
NoLimits 2: Roller Coaster Simulation
Professional-grade coaster CAD with a live G-force readout instead of a park to manage. No guests, no economy, just one ride tuned until every transition is clean.
GamerScout Verdict
For engineers who want to perfect one ride, not run a park. Bring patience for the editor and a build order for week one.
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About NoLimits 2: Roller Coaster Simulation
The force graph running under the editor timeline is the best teaching tool I have used in any simulation game, and I am including Paradox tooltips in that comparison. Drag a control point and the vertical and lateral acceleration traces redraw in real time, so a piece of track that merely felt wrong becomes a visible spike you can flatten before it ever gets built. That one feedback loop is why this thing sits at 97 percent positive across roughly 1,700 Steam reviews, in a corner of the market where software from 2014 usually feels its age. Set expectations before anything else: this is not a park builder. There are no guests, no ticket prices, no staff to hire, no economy to exploit. What you get is a spline-based track editor where you place control points, set banking and roll by hand or by curve, and then build the steel underneath the ride yourself. Track styles cover the real manufacturer catalogue, so a hyper coaster behaves and looks nothing like a launched steel layout or a wooden out-and-back. Terrain accepts heightmaps, you can import your own 3D models for scenery, and a scripting layer drives triggers, animated props and custom control panels. Block sections, brake runs and dispatch logic are all simulated, which means the finished coaster can be run as an operator rather than only ridden as a passenger. The reputation for being impenetrable is earned but overstated, and the fix is a build order. Hour one, do not open the editor at all. Ride the bundled coasters, in VR if you own a headset, and watch how what your stomach reports lines up with what the numbers said. Hour two, open one of those stock tracks in the editor and pull it apart until you break it. Only then start your own layout, and start small: lift hill, drop, one turnaround, brake run. Get that closing cleanly before you attempt a single inversion. Supports come last, always, because rebuilding a support structure after you nudge the track is the most demoralising way I know to lose an evening. Follow that sequence and the twenty-hour wall most newcomers hit turns into a long weekend instead. Where it disappoints is almost everything surrounding that excellent core. The interface is a decade old and behaves like it: dense panels, small hit targets, undo handling that quietly rewards saving often. Support generation is powerful but slow, and the automatic pass gives you a rough draft rather than a finished structure. Scenery and terrain tools are serviceable and no more, so the jaw-dropping creations you see in screenshots are usually the work of people importing external models rather than using what ships in the box. Steam Workshop exists and functions, but the deepest part of this community has always lived on dedicated coaster forums off-platform, which matters if you were planning to judge the whole mod ecosystem by the Workshop page. Official updates have been thin for years. There is no multiplayer, no campaign, no progression, no unlock curve. The game hands you a toolset and an empty valley and lets you get on with it. So the buying question resolves cleanly. If you want to run a theme park, look at the management sims instead, because you will bounce off this within an hour and blame yourself. If you want to engineer one single ride until the lateral forces are smooth through every transition and the airtime hill delivers exactly what you specified, nothing else on PC comes close, and VR turns your private tinkering into something friends will genuinely queue up to try. Treat it as CAD software with a thrill payoff, respect the build order above, and it will keep you busy for years. Skip it if you need a tutorial that holds your hand all the way to the end, because this one walks you to the second turn and then leaves you standing there.

Strategy & simulation
Tags
System Requirements
Minimum
- Processor
- 2.4 GHz Dual Core
- Memory
- 4 GB RAM
- Graphics
- DirectX 10.0 hardware required (>= Shader Model 3), min 512 MB VRAM, older DX9 cards (ATI x1000 series, GF 7000 series or older) no…
Recommended
- OS
- Windows 10 or newer (64 Bit OS strongly recommended)
- Processor
- 3.2 GHz Quad Core
- Memory
- 8 GB RAM
- Graphics
- DirectX 11 hardware or newer (>= Shader Model 5) and with 1 GB or more VRAM
- DirectX
- Vers…
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Reviews & Ratings
Game Info
- Developer
- Ole Lange
- Publisher
- O.L. Software
- Release Date
- Aug 21, 2014
