Hi all! We've pushed out a small update with some fixes:
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!
Hi everyone! We've pushed a small update that includes a variety of bug fixes and some new content. Here's what's new!
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.
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
General Bug Fixes - 4th October
Hi everyone, we've just pushed a small update with a bunch of bug fixes!
Fixed a crash when a completed animal-management cloning chamber tries to automatically summon a drone for delivery, but the CRISPR building is currently being moved
Fixed deleting of enclosures leaves tile rotational data, which crashes the game when factory workers paths to new structures that are placed on these un-erased rotational data
Fixed Aquarium Zoo crashing at the end of day 2 if the Research Hub is not built
Lake tiles can now be deleted in Build mode even though they are non-refundable
Opening the CRISPR panel no longer hangs the game on ultrawide monitors
Enclosures no longer build a "bridge" across lake tiles when using the "Change Type" feature
Fixed an issue where having too many trees in a big zoo slows the overall game performance
Fixed buildings and crop rendering sometimes disappearing when using the "Change Type" feature for enclosures
Fixed no longer able to change the time scale when the build bar is active on the controller
Reduced save file size regarding storeroom storing too many poop stock entries
Animal poop no longer spawns inside enclosure items causing them to be unreachable by default after loading from a save file
Fixed corrupted enclosure tile (that generates on moving of enclosures) on save file loading
Made gate placement more responsive for enclosures when using controllers
Added an 'All' option to the end of the variant collection in the create/edit job entry panel to quickly add pairs of animals for each unlocked variant onto the job list
Fixed D-pad navigation speed when scrolling animal management's job list and create/edit job entry panel elements
Animal names now display when hovering over animal entries in the create/edit job entry panel in animal management
Animal and variant selection in the create/edit job entry panel now returns to its last selected element every time the panel opens
Cursor now focuses on the 'Add' button after selecting an animal variant in create/edit job entry panel, and focuses on the 'Add New' button after creating/editing a job entry after returning back to the animal management job list when using controller
Added a 'flag' icon to manage the employee panel to indicate if an employee has been zoned to a pen. Added a 'flag' icon to the animal management pen summary panel to indicate if a pen is zoned to at least one employee
‘Requires workers to deliver job' in the animal management job list panel now flashes as red to indicate that there are no workers available to go to the specified pen
Added animal-management icon when zoning exhibit control worker to display whether an enclosure pen has any animal-management jobs
Added 'Apply to All' feature to nursery settings
Fixed zoning panels from the previous zoo loaded in the animal-management employees zoning screen, only if you were zoning employees individually (not zoning employees using the heatmap) in the previous zoo
‘Add Employee' icon no longer renders behind the employee zone panel in the employee zoning screen
Added tick to entries in the create/edit job entry panel where a job is already assigned to the current animal and variant type for the current enclosure
Fixed a collision issue when upgrading to a methane water pump
Fixed 'random-rotate' message appearing when enclosure or lake tile is selected after selecting a randomly-rotatable item in the build menu
Added a tutorial pop-up for building enclosures in the classic Zoo
Fixed an issue where recycling workers would sometimes crash the game after travelling to another zoo using the plane
General Bug Fixes
Fixed a crash where a completed animal-management cloning chamber tries to automatically summon a drone for delivery while the CRISPR building is being moved
Fixed a crash when factory workers path to new structures that are placed on un-erased rotational data from previously deleted enclosures
Fixed Aquarium Zoo crashing at the end of day 2 if the Research Hub is not built
Lake tiles can now be deleted in Build mode (however, they are non-refundable)
Opening the CRISPR panel no longer freezes the game on ultrawide monitors
Enclosures no longer build a "bridge" across lake tiles when using the "Change Type" feature
Fixed having too many trees in a big zoo slowing the overall game performance
Fixed buildings and crop rendering sometimes disappear when using the "Change Type" feature for enclosures
Using the controller will no longer change the time scale when the build bar is active
Reduced save file size regarding storeroom storing too many poop stock entries
Animal-poop no longer spawns inside enclosure items causing them to be unreachable by default after loading from a save file
Fixed corrupted enclosure tile (that generates on moving of enclosures) on save file load
Let's Build a Zoo: Aquarium Odyssey is OUT NOW!
Hey everyone!
THE DAY IS FINALLY HERE!
Let's Build a Zoo's latest DLC, Aquarium Odyssey, is OUT NOW! You can get it for 10% OFF, so grab it now while you can!
Discover a world of seafaring beasts and marine life, and give your guests the ULTIMATE aquatic experience!
Here's what you can expect from Aquarium Odyssey:
A Whole New Campaign!
Your adventures on this unexplored Aquarium Island will be full of brand new quests, moral choices and news articles. Build a successful Zoo in this springwater, squeaky fresh setting, and make meaningful choices to shape it!
50+ New Animals
With incredible sea discoveries, over 50 new fish and mammal species are now ready for you to adopt and showcase to your visitors! From Dolphins to Manta Rays, Whales and Starfish to Lobster and Eels, there are so many favourites available to take in, care for and splice with others! By adding sea animals to your zoo, you will have the ability to create more than 10 million animal variants in the sandbox mode - are you ready to make the world's first Chickale or Eeloose!?
7 New Enclosure Types
Learn all about your new charges and build environments perfect for their needs, from dense aquatic landscapes to coral reefs bursting with colour, all the way to the barren sea floor aesthetics. Allow your guests to get up close and personal with all-glass panels.
110 New Shops, Decorations, Facilities and More!
Let your guests step into a brand new world with new themed shops, decorations, signs and pathways to bring this new breed of zoo to life! Take inspiration from your new critters and show off their wild environments throughout your zoo, from ship decks and mosaic floors, to giant corals and seaweed!
We want to thank you all so much for your support on all the lovely content and updates we've managed to put out for Let's Build a Zoo so far, we cannot wait for you to get your hands (or fins) on Aquarium Odyssey!
SEA YOU IN-GAME!
- Springloaded & No More Robots
Aquarium Odyssey is swimming to Let's Build a Zoo on August 17th!
Hey everyone!
Can you believe it?! Aquarium Odyssey is coming to Let's Build a Zoo on August 17th!
We're nearly set to have ourselves a kraken time, and we cannot wait for you to dive into the world of seafaring beasts and marine life!
Need a reminder of all of the things coming with Aquarium Odyssey? Well, they're as cool as a sea cucumber, and we've got it all rounded up for you here:
A Whole New Campaign!
Your adventures on this unexplored Aquarium Island will be full of brand-new quests, moral choices and news articles. Build a successful Zoo in this springwater, squeaky fresh setting, and make meaningful choices to shape it!
50+ New Animals
With incredible sea discoveries, over 50 new fish and mammal species are now ready for you to adopt and showcase to your visitors! From Dolphins to Manta Rays, Whales and Starfish to Lobster and Eels, there are so many favourites available to take in, care for and splice with others! By adding sea animals to your zoo, you will have the ability to create more than 10 million animal variants in the sandbox mode - are you ready to make the world's first Chickale or Eeloose!?
7 New Enclosure Types
Learn all about your new charges and build environments perfect for their needs, from dense aquatic landscapes to coral reefs bursting with colour, all the way to the barren sea floor aesthetics. Allow your guests to get up close and personal with all-glass panels.
110 New Shops, Decorations, Facilities and More!
Let your guests step into a brand new world with new themed shops, decorations, signs and pathways to bring this new breed of zoo to life! Take inspiration from your new critters and show off their wild environments throughout your zoo, from ship decks and mosaic floors, to giant corals and seaweed!
Don't forget, if you haven't already, you can grab the Dinosaur Island DLC too and have everything ready to go when Aquarium Odyssey launches on the 17th August!
We're shore it's going to go swimmingly, sea you all then!
🌍 Earth Appreciation Day - celebrate with us! 🌍
Hey there everyone!
With April 22nd marking this year’s World Earth Day, we couldn’t wait to get involved with this year’s Earth Appreciation Festival across Steam! This year’s festival is dedicated to games that show the Earth after catastrophe and those that will remind you that our planet is worth preserving, so we hope you’ll make lots of lovely, green and eco-conscious decisions in Let’s Build a Zoo!
🦖 To set you off on your journey to building the world’s greenest (or most horrifying!) Zoo, we’re currently ON SALE - you can also grab the Dinosaur Island DLC at a nice discount too!
Why not use this opportunity to start up a brand new zoo and do a good morality only playthrough? Get your park running on green electricity, save the endangered animal populations, and show your appreciation for our Earth through a very environmentally friendly zoo!
Don’t forget, we also just announced our newest DLC, Aquarium Odyssey, which is coming later this year!
🐳 You can expect a TON of new content in this expansion, including:
A whole new campaign
50+ NEW animals
7 new enclosure types
110 new shops, decorations, facilities and MORE!
And that’s not all, we also recently released the 🦥 FREE Sloths & Spas Update!
We brought you SLOTHS, a new Attractions mechanic, and more! This update is available right now, so get downloading and end your day with a nice rest at the Sloth Hotel!
🖥️ On top of it all, tomorrow, April 18th around 2 PM BST we are streaming our playthrough on Steam!
Make sure to come and watch Zayaan from our Marketing team build a beautiful zoo from scratch!
Let’s all work together to look after our very lovely planet, as we would our actual homes! 🌎❤️
🌍 Happy Earth Day, Everyone! 🌍
🐳 Sloths & Spas Update and Aquarium Odyssey DLC
Hello there, everyone! Has the winter mood made you ill at tide and you feel like you are in need of a new spring start? Look no further, as we’ve got great news for all fans of Let’s Build a Zoo!
A massive SECOND PAID DLC announcement and a FREE FOR ALL adorable update to brighten the spring blues!
LET'S GET SPLASHING!
We're super excited to bring you Let's Build A Zoo: Aquarium Odyssey! We had such a great time with Dino Island DLC, the team have been hard at work to bring you water-loving fans this adorable DLC to venture into the oceans, deep seas and beyond! We can't wait for you to get your hands on it!
WHAT TO EXPECT IN YOUR NEW AQUARIUMS:
A Whole New Campaign!
Your adventures on this unexplored Aquarium Island will be full of brand-new quests, moral choices and news articles. Build a successful Zoo in this springwater, squeaky fresh setting, and make meaningful choices to shape it!
50+ New Animals
With incredible sea discoveries, over 50 new fish and mammal species are now ready for you to adopt and showcase to your visitors! From Dolphins to Manta Rays, Whales and Starfish to Lobster and Eels, there are so many favourites available to take in, care for and splice with others! By adding sea animals to your zoo, you will have the ability to create more than 10 million animal variants in the sandbox mode - are you ready to make the world's first Chickale or Eeloose!?
7 New Enclosure Types
Learn all about your new charges and build environments perfect for their needs, from dense aquatic landscapes to coral reefs bursting with colour, all the way to the barren sea floor aesthetics. Allow your guests to get up close and personal with all-glass panels!
Over 110 New Shops and Decorations
Let your guests step into a brand new world with new themed shops, decorations, signs and pathways to bring this new breed of zoo to life! Take inspiration from your new critters and show off their wild environments throughout your zoo, from giant corals to slimy seaweed!
This is a HUUGE expansion that the team have poured a lot of love and care into, and we genuinely hope you love playing it as much as we enjoyed making it! Don't forget to let us know in the forums and on Discord how you get on with it!
To sweeten your wait on our lovely, lovely dolphins, whales and whatnot, we're releasing a HUGE, FREE UPDATE filled with BRAND NEW CONTENT and quality of life features.
WHAT'S NEW AT THE ZOO - SLOTHS & SPAS UPDATE
Sloths!
Just as the name suggests, our adorable update Sloths & Spas features the cutest lazybones animal there is, alongside a new game mechanic to keep you and your zoo building on your toes.
Attractions and Attraction Meter
Our update brings in Attractions - a new category of buildings that come to the game introducing a new 'Attraction' meter that determines Visitors’ need for well-being attractions. Implemented within the main game, Dino Island DLC and approaching Aquarium DLC.
From a cheeky Capybara Spa visit in order to rejuvenate during their zoo voyage or a quick nap at the Sloth Hotel - make sure you keep your guests happy and excited to try them all!
Additionally, on top of these updates, we are bringing a handful of bug fixes. Enjoy!
QUALITY OF LIFE IMPROVEMENTS
Fixed zooming the player's camera while an animal sound is playing caused the sound to fire rapidly
Added bus sound to the background of the title screen
Added sounds when navigating the menu in the 'Quick Select Shortcuts' when using controller
Added building sound when editing enclosures
Fixed 'Inspect' button in the 'Employee'/'Visitor' panel not making a clicking sound when selected using the controller
Fixed 'OK' button in the 'New-Thing!'/'Employee Level-Up!' panel not making a clicking sound when using a controller
Fixed bus sounds in-game being too soft
Fixed 'Profit Overview' not displaying the correct values
Minimized background music when the player is in the pause menu in game
Fixed controller mouse disappearing after selecting any option in the black market dealer whilst in the alert menu
Build sounds now plays when an enclosure fully completed its build/re-build or destroyed
Fixed the rendering of progress bars where the bar sometimes renders outside of its frame (as well as its mouseover highlights) outside