Compare Rescue HQ - Coastguard DLC prices across 50+ stores and find the best deal. Developed by stillalive studios. Published by Aerosoft GmbH. Released on 3/5/2020. Available on PC. Genres: 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
CasualIndieSimulationStrategy

Rescue HQ - Coastguard DLC

Mar 5, 2020stillalive studiosAerosoft GmbH
GamerScout Says

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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About Rescue HQ - Coastguard DLC

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

Tags

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

System Requirements

Minimum

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
Additional Notes
SSD highly recommended

Recommended

Memory
16 GB RAM
Processor
Quad Core CPU with 3.5 GHz

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Game Info

Developer
stillalive studios
Publisher
Aerosoft GmbH
Release Date
Mar 5, 2020

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What platforms is Rescue HQ - Coastguard DLC available on?

Rescue HQ - Coastguard DLC is available on PC.

When was Rescue HQ - Coastguard DLC released?

Rescue HQ - Coastguard DLC was released on 5 March 2020.

Who developed Rescue HQ - Coastguard DLC?

Rescue HQ - Coastguard DLC was developed by stillalive studios and published by Aerosoft GmbH.