
The indoor park management simulator where you can create your rides and coasters from scratch and freely design your halls. Manage, expand and develop your own park to inspire your guests. Satisfy your visitors' needs by unlocking and researching new buildings, rides, transportation and more!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
English, German, French, Simplified Chinese, Korean, Italian, Spanish - Spain, Dutch
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
a game i really wish i could say i love, i'd even take like but it ultimate feels like a take on the roller coaster tycoon franchise that just misses the point
i like it
I got this game after seeing the lets game it out video on it, thinking it would be like planet coaster two, but I wasv very dissapointed. I feel like the games main gimmik of being indoors is just a limitation more than anything, building coasters feels inpercise, the physics are weird, and the park building just feels like something out of Roblox. Honesty, just save up to get planet coaster.
my game keeps crashing in the loading screen after i made a ride that is ridicilolusly high. how am i supposed to fix that?
Not a bad game to play, You also get to create your own rides! Downfall is the devs told me I was able to import 3D Mesh files into the game witch I cannot do. If anyone can enlighten me as to how to import mesh files my comments are open!
like it
A new age roller coaster tycoon. can still manage prices in stores, make your own coaster, and follow guests. Has objectives. It's good.
This is a hard one to review. It does not really deserve the good rating since the UPDATES ARE ON HOLD (According to their Discord server), but the concept would deserve it. I can't rate a concept though, only what is on the table. This is a very solid foundation for maybe even one of the best grid style theme park building games. But it's only that, a foundation. It has tons of problems, missing features and tons of bugs that never got fixed. Often old bugs returned and stayed there. This gives me the impression that polish or even finishing a game is not a priority of Pixelsplit Games. This feels like an Early Access build. As a whole: + Sound effects are... okay. + Controlling flatrides and coasters is tons of fun (if the physics work) + Controls are smooth and responsive (when it works) + Almost infinite ride options thanks to the create your ride tool. It's very bare bones and you guessed it: Full of bugs. + Option to record your own cycles, for a more or less intense experience. It just doesn't record the positions of parts correctly. - Only one scenario, no real career mode. - Updates were slow. Right now there aren't any more coming I think. It's been two years as of writing this. - Bug reports are IMO useless because of that. I've sent in a ton, probably for nothing thogh. - Performance problems with custom rides (with a reasonable amount of parts) • Scenario play (career) These are not scenarios like we know and love from the RCT games, but more a sandbox with limited money and the need to research more attractions. It works well I think, plenty of choices on how to start to get different looking parks. + Not too challenging as a management sim noob. + Progression doesn't feel artificially slowed down. + Lots of space for lots of rides and decorations. + Bonus contracts can spice up the gameplay. Just try them when you get them. + Theming is very easy and fast to place. • Coaster editor + Works with placing nodes. + Very popular models are available, but many classics are missing. - Transitions are very rough and janky. - Heart lining does not exist. - Vertical loops are awful to create. Cobra or Banana rolls almost impossible. - Friction works in reverse. The trains gains more speed with every hill. That is just bad... - No block zones, only one train. - Station is fixed in place - No small ride halls for kiddie coasters. Create your ride: + Tons of options with loads of mappable controls and different kinds of motions. Problem: It often only works halfway. + Different seating options, but all with over the shoulder restraints. + Option to share your creations and download others in the workshop. - Gondola breaks are still broken. It only adds friction, but it doesn't work as a break. - No button to park the ride. - Vertical rides are not stopping the cycle where I recorded it. So a rainbow ride stops at the top the restrains open... uuuuhhhmmm... - Resizing parts is only possible in fixed sizes. That way no 2 different parts can sit together flush, there are always gaps and edges. Same with twisting parts or setting an angle on a angular hub. Very limiting. - Only over the shoulder restrains. No lab bars, buzz bars or no restrains for kiddie rides. Who doesn't love a ferris wheel with over the shoulder restrains? - Motors can be setup so swing, but then it can't go 360° anymore. - Motor sounds can not be swapped, so my main motor sounds like a tiny one and the small motors on the gondola sound massive and are super loud since I have 35 gondolas. - Physics engine is broken. Seats do non stop flips if the angle is right. Makes no sense though and it kills most of the created rides. - Hydraulics can not be be zeroed, so be happy with always 90° or figure something else out. - Ride halls are always huge, even if you have a tiny ride. - Some parts spawn in a different direction in the ride creator then in normal gameplay. All in all, there is loads of potential. But potential alone doesn't make a game good. This game didn't receive the love it needed to be great.
soooo much fun
i love it the grathics are the best very best and it is just good i saw worse stuff on youtube just love it
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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