
Build and customise thrilling roller coasters and incredible water slides, manage the ultimate theme park experience, and share your epic creations. Are you ready to ride the wave?
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.
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.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
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.
About
Create a splash with Planet Coaster 2 - sequel to the world’s best coaster park simulator!
Reach new heights of creativity, management, and sharing as you construct the theme parks of your dreams combining epic water rides and coasters to delight and thrill your park guests.
Dive in now!

Enhanced and improved building and pathing tools let you create spectacular, true-to-life theme parks, complete with sprawling plazas. Make your mark on the world as you shape terrain and populate your park with stunning swimming pools and thrilling rides. It’s never been easier to bring your dream park to life.
Dive into a world of creativity with nine distinct themes, from returning classics like Pirate and Western, to exciting new additions in Viking and Mythology. With thousands of themed customisable pieces at your fingertips, every creation will be truly unique.
Embark on the coaster park experience of a lifetime as you push the boundaries of creativity like never before! Unleash your imagination as you build the most awe-inspiring themed creations with unparalleled customisation tools! For the first time, intuitively add scalable scenery and objects to every ride to elevate your park and give your guests a day to remember.
Create the ultimate experience for your thrill-seeking guests using piece-by-piece construction. Build a vibrant array of exhilarating rollercoasters and jaw-dropping thrill rides. Design a seamlessly interconnected park paradise with glistening swimming pools and twisting water flumes.
Surprise and amaze as you bring the dramatic flair of real-world theme parks to your guests with the brand-new event sequencer tool, while sophisticated global illumination lighting brings the theme park experience to your home with stunning visuals and striking authenticity.

Balance thrilling your guests with managing your budget - populate your park with amazing efficiently powered attractions and the right amenities to boost your rating and become a theme park master.
Provide for your guests’ health, well-being, and happiness so your park can thrive. With all-new waterparks comes the need for shade, sunscreen, lifeguards, changing rooms, and more to ensure everyone has their best day both in and out of the pool.
Understanding the wants and needs of your guests has never been easier! The new ‘heat maps’ feature lets you understand the wider park’s needs at a glance before diving deeper into the details -simply select any guest to see how they and their immediate group are enjoying your theme park.

Unleash your collective creativity in Sandbox Mode. Take turns to work on building a park with players around the world using a shared cross-platform save!
For the first time ever, collaborate with friends in Franchise Mode to create the best theme park empire and compete with others to reach the top of worldwide leaderboards!
Soak up the fun and get up close and personal, as you experience other players theme park creations first hand - explore their worlds in first person as a park guest!
Share anything and everything! Upload coasters, rides, or even full theme parks for other players, and download and delight in other’s creations. All are easily accessible from the cross-platform Frontier Workshop both in-game and online.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Xbox, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $25.99−60% | 14.7Kreviews | 74% | — | $10.8M |
| $58.49 | 5.1Kratings | 72% | — | not modelled | |
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 1314 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
재밌는데 너무귀찮은게 많이 추가됐음. 전력 관리 , 날씨 에 따른 관리할것 같은 부수적인게 너무 많아져서 어렵.
Un des meilleurs jeu de gestion de parc d'attraction je recommande
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
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 3: 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.
Latest in each market: best FR #70, worst AU #100 · 8 markets collected
US · last 30 days
Reviews, worldwide (the counter carries no country): 11.57/day in the week to Aug 19 → 21.29/day in the week after.
Reviews, worldwide (the counter carries no country): 9.88/day in the week to Jul 21 → 10.2/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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*, Czech, Dutch, Japanese*, Korean*, Polish, Portuguese - Brazil, Simplified Chinese* +1 more
| $49.99 |
| 1Kratings |
| 68% |
| — |
| not modelled |
| $49.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 1.3K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
het is cool
Oui, je le recommande. Le jeu est vraiment bon, mais il a encore de gros défauts. Le principal problème, ce sont les allées. Les poser est parfois un véritable enfer. Il arrive qu'un simple raccordement sur un terrain plat ne fonctionne pas, les chemins se connectent mal ou refusent de se placer. Après une journée de travail, c'est le genre de détail qui peut vraiment faire perdre patience. J'ai aussi trouvé qu'il y avait peu de manèges au lancement. Les DLC apportent du contenu, mais je trouve qu'ils restent assez pauvres par rapport à leur prix. Même chose pour la végétation : il manque des fleurs et des éléments de décoration pour varier les décors. Je trouve également dommage de passer plus de temps à chercher des créations réalisées par les joueurs sur le Workshop que du contenu proposé directement par le jeu. La communauté fait un travail incroyable, mais j'aurais aimé retrouver davantage de contenu de qualité dès le départ. Le plus gros point faible reste, selon moi, le tutoriel. Il est très incomplet. Le jeu explique les bases, puis vous laisse vous débrouiller avec des mécaniques pourtant essentielles comme les piscines, les zones de travail, les plannings, le marketing ou encore la modification des attractions. Au final, j'ai même dû demander de l'aide à une IA pour comprendre certaines fonctionnalités. En revanche, une fois cette prise en main passée, le jeu révèle tout son potentiel. La gestion est très complète : employés, attractions, maintenance, plannings… On a vraiment la sensation de gérer son propre parc. J'aurais même aimé aller encore plus loin dans la personnalisation de la gestion du personnel. Malgré ses défauts, je prends beaucoup de plaisir à jouer. Le jeu mérite encore plusieurs améliorations, mais les développeurs continuent de le mettre à jour. J'espère qu'ils amélioreront surtout l'ergonomie, le tutoriel, le système des allées et qu'ils enrichiront davantage le contenu de base, car le potentiel est énorme.
Yes. I'm sure feedback this is worthy of plethora of awards.
not great
If I could summerize this game in one word it would be [b]Frustrating[/b]. If you've played PC1, you'll find out quickly that it carries a lot of issues from it, on top of the new ones introduced in this game. Here are a few that I've noticed in less that 20h of playtime: [olist] [*]Using the path tool and getting objects aligned is even more frustrating than in PC1. If you like spending hours trying to fix minor details, this is the game for you. [*]The tutorials from the carrer mode are very surface level. A lot of tools and game mechanics are not explained. [*]Prebuilt coaster stations blueprint are still not a thing. I'm sure I'm not the only one who doesn't want to spend 3 hours making one which ends up looking like ♥♥♥♥. [*]A lot of stuff is missing from the help section or is extremely vague. For instance, the Staff Zone page does explain what it does, but doesn’t say where it’s located in the menu. The Edit Tool (Path) one never explains that if you bring a node over another it merges both into one (very useful information to fix paths with kinks). If you want to know how to do something or how to access certain features, you’re better off searching online. [*]The mechanics not repairing/maintaining the rides unless you tell them to is not something that adds fun to the gameplay. [*]The whole employee schedule management sounds like a good idea on paper and maybe some people like it, but for me it just a chore to deal with. I'm not interested in micromanaging 10+ employees. [*]UX seems to have been an afterthought especially in everything “park management” related. Things that should be or were done in 1 click are now done in 5 through unintuitive menu navigation. Why I’m obliged to go in the employee schedule and click on one time slot to assign them to a zone? Why can’t I just click on the employee and assign him to a zone directly? Why after assigning an employee to a ride in their schedule, it resets the filters in the schedule management page? Same thing for the rides, facility and scenery menus? These are just a few examples. [*]Removing Steams Workshop support and forcing you to create a Frontier account to use their own Workshop is just unnecessary and dumb. [/olist] For a game where 60% is copy pasted from the first one (including the graphics which to me look very similar to PC1), I don’t see the point in this sequel. The improvements they’ve made, and the new content could’ve been added through updates of the first game. Though judging by Frontiers history, they would’ve probably milked it into 5-6 DLCs…
Somewhat strategic but where the game shines is the in-depth customization at pretty much every point of the game. From handmaking coasters, waterslides to scenery for flat-rides and far beyond that! It's calming, I find myself playing a bunch of career mode as I grasp ever little mechanic in the game. One thing I wish was part of the game was different varied terrian for sandbox parks.
One of the worst workshops I have ever seen, can hardly connect to it. Just lack of any effort to make the game better other than push out DLC to grab some cash.
比1代感觉难多了,越来越复杂感觉不是好事啊
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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