Compara los precios de Planet Coaster en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Frontier Developments. Publicado por Frontier Developments. Lanzado el 17/11/2016. Disponible en PC, Mac, Xbox. Géneros: Action, Adventure, Casual, Simulation, Strategy. Puntuación Metacritic: 84/100.

The closest thing to a perfect RollerCoaster Tycoon successor: absurdly deep construction tools, a Steam Workshop stuffed with community parks, and management that leans creative rather than cutthroat.

I have a spreadsheet tracking every park I've built across theme park sims going back to the original RollerCoaster Tycoon, and Planet Coaster sits near the top of it for sheer hours surrendered. Frontier's pedigree here matters: the studio that made RCT3 came back and rebuilt the genre almost from scratch, and the result is a construction sandbox with a level of freeform customisation that still holds up years after launch. You are not just plopping down pre-made coasters. You are sculpting terrain, tracing track spline by spline, setting banking angles, running test laps to check excitement and nausea ratings, then decorating the surrounding queue area with themed scenery pieces until the whole thing looks like a real park zone. Three modes give you different entry points. Sandbox cuts all financial constraints and unlocks every ride, which is the right place for pure creative work. Career mode hands you partially built parks with bronze, silver, and gold objectives - hit a park rating target, sustain profit for a set period, pay down a loan - and it paces itself well without a countdown timer pressuring every decision. Challenge mode sits between the two: a blank plot, randomised objectives, and a budget that forces you to actually think about which flat rides generate footfall before you blow everything on a wooden coaster. The career and challenge paths double as the game's tutorial, and newcomers should treat them exactly that way before jumping into Sandbox. The objectives feel formulaic after a while, but the underlying park-building loop is strong enough that the repetition rarely stings. The management layer is the honest weak point. Financial pressure is light, and the worst outcome of poor staffing decisions is a few nauseous guests and a dip in park rating rather than a genuine financial spiral. Hardcore sim players who want their parks to bleed money on a bad quarter will find the economic friction underwhelming. Staff management involves setting work rosters for mechanics, janitors, and entertainers, and configuring patrol routes so mechanics actually reach the right rides before breakdowns compound - that layer has some real depth. But the guest AI, while charming to watch, does not push back hard enough to make tycoon-focused play feel tense. Think of it as a creative tool with light tycoon scaffolding, not a full management sim. The Steam Workshop integration is a genuine differentiator. Any creation - a single coaster car layout, a themed shop exterior, an entire park - can be saved as a blueprint and published or downloaded instantly. The community catalogue is enormous, and browsing it from the main menu globe view is one of those small UI decisions that quietly adds hundreds of hours of replay value. The DLC catalogue is substantial, adding themed scenery packs, flat rides, and coaster types across many paid releases. The base game is complete without any of it, but Workshop blueprints from other players sometimes embed DLC assets, which can trigger a save-block if you download community parks without checking their asset lists first - a friction point worth knowing about before you dive deep into Workshop content. For anyone who grew up with RollerCoaster Tycoon and gave up on the genre after years of disappointing successors, Planet Coaster is the game that genuinely delivers. It is not going to stress-test your economic decision-making, but the construction depth, terrain sculpting tools, and Workshop ecosystem make it a remarkable creative platform. Approach Career mode first, read the ride stats panels carefully, and resist the urge to open a coaster before the test laps confirm acceptable intensity ratings. The learning curve respects you enough to let you figure things out at your own pace. Diego, Scout Team

Planet Coaster

Planet Coaster

17 nov 2016Frontier Developments
GamerScout opina

The closest thing to a perfect RollerCoaster Tycoon successor: absurdly deep construction tools, a Steam Workshop stuffed with community parks, and management that leans creative rather than cutthroat.

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Steam Deck PlayableProtonDB Gold
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Acerca de Planet Coaster

I have a spreadsheet tracking every park I've built across theme park sims going back to the original RollerCoaster Tycoon, and Planet Coaster sits near the top of it for sheer hours surrendered. Frontier's pedigree here matters: the studio that made RCT3 came back and rebuilt the genre almost from scratch, and the result is a construction sandbox with a level of freeform customisation that still holds up years after launch. You are not just plopping down pre-made coasters. You are sculpting terrain, tracing track spline by spline, setting banking angles, running test laps to check excitement and nausea ratings, then decorating the surrounding queue area with themed scenery pieces until the whole thing looks like a real park zone. Three modes give you different entry points. Sandbox cuts all financial constraints and unlocks every ride, which is the right place for pure creative work. Career mode hands you partially built parks with bronze, silver, and gold objectives - hit a park rating target, sustain profit for a set period, pay down a loan - and it paces itself well without a countdown timer pressuring every decision. Challenge mode sits between the two: a blank plot, randomised objectives, and a budget that forces you to actually think about which flat rides generate footfall before you blow everything on a wooden coaster. The career and challenge paths double as the game's tutorial, and newcomers should treat them exactly that way before jumping into Sandbox. The objectives feel formulaic after a while, but the underlying park-building loop is strong enough that the repetition rarely stings. The management layer is the honest weak point. Financial pressure is light, and the worst outcome of poor staffing decisions is a few nauseous guests and a dip in park rating rather than a genuine financial spiral. Hardcore sim players who want their parks to bleed money on a bad quarter will find the economic friction underwhelming. Staff management involves setting work rosters for mechanics, janitors, and entertainers, and configuring patrol routes so mechanics actually reach the right rides before breakdowns compound - that layer has some real depth. But the guest AI, while charming to watch, does not push back hard enough to make tycoon-focused play feel tense. Think of it as a creative tool with light tycoon scaffolding, not a full management sim. The Steam Workshop integration is a genuine differentiator. Any creation - a single coaster car layout, a themed shop exterior, an entire park - can be saved as a blueprint and published or downloaded instantly. The community catalogue is enormous, and browsing it from the main menu globe view is one of those small UI decisions that quietly adds hundreds of hours of replay value. The DLC catalogue is substantial, adding themed scenery packs, flat rides, and coaster types across many paid releases. The base game is complete without any of it, but Workshop blueprints from other players sometimes embed DLC assets, which can trigger a save-block if you download community parks without checking their asset lists first - a friction point worth knowing about before you dive deep into Workshop content. For anyone who grew up with RollerCoaster Tycoon and gave up on the genre after years of disappointing successors, Planet Coaster is the game that genuinely delivers. It is not going to stress-test your economic decision-making, but the construction depth, terrain sculpting tools, and Workshop ecosystem make it a remarkable creative platform. Approach Career mode first, read the ride stats panels carefully, and resist the urge to open a coaster before the test laps confirm acceptable intensity ratings. The learning curve respects you enough to let you figure things out at your own pace.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementscloud-savessteamTycoonPark BuilderFreeform ConstructionGuest AISandbox ModeWorkshop SupportScenario ChallengesDLC-HeavyTerrain SculptingBlueprint SharingStaff ManagementCoaster PhysicsCareer ObjectivesManagement-LiteCreative SandboxCommunity-Driven

Requisitos del sistema

Mínimos

Processor
Intel i5-2300/AMD FX-4300
Memory
8 GB RAM
Graphics
nVidia GTX 560 (2GB)/AMD Radeon 7850 (2GB)
DirectX
Version 11
Storage
8 GB available space

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Processor
Intel i7-4770/AMD FX-8350
Memory
12 GB RAM
Graphics
nVidia GTX 980 (4GB)/AMD R9 380 (4GB)
DirectX
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Reseñas y valoraciones

Metacritic
84
Steam
91%(71,708)

Información del juego

Desarrolladora
Frontier Developments
Distribuidora
Frontier Developments
Fecha de lanzamiento
17 nov 2016

Modos de juego

singleplayer

Idiomas

Subtítulos (9)
EnglishFrenchGermanSpanish - SpainPortuguese - BrazilKorean+3 más

Características

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¿En qué plataformas está disponible Planet Coaster?

Planet Coaster está disponible en PC, Mac, Xbox.

¿Cuándo se lanzó Planet Coaster?

Planet Coaster se lanzó el 17 de noviembre de 2016.

¿Quién desarrolló Planet Coaster?

Planet Coaster fue desarrollado por Frontier Developments.

¿Merece la pena comprar Planet Coaster?

Planet Coaster tiene una puntuación Metacritic de 84/100, lo que lo convierte en uno de los títulos destacados de Action. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.