixed camel case background label in general settings
-Fixed an issue, where the "IsPowered" indicator for some electrical devices (e.g. wall lamps) was not working as intended
-Disabled electricity onboarding remnant in S3
-Changed "trees" to "shrubs" in onboarding text to align with available placeables
-Removed unused tab action ref
-Removed fly & walk menu action maps (redundant)
-Removed misleading numbers in the Build Menu


โœจ Additional Additions
-Added a toggle setting for the waterfall effect for the numbers in the UI for better performance adjust-ability
-Overhaul Eco Water Drain model

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