About the Game
It's time to build a zoo! Let out your wild side, and create your own animal empire with this cute, expansive management sim. Import and breed rare creatures, hire the right staff, keep your visitors happy, and deal with plenty of weird and wonderful events. Then try your hand at DNA Splicing, and stitch together over 300,000 different types of animal, ranging from the majestic Giraffephant to the peaceful PandOwl!
Build your own zoo with over 500 different animals at your disposal, then splice together over 300,000 different animal combinations
Keep your animals and your visitors happy, with hundreds of buildings, foliage, path and enclosure decorations
Hire the perfect employees to deal with a variety of life events
Control everything that happens in your park, from what your animals eat to what eats your animals...
Decide whether you want to run your Zoo above board... or break the law and pocket the extra cash
Let's Build a Zoo lets you import a variety of animals from other Zoos around the world! Breed your animals and start families to expand your wildlife and fill your enclosures. But if that doesn't suit you... you could just create animals instead! With DNA splicing at your finger tips, you have the power to bind together over 300,000 different types of animal, creating monstrosities and oddities as you go! Ever wondered what a ChicKaka would look like? Now you can find out!

Screenshots
9 images
Version Information
Steam Patch Notes
Official update history
Fixed the Steam Deck .NET issue that was preventing players from launching the game.
Fixed the Recycling Centre issue with janitors. Recycling Centre employees will now properly collect trash, and when janitors dump trash at the Centres, it will register correctly. Results are now accurately reflected in the Morality view (granting positive points) and in the end-of-week summary.
Addressed a Population Hub / Exhibit Control issue where entire pens were being wiped and later cloned to match requirements.
Hats now display correctly when viewing animals in a selected enclosure.
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
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.
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
- 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
- Fixed a bug where animals are pooping in the old pens after being moved, resulting in zookeeper blocked popups appearing.
- Fixed a crash that could occur if you build extremely large pens (across many many sectors!) and tried to place items.
- Fixed abattoir employee crashing if target animal was donated through critical choice.
- Fixed controller occasionally not responding in the quest task list menu.
- Fixed game not responding when using the controller to access certain panels.
- Improved controller navigation when moving gate around corners in an enclosure.
- Improved controller navigation in the Nursery's main menu.
- Added winter animals to the conservation list that were missing.
- Winter shops were missing their light layers, these have been fixed.
- In research grid info, removed additional segments of the bar if they do not contribute to a bonus.
- Using the controller's right stick on panels that require it to navigate will no longer affect the camera's zoom.
- Fixed welfare report stamp positioning that was wrong in some resolutions
- Fixed some localization text errors causing * to appear instead.
- Fixed crash (introduced in last update) when moving a pen and dragging outside of the playable area.
- Recopied over old Morailty points to new system, that were reset inadvertently in the last update (This was related to the fixes for Euthanize / donate animals & Report Black Market & Critical Choice Scores). Note if you had done any work on these three morality stats over the last few days then this will have no effect on your game (we only reset values, where the newly created variable had a value of zero)
- Fixed an issue where changing the shape of an empty pen would result in the top layer of the world no longer rendering. (it was fun because you could see all the employees standing at their jobs, in the empty shops! - but yes - it was a bug!!)
- Fixed crash when selecting a Staff Gate and moving it outside of the playable area.
- Made it not crash if the news feed failed to delete cache.
- Morality from donating animals previously maxed out at 9.99 instead of 10.
- Fixed being able to access the research grid from a locked item on the build menu, in Sandbox mode.
- Fixed a bug where editing a pen with water inside could leave some collision behind.
- Changed the delete tool so it will delete deco inside pens, as well as outside.
- Fixed a bug where using the delete tool on water items inside pens would remove the collision from the water.
- Adding water to a pen wasn't instantly reflecting the multiplier it was applying to the enrichment (it would only be applied at the start of the next day). This has now been fixed.
- Using the delete shortcut action on items on water, would also delete the collision for the water (allowing people to walk on water!). This has been fixed.
- Garbage trucks were not coming on the first day after loading the game, this would have a negative impact on progress for people who would exit the game more often.
- Added a render cap to Garbage bins at the front of the zoo, so you can see all of your trash being collected by the trucks.
- Made donation quests clearer in the management office, they now have a blue arrow button letting you know you "might" be able to complete them. They are also sorted to the top of the quest list with all the other completable tasks.
- Changed the design so that Animal Welfare Officers and Animal Painters can use staff gates.
- When using a controller and viewing the lighting heat map, it would not refresh unless you cycled it to another option and back again. This was annoying when placing lights and trying to get the perfect lighting score.
- When using controller and scrolling a very long "Arrivals" list of animals, the scroll position would go out of synch with the selection meaning you could no longer see what you had selected.
- Certain actions would not refresh the cleanliness bar on your pen - this is now fixed.
- Previously it was not possible to place a buildings entrance on top of a floor light. This has been addressed.
- Added a habitat icon in Dinosaur Island World Map, when an animal is ready to collect.
- Fixed morality display rounding inaccuracy causing confusion for the Criminal Mastermind achievement.
- Protestor demands - added text to clarify that it will recalculate enrichment only on the next day, after enrichment has been added.
- Protestor demands - fixed text going out of the frame slightly.
- Upgrade panel for water pump - fixed text positioning.
- Added Lycopod Tree into pen deco build menu in Dino DLC.
- Fixed Lycopod Tree showing up twice on research grid in Dino DLC.
- Factory boss achievement was not counting the Goat Battery and Wool Battery buildings.
- Fixed keeper blocked popup occasionally popping up incorrectly after players have edited their pens and placed lakes.
- Fixed a bug causing morality to be capped at a lower value (making it to be impossible to get 200 good points)
- Pausing the game during edit pen - would force the game into a soft lock. This is now fixed.
- World Map - Moved Bavaria to the correct place on the map in Dinosaur Island DLC.
- After moving a gate, the feeding location in the pen now updates correctly.
- Fixed a bug causing employees to be unable to navigate to and enter the Mink Fur factory & Turkey Leg factory.
- Fixed being able to "lose" the factory boss achievement in the collection page, if you destroyed your factories.
- Fixed a bug causing bribe morality points to not decrease properly after the stated number of days. Balance has been changed to 35 days of no bribing before it starts returning to neutral.
- Fixed bar display for the morality dropdown info to reflect the appropriate maximum caps depending on whether you are good or evil, so it is less confusing when trying to aim for max morality.
- Fixed slightly misaligned text positioning in the resignation popup.
- The Progress bar in the CRISPR building during DNA selection was broken and only showed a blank bar. This has been fixed.
- Fixed shops using wrong amounts of factory-produced stock from the store room if the slider was at the left.
- Set the default store room settings for bio-waste storage in Dino DLC to keep poop in the bio-waste storage (only applies to new saves).
- Fixed money sprite placement in Animal Welfare report after bribing.
- Added missing storeroom-warehouse settings in Turkey Leg Factory UI.
- Corrected the warehouse display list including/excluding a few wrong items.
- Fixed factory worker (evil) not showing up correctly in the collection screen after hiring one.
Switched game to 64 bit architecture (Will improve performance, but most importantly give you more head room on memory, which will reduce crashes on start up / during the game)
Added additional catch around the "SHARPDX" start up crash.
Yesterdays Build notes (in case you missed them)
Fixed a crash when starting a new day, after a protest happened on the previous day.
Fixed crash in Park Staff if you clicked on the magnifying button when you have buildings for that employee type but 0 employees.
Fixed plastic not appearing in warehouse display
Fixed some Spanish spelling mistakes
Fixed new Dino DLC trees not reducing carbon
Fixed Dino DLC trees/rocks/plants not providing Decoration Rating
Removed ability to place Ice Castle in a pen in Dino DLC which causes a crash
Added missing Lycopod Tree in research grid in Dino DLC
Fixed conflicting farm industry worker / factory worker skin display - they should render as 2 separate displays for Dino skins in Dino DLC and sandbox
Fixed inaccurate employee count on collection screens in Dino DLC
Fixed unobtainable employees from rendering in the collection employee screen in Dino DLC
Improved Variant sorting for animal selection e.g. in Release Hub. Also made this the default sort type.
Fixed some of the Animal Rating display numbers for Dino Island
Added some safety code for one of the animal encounter crashes
Added Letter M to onscreen keyboard
Fix Highlight render issue (Stacking made the pen white) in heat map view for zoo keepers.
Added new system to guarantee a better distribution of boy / girl births in pens and breeding buildings (a maximum of 2 consecutive births of the same sex).
Fixed wrong translation of Bear in Thai
Fixed settings mouseover box on top right going off the side of the screen with the new larger fonts.
Fixed English text for Add Animals notification
Changed top bar text to no longer flash with the big fonts
Fixed some dinosaur digs completing earlier than it should (and a potential progression blocker with 0% on dinosaur dig progress)
Fixed new applicant bottom left notification text sometimes overruns
Edited text after completing a dig from "trade" to "dig"
When selecting an animal in the build bar, the animal info window now shows the correct selected animal
Fixed buff reward popup not appearing after completing certain quests
New Feature -
After reading a couple of reviews about the mouse not being responsive enough we added setting (Advanced settings) for players to disable in-game mouse and use the system mouse instead. This will increase responsiveness of the mouse by one frame, making it match the system mouse
- Fixed Keeper blocked issue when trying to internal navigate in some pen situations (there may still be issues, however we are trying to fix them as we find them)
- Fixed unlocking all enrichment when using the sandbox cheat (existing saves using the cheat will be updated)
- Made animal selection UI less clunky (now requires less clicks)
- Fix crash when trying to rotate and place For Sale sign
- Changed work ethic to no longer be reliant on the hidden stat combination of determination * frustration, now all employee stats are visible to the player, and work ethic directly shows "determination" and no longer changes over time.
- Fixed bug where seasoning value would reset to 0 when moving a shop
- Fixed a rare bug where factory processing times would sometimes go to extremely high values
- Fixed crash if you destroyed a CRISPR building and tried to clicked track on the CRISPR notification that points to a non-existent animal.
- Fixed bug where floor volumes could still be painted while critical choice notifications are still on screen.
- Added additional code to the breeding building system, to try and stop a hard to replicate crash reported by the community
Current Release
Not available
System Requirements
How to Install
setup.exe
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
213 MB
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