Monster Park Tycoon Preview – Where Brains Are Currency and Capitalism Is King
A zoo where the guests are snacks.
Monster Park Tycoon was a lightning-fast turnaround. I saw it, I played it, now I’m writing about it. It was a quick turnaround because it’s in its infancy and still has a lot to do on the roadmap. Still, that didn’t stop me from having bright ideas on how I could run this place. Let’s get started.
First, I was expecting Theme Park for monsters. Like, Johnny Public would be the undead wanting to go on a ghost train that was probably some sort of demon hunter experience, and snacks were brains and Big Gulps full of blood. Nope. It’s a zoo. At least one can snack on brains.
That confused me a bit; I had to go back and look at the title, as Monster Park Tycoon sounds like a location for ghouls rather than gals and guys. Wrong: it’s for the latter, and your job is building attractions that hold a variety of monsters and things that should be locked away, in tidy little exhibits.

However, zombies were people too, and if you’re going to have a successful park, you need to keep the residents happy. That means meeting their dietary requirements, or keeping them satisfied with tyres and apocalyptic decor. You can’t be everywhere at once, so that’s when you hire your helpers.
Keeping Monsters Happy (and Fed)
Helpers will stock food and drink, and in some situations, even calm them down (zombie rage). It’s your job as overseer of Monster Park Tycoon to ensure the exhibits are taken care of, and security is so tight that even a goblin couldn’t pick a lock.
Essentially, every exhibit is a tiger with lasers, so you need to keep them enclosed and monitor that they can’t escape. This means sending helpers out to make repairs on the job while you import new monsters using portals that can be unlocked through your new place of worship, sending staff to recruit new exhibits.
Depending on who you send, and how many staff, will improve the odds of capturing something decent, as ultimately, the exhibits in Monster Park Tycoon are all dangerous. And naturally, because this is a strategy game, these monsters can gain new stats, earning more money from visitors.

Success hinges on balancing two stats: appeal and rage. These are two separate areas you need to satisfy, and in doing so, you will level up that monster. This comes with a caveat: it could put your visitors at risk, and ultimately, they keep you in business and affect the park’s overall rating.
Turning Visitors Into Workers (and Dinner)
But does it really matter what the visitors think? You can absolutely have your way with them (not like that, you pervert). Instead, you can set up traps across the park, and once a visitor falls into one, you can capture them, send them to a brainwashing facility, then have them work for you!
On top of this, you can also feed them to your monsters, thus creating highly experienced creatures that earn you more money. Whoever said capitalism is evil? Boy, were they naive. Anyway, my thoughts on Monster Park Tycoon?
It’s a good premise and, to be honest, it’s nice to have something like Theme Park that isn’t overcomplicated and bogged down with too many boxes to tick and a last-minute narrative we don’t care about. This is fiendish and immersive enough in these early stages.
The building structures and skill tree/research paths (pacts) are a great idea, and while I was looking forward to a headless horseman rollercoaster, I much prefer luring in the public, taking all their money, as well as their free will.
Fiendish Fun, But Early Days
I needn’t go into much more depth at this stage as it’s early days, and realistically, you’ll have played something that handles like this before. It has all the staples like fast-forwarding time, hiring (and converting staff), plus a decent development/skill path.
A demo is currently available, so I suggest giving it a whirl, as OverPowered Team hasn’t set a release date yet.
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