
RollerCoaster Tycoon World™ is the newest installment in the legendary RCT franchise. This next-generation theme park simulation and building game includes fan-favorite features along with incredible new advancements!
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.14/day in the week to Aug 22 → 0.43/day in the week after.
About
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 804 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I received this game for free and I still feel scammed
♥♥♥♥♥♥♥ Thanks for ruining Chris Sawyer's legacy, Atari.
Buy planet coaster
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Sep 11: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Portuguese - Brazil, Russian, Dutch, Simplified Chinese
Hours played at review time, across 808 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
An absolutely horrendous excuse of a game to even bare the "Tycoon" name. So disappointed and ripped off that i bought into this in early access. I think it was upwards of $50 Canadian. Should have tried to get a refund years ago. It seems like the developers have abandoned this game a few years ago also. So, unless this game gets a complete overhaul. DO NOT PURCHASE THIS GAME!! Buy "Parkitect" instead. It's A much better game that gives you that incredible nostalgic feeling of playing RCT 1, 2, & 3.
https://store.steampowered.com/app/493340/Planet_Coaster/ ____________ [url=https://store.steampowered.com/curator/45534557/]Follow my Curator[/url]
This game is NOT worth playing. Massive bugs, loading gets stuck very often, and and graphics are not that great. DO NOT, and I mean, DO NOT BUY. You will waste your money!
RollerCoaster Tycoon World, developed by Nvizzio Creations and published by Atari and RCTO Productions, was meant to be the triumphant return of one of the most beloved simulation franchises in gaming history. Carrying the iconic RollerCoaster Tycoon name, it set out to deliver a modernized version of the classic theme park-building experience that had captivated players for decades. The promise was enticing: a full 3D world, advanced coaster-building tools, robust park management systems, and seamless Steam Workshop integration for sharing custom content. However, upon release in late 2016, the game quickly became one of the most controversial entries in the series, remembered more for its missteps than for its innovations. What was intended to be a revival of a legendary brand instead became a cautionary tale about the dangers of mismatched expectations and rushed execution. At its core, RollerCoaster Tycoon World adheres to the familiar formula that defines the franchise. Players are tasked with designing, building, and managing a thriving amusement park from the ground up. You create pathways, place attractions, manage finances, monitor guest happiness, and, of course, design the roller coasters that form the centerpiece of your park. Nvizzio introduced a new spline-based coaster construction system, which was a major departure from the traditional segment-based track building of earlier games. This system allows for smoother, more organic track layouts, enabling players to craft intricate designs with loops, twists, and banking curves that flow more naturally than in previous iterations. The physics engine, though imperfect, was designed to simulate realistic coaster movement, complete with the potential for derailments if designs were poorly executed. Riding your own creations in first-person was one of the game’s genuine highlights, offering a sense of thrill and satisfaction that recalled the wonder of classic RollerCoaster Tycoon moments. On paper, the game’s feature list was impressive. Beyond coaster construction, RollerCoaster Tycoon World introduced full 3D park environments with terrain manipulation, dynamic lighting, and the “Park Pulse” system—a data-driven overview of guest feedback and park performance. It also embraced modern community features, integrating Steam Workshop to allow players to share custom rides, structures, and entire parks. The inclusion of modding tools seemed to indicate a desire to nurture a creative and collaborative player base. The sandbox mode, meanwhile, offered freedom from financial restrictions and allowed for pure creative experimentation. It was, in concept, the perfect evolution of the franchise: a simulation that honored its roots while expanding its scope with modern technology and user-generated content. Unfortunately, the final product failed to deliver on much of its potential. From the moment of its release, RollerCoaster Tycoon World was plagued by technical problems, performance instability, and an overall lack of polish. Even on powerful systems, the game suffered from frame drops, long load times, and erratic simulation behavior. The interface felt cumbersome, often requiring too many clicks for basic tasks, and the management tools lacked the depth and precision that fans expected. Guest AI was particularly disappointing—visitors would wander aimlessly, ignore amenities, or behave in illogical ways, breaking the illusion of a living, breathing park. The Park Pulse system, while ambitious, ended up feeling disconnected from gameplay, presenting data without meaningful ways to act on it. The visual presentation, though bright and colorful, lacked personality. Compared to the crisp, stylized charm of earlier Tycoon games or the detailed realism of its contemporaries, it felt flat and unrefined. Perhaps the most frustrating aspect of RollerCoaster Tycoon World is how close it came to being something great. The new coaster-building system, despite its quirks, is easily the most enjoyable part of the experience. Crafting elaborate designs and then testing them in first-person mode provides genuine excitement, and moments of creativity shine through even amidst the game’s flaws. However, that enjoyment is often undermined by broken physics, buggy terrain collisions, and restrictive building tools. Queue paths frequently snap into awkward configurations, ride entrances and exits are rigidly placed, and attempts to fine-tune layouts often result in unpredictable errors. The game offers glimpses of fun—moments when your park hums with life and coasters roar across the skyline—but these moments are fleeting, buried beneath layers of frustration and instability. In terms of management simulation, RollerCoaster Tycoon World also falls short of its predecessors. Financial systems, staff management, and guest needs are simplified to the point of redundancy. Staffing mechanics lack meaningful control, and balancing budgets rarely requires strategic thought. The simulation often feels hollow, as though the numbers are merely cosmetic rather than representing a dynamic system. This is particularly disappointing given how the original RollerCoaster Tycoon titles thrived on the intricate interplay between design and management. Here, the player’s decisions rarely feel impactful, and the park’s success seems to depend more on patience with the game’s quirks than on true managerial skill. A major factor that compounded the game’s failure was its timing. Released within days of Frontier Developments’ Planet Coaster, RollerCoaster Tycoon World immediately suffered from unfavorable comparisons. Planet Coaster not only delivered the kind of modernized experience fans had hoped for—it exceeded expectations with its deep creative tools, intuitive controls, and polished presentation. RollerCoaster Tycoon World, by contrast, felt dated and incomplete upon arrival. Many players accused Atari of rushing it to market to compete directly with Frontier, resulting in a game that simply wasn’t ready. The backlash was swift and severe, with reviews criticizing its bugs, shallow systems, and disappointing visuals. Even years later, community sentiment remains largely negative, with most fans recommending the older titles or Planet Coaster as superior alternatives. Despite its troubled legacy, there are players who find enjoyment in RollerCoaster Tycoon World’s sandbox mode. When stripped of objectives and allowed to build freely, the game can still provide moments of creativity and relaxation. The Steam Workshop community, while smaller than that of its competitors, has also produced custom content that helps alleviate some of the base game’s shortcomings. For those with patience and lowered expectations, there is still a certain nostalgic pleasure to be found in creating coasters, watching crowds gather, and listening to the familiar hum of amusement park chaos. But these moments are fleeting reminders of what could have been—a testament to the enduring appeal of the RollerCoaster Tycoon concept even in imperfect form. Ultimately, RollerCoaster Tycoon World is a case study in ambition undermined by poor execution. It had all the right ingredients to reignite the series’ glory: a beloved brand, modern tools, and a passionate fanbase ready to embrace it. But technical flaws, shallow design, and a lack of cohesive vision prevented it from living up to its potential. While it may hold some nostalgic curiosity for diehard fans or those seeking a creative sandbox experience, it falls far short of the standards set by both its predecessors and its competitors. For many, it represents not just a disappointing sequel, but the symbolic end of an era for the RollerCoaster Tycoon franchise—a once-revolutionary series that lost its way trying to find a place in the modern gaming landscape. Rating: 3/10
DO NOT BUY! ATARI destroyed the RCT series with this game. Buy RCT3: Complete edition, Parkitekt, or Planet Coaster. Whatever you do, do not buy this trash. The list of things they did wrong is too large to go over in a review.
If you've read review after review talking about how buggy and filled with crashes (and not the roller coaster kinds), let me reassure you that they are all legit and speak to the real heart of this game. It's a disaster. You can hardly even enjoy any part of the game because all it's going to do is crash out -- and sometimes refuse to load the saved game you meticulously built up per node of a challenge, meaning you will need to start the entire challenge over again with no part of your achievements saved. The rest of the game might have been fun, with bonus Influencer challenges and glossier graphics. It's hard to say really because the flow of every challenge is riddled with the game cutting out and freezing. What has definitely not improved in any way is that the 'tutorial' of the game of forcing you to try the 'features' of the game lock you into making incredibly stupid choices, and it does nothing with helping you learning how to play the game concepts. Later, you have to make a very specific roller coaster in a very limited field of a park, and the game won't let you buy the ability to free-build it, only a single incredibly enormous premade (I had to delete my entire park to make it at the very end of the challenge node to move on). This wouldn't be so bad but for the completely linear game; you can't advance if you don't do that single node's challenges. It hasn't innovated significantly from the previous games, but I will say that the peeps AIs are vastly altered for the better. No longer do you need to make sure that you put a trashcan every three feet because if a peep has to hold onto their trash longer than 17 seconds they will drop it. People aren't constantly vomiting on the roads. They follow the paths and go the the rides they want to ride. If you have an info booth at the start of the park, peeps pick up maps and use them through the whole park. Truly an amazing feat of AI engineering at last. Also pleasant is that generally speaking your janitors and mechanics at least mostly know what they're doing and coordinating among themselves. Gone are the days of needing to meticulously give extremely specific patrol routes to ensure that your people actual did the work you hired them to do. Periodically it's clear that you will get better results if you do this, but so far I've never done any patrol routes and I've managed to get high 800s parks and keep them functional. But the rest of the game can't get past the buggy crash outs. I've gotten stuck on a challenge node that won't let me reload my save game after pouring hours into the park, meaning that if I want to do it, I will likely have to start over. There are some challenges in particular that are agonizing to get through (placing over 2,900 generic decorations!) and a park you're not allowed to build roller coasters in, and god save you if you have a corrupted save file like I did when 90% done with the park. Doesn't matter that you were saving often. Once the file is bugged, you can do nothing but begin again. You will never get those hours of your life back. And then there's small irritations like the lack of clarity in paths so you get weird broken ones or bizarre formations of the railings, and no mass select tool to move en masse. You can't easily see all the details when you make a coaster in the testing menu; you have to exit out of the build and examine it with the ride examine. There's a dozen of these little things, all of which I'd probably nitpick if this was a good game, but given that it's a disaster game, it's just tossing little sticks onto a forty acre fire. If I hadn't bought this as part of the deluxe pack, I'd be so appalled that I'd be demanding my money back. As it is, I know I want to beat it because I've beaten all the Tycoons in the past, but it won't be a labor of love. It'll be a labor of hate. Don't be me. Play something else. You won't regret skipping this one. Edit to add more details.
Crash Crash Freeze Crash this is crap
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Where this game's players are, estimated from review languages.
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