
Planet Coaster - Back to the Future Time Machine Construction Kit
Add-on / DLC for Planet Coaster — view full gameA scenery kit, not a ride pack: the DeLorean is something you assemble yourself, part by part. Great if the piece editor is already your happy place, pointless if it isn't.
GamerScout Verdict
Best for Planet Coaster builders already fluent in the piece editor; adds nothing if you play for park management.
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About Planet Coaster - Back to the Future Time Machine Construction Kit
Cities: Skylines built a whole business on content creator packs that hand you an asset library and leave the actual design work to you, and this kit follows the same logic inside Planet Coaster, with one difference that decides who should buy it. The headline item is not an item at all. The time machine is a construction kit. You assemble it from parts in the piece editor, using the same snapping, rotation and advanced move tools you would use to put together a facade or a queue shelter. If that sounds like an afternoon well spent, read on. If it sounds like homework someone else should have done, the rest of this is going to talk you out of it. Mechanically, this is theming and nothing else. No new coaster type, no new flat ride, no new track system, no scenario or career content, no changes to guest behaviour or the park economy. What lands in your build menu is a set of Hill Valley styled scenery parts plus the piece-by-piece vehicle, riding on the standard Planet Coaster plumbing: Workshop upload, achievements, trading cards, cloud saves, family sharing. Everything routes through systems the base game already gave you. Group your pieces, save the group as a blueprint, publish it, subscribe to what other builders did with the same parts. That loop is the real value multiplier here, and the pack is honestly only as good as your willingness to use it. Numbers matter more than the store page admits. Detail-heavy building in Planet Coaster costs you in object count and simulation overhead, and a vehicle assembled to a decent standard is a large pile of individual pieces sitting in a very small footprint. Put three of them around a park, add a full street frontage behind them, and you can take a smooth park to a stuttering one on mid-range hardware once guest numbers climb into the thousands. Plan around it the way you would plan around late-game tick rate in a grand strategy save: build the assembly once, blueprint it, reuse the blueprint instead of hand-placing the same detail work again. Retheming an existing coaster station is cheaper than a from-scratch plaza, so do the station first and see what your frame budget looks like before you commit to the whole street. Now the beginner-friendly case, because Planet Coaster's building tools have a reputation for being impenetrable and the tutorial does very little to fix that. Grid snapping, rotation increments, surface snap toggles, the advanced move tool: none of it is explained with the patience a newcomer deserves, and a licensed kit that assumes fluency is a strange place to start. It is still a good teacher if you approach it backwards. Subscribe to a finished Workshop build, drop it into a sandbox park with unlimited funds, then take it apart. Ungroup it, drag single pieces out, see where the builder cheated with clipping and where they used a genuine technique. Two hours of reverse engineering somebody else's assembly will teach you more about the editor than the in-game guidance ever does, and once that clicks, this kit stops being a parts bin and becomes a structured exercise with a clear target to compare your work against. The disappointments are structural rather than technical. Licensed content is a coin flip on how much the licence means to you personally, and if the film is just a film to you, you are buying a parts bin with a famous silhouette on the box. Sandbox players get the most out of this by a wide margin. Anyone who plays Planet Coaster as a management sim gets close to nothing: no new revenue lines, no staffing wrinkles, no ride throughput to optimise, no numbers to push. And it is worth stating plainly that the strong reputation attached to this listing (roughly 91 percent positive across more than 72,000 Steam reviews, with a Metacritic score in the mid eighties) belongs to the sim underneath, not to this add-on. Judge the kit on its own narrow terms. My line is simple. If the piece editor is already where your evenings go and you want a themed project with a defined finish line and a Workshop audience for the result, this earns its slot in your build menu. If you were hoping for a new ride, a scenario, or anything that touches the management layer, nothing here is aimed at you.

Strategy & simulation
Tags
System Requirements
Minimum
- Processor
- Intel i5-2300/AMD FX-4300
- Memory
- 8 GB RAM
- Graphics
- nVidia GTX 560 (2GB)/AMD Radeon 7850 (2GB)
- DirectX
- Vers…
Recommended
- Processor
- Intel i7-4770/AMD FX-8350
- Memory
- 12 GB RAM
- Graphics
- nVidia GTX 980 (4GB)/AMD R9 380 (4GB)
- DirectX
- Vers…
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Reviews & Ratings
Game Info
- Developer
- Frontier Developments, Aspyr (Mac)
- Publisher
- Frontier Developments, Aspyr (Mac)
- Release Date
- Nov 17, 2016
