
Let's Build a Zoo
Zoo Tycoon nostalgia with a darker twist: genome mapping, black market deals, and a morality system that makes you choose between profit and ethics every single week.
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About Let's Build a Zoo
My spreadsheet instincts told me Let's Build a Zoo would be a light, color-by-numbers tycoon. I was wrong, and I lost an embarrassing number of evenings to it. Springloaded's pixel-art management sim sits comfortably between the approachability of Two Point Hospital and the underlying system depth you'd expect from a proper genre entry, and the morality layer is what quietly separates it from the pack. Binary decisions drop into your lap constantly: sell aging animals into a black market, license your CRISPR research to a shady corporation, or keep things ethical and watch your margins suffer. Going full villain unlocks factories that pollute your grounds but inflate revenue; staying virtuous costs real money and requires more active enclosure management. Neither path is optimal in every situation, and that tension keeps the mid-game genuinely interesting. The genome and splicing systems are where the sim credentials get serious. You start with rabbits and geese, but the endgame loop is really about collecting every color variant of each species through the Nursery to map their genome. Once you have complete genetic data on two species, the CRISPR Splicer lets you fuse them into a hybrid, one animal's head onto another's body, procedurally generated and individually named. The resulting creatures draw bigger visitor crowds than standard exhibits, so there is a meaningful mechanical reason to pursue the full collection grind, not just a cosmetic one. With 60 base animals and ten variants each, the variant hunting alone is a multi-hour investment before you can freely splice, which is exactly the kind of late-game depth I want from a sim. For newcomers, the learning curve is real but manageable. The tutorial covers the basics well enough: placing enclosures, hiring zookeepers and vets, managing visitor paths, building food stalls. Where it falls flat is on the smaller, harder things: connecting water troughs to pipelines, preventing enclosure overcrowding, or knowing when to donate ageing animals before they die naturally and tank your zoo rating. The cash economy can also lock you into a frustrating cycle mid-game where expanding your bus routes to attract more visitors costs money you can only earn by having more visitors. The solution is patience and prioritizing enclosure quality over land expansion, but the game never tells you that. Budget an hour of trial and error before it clicks. On PC, where keyboard and mouse give you full menu access, the interface issues that reviewers flagged on Switch essentially disappear. Building and repathing is fluid, and the daily and weekly financial reports give you the numbers you actually need to course-correct. The pixel art style is functional rather than spectacular, and the music loops enough to become wallpaper after a few sessions. Those are minor complaints against a game with a strong core feedback loop. Days pass in minutes, events fire regularly, and there is always one more hybrid or one more genome variant sitting just a few in-game weeks away. Diego, Scout Team
Tags
Steam Deck & Linux
Valve rates this game Steam Deck Playable. Runs great on Linux after minor tweaks. Based on 17 ProtonDB community reports.
System Requirements
Minimum
- OS
- Windows 7 or later
- Memory
- 2 GB RAM
- DirectX
- Version 10
- Storage
- 738 MB available space
- Graphics
- NVIDIA GeForce GTX 550/equivalent or higher
- Processor
- Intel Core i5
Recommended
- OS
- Windows 10
- Memory
- 4 GB RAM
- DirectX
- Version 11
- Storage
- 3 GB available space
- Graphics
- NVIDIA GeForce GTX 760/equivalent or higher
- Processor
- High-range Intel Core i5
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Reviews & Ratings
Game Info
- Developer
- Springloaded
- Publisher
- No More Robots
- Release Date
- Nov 5, 2021