
Steam news
Full Steam announcements and update articles for this title.
Hello everyone!
The countdown is down to just one week away from the 1.0 launch on July 31st. Our excitement here at Cayplay is great; we can tell you that much.
But before we reach that date, we still want to give you a quick last preview of a few smaller mechanics that focus heavily on making a giant difference in multiplayer interactions and bringing more life to your park.
If you don't want to be spoiled for content coming for the 1.0 release, this is the time to hit back and wait. We won't be offended if you don't read our post. Keep in mind this is a preview of ongoing working new features, so the final product might look different (and most likely will).
If you missed the previous posts, we already showed you
New trailer and pools -
Night Time Mode -
Beach map -
Themes sneak peek -
Museum and release date -
Custom Slides and Weather
Ziplines and new benches use
Mascots and Mafia
Character customization
Multiplayer communications
Plunger gun
Security
Coordinating a massive waterpark with friends is about to get a lot easier. We are introducing a brand new walkie-talkie system specifically for multiplayer sessions. This handy gadget allows players to communicate with each other from absolutely anywhere on the map. As long as you have a walkie-talkie equipped in your inventory, you can stay in constant contact with your business partners without needing to stand right next to them.
If you prefer a more aggressive form of getting folks wet, we got you covered.
You will now be able to hop onto brand-new water cannons that are shaped like rubber duckies (a recurring theme, I know). Once you take your seat, you can engage in intense water battles against your friends in multiplayer. If you happen to be playing solo (or you like tormenting your friends), you can always just use them to jet down your unsuspecting visitors instead.
Yep all that tossing of trash bags in the dumpster is gonna pay off now.
We are adding floating basketball hoops that you can drop directly into your pools. These hoops are incredibly versatile. You can use them to start up your own mini-games against other players during multiplayer sessions, or you can simply leave them out for your guests. This is bound to keep them entertained during their swims.
Finally, we wanted to give the old man running Caymart a bit of company (and totally not victims). To ensure he is not just standing there by himself all day, we have upgraded the NPCs behaviors so that they will now actively visit Caymart when going towards your waterpark. They will wander into the shop and go browsing through the aisles to do some shopping.
We are only seven days away from sharing the full game with all of you. Thank you for being such an incredible community throughout this journey. Get your park design ideas ready, and we will see you at the launch next week!
Hello everyone!
We are getting closer and closer to our big launch day(2 weeks now), and today we want to talk about the cost of the game before diving into the previews for this week.
So, after a lot of long discussions behind the scenes, we have officially decided not to increase our price when we leave Early Access. This is based on a couple of things, but mainly related to the economy in the world right now and the respect we have for our players (present and future) We want to keep the game as accessible as possible to everyone as we move on to the 1.0 version.
Our studio heads have summarized our thoughts perfectly, so we are going to "pass the digital mic" over to them for the official statement.
WaterPark Simulator is NOT increasing in price at full release. It will stay $12.99 USD.
We originally planned to raise it to $19.99 USD like most simulator games in the genre do once they leave early access. And to be clear, $19.99 would be a completely fair price for the size and quality of what we’ve built.
But the more we talked about it as a team, the more we knew we didn’t want to do it.
Because of you all Waterpark Simulator has already funded itself. We’re stable and we believe if we continue focusing on making an amazing game, the full release on July 31st will support the studio naturally and allow us to keep building our future projects.
We want to keep hiring real artists. Real developers. Real creative people. We want to continue building bigger ideas without squeezing the community every chance we get.
CayPlay was founded with the purpose of making amazing games that are accessible. That’s the long game for us.
So full release price = $12.99 USD.
That’s it. ❤️
Travis Richardson (Co-Founder & CEO)
Additionally, to thank all of our early access supporters, each EA player will be receiving an exclusive Duck Slide!
Next up, it is time for a massive reveal. We have shown you plenty of sneak peeks covering almost every major feature coming to the game, so it is finally time to release our official new trailer. We want to give you a quick warning before you press play. If you want to go into the 1.0 launch completely fresh with zero spoilers, you might want to skip watching this one. But for those of you who can't wait to see all the chaos of the trailer, we hope you enjoy it.
Finally, we want to give you a quick look at some of the brand-new pools arriving with the update. We will try not to spoil too many of them, but we can say that the majority were made specifically around our three new themes: Ocean, Aztec, and Pirate.
If you don't want to be spoiled for content coming for the 1.0 release, this is the time to hit back and wait. We won't be offended if you don't read our post. Keep in mind this is a preview of ongoing working new features, so the final product might look different (and most likely will).
If you missed the previous posts, we already showed you
Night Time Mode -
Beach map -
Themes sneak peek -
Museum and release date -
Custom Slides and Weather
Ziplines and new benches use
Mascots and Mafia
Character customization
Multiplayer communications
Plunger gun
Security
The Ocean pools bring you that coral and ocean life look.
The Aztec pools offer a unique historical design with carved stone finishes to give your park an ancient, hidden-temple feel.
Meanwhile, the Pirate pools come packed with rugged, high-seas personality, perfect for setting up a swashbuckling area for your guests.
Thank you all for your incredible support as we count down the days to launch. Check out the trailer, let us know what you think of the new pool designs, and remember, only 2 weeks to go!
Hello everyone!
We are officially just three weeks away from the 1.0 release on July 31st! The whole team is mega excited and doing our best to make this release as great as we can make it.
And for today's preview, we have something that many of you have mentioned in the past, when you told us that you would absolutely love to see your parks being utilized after dark. When we initially heard this, we thought, "Well, we can just add a few lanterns to the paths and call it a day". But you know how we work by now. We always like to go that extra mile to make things special.
If you don't want to be spoiled for content coming for the 1.0 release, this is the time to hit back and wait. We won't be offended if you don't read our post. Keep in mind this is a preview of ongoing working new features, so the final product might look different (and most likely will).
If you missed the previous posts, we already showed you
Beach map -
Themes sneak peek -
Museum and release date -
Custom Slides and Weather
Ziplines and new benches use
Mascots and Mafia
Character customization
Multiplayer communications
Plunger gun
Security
So, how does Night time Mode work?
Instead of a mandatory cycle, this is an optional schedule extension for your business. Before you open your park for the day, you will notice a brand new lever right next to the usual open button. Flipping this lever allows you to add the night time mode schedule to that specific day. You will want to plan your budget carefully, though. Keeping the park open late will add an extra charge to your daily expenses because your staff will be working overtime to keep the park running safely through the night.
If you do decide to flip the lever, you are going to see your park in a completely new light (pun intended). The entire city outside your park boundaries will light up, and your reception area will have its own brilliant glow to make it easily recognizable in the dark.
We have also gone through and added handmade lighting elements to every single slide, pool, and most of the decorations in the game. This ensures you can still see your layout clearly without losing that cozy, late-night atmosphere.
And yes the lighthouse is functional at night.
Your visitors are also getting a night-focused update to match the vibe. When guests enter during the night shift, their ticket wristbands will glow in the dark. This means you will still be able to spot any sneaky cheaters even under the night sky.
We are incredibly excited to see how your parks look illuminated in just three weeks. Thank you all for your amazing suggestions and constant support as we head into the final stretch before the launch!
Hello everyone!
We have a new post this week for you, packed with free goodies, community decisions, and a sneak preview of an entirely new location coming to the game in less than a month now.
As we promised in our last announcement, anyone who owns the game during Early Access gets our Official Soundtrack completely for free, and you get to keep it forever. This also includes any future updates with new tracks. You can access it right now directly through your Steam library by simply searching for Waterpark Simulator Soundtrack, or by heading over to the official store page here: We truly hope you enjoy the music, and we cannot wait for you to hear the brand-new tracks coming alongside the 1.0 release.
If you have booted up the game over the last few days, you might have noticed a brand new community poll for the 1.1 update. These polls are incredibly valuable to us because they let us know exactly what to prioritize based on your actual desires rather than us making wild guesses.
This time around, we are asking what your preferred theme would be for future in-game content. The themes normally include a full set of new designs of slides, pools, decorations, and more. If you want a basic idea of what we already have coming for 1.0 in terms of the three new launch themes, make sure to take a look at our last post, check our social media, or browse our main store page for some sneak peeks.
We also have not forgotten about the results of the previous poll. The vast majority of you voted for us to prioritize the lazy river for the 1.1 update. Does that mean the other two options are gone forever? Not at all. It just means we can officially guarantee that the 1.1 update will feature the lazy river mechanic. In fact, we might have already started brainstorming a few design ideas for it. The housing upgrades and pets are still features we would love to add at some point down the line; we just cannot commit to them for 1.1.
In case it was not clear yet, yes, this means we will absolutely continue to update the game with fresh content long after we leave Early Access.
Now it is time for this week's new feature preview: the Beach Map.
If you don't want to be spoiled for content coming for the 1.0 release, this is the time to hit back and wait. We won't be offended if you don't read our post. Keep in mind this is a preview of ongoing working new features, so the final product might look different (and most likely will).
If you missed the previous posts, we already showed you
Themes sneak peek - https://store.steampowered.com/news/app/3293260/view/677376450273215027
Museum and release date -
Custom Slides and Weather
Ziplines and new benches use
Mascots and Mafia
Character customization
Multiplayer communications
Plunger gun
Security
We want to be clear that this is not just a floor reskin where we tossed some sand down and called it a day. The entire map was made from the ground up. First of all, the entire vibe is completely different from the classic city map. Think retro Miami Beach style. Even your familiar Caymart has received a major neon upgrade to fit the aesthetic.
You will also notice a different style of progression when expanding your park here. The layout naturally guides you to eventually own the entire beachfront across six full expansions. Best of all, as soon as your park boundaries reach the ocean, you can start using the open water to build fully functional slides. Why limit your guests to standard pools when you can let them slide directly into nature's greatest pool?
To top it all off, the new map features a dedicated set of brand-new music tracks specifically composed to match the atmosphere. Now, just imagine how incredible this map would look if we happened to have a night mode (wink wink, nudge nudge)
The Beach Map will be available right from the start, giving you the choice to build your waterpark in the heart of the city or right on the sand.
Thank you all for your feedback and for keeping us motivated. Grab your soundtrack, cast your vote in the new poll, and get ready for the beach!
So, as we mentioned yesterday we are now starting our last sale before leaving Early Access. So if you want to try the game before 1.0 and haven't had the chance yet, this is the last time you can get it at a lower price during Early access. Reminder, all Early access players will get perpetual access to our soundtrack (just waiting on a last review from Steam, that should be finished very, very soon, hopefully still this week) + an extra surprise in-game later on 1.0.
Now we did promise the reveal of new main menus if the last post reached 500 thumbs up, and you guys just went crazy on that, so here they are
If you don't want to be spoiled for content coming for the 1.0 release, this is the time to hit back and wait. We won't be offended if you don't read our post. Keep in mind this is a preview of ongoing working new features, so the final product might look different (and most likely will).
If you missed the previous posts, we already showed you
Museum and release date -
Custom Slides and Weather
Ziplines and new benches use
Mascots and Mafia
Character customization
Multiplayer communications
Plunger gun
Security
So now, when you open your game, the main menu will display in the background, one of the 3 main themes. And the main centerpiece in all of them is the main slide in all. Each one of these is a massive work of art that will increase your park to brand new levels. And yes, we have added more park expansion space ;) In no specific order, here they are
And yes, in the main menu, you will also see your currently active character enjoying the music, so no surprises if you want to jump into a multiplayer game and want to be sure you are looking your best (or worst, we don't judge)
\
Thank you all so much for being an amazing community throughout this entire journey. Get ready for July 31st! We are definitely excited for the date.
The moment you have all been waiting for is finally here (which means you can stop messaging us about it).
We are super excited to finally announce that Waterpark Simulator is officially leaving Early Access and launching into version 1.0 on July 31st. Even better, this is also our planned release date for both PlayStation 5 and Xbox Series X|S, meaning console players will be able to join in on the waterpark chaos on day one. So, a little more than 1 month of wait.
To show our immense appreciation for all of the incredible players who supported us by purchasing the game during Early Access, we have a few special thank-you gifts lined up. First, we are giving away our Official Soundtrack here on Steam completely for free to everyone who owns the game during Early Access. There is no action needed on your part. It will be added automatically to your library as soon as it goes live, as we are just waiting for a last review from Steam.
The soundtrack will be sold separately after the 1.0 launch, but if you got the game during Early Access, it is yours to keep for free forever. And with 1.0 it will be updated with the new tracks.
On top of that, after the 1.0 launch, we will be awarding every single Early Access player a special in-game present. We are keeping the exact details under wraps for now, so you will just have to wait for the surprise.
Speaking of Steam and Early Access, we will be running our very last discount before leaving Early Access very, very soon. If you want to grab the game for a lower price and secure all of these exclusive extras before the launch, this will be your absolute best chance to do so.
Now, let us move on to a massive new feature reveal for the 1.0 update.
If you don't want to be spoiled for content coming for the 1.0 release, this is the time to hit back and wait. We won't be offended if you don't read our post. Keep in mind this is a preview of ongoing working new features, so the final product might look different (and most likely will).
If you missed the previous posts, we already showed you
We have added a brand new building out in the street that you can actually enter. This is the Museum, and inside, you will find three unique characters. Each character comes with their own dedicated questline and their own special currency.
Working with them will allow you to unlock special researches related to three brand new park themes. These new themes introduce plenty of new items, including some truly massive slides that some of you might have caught brief glimpses of in our previous posts.
We are going to avoid showing those giant slides here for the time being, but let us do something that everyone likes doing.
If this post manages to reach 500 thumbs up, we will make a brand new post explicitly to show you our three new main menus. Yes, there are three new ones, and they display these massive new slides in all of their full glory.
Thank you all so much for being an amazing community throughout this entire journey. Get ready for July 31st! We are definitely excited for the date.
Hello everyone!
Yep, it's time for another sneak preview of what you can expect when the 1.0 version of the game officially launches. We are continuing to dive into the big additions coming to your parks, and today, we want to highlight two features that will completely change the atmosphere and the way you build.
If you don't want to be spoiled for content coming for the 1.0 release, this is the time to hit back and wait. We won't be offended if you don't read our post. Keep in mind this is a preview of ongoing working new features, so the final product might look different (and most likely will).
If you missed the previous posts, we already showed youFirst up, your parks will no longer just have beautiful, sunny weather all the time. You can expect days where it will rain, days where it is overcast and cloudy, or even days where it gets just a little too hot. Each weather type comes with its own set of bonuses or debuffs that will actively affect how your visitors behave and how many of them decide to show up at your gates.
OK, when they told me the weather was gonna be trashy today, I did not expect this
Of course, it would not be Waterpark Simulator without some unusual events thrown into the mix as well. You will have to deal with everything from normal tourist buses arriving unexpectedly to visits that are truly out of this world. Some of these events are just completely quackstatic, bringing in a very specific vibe that we will let you experience for yourself, while other events are bound to blow you (and others) away. It was a good day...I think
Next is a feature that has been mentioned for a while now but has barely been shown to you until today. Get ready for custom slides. It will finally be your turn to completely defy slide physics and let your own originality decide how your guests ride.
With this fully modular design, everything is entirely in your hands. You can control the height, the specific types of slide bits, how long and curvy they are, and exactly how the entire ride ends. Think of them as Lego. Lego with lots of water and potentially stuck visitors.
We cannot wait to see what kind of wild slide designs you come up with and how you handle the unpredictable elements. Thank you all for your incredible support as we push toward release (official 1.0 date announcement is really, really soon). Stay tuned for more updates soon!
We are back today with another exciting sneak preview of what you can expect when the 1.0 version of the game officially launches. We have been working on a mix of large additions and much-requested improvements, and today we want to highlight two features that will change how people move and rest in your park.
If you don't want to be spoiled for content coming for the 1.0 release, this is the time to hit back and wait. We won't be offended if you don't read our post. Keep in mind this is a preview of ongoing working new features, so the final product might look different (and most likely will).
If you missed the previous posts, we already showed you
First up, we are introducing ziplines.
This brand-new transportation option allows both you and your visitors to quickly travel in a straight line across your waterpark. They are incredibly easy to set up. All you need to do is build a platform, head to the top, and then choose exactly where you want the zipline to go. You can even connect multiple lines together to create a massive network of ziplines running all over the place, giving everyone a fast and thrilling way to get around.
Next, we have something that already exists, but it comes with a major upgrade. We are talking about benches. While benches have been around, so many of you asked for them to have actual functionality that we decided to make it a reality. With the 1.0 update, your visitors will finally be able to sit down on any bench when they get tired to restore their energy. This includes the benches located just outside the park gates as well. There will be no more empty benches just sitting there for show, as they are now a vital tool for keeping your guests rested and happy.
We cannot wait to see how you design your zipline networks and place your rest areas. Thank you all for your incredible feedback and support. Stay tuned for more updates as we get closer to release! Because the next ones are massive.
Hello everyone!
Before we dive into today's preview, we want to do a quick reminder that voting for the upcoming 1.1 update features is still open. If you have not had the chance to cast your vote yet, simply boot up the game and make your voice heard. We love hearing your input to decide what gets added to the game next first, so do not miss the opportunity to help shape the future of the game. If you have not voted and don't see the voting option in the main menu, it means you have selected not to send any game analytics (you know that thing you said no, so we can't see how many hot dogs you are selling)
If you want to enable it to vote (since sending us the info of voting is considered sending game analytics too)just do this
- Press Win(the key with the Windows logo) + R to open the Run window.
- Paste this command:
- %userprofile%\\AppData\\LocalLow\\CayPlay\\WaterparkSimulator
- Open the settings.json file in there and in the last line ("UserGaveConsentForAnalytics":) change false to true
You can then vote when you open the game, and in the game settings, remove the consent again afterwards.
While we are actively gathering your feedback for post-launch content, we are also working hard to make sure the 1.0 release is as exciting as possible. Today, we want to showcase two brand new features that will be available on launch day.
If you don't want to be spoiled for content coming for the 1.0 release, this is the time to hit back and wait. We won't be offended if you don't read our post. Keep in mind this is a preview of ongoing working new features, so the final product might look different (and most likely will).
If you missed the previous posts, we already showed you
First up is the addition of Mascots. These are a special kind of employee designed specifically to interact with your guests. Having a mascot wander around your park will actively increase the overall happiness of your visitors while simultaneously reducing their boredom. They are the perfect staff members to hire when you want to keep the energy up and ensure everyone is having a memorable time between rides.
The second feature brings a completely different kind of visitor to your business. Once your waterpark reaches a certain level, you might spot some special NPCs from the local Mafia waiting just outside your gates. They will approach you with "an offer you cannot refuse".
Well, you can refuse. It is entirely up to you whether you want to accept their shady money loan for a quick cash injection or if you would rather stick strictly to the right side of the law. Deciding to deal with them will trigger a special mini questline, but we are going to keep the rest of the details a secret so we do not spoil the surprise.
We are looking forward to seeing how you utilize the new mascots and handle the shady characters lurking outside your park. Thank you for your continued support and for participating in the voting process. Stay tuned for more reveals soon!
We hope you guys have been having fun since 0.4 came out. We've been loving some of the horrors, unique ways you've been entertaining your park visitors.
With summer around the corner (in the northern hemisphere at least), we are getting close to the 1.0 release and all it brings (multiplayer, console ports, and much more). And until then, as promised, we will keep revealing more and more of what is coming.
But we also don't want 1.0 to be the end of the game development. Although we do want to work on new projects over here at Cayplay Studios, we will still create more content after 1.0 (even if at a slower rate than right now). And as such, we want to prioritize what you guys want and not what we might assume you want.
And what better way to do so than by asking you directly? We gathered 3 of the top feedback requests we got across different platforms (Steam, Discord, social media, etc) and are allowing any member of the Early Access to vote on their favorite. You can do so by booting up the game, and in the main menu, you can see a voting option on the top right (you might not see it if you have game data perms off in your game settings).
Can't wait to see what you guys let us know. But while we wait, time to show off something you guys have been asking for a while.
If you don't want to be spoiled for content coming for the 1.0 release, this is the time to hit back and wait. We won't be offended if you don't read our post. Keep in mind this is a preview of ongoing working new features, so the final product might look different (and most likely will).
If you missed the previous posts, we already showed you
So since we already spoke a lot in this post, we will mainly show you this game feature, but without spoiling too much. We can only say we are trying to give you as much freedom as we can
And no need to be serious, of course. Why so serious? And when we say as much freedom as we can, we really mean it We do reserve the right to some secrets, so we will leave you with our version of "who's that \ " (don't sue us, we didn't say the name)
And for those that love funny game tech geekiness, you know that grey temporary background we got here? In the first test version, we just placed a quick wall there for testing. And later, we realized the wall was super heavy for the game. A person has around 10,000 vertices. The wall had over 120,000. Here is an image for a quick comparison. Mistakes were made back then.
As we get close to the release, we will carry on revealing more of the new features. Thanks for all the support and for the motivation to carry on trying to make the best game possible
So this one is just some minor balancing in some of the modes based on feedback from you guys. Making easy mode actually easy in some missions and hard mode a bit less punishing when selling buildings. Tomorrow, there will be an update that involves your opinion on something we want to do for 1.1 ( and a sneak preview for 1.0). Edit Note - small change of plans, we will talk about the 1.1 matter next week as we had a minor tech issue that we want to address first)
Easy mode - The drowning mission increases the number of drownings while it is active, so you are not stuck in that mission for days .
Easy mode - the number of times a pool needs to be cleaned with chlorine during this Yogi mission goes up while the mission is active, to avoid you guys getting stuck in that mission.
Hard mode - selling building refunds are the same as in any other mode (so you get to make mistakes when placing buildings or replacing them)
We are already working on not only fixing some issues mentioned by you all, but also adding new features. So stay tuned.
Thanks for all the support, and remember, if you have an idea, feedback, or bug you want to share, feel free to use our Steam community hub or Discord. We are always there to listen and chat with you. https://steamcommunity.com/app/3293260/discussions/ NOTICE - We sometimes might release very small updates to solve 1 or 2 more urgent issues that appeared and not release a patch note for those immediately but add them to bigger update patch notes on following updates
Even with the release of 1.0 quickly approaching, we don't want to stop updating the game if the need arises based on your feedback. So here is the full list of our latest changes.
Seagulls no longer stick beyond their initial appearance (that took us a while, but we think we finally figured out what was causing it)
Solved some issues with correct values in terms of durability/cleanliness in some modes, not going down as it was supposed to
Fixed double-clicking sounds in some buttons
Visitors once again complain with a sound when knocked down while running
The trees don't move so much as they were doing (yep, no tropical storm in the park anymore)
Fixed an issue with very old saves, where some textures were just showing as black
Prices for tickets in hard mode were reviewed, as some roundings were breaking the slide pass
Reduced the intensity of the seagulls' sound
Vending machines' profits were reviewed to be higher
Adjustments on decoration requirements based on the max visitors value (aka for folks above 100)
Improve the ticket booth glass so it's less shiny/ glossy in lower settings
We are already working on not only fixing some issues mentioned by you all, but also adding new features. So stay tuned.
Thanks for all the support, and remember, if you have an idea, feedback, or bug you want to share, feel free to use our Steam community hub or Discord. We are always there to listen and chat with you. https://steamcommunity.com/app/3293260/discussions/ NOTICE - We sometimes might release very small updates to solve 1 or 2 more urgent issues that appeared and not release a patch note for those immediately but add them to bigger update patch notes on following updates
Hey Waterpark Managers!
The wait is over! We are incredibly excited to announce that the 0.4 version is officially live. This update is a huge milestone for us because it focuses on giving you more control over how hard your experience in the park you run and expanding the ways you can play.
Also, can't believe 1.0 with multiplayer is around the corner. The team has been having a blast every time we do a studio-wide test. But officially it's all work, ok?
So we did lie to you guys. We said 0.4 would be new modes.... But it will be new modes and inflatables. We decided the game needed more bouncing right now, and it could not wait.
Whether you want a relaxing time, a creative session or a high-stress management challenge, this update has something for you! All with an extra boing boing!
We have introduced 4 New Game Modes to suit every playstyle. Each mode comes with specific balancing and even a UI Overhaul where the interface colors change based on your chosen difficulty!
Sandbox Mode - The ultimate creative playground. All items and features are unlocked from the start, all technologies are already researched, and you have infinite money to build the park of your dreams. (achievements are disabled in this mode)
Easy Mode - Perfect for a chill experience. You will enjoy lower salaries, more starting staff, higher profits per ticket, and much more patient visitors. (full details at the bottom of this post)(achievements are disabled in this mode)
Normal Mode - The classic Waterpark Simulator experience you know and love.
Hard Mode - For the master managers. Expect higher maintenance costs, visitors who request refunds when displeased, and even fines for firing staff. (full details at the bottom of this post)
Don't worry about your current progress! Legacy support is here for you. Old saves will be detected and automatically converted to Normal Difficulty. But to try out the new difficulties/ modes, you will need to start a new game.
Your park is about to get a lot more exciting with these new additions
Racer Slides - Competitive guests can now go head-to-head on these brand-new high-speed slides.
Water Blobs - These are physics-based inflatables designed specifically for pool surfaces. Watch your guests bounce around or jump on them yourself! From what was seen in the beta testing, these can be quite chaotic if you want to. Can't wait to see your very safe combos there.
Inflatable Vending Machine - The section in the Caymart is finally open! This is a new way for guests to acquire and use inflatables throughout your park. You will need to unlock them via the research table, just like the blobs
New Walls- We have expanded your decoration options to give you even more ways to customize your park's look.
We have been listening to your feedback and added several features to make management smoother:
Color Eye Dropper - Quickly copy and match colors while painting with this new picker tool. NO more guessing if the color you got for your new pool matches the one you got for the one next to it.
Visitor Thoughts - Want to know what is really going on? Open your Tablet to see exactly what your guests are thinking. This is under the park tab
Smarter Restockers - Your staff is now more proactive! They will automatically pick up boxes left on the floor. So you can prepare in advance for a full day and not have to worry about them having to go all the way to Caymart. Also, no longer do you get vendors and restockers going for the same thing at the same time.
200 Guest Limit - You can now manually increase the maximum guest count to 200 in the Settings menu (default is still 100). Please keep in mind that hitting this cap is very performance-heavy!
Mod Friendly - We have disabled our previous code obfuscation. While official mod support is still in the works, this should make life much easier and more stable for our community modders.
- The "May the Steam be with you" task days no longer reset if you quit the game halfway through.
- Fixed an issue where trash bags were being tossed out of the dumpsters under certain conditions.
- We are still investigating reports of seagulls getting stuck after they do their... duty. We are having some trouble reproducing this one, so stay tuned!
If you want to see exactly how the new modes stack up, check out the balancing details below for both easy and hard mode
- Less costly salaries
- More staff at the start
- Lower tax for going over the limit of staff
- More research points awarded
- More patient visitors
- Less trash and less poop spawning
- Less % of nasty visitors
- Less % of puddles
- Less % of drownings
- Visitors get injured less easily
- Higher profit per ticket/attraction
- Less costly builds
- Lower maintenance costs
- Higher durability of attractions
- More costly salaries
- You pay a fine for firing staff
- Less patient visitors
- Visitors can request refunds if displeased
- More trash and more poop spawning
- Higher % of nasty visitors
- Higher % of puddles
- Higher % of drownings
- Visitors get injured more easily
- Less profit per ticket/attraction
- More costly builds
- Higher maintenance costs
- Lower durability of attractions
Ok, this was a long post, so off you go and try out the new stuff. Have fun and keep your eyes peeled for some more sneak peeks for our 1.0 mega update coming out this summer (not beginning of it before you guys start pinging me in June :p )
So today we had a quite large update (in terms of file size) even tho there is no new content..yet ;) This is most likely our last update before 0.4 being launched in a few days. But why are we releasing this one now and not just wait? A couple of reasons. Number one is in the past 2 months, apart from creating the new content that is coming (both for 0.4 and 1.0), we have been working hard to improve the performance of the game for all. This was always a goal of ours, but with the current prices of Pc parts, we decided it was even more important than ever to make sure as many people as possible can enjoy the game without having to worry so much about their machine specs. You should notice the game is now much more fluid as it uses less memory to run almost everything in the game. Keep note that for those that have more powerful PCs, there is an option under video settings that allows you to preload all game assets for even more fluid gameplay (at the cost of some memory use) Reason number 2 is that we want to make sure the optimizations we made don't affect your gameplay before the new content is out. Nothing is more annoying than new content being released, and you can't play it because the game now doesn't launch. So if you stumble into any issue in this update with the game not launching or crashing, contact us at our Discord - https://discord.com/invite/waterparksimulator or via our support email - [email protected] And related to that, it's the 0.4 download size. To make it faster on release day, if you update now, the new content update will be much smaller. Yeah, we want to make sure you get access to the 0.4 content as fast as you can, instead of looking at a large download bar ;) Anyway, after this wall of text, here are the contents of this update
Major optimizations in memory use all over the game. The game will be lighter and easier to load with less memory used.
Restructuring of save files for more stability and compatibility with future updates.
Option to preload all assets for a more fluid game at the cost of some memory use.
Save games if corrupt will now display in red in the load save menu to avoid any issues going unnoticed and spreading to the backups
We are already working on not only fixing some issues mentioned by you all, but also adding new features. So stay tuned.
Thanks for all the support, and remember, if you have an idea, feedback, or bug you want to share, feel free to use our Steam community hub or Discord. We are always there to listen and chat with you. https://steamcommunity.com/app/3293260/discussions/ NOTICE - We sometimes might release very small updates to solve 1 or 2 more urgent issues that appeared and not release a patch note for those immediately, but add them to bigger update patch notes on the following updates
So we are currently less than 2 weeks away from 0.4 coming out, and as such, we decided it is a good time to increase our beta players list.
Our beta program is mainly meant for us to get earlier feedback from some of you before the official releases, and not so much to find bugs (although you do find some that we miss, and for that we are thankful). If you are interested in joining the beta (which, by the way, also means you get access to future beta releases), just fill out this small form, and if accepted, you will be notified. The only requirements are to be in our Discord (for easier communication) and to own the game.
We also decided it was a good time to have an AMA. Got a question you want to ask our team? Join our Discord today, and both Travis, Co-Founder and CEO of CayPlay Studios, and Patrik, Lead Software Engineer behind Waterpark Simulator, will answer them. The AMA is happening at 6 PM UTC today (29th of April) in our Discord We will try to get a recording out as soon as possible but it might take some time so if you are impatient to hear it, join us today.
If you don't want to be spoiled for content coming for the 1.0 release, this is the time to hit back and wait. We won't be offended if you don't read our post. Keep in mind this is a preview of ongoing working new features, so the final product might look different (and most likely will).
If you missed the previous posts, we already showed you
As we get close to the release, we will carry on revealing more of the new features. Thanks for all the support and for the motivation to carry on trying to make the best game possible
Ok, so we are done with our April Fool's silliness. Sorry, no real support for Win95 users, and not sorry that we won't have any microtransactions (I swear we felt a bad taste in our mouths just writing it ) So it's time to go back to our real update timeline. And today's preview is the plunger gun If you don't want to be spoiled for content coming for the 1.0 release, this is the time to hit back and wait. We won't be offended if you don't read our post. Keep in mind this is a preview of ongoing working new features, so the final product might look different (and most likely will). Ever thought, "Oh my waterpark is so nice, but so big. Oh, weird dev team of waterpark simulator, is there a way I could travel really fast around? " Well, worry no more, the plunger gun is coming with 1.0 to make your life better. Ever wanted to feel like Spiderman zooming around your park but using a bathroom utensil? We got you covered. "But what about those moments where I want to feel my customers closer to me? " Oh my gamer friend, the plunger tool has you covered there, too. Just aim and fire. Your customers will be close to you in no time. Heck, you can turn your game into a fishing one if that is your thing. "Luckily for multiplayer, the tool doesn't exist, and it won't be possible for all players to have one, right? Because that could be chaotic." Umm, are you sure you played our game before? As we get close to the release, we will carry on revealing more of the new features. Thanks for all the support and for the motivation to carry on trying to make the best game possible
To provide players with more "choice and agency" in how they enjoy Waterpark Simulator, we are thrilled to introduce WS Gems, our new premium currency! Gems can be used to block bad visitors, instantly get all the money from the guests, or unlock exclusive golden items everywhere (including painted staff) and much much more.
WS Gems will be available for purchase in the following convenient packs:
Drip Feed Pack (1,000 WS Gems): $0.99
Bucket O' Gems (11,000 WS Gems - Includes 10% Bonus!): $9.99
The Tidal Wave Chest (120,000 WS Gems - Player Favorite!): $89.99
The "I Own the Park" Vault (1,000,000 WS Gems): $749.99
The microtransactions are so subtle that you will barely notice them
Plus, players who log in daily will receive a complimentary 1 WS Gem, so you can just grind for them.
Some of the perks you can buy include
Instant Slide Unlock (why play the game and have fun when you can buy it): 500 WS Gems
"No Pee" Zone (Guaranteed for 1 hour): 1000 WS Gems
Perm X2 money: 5,000 WS Gems
Unlock the "Tsunami" Button (Clears the whole park instantly): 10,000 WS Gems
Also, we will set the game by default to 8bit mode. This makes the game accessible to all of you out there who wanted to play the game on your Windows 95 PCs Of course, if you want better graphics, you can just unlock it with...that's right, WS gems Welcome to the future of gaming. Now, if you excuse me, I just need to go and have a shower, for some reason I feel dirty now Happy April Fool's Day, in case you didn't get it yet, this is, of course, a joke. Keep your eyes open tomorrow for a real sneak preview, this time about a certain plunger gun
Welcome to our first in-depth reveal. Heads up, if you don't want to be spoiled for content coming for the 1.0 release, this is the time to hit back and wait. We won't be offended if you don't read our post. Keep in mind this is a preview of ongoing working new features, so the final product might look different (and most likely will).
These guys (and gals) will be a new kind of staff that you will be able to hire in 1.0. We actually had them planned from the start, but they kept having problems, so we ended up having to push them further down the line. Now we finally seem to have tamed them, and they do their job.
Tired of having to chase those pesky bad visitors to give them what they deserve and remove them from your park? No worries, your security will take care of them for you. They will definitely remove them from your park
Like any staff you will be able to hire them after researching them. And they might not be the only kind of new staff coming to your waterpark in 1.0, but that will be the subject in another post.
As we get close to the release, we will carry on revealing more of the new features. Thanks for all the support and for the motivation to carry on trying to make the best game possible
We are incredibly excited about what the future holds for Waterpark Simulator as we rapidly approach 0.4 and the massive 1.0 updates!
To ease the wait and as we are getting closer to these major milestones, we are starting a series of sneak peeks over the next few weeks where we will highlight just a few of the exciting features coming your way.
We want to keep this first one nice and light, so it will be just a quick lift of the curtain. The next ones will be going into a bit of detail about some of the features.
So check out a couple of things you can expect to see soon.
New staff members (some of whom you've been asking for a while now)
We are also getting ready to equip you with brand-new tools to help you manage your park more efficiently. Or just to spread chaos.
And finally, the most requested feature that we are truly thrilled about (and might enjoy way too much when doing our internal tests of it). Multiplayer and character customization! Stuck buoy on one of the players' head? Yeah, totally on purpose and not a result of a human game of toss the ring.
So, we will be sharing all of this and a whole lot more with you as we get closer to our release. A quick reminder: all of what you see in these teasers is still a work in progress, so there might be a slight difference when we actually release it.
Let us know what you think of these little peeks in the comments, we always love hearing your feedback and are mega excited to be able to let you get your hands on all the new stuff!
Some small fixes, performance improvements, and the addition of the Czech language to the game are the content of this small update. Přejeme hezké klouzání!
Fixed a case where the analytics window could pop up more than once when agreeing (It has been great seeing how many hot dogs you guys are selling, btw)
Removed a couple of references to assets not used anymore (cleaner code = better game performance)
Tweaked a bit how the translation works on the new features button
Czech language is now available (thanks to Bildas for it) Also, our character customization is still being worked on, but we are getting some...interesting results.
What are you hoping to see in there when it's released in 1.0? What will you want for your own character?
We are already working on not only fixing some issues mentioned by you all, but also adding new features. So stay tuned.
Thanks for all the support, and remember, if you have an idea, feedback, or bug you want to share, feel free to use our Steam community hub or Discord. We are always there to listen and chat with you. https://steamcommunity.com/app/3293260/discussions/ NOTICE - We sometimes might release very small updates to solve 1 or 2 more urgent issues that appeared and not release a patch note for those immediately but add them to bigger update patch notes on following updates
Love is in the waterpark this week! We are incredibly excited to bring you a special Valentine’s Day update that is all about spreading hearts throughout your parks (well, that and a lot of pink). Unlike our previous holiday celebrations, we have decided to make this one a permanent addition to the game. This means there is no rush to unlock everything before time runs out, so you can design the perfect Valentine getaway for your guests at your own pace.
It is a bit smaller in scale than our previous limited-time events. We know many of you were hoping to see a little Cupid flying over your slides, but we have had to make the tough call to skip unique visitors this time around. We are currently pouring a lot of energy into the core features of the game so we can deliver all the massive upcoming content we have planned for you as quickly as possible.
Even without a visiting chubby little angel, there are plenty of new items to satisfy those with a heart full of pink. Depending on your current park star rating, you will find a variety of heart-shaped decorations in your build menu, ranging from small to very large. We are also very happy to announce that we have finally added pink sakura trees to the catalog. You guys have been asking for these for a long time, and we agree that they look absolutely stunning as a standalone decoration.
To make things even sweeter, Waterpark Simulator is currently discounted at the lowest price it has ever been. If you are looking for a gift for that special gamer in your life or if you just want to treat yourself to some poolside management, now is the perfect time to jump in.
Finally, because Valentine’s Day is the season of giving, we want to share the love with our community. Keep a very close eye on our socials over at X and Reddit for some upcoming giveaways. We want to give you the chance to dedicate free copies of the game to your friends or even snag one for yourself.
Thank you all for the incredible support we keep getting and for being the best community we could ask for. We hope you enjoy the new decorations and will carry on to try and make the game as fun as we possibly can!
Nope not the new content we promised for this week yet. Only bug fixes and improvements we wanted to push before it.
Next update will be on Friday, so you can enjoy the new items during the weekend
Stones, statues and Snow piles can now be moved and destroyed again
Twitch integration works again from the main menu instead of just from the in game menu
Updated the roadmap in-game
Improvements in hot tubs assets to improve loading
Improved gamepad control hint icons size
We are already working on not only fixing some issues mentioned by you all, but also adding new features. So stay tuned.
Thanks for all the support, and remember, if you have an idea, feedback, or bug you want to share, feel free to use our Steam community hub or Discord. We are always there to listen and chat with you. https://steamcommunity.com/app/3293260/discussions/ NOTICE - We sometimes might release very small updates to solve 1 or 2 more urgent issues that appeared and not release a patch note for those immediately but add them to bigger update patch notes on following updates
Hi everyone! To say that we are working incredibly hard behind the scenes to try and make Waterpark Simulator as good as it can possibly be is a massive understatement, and today we are excited to share some really exciting news with you about our journey to that big 1.0 release. As we mentioned recently, our studio has grown! This means that with more members, we are able to work on many more different parts of the game all at once. This has inspired us to update our roadmap to more accurately reflect our accelerated pace. In addition to that, we will be reducing the update steps remaining, with only version 0.4 to go before we can officially release our 1.0. Rather than releasing small features to you that only provide you with an extra hour or two of gameplay content, we’re going to package everything into one massive 1.0 release. Think of it like Waterpark Simulator 2.0, where you can enjoy a giant wave of fresh content all at once rather than just a few drops at a time.
So, this new approach also means that, yes, our multiplayer feature is being pushed back just a little bit further than we had originally intended. But the silver lining to this compromise is huge: this means will be able to deliver you 1.0 with even more content way sooner than we originally were targeting (more on release dates coming soon! We promise!). So, when we do introduce this feature, you and your friends will be treated to a much more feature-rich experience.
A first preview of the upcoming character customization still in an early stage
Even with the focus on 1.0, we aren't leaving you empty handed. This week alone we are introducing some special new attractions for your parks. These are permanent additions rather than timed events, so you can focus entirely on your creativity without any pressure. We will continue to include small updates with new attractions in the meantime while we finish cooking up 1.0.
We also have a fresh update for you today! It might look small at roughly 80Mb, but it does a massive amount of heavy lifting in the background. We have implemented significant optimizations for memory usage because we know RAM is a commodity and we don't want to hog it all. In our tests across several machines, we saw a minimum of 15% improvement in overall performance. Will see faster gameplay, more FPS and a more fluid gaming experience.
But that's not all, today's update finally brings full game controller support to the waterpark! You can finally sit on the couch or bed and play fully as you want. For Steam deck users, don't worry we didn't forget you. Full support will happen later, but even now all these improvements should make the experience there much better.
While we work towards 1.0, we want to hear from you. We are currently collecting 5-star parks to showcase the amazing things you have built, so please check out our post
https://steamcommunity.com/app/3293260/discussions/0/767435762118653998/
for details on how to share your creations. This will help us see how you actually build and play in your parks instead of us guessing and not developing future updates the best way possible.
We have also set up a submission form where you can give us feedback and let us know what features you think are missing from the game or the roadmap.
Thank you for staying on this wild ride with us. We can't wait to show you what else we have in store as we slide toward the full release! Full patch notes for today's version 0.3.63
Fix to the cursor not visible in the save menu in some scenarios
Solved a wrong sauna notification when parks would open or close
Massive optimization overall that will reduce computer resource usage, increase performance, and allow for a much, much better gaming experience. Let us know how it is in your PCs now.
Poop achievements now also count when staff cleans them so it will make it a bit easier (if still disgusting)
Improvements in some translations
Full game control support. It should kick in by default, but if for some reason it doesn't, have a look in Steam settings for controller, and to force our controller support, choose "Disable Steam Input" in the override
All the control hints now change when using the controller instead of the mouse and keyboard
Ok, I can tell you we did not get much in terms of rest this week ːsteamboredː
As you probably saw, we had to roll back yesterday's update 0.3.51 as it seems it caused some of you be locked outside of the game. So we ended up with the following situation
We had 3 kinds of players
Players that the game would launch and had no crashes with both versions 0.3.4 and 0.3.51 (this is where we all of us here at Cayplay were, which makes it much harder to figure out what causes the other scenarios)
Players that version 0.3.40 would work but when updating to 0.3.51 it would not
Players that version 0.3.51 would work but not 0.3.40
Isn't making games so much fun and relaxing? Anyway, we always try our best to give you guys the best experience we can offer. We believe this version should work as intended for everyone.
But just in case we have left 2 versions available to everyone. 0.3.40 and 0.3.51 To swap to any of these versions, you can right click on the game name in your library and choose properties (or its equivalent in your language). In the new window, choose "Game Versions & Betas" and choose the version you want. Steam will initiate an "update" (even tho it is actually going back a version). KNOW ISSUES
It seems the latest Windows 11 updates have caused SAC (Smart App control) to block lots of apps that use the Unity engine (and yes, this includes games much bigger than ours). We are currently looking for solutions and even working with other game studios to find a solution for all of us.
During our tests today, we saw a case where trying to load a game, the cursor disappeared. Going back to main menu with Esc and choosing load again seems to fix it. We found the cause but did not want to delay this update anymore (for reference any time we do a new build, it might take up to 8 hours specially if we change too much how some parts of the game render)
Game should launch properly for everyone with no long waiting time
The situation where the names of visitors and staff should no longer be so bright that is blinding
Snow piles are no longer interactible unless built
A couple more optimizations for better performance
Fixed some typos in the Polish language
We are already working on not only fixing some issues mentioned by you all, but also adding new features. So stay tuned.
Thanks for all the support, and remember, if you have an idea, feedback, or bug you want to share, feel free to use our Steam community hub or Discord. We are always there to listen and chat with you. https://steamcommunity.com/app/3293260/discussions/ NOTICE - We sometimes might release very small updates to solve 1 or 2 more urgent issues that appeared and not release a patch note for those immediately but add them to bigger update patch notes on following updates
ok this is mainly for some bug fixes that were affecting some. As usual, if you spot anything weird, please let us know via our community hub here on Steam, or if you prefer via our Discord
Resolved an issue where, in some systems, the game tried to load all assets in one go at launch (instead of the loading screens), which could lead to a very long loading time before the game even launched.
Visitors now reset fully, so no more good visitors spawing holding cameras or spray cans
Fixed a case where smart guys would go crazy and drop way more science vials than they should
Fix on the outline for science vials and money piles.
When hovering the mouse over someone drowning and then moving the mouse out, the drowning guest will stay highlighted red if they are still drowning
Improved the street layout so NPCs walking outside would not walk right against buildings or on the street at some points.
Optimizations in-game performance for some attractions and park areas
Improved the text batching to help with how warnings are displayed, especially in higher amounts
Optimized the banana - Literally what our internal note said ;P (basically bananas from the trash had way too many polygons)
We are already working on not only fixing some issues mentioned by you all, but also adding new features. So stay tuned.
Thanks for all the support, and remember, if you have an idea, feedback, or bug you want to share, feel free to use our Steam community hub or Discord. We are always there to listen and chat with you. https://steamcommunity.com/app/3293260/discussions/ NOTICE - We sometimes might release very small updates to solve 1 or 2 more urgent issues that appeared and not release a patch note for those immediately but add them to bigger update patch notes on following updates
Another set of optimizations. Sorry, no major new things out to the public ;)
Unless you are Polish. We are happy to add Polish to the supported languages to the game. More to come.
We also made some changes on the street side, which you can visit for now. It now feels a bit more lively, and we hope it improves your game experience.
As usual, we test everything as much as we can, but if you spot anything, feel free to mention it in the comments here or in the community hub for the game.
Fixed some weird effects in transparent slides
Sauna no longer gets highlighted green when there are no visitor requests
Solved the issue where staff could duplicate and cause problems (funny enough, it was actually 6 different reasons, which is why it took us ages to find how to replicate and fix it)
Fixed an issue where staff, when assigned to stall would be removed after a while
Removed a scenario where a stock loading need could cause 2 requests
Improvements on the sound effects related to graffiti and its cleaning
Improvements to allow faster and lighter launch of the game (plus you might have noticed we added a little rotating duck while it loads now, because why not?)
Improvements in loading speeds for larger parks
General optimization round to remove elements that were in the game but not used anymore (mainly older models / improving used ones)
Poster interactions now work better when visitors pass by them
More polished park entrance
Fix the sliding ragdoll that would cause clipping
Added Polish language support
New street layout
We are already working on not only fixing some issues mentioned by you all, but also adding new features. So stay tuned.
Thanks for all the support, and remember, if you have an idea, feedback, or bug you want to share, feel free to use our Steam community hub or Discord. We are always there to listen and chat with you. https://steamcommunity.com/app/3293260/discussions/ NOTICE - We sometimes might release very small updates to solve 1 or 2 more urgent issues that appeared and not release a patch note for those immediately but add them to bigger update patch notes on following updates
We've just been sliding into 2026's first weeks, but looking back to when we first launched in Early Access at the end of August, it feels like an entire lifetime has passed. We wanted to start the year by giving a massive thanks to every single one of you who has supported us during the past months. Your enthusiasm has carried us through an incredible journey so far, and we are currently planning things for this year that go way beyond anything we could have imagined when we first hit that launch button.
2025 was truly a great year for us as we officially reached over one million downloads between the main game and the demo. It is amazing to think that this all started with just 2 developers.
Thanks to the incredible support from this community, we have been able to grow the team significantly. We now have 6 developers, along with 2 full-time QA members and additional support staff helping us on different occasions. This growth is a total game-changer for us because it means we can bring new ideas to life and improve the park experience much faster and more effectively than we ever could before.
We often look back fondly on our very first launch day when our tiny team hopped on a Discord call for a virtual pizza party to celebrate reaching our first 10 reviews. Seeing that number grow to nearly eight thousand reviews today, with hundreds of players splashing around from all over the world, is something we still have to pinch ourselves about. We want to ensure that for our full release later in 2026, we use every bit of the trust you placed in us during 2025 to make this the best gaming experience we can.
The roadmap for 2026 is looking brighter than a sunny day at the pool, and we have some massive waves heading your way. For starters, we are officially working on bringing the game to consoles so even more people can join the fun. We also know it has been a huge request from the community, and we are thrilled to confirm that multiplayer will be a part of the game. The same can be said about game controllers. These are just a few of the big milestones on the horizon, and we have many other surprises that we will be revealing quite soon.
We don't think there are enough words to properly thank you for the way you help us improve the game and create the best possible experience for everyone. You are the driving force of this waterpark, and we cannot wait to share everything else we have in store for you this year. Keep an eye out for more details and some behind-the-scenes in the coming days. Also, a quick heads up that, like in some of the recent updates, we will be releasing optimizations to the game performance and some code-level improvements to support some of the new features we mentioned before, so don't be surprised to see small-sized updates that don't seem to add any new game content.
We are already working on not only fixing some issues mentioned by you all, but also adding new features. So stay tuned.
Thanks for all the support, and remember, if you have an idea, feedback, or bug you want to share, feel free to use our Steam community hub or Discord. We are always there to listen and chat with you. https://steamcommunity.com/app/3293260/discussions/ NOTICE - We sometimes might release very small updates to solve 1 or 2 more urgent issues that appeared and not release a patch note for those immediately, but add them to bigger update patch notes on following updates
It is time to bundle up because the Winter Extravaganza Event has officially arrived in Waterpark Simulator.
As always, if seasonal events are not your thing, you can skip them by going into Settings -> Misc and untick Seasonal Events.
The whole park and the surrounding street have been given a festive makeover with Christmas decorations everywhere. Snow is covering the park entrance, gift boxes and lights are spread across the area, and the atmosphere is fully holiday-ready.
Your visitors are also getting into the spirit. You will see elf hats, Santa hats, snowman heads, reindeer antlers, and even gingerbread men. The old Caymart man was not left behind in joining the fun by wearing a festive hat.
And there is an extra special visitor during this event. Santa Claus himself will come to your park in his full red suit, while wearing a snorkel so he can enjoy the pools. As he wanders around, he will drop gifts all over the park until the 8th of January, so you can collect gift points. Reach a total of 400 gift points to permanently unlock a set of winter-themed rewards, including two pools, one slide, a trash bin, a lounger, a shower, a vending machine, a toilet, and twenty new decorations to fully embrace the festive season.
Among the new decorations, you will find some extra snow. And you know what that means? Snowballs! Although, like our sauna and hot tubs, when set to the lowest temperatures, you might need to pull out your hammer to defrost your visitors.
The Winter Extravaganza event runs from now until the 8th of January at 6 PM UTC (You can see the timer in-game in the main menu and on your tablet).
Enjoy the holidays, have fun decorating your park, and we hope Santa brings you plenty of gifts.
A quick update to fix an issue with bad guests not appearing in some players' parks, and some changes to camera and building rotation in build mode based on feedback you provided. Since some of you asked why we are messing with the camera controls, we want to be open about it. It is related to 2 things
Upcoming gaming controls support
Preparation for the future feature of custom slides As mentioned before, it is a work in progress, so we hope to improve it based on your feedback
Fixed a situation where players would have to reload their park for bad trait visitors (cheaters, vandals, etc ) to appear.
Reworked the camera in building mode to fuse the 2 systems (old and new) When not holding a blueprint, Q and E rotate the camera, the Middle mouse wheel scrolls to zoom in, and pressing the middle mouse button and moving the mouse to control the camera When holding a blueprint, Q and E or the middle mouse wheel scroll to rotate the blueprint placement, and pressing the middle mouse button and moving the mouse to control the camera
We are already working on not only fixing some issues mentioned by you all, but also adding new features. So stay tuned.
Thanks for all the support, and remember, if you have an idea, feedback, or bug you want to share, feel free to use our Steam community hub or Discord. We are always there to listen and chat with you. https://steamcommunity.com/app/3293260/discussions/ NOTICE - We sometimes might release very small updates to solve 1 or 2 more urgent issues that appeared and not release a patch note for those immediately but add them to bigger update patch notes on following updates
This one is a bit of a big update, with some improvements and a brand new camera system for when building based on the feedback of many of you.
You can now zoom in and change the camera angle while holding buildings to allow more precise placements.
This is all done using the middle mouse wheel - Zoom in / out is done by scrolling the middle mouse button - Camera angle is changed by holding the middle mouse button down and moving the mouse around.
Let us know how that works for you
The other new thing that many asked for was making the koi pond bridge walkable. We are happy to satisfy that request, and now your visitors can enjoy your koi pond as well. And last but not least, we are happy to announce our game now supports the Vietnamese language too. More to come, but we are always glad to add them to the game as we feel they are complete. Ok, here is the full list of updates, and definitely there is no chance a pic about something for the end of this week is at the bottom of the post...nope
Fixed cases where, after painting some materials, the color would not stick
Fixed some issues in some combinations of sauna setups for 4 and 5-star saunas
Correction in the vacuum cleaner VFX
The ladle does not disappear when the sauna is moved anymore
Fix the vandal emoji in the tutorial.
Fixed an issue where, in specific layouts, items at the far end of the park would show as inaccessible
Improvements in some Chinese translations related to wellness
Improvements in some German translations related to wellness
Added a notification to items locked behind the Yogi quests
Balances in hot tubs and saunas in terms of visitor requests (number of visitors and length of requests)
Floor fountains are now walkable
Small balance to peeing and water dirtiness to make some missions easier
Added thought to visitors wanting to sleep on the floor when tired.
You can now build under the Canopy decoration
Visitors can now use the Koi pond bridge as a path
New build camera controls
Vietnamese Language support
We are already working on not only fixing some issues mentioned by you all, but also adding new features. So stay tuned.
Thanks for all the support, and remember, if you have an idea, feedback, or bug you want to share, feel free to use our Steam community hub or Discord. We are always there to listen and chat with you. https://steamcommunity.com/app/3293260/discussions/ NOTICE - We sometimes might release very small updates to solve 1 or 2 more urgent issues that appeared and not release a patch note for those immediately but add them to bigger update patch notes on following updates
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Waterpark Simulator, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Waterpark Simulator statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.