
Virtual Rides 3 - Funfair Simulator
A sandbox funfair simulator that rewards ride tinkerers and atmosphere chasers, but has nothing to offer if you showed up expecting a tycoon game.
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About Virtual Rides 3 - Funfair Simulator
My first instinct when I loaded Virtual Rides 3 was to look for a build queue, a budget bar, a guest happiness graph. None of that exists here. That misread of the genre is actually the single most important thing to communicate before anyone puts money down: this is not a park-management game, it is a ride-operation and customisation sandbox, and the distance between those two things is enormous. Once I accepted what I was actually sitting in front of, the experience became considerably more honest. The core loop is straightforward. You arrive at a pre-built fairground spread across roughly 12 acres of ground, and your job is to operate and personalise the rides themselves. Colour schemes, lighting rigs, fog machines, stroboscopes, component swaps - the customisation stack runs surprisingly deep for a title at this price tier. The first-person on-ride camera is the centrepiece feature, letting you strap in to carousels, spin rides, and thrill attractions from the operator's perspective or as a passenger. The crowd reacts to running attractions, the lighting transforms the whole place after sunset, and for a narrow slice of an evening it genuinely captures something of that chaotic sensory overload you get walking into a real funfair. Rides like the Falcon, Northstar, and the various DLC additions (Bounce Machine, Salsa, Flipping Disc, among others) each have their own operational feel, and completionists can sweep up all achievements in a couple of hours if that's the goal. The problems are real and worth naming plainly. There is no structured goal, no economy, no progression system - which means the sandbox collapses for anyone who needs external motivation to stay engaged. The tutorial is close to useless; the menus lack tooltips and the game dumps you into the fairground with minimal guidance. Performance optimisation has always been a sore spot: the engine asks for more than the visual output justifies, and the default graphics settings launch at a level that will punish mid-range hardware immediately. Scaling settings down is doable but should not be the first thing a new player has to do. The VR mode deserves its own warning - it functions, but the lack of in-headset menus means you're removing the headset between every single ride to navigate selections, which hollows out the immersive promise almost entirely. There are also no roller coasters, which feels like a genuine gap given the ride-first design philosophy. Who actually gets value out of this? Funfair enthusiasts who find satisfaction in operating and dressing up specific attractions, players who grew up near travelling fairs and want a nostalgia sandbox, and younger or casual players who just want to ride things from a first-person view without any competitive pressure. For that audience, the moddable foundation (basic ride modding is documented by the community) and the DLC ride roster add shelf life. For strategy or sim players looking for systemic depth, decision trees, or economic tension, this is the wrong box entirely. Diego, Scout Team
Tags
Steam Deck & Linux
Valve rates this game Steam Deck Playable.
System Requirements
Minimum
- OS
- Windows 7 (64-Bit), Windows 8.1 and Windows 10
- Memory
- 8 GB RAM
- DirectX
- Version 11
- Storage
- 10 GB available space
- Graphics
- (AMD): AMD Radeon™ HD 7850 7850 2 GB (NVIDIA): nVidia GeForce® GTX 660 2 GB (VR): nVidia GeForce® GTX 970
- Processor
- (AMD): AMD FX-6350 (Intel): Core i5 6600K
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Game Info
- Developer
- Pixelsplit Simulations
- Publisher
- Pixelsplit Simulations
- Release Date
- Mar 16, 2017
