
Planet Coaster® - the future of coaster park simulation games has arrived! Surprise, delight and thrill incredible crowds as you build your coaster park empire - let your imagination run wild, and share your success with the world.
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.
About



Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
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 946 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Looks and runs awfully. Paid $2 for this game on sale but still returned it. If you want a theme park tycoon game just pay for Roller Coaster Tycoon. It has a good chance of actually running on your PC, and it actually looks decent. I hate the way the people look in this game, and optimization is non-existent.
自己上手反而感觉玩的有点累,不如看主播建造来得好玩 感觉应该是自己建的时候要花好久的时间,时长太久消磨了乐趣吧。 看主播反正是剪辑过了的,直接就看游客效果
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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 18: 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.
Reviews, worldwide (the counter carries no country): 2.14/day in the week to Aug 11 → 5.29/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, German, Spanish - Spain, Portuguese - Brazil, Korean, Simplified Chinese, Traditional Chinese, Japanese
Hours played at review time, across 955 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
길 만들기가 씹창인것 빼면 갓겜
好玩 !!特别沉浸!!就是盖房子技术差点 新手第一次玩很上头,慢慢探索吧
[h3]EN[/h3] The game is functional; players with little discernment will love using the new tools. But the game feels unfinished. Artificial intelligence aesthetics. Overall, the game works. The only positive point is the disabled object collision. Any game in developer mode has that. Now imagine this game with object collision physics enabled, oh no! [b]Employee Gameplay[/b] I had a problem with mechanics; on a defined route, they get sad and want to leave the job. On this defined route, a ride breaks, and the game assigns a free-route mechanic walking far away. The assigned mechanic doesn't have priority and apparently wasn't even busy. [b]Object Gameplay[/b] Security camera says its range is 15 meters; upon installation, you have to imagine or manufacture a tool to measure those 15 meters. The operational cost is only visible after installation. There are many resources with organizational and usability problems. It gives the impression that they use artificial intelligence to generate the code and then work on it, and then it becomes this mess. [b]Gameplay and Economy[/b] In tutorials on YT you can increase the value of the stores by 30%, meaning the game is making a joke, why aren't the values adjusted? Increase the difficulty? The motto: more problems than solutions? I had more extreme rides, the lines were long, and when the rides broke down, it instantly reduced revenue. The time it takes for the mechanic to arrive is ridiculous. All the money you accumulate can end up going towards this revitalization, and with the loss of revenue during the revitalization, customers have to leave the queue, then after it reopens they have to rejoin... In my opinion, it's a mess. This reminds me of the inZOI developer asking players for adjustments to the length of days in the game. Planet Coaster seems to have the same development problem. It seems like the parents left home, leaving the children very unsure of what to do with their lives. That's the world of the 21st century. [b]Aesthetics[/b] I remember the old RollerCoaster (1999-2000) with fewer pixels; it had a hamburger stand, drinks, popcorn, cotton candy, pizza... All standard products and standard aesthetics, like civilized adults liked. Now in Planet Coaster everything is colorful with "famous brands" it's definitely artificial intelligence design, it's impossible for someone to have created this aesthetic. [b]In conclusion[/b] The game is playable, beautiful, even with low FPS it conveys the feeling of a roller coaster. I don't recommend it for those who played RollerCoaster 1999 or 2000; new players might even like it. You have to build piece by piece or get them from the workshop or use what the game provides. For me it's an unfinished game, the face of whoever approved the project for sale would certainly match that photo "save Walter White, Father, Husband & Teacher" :meatwagon: I will continue playing, watching tutorials, and adding new experiences in the comments. I DO NOT RECOMMEND IT. [hr][/hr] [h3]PT-BR[/h3] O jogo é funcional; jogadores com pouca experiência vão adorar usar as novas ferramentas. Mas o jogo parece inacabado. Estética de inteligência artificial. No geral, o jogo funciona. O único ponto positivo é a colisão de objetos desativada. Qualquer jogo em modo desenvolvedor tem isso. Agora imagine este jogo com a física de colisão de objetos ativada, que horror kkk [b]Jogabilidade dos Funcionários[/b] Tive um problema com os mecânicos; em uma rota definida, eles ficam tristes e querem abandonar o trabalho. Nessa rota definida, um brinquedo quebra e o jogo designa um mecânico de rota livre que está andando longe. O mecânico designado não tem prioridade e aparentemente nem estava ocupado. [b]Jogabilidade dos Objetos[/b] A câmera de segurança diz que seu alcance é de 15 metros; após a instalação, você precisa imaginar ou fabricar uma ferramenta para medir esses 15 metros. O custo operacional só é visível após a instalação. São muitos recursos com problemas de organização e usabilidade. Dá a impressão de que eles usam inteligência artificial para gerar o código e depois trabalham nele, aí vira essa bagunça sem pé nem cabeça. [b]Jogabilidade da Economia[/b] Em tutoriais no YouTube, você consegue aumentar o valor das lojas em 30%, o que significa que o jogo está fazendo uma piada. Por que os valores não são ajustados dessa maneira? Aumentar a dificuldade? O lema: mais problemas do que soluções? Eu tinha mais atrações radicais, as filas eram longas e quando as atrações quebravam, a receita caía instantaneamente. O tempo que o mecânico leva para chegar é ridículo. Também tem a questão da revitalização pra reduzir a frequência da quebra do brinquedo. Todo dinheiro que você acumula pode acabar indo nessa revitalização e na perda de receita durante a revitalização, os clientes tem que sair da fila, depois que reabrir entrar novamente... No meu ponto de vista é uma bagunça. Isso me lembra o desenvolvedor do inZOI perguntando para os jogadores ajustes de duração dos dias no jogo. Planet Coaster parece ter o mesmo problema de desenvolvimento. Dá impressão que o pai e a mãe saíram de casa, deixaram as crianças com muita dúvida do que fazer da vida. É o mundo do século XXI. [b]Estética[/b] Lembro-me do antigo RollerCoaster (1999-2000) com menos pixels tinha uma barraquinha de hambúrgueres, bebidas, pipoca, algodão-doce, pizza... Todos os produtos e a estética padrão, como adultos civilizados gostam. Agora, em Planet Coaster, tudo é colorido e com "marcas famosas". É definitivamente é um design de inteligência artificial; é impossível que alguém tenha criado essa estética, nem criança gosta disso. [b]Em conclusão[/b] O jogo é jogável, bonito de gráfico, mesmo com baixa taxa de quadros transmite a sensação de uma montanha-russa. Não o recomendo para quem jogou RollerCoaster 1999 ou 2000; novos jogadores podem até gostar. Você precisa construir peça por peça, obtê-las na oficina ou usar o que o jogo oferece. Para mim, é um jogo inacabado. A cara de quem aprovou este projeto de jogo pra venda, certamente combinaria com aquela foto "Salve o senhor Walter White, Pai, Marido e Professor" :meatwagon: Continuarei jogando, assistindo tutoriais e adicionando novos detalhes nos comentários. NÃO RECOMENDO
Demorei bastante para finalmente jogar Planet Coaster, mesmo já tendo ele há anos na biblioteca, e a experiência foi uma surpresa beeeem positiva. O jogo é fofo, divertido, fluido e cheio de potencial, daqueles que você pode passar horas e horas explorando e criando. Não chega a ser como RollerCoaster Tycoon, que ainda considero melhor, mas Planet Coaster tem seu charme próprio e é feito com muito capricho. A construção de montanhas-russas é intuitiva e viciante, o visual é bonito e bem traduzido, e a sensação geral é de um jogo feito com carinho. Por outro lado, alguns pontos me incomodaram... a customização de temas e cores poderia ser mais rica, a parte online ficou muito aquém do esperado, e a movimentação de objetos no início é estressante, quase como mexer em um programa de modelagem 3D, embora com o tempo a gente se acostume. Os bots e o gerenciamento de vendedores também deixam muito a desejar, tornando a administração cansativa, e manter as finanças positivas é um desafio que às vezes pesa mais do que diverte. Ainda assim, apesar desses defeitos, Planet Coaster é viciante, cheio de personalidade e muito divertido. Recomendo demais, mesmo sendo um pouco pesado em computadores antigos e com preço salgado. (comprei na promoção) É um jogo que, com todos os altos e baixos, conquista muito pela criatividade e pela diversão que proporciona.
control very hard for me
Very annoying UI and rules about where , when and how to place or tweak something. Decent for enthousiasts, however im not one of them !
me ha gustado mucho este juego
Pretty realistic for a theme park game and has tons of different options to choose from, for whatever you want to build. Sandbox mode is very good since you don't have to worry about anything besides what you're building next. I haven't tried the other modes yet so I don't know how good they are.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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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