

Build the theme park of your dreams. Lay the roads, place the rides, open the shops and keep every guest smiling from the gate to the last bus home. A bright, cozy park builder with a ten-location campaign, free play with no limits, and a front-seat view of every ride you put down.
Overview
Build the theme park of your dreams. Lay the roads, place the rides, open the shops and keep every guest smiling from the gate to the last bus home. A bright, cozy park builder with a ten-location campaign, free play with no limits, and a front-seat view of every ride you put down.
Description
There is a bus stop outside, a gate that does not open yet, and money in the bank. Everything else is yours to put there. Amusement Factory is a cozy theme park builder with a bright, stylized look, where you draw every path, choose every ride and then watch a few hundred people make their own plans in the place you built.
Lay roads tile by tile and set one-way streets where the crowds pile up. Place rides, shops, scenery and props from a catalog of tens of pieces, turning each one until it sits exactly right. Every ride comes with a plot and a queue you lay out yourself, so where a line runs and how far it stretches is your decision and nobody else's.
Roller coasters, ferris wheels, drop towers, pirate ships, teacups, carousels, sky rides, bumper cars, swings and more. Each one loads its riders, runs its cycle and empties again, wears out and breaks down, and stands there costing you money until a mechanic gets to it. Set the ticket price, set how full it has to be before it will go, and then press "Ride it" and take the front seat yourself for a full lap, looking around you while the ride does the rest.
Buses pull up outside and drop off visitors who queue at your gates, walk in and decide what to do with their afternoon. They get tired, hungry, thirsty and eventually desperate need a toilet. Their mood is blended from everything the park does to them, so nobody grins in a park with litter (or worse!) on the paths and a broken ride in the middle of it. Feed them, sit them down, keep it clean, and keep an eye out for the pickpocket working the crowd until one of your cops spots them and escorts them out.
Ice cream, coffee, noodles, burgers, hot dogs, popcorn, candy floss, balloons and souvenirs, a sit-down cafe, and vending machines for the corners where a stall or shop will not fit. Every item is priced by you, and guests will tell you exactly what they think of it. Lay a carpeted arcade floor and fill it with coin-op machines, including claw machines where you set both the odds and the quality of the teddy bears inside.
The water tool digs a pond with a real shore and bed. Paint a lane out across the water into a closed circuit, and your fleet of boats runs laps of whatever route you drew, past the mountains and under the bridges your guests walk over the top of.
The campaign is a guided first park followed by ten locations, bought in order, each with its own plot size, terrain, land price, starting grant, wage bill, difficulties and goals. One hands you a flat meadow and a generous budget. Others hand you a lake to design around, rocks to pay to shift, and a deadline. Or skip all of it and take free play: a random world, an absurd bank balance, and nothing to prove.
Become the next theme park tycoon or roller coaster rockstar!
Day and night, with ride bulbs, lanterns and string lights coming on after dark
Seasons and weather, and rain that sells a surprising number of umbrellas
Staff to hire: cleaners, mechanics, medics, cops and firemen, all paid every day
Research across four tracks, funded at whatever rate you can afford
Mouse and keyboard, controller, or touch: one finger builds, two fingers pan and pinch to zoom
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