- The Manage window: every ride, shop and worker, sortable
- What lowers the rating, and where to act
- Research: anything can be invented first, a new order every game
- Five marketing campaigns, two at a time

BeforeAfter
BeforeAfter
BeforeAfter
BeforeAfter
BeforeAfter
Manage › Guest flow: where guests go first, the busiest paths, dead ends nobody walks and the longest waits 
Manage › Problems: everything lowering the rating, each with the place to act on it 
Two campaigns running: a Ride spotlight and a batch of free-ride vouchers, each with a chart of what it is doing hour by hour 
A campaign that can’t start says why and where to go: an Opening fanfare needs a ride built or refurbished in the last three days
Everything in this update (14)
- The Manage window (J): every ride and shop in a ledger with profit, riders an hour, queue wait, price, excitement against what guests expect, age and reliability; the best and worst three earners; every column sorts and every row opens the ride or shop
- DATED and OUTCLASSED rides in the Manage window: a ride guests now expect more of is DATED, with its refurbish price; one that refurbishing can’t lift is OUTCLASSED, with no refurbish offer: the way out is a newer ride (the Problems tab and the ride’s Upkeep tab say so too). Thanks to the player who reported it (bug report #5)
- One staff screen: the Staff window is now Manage › Staff (Shift+S still opens it), with a sortable ledger of everyone: what they do, their area, wage, work done, idle time, energy and morale. Sort by Idle to find who has too little to do
- Manage › Guest flow (where guests go first, the busiest paths, dead ends nobody walks, the longest waits), Money (this month by category, each line opening its ledger) and Problems (everything lowering the rating, each with the place to act on it; nothing is fixed from there)
- Research in a totally random order: a lab can invent anything it has left, even a Mega Coaster in a brand-new park. Each new game has its own order (reloading keeps it). The first find in each lab comes quickly, then the real prices: a big invention costs more and takes longer. What a scenario’s goal needs comes within its lab’s first three inventions
- Free accounts’ labs only invent what you can build: Premium rides are left out of the draw, and a lab with only Premium left says so (click it to see Premium). Premium owners get the full random order
- Marketing campaigns (Finances › Marketing): Ride spotlight, Discount day, Vouchers, Season pass and Opening fanfare beside Advertising. Each costs a fee, runs for a few days, shows a chart of what it does, pays in the right park and loses in the wrong one (a Discount day on a packed day, a Season pass in a rainy week, free-ride vouchers always); two run at once, and that can be the same card twice (a spotlight or a fanfare on two different rides). Rain keeps half the crowd a campaign draws at home, a storm all of it. Season passes and redeemed vouchers get their own lines in Manage › Money
- Advertising now costs more in busier parks, so it pays about the same everywhere. Campaign fees grow with the park too: a big, busy park pays more for the same card
- Sign up and play at once: a brand-new account starts the game straight away on the device you signed up on. The welcome email’s link still signs you in on your other devices
- Emails from Park Baron come in the park’s colours, navy and gold, with their link as a gold button
- Confirm your account: until your email address is confirmed, a bar under the toolbar resends the link or changes the address (a typo is fixed in place, and only the new address’s link works). Premium needs a confirmed address
- The homepage counts every park players have opened, not only the ranked ones
- Big parks’ leaderboard reports (sent compressed since v0.14.41): one the server refuses is no longer left half stored
- Loading: the quiet job that finishes the card pictures never runs while the game draws under 30 frames a second (a slow machine kept preparing a picture every second)