Compara los precios de Rescue HQ - Coastguard DLC en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por stillalive studios. Publicado por Aerosoft GmbH. Lanzado el 5/3/2020. Disponible en PC. Géneros: Casual, Indie, Simulation, Strategy.

If you already run fire, police, and ambulance in the base game without breaking a sweat, this DLC adds a fourth department and a London map that will genuinely stress-test your station's resource ceiling.

I went into the Coastguard DLC expecting a thin content drop and came out with a meaningful new management layer clamped on top of an already solid tycoon loop. The base game asks you to run fire, police, and ambulance out of a single shared headquarters, juggling reputation currency, staff morale, shift rotations, and a City Hall income stream that punishes every declined emergency. Adding a fourth department, one that operates on water rather than roads, is not a cosmetic change. It forces a genuine rebuild of your station planning. The new Coastguard department brings nine vehicles to command, covering patrol boats, rescue vessels, and specialist craft for SAR and contraband interception. On top of that, you get new construction objects including a contraband station and a life jacket sewing station, both of which tie into the department's unique income and rep mechanics. The London map provides the waterway context for all of this, with scenario missions ranging from Thames sailing race incidents to smuggling operations in the bays. A new story timeline called Toxic Tea serves as the DLC's centerpiece challenge, pushing timed waves of emergencies at a rate that will expose any staffing gaps you thought you could ignore. The shift-planning complexity goes up noticeably: you now have four department pools to keep rested, trained, and funded simultaneously, and the game does not soften that ask. The honest concern is scope. There is only one new map, which means the DLC's replayability lives or dies on how much mileage you squeeze from the London setting and the Workshop. The mod ecosystem, built on F# and Unity, is the real long-term hedge here. Players who have already installed community maps and custom missions for the base game will find the Coastguard tools slot in cleanly. Those who have never touched the Workshop might find the single map runs thin faster than expected. Community feedback is split sharply: players who treated it as a full system expansion enjoyed the added pressure, while players hoping for a self-contained experience criticized it as a reskin where boats replace land vehicles without enough surrounding depth. Both readings have merit, and which one applies to you depends almost entirely on how deep into the base game you are. For strategy and sim players who have already squeezed the Berlin and San Francisco scenarios dry and want a reason to rebuild their HQ from a different angle, the Coastguard DLC delivers a credible fourth-department challenge on a new map with enough mechanical hooks to justify the extra planning overhead. Come in expecting a full expansion and you will be disappointed. Come in expecting a focused, difficult new department that multiplies your existing late-game complexity, and the value proposition holds up. Diego, Scout Team

Rescue HQ - Coastguard DLC

Rescue HQ - Coastguard DLC

5 mar 2020stillalive studiosAerosoft GmbH
GamerScout opina

If you already run fire, police, and ambulance in the base game without breaking a sweat, this DLC adds a fourth department and a London map that will genuinely stress-test your station's resource ceiling.

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I went into the Coastguard DLC expecting a thin content drop and came out with a meaningful new management layer clamped on top of an already solid tycoon loop. The base game asks you to run fire, police, and ambulance out of a single shared headquarters, juggling reputation currency, staff morale, shift rotations, and a City Hall income stream that punishes every declined emergency. Adding a fourth department, one that operates on water rather than roads, is not a cosmetic change. It forces a genuine rebuild of your station planning. The new Coastguard department brings nine vehicles to command, covering patrol boats, rescue vessels, and specialist craft for SAR and contraband interception. On top of that, you get new construction objects including a contraband station and a life jacket sewing station, both of which tie into the department's unique income and rep mechanics. The London map provides the waterway context for all of this, with scenario missions ranging from Thames sailing race incidents to smuggling operations in the bays. A new story timeline called Toxic Tea serves as the DLC's centerpiece challenge, pushing timed waves of emergencies at a rate that will expose any staffing gaps you thought you could ignore. The shift-planning complexity goes up noticeably: you now have four department pools to keep rested, trained, and funded simultaneously, and the game does not soften that ask. The honest concern is scope. There is only one new map, which means the DLC's replayability lives or dies on how much mileage you squeeze from the London setting and the Workshop. The mod ecosystem, built on F# and Unity, is the real long-term hedge here. Players who have already installed community maps and custom missions for the base game will find the Coastguard tools slot in cleanly. Those who have never touched the Workshop might find the single map runs thin faster than expected. Community feedback is split sharply: players who treated it as a full system expansion enjoyed the added pressure, while players hoping for a self-contained experience criticized it as a reskin where boats replace land vehicles without enough surrounding depth. Both readings have merit, and which one applies to you depends almost entirely on how deep into the base game you are. For strategy and sim players who have already squeezed the Berlin and San Francisco scenarios dry and want a reason to rebuild their HQ from a different angle, the Coastguard DLC delivers a credible fourth-department challenge on a new map with enough mechanical hooks to justify the extra planning overhead. Come in expecting a full expansion and you will be disappointed. Come in expecting a focused, difficult new department that multiplies your existing late-game complexity, and the value proposition holds up.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementstrading-cardsworkshopcloud-savestier:aaaFourth DepartmentMaritime MissionsLate-Game ComplexityShift ManagementReputation EconomyContraband MechanicsF# ModdingStory TimelineSingle-Map DLC

Requisitos del sistema

Mínimos

OS
Microsoft Windows 7 / 8 / 10 (64bit)
Memory
8 GB RAM
DirectX
Version 11
Storage
1 GB available space
Graphics
1 GB VRAM
Processor
Dual Core CPU with 3.0 GHz

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Memory
16 GB RAM
Processor
Quad Core CPU with 3.5 GHz

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Información del juego

Desarrolladora
stillalive studios
Distribuidora
Aerosoft GmbH
Fecha de lanzamiento
5 mar 2020

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¿En qué plataformas está disponible Rescue HQ - Coastguard DLC?

Rescue HQ - Coastguard DLC está disponible en PC.

¿Cuándo se lanzó Rescue HQ - Coastguard DLC?

Rescue HQ - Coastguard DLC se lanzó el 5 de marzo de 2020.

¿Quién desarrolló Rescue HQ - Coastguard DLC?

Rescue HQ - Coastguard DLC fue desarrollado por stillalive studios y publicado por Aerosoft GmbH.