Compara los precios de Indoorlands en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Pixelsplit. Publicado por Pixelsplit. Lanzado el 14/10/2022. Disponible en PC, Mac, Linux. Géneros: Casual, Indie, Simulation, Strategy.

A cozy-but-surprisingly-systems-heavy park builder where the twist of going fully indoors is more than a gimmick, though a patchy tutorial will test your patience before the real loop clicks.

My instinct when a tycoon game lands in the strategy-and-sim pile is to start stress-testing its economy before the tutorial even finishes. Indoorlands resisted that impulse for a while, and that's actually a compliment. The core loop, place halls, drop in rides or carnival attractions, route your repair and cleaning infrastructure, harvest research points from on-site labs to unlock the next tier of content, has a genuine rhythm to it once you stop fighting the layout and start letting the park breathe. The standout mechanic is the ride editor. Rather than picking from a catalogue, you assemble coasters and attractions from physical components, cranks, seats, pulleys, track sections, and then test them in a first-person ride-along view before opening them to guests. The Steam Workshop hooks in neatly here: a community of creators has been shipping custom ride blueprints since early access, and that library adds meaningful replayability for anyone who burns through the base content. For a park sim at this budget tier, the depth of the creation tools is genuinely surprising. On the management side, the decision layer is lighter than Planet Coaster or Parkitect veterans will want. You monitor guest satisfaction through individual visitor feedback, watch heat maps for dirt and aesthetic ratings, balance the radius coverage of your warehouse, repair, and cleaning buildings, and respond to random events that typically punish you but reward you with research currency. It is not a demanding system, but it is a coherent one. Career mode keeps the money tight enough to make land expansion feel meaningful; sandbox mode lets you toggle infinite funds and flip subsystems on or off, which is a sensible concession for players who just want to build. The rough edges are real and worth naming. The tutorial walks you through camera controls and basic placement, then stops well before covering land purchasing, traffic flow, or how attraction levelling works. Community-made guides fill that gap, but a new player hitting a wall twenty minutes in is a legitimate design failure. Visually, the low polygon count gives everything a sparse, mid-2000s quality that some will read as charming minimalism and others will find plain cheap. There were also stability complaints around launch, including repeatable crash bugs tied to specific building rotations, though the team has shipped patches since the early access phase and actively solicited feedback through an in-game report button. For the strategy crowd specifically: do not expect the AI governor complexity of a grand-strategy title or the logistic chains of a factory builder. Indoorlands sits firmly on the relaxed end of the sim spectrum. That is not a flaw, it is a positioning choice, and the game mostly delivers on it. If you want a session-friendly park builder where the creative ceiling is higher than the management floor, and you are willing to lean on community guides to paper over the tutorial gaps, there is a solid forty-plus hours here before the content well runs dry. Diego, Scout Team

Indoorlands

Indoorlands

14 oct 2022Pixelsplit
GamerScout opina

A cozy-but-surprisingly-systems-heavy park builder where the twist of going fully indoors is more than a gimmick, though a patchy tutorial will test your patience before the real loop clicks.

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My instinct when a tycoon game lands in the strategy-and-sim pile is to start stress-testing its economy before the tutorial even finishes. Indoorlands resisted that impulse for a while, and that's actually a compliment. The core loop, place halls, drop in rides or carnival attractions, route your repair and cleaning infrastructure, harvest research points from on-site labs to unlock the next tier of content, has a genuine rhythm to it once you stop fighting the layout and start letting the park breathe. The standout mechanic is the ride editor. Rather than picking from a catalogue, you assemble coasters and attractions from physical components, cranks, seats, pulleys, track sections, and then test them in a first-person ride-along view before opening them to guests. The Steam Workshop hooks in neatly here: a community of creators has been shipping custom ride blueprints since early access, and that library adds meaningful replayability for anyone who burns through the base content. For a park sim at this budget tier, the depth of the creation tools is genuinely surprising. On the management side, the decision layer is lighter than Planet Coaster or Parkitect veterans will want. You monitor guest satisfaction through individual visitor feedback, watch heat maps for dirt and aesthetic ratings, balance the radius coverage of your warehouse, repair, and cleaning buildings, and respond to random events that typically punish you but reward you with research currency. It is not a demanding system, but it is a coherent one. Career mode keeps the money tight enough to make land expansion feel meaningful; sandbox mode lets you toggle infinite funds and flip subsystems on or off, which is a sensible concession for players who just want to build. The rough edges are real and worth naming. The tutorial walks you through camera controls and basic placement, then stops well before covering land purchasing, traffic flow, or how attraction levelling works. Community-made guides fill that gap, but a new player hitting a wall twenty minutes in is a legitimate design failure. Visually, the low polygon count gives everything a sparse, mid-2000s quality that some will read as charming minimalism and others will find plain cheap. There were also stability complaints around launch, including repeatable crash bugs tied to specific building rotations, though the team has shipped patches since the early access phase and actively solicited feedback through an in-game report button. For the strategy crowd specifically: do not expect the AI governor complexity of a grand-strategy title or the logistic chains of a factory builder. Indoorlands sits firmly on the relaxed end of the sim spectrum. That is not a flaw, it is a positioning choice, and the game mostly delivers on it. If you want a session-friendly park builder where the creative ceiling is higher than the management floor, and you are willing to lean on community guides to paper over the tutorial gaps, there is a solid forty-plus hours here before the content well runs dry.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementstrading-cardsworkshopcloud-savestier:sub-5TycoonPark BuilderRide EditorSandbox ModeWorkshop IntegrationCozy SimCareer ModeResearch TreeHeat Map Management

Requisitos del sistema

Mínimos

OS
Windows 7 (SP1+)/8.1/10 64bit
Memory
4 GB RAM
DirectX
Version 10
Storage
4 GB available space
Graphics
Dedicated graphics card with Shader Model 3.0 capabilities
Processor
64-bit processor

Recomendados

OS
Windows 7 (SP1+)/8.1/10 64bit
Memory
8 GB RAM
DirectX
Version 10
Storage
4 GB available space
Graphics
Dedicated graphics card with Shader Model 3.0 capabilities
Processor
64-bit processor

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Información del juego

Desarrolladora
Pixelsplit
Distribuidora
Pixelsplit
Fecha de lanzamiento
14 oct 2022

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¿Dónde puedo comprar Indoorlands más barato?

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¿En qué plataformas está disponible Indoorlands?

Indoorlands está disponible en PC, Mac, Linux.

¿Cuándo se lanzó Indoorlands?

Indoorlands se lanzó el 14 de octubre de 2022.

¿Quién desarrolló Indoorlands?

Indoorlands fue desarrollado por Pixelsplit.