Theme Park Studio is a powerful suite of tools that allows players to design, build, and experience stunning amusement parks of their own design. Players can build whatever they can imagine, and then share it online for others to experience.
Análisis de usuarios:
Recientes:
Muy negativos (12 análisis) - 0% of the 12 user reviews in the last 30 days are positive.
Global:
Variados (357 análisis) - El 63% de los 357 análisis de los usuarios sobre este juego son positivos.
Fecha de lanzamiento: 27 feb. 2014

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Juego con acceso anticipado

Obtén acceso inmediato e involúcrate con este juego mientras se desarrolla.

Nota: Este juego con acceso anticipado no está terminado y puede o no cambiar más adelante. Si no te entusiasma jugarlo en su estado actual, entonces deberías esperar a ver si el juego avanza más en su desarrollo. Más información

Lo que dicen los desarrolladores:

PLEASE READ OUR DEV ROAD MAP BELOW. ANIMATED RIDES COMING PHASE 2, COASTERS PHASE 3 Theme Park Studio is still in development and is being released in stages. Please only purchase if you are interested in being involved in the ongoing development of this exciting project. This includes testing, debugging, and supplying new feature requests! We listen to our backers! We have been, and continue to be, a community based project!!!

PLEASE NOTE: Coaster construction is 60 percent complete and will be released in a future stage (see development roadmap below).

Current Status:

As described on our Kickstarter update, this first release basically allows our community to get started designing their parks, creating custom assets, and importing/sharing custom scenery.

Most modules are 70 percent complete. Each will be released in phases, with additional modules unlocked as we polish and add new features requested by the community.

Looking back, the game has branched out way beyond its original design, as we listened to our customer base. We have held focus group meetings with backers, interacted with forum members, and truly set out to build the ultimate theme park sandbox game, shaped by the community.

Below is our current development road map:

The Current Build Includes:

Full featured editor with easy to use transform tools and helper functions.

Dynamic Custom Scenery Builder. Using our build sets, or your own custom sets, create unlimited custom scenery that give your park a unique style. Objects created can saved with embedded meshes, textures, and thumbnails, then shared with friends. When finished simply drop into your library folder and they instantly become part of the custom libraries.

Extensive importing/exporting tools for easy file sharing. We have put extra effort into allowing players to easily share all their amazing designs with simple one click imports! Custom scenery, materials, lights, paths, parks and skies can be easily exported to a single file with an embedded thumbnail. When finished, simply drop into your library folder and they instantly become part of the custom library for easy inclusion into your projects.

Powerful real-time path tools. Please see the videos for a detailed view. This extremely powerful tool allows players to quickly build, layout their park with complex curved paths, walls, bridges, and foundations. You can even attach trees, meshes, or particles effects like torches that will be automatically created, and positioned, for you.

Particle Library - A few particle effects are included in this build, with the full particle editor coming in a future update. Particle effects are 80 percent complete.

Built in object libraries including shops, cafes, castle, and more... Easy placement makes creation a snap:

Full tee library using our proprietary 3d procedural vegetation system with automatic LOD generation.

Flat ride library: PLEASE NOTE: Flat rides are static and just for aesthetics. The animation module is 60 percent complete and will be unlocked in a future update.

Light Library: Place lights easily with fully adjustable properties including color and attenuation;

Terra-forming. Our engine will procedurally paint your landscape based on user specified textures and parameters. 12 textures are used to accomplish the final result, so smooth transitioning is done for you. However we realize some may want to paint paths and since this tech already exists in the engine, we are looking at painting in an upcoming update (based on user request). Other than that, the terra-forming is very complete and powerful. Creating complex landscape is very simple, and easy to use.

Environmental library with customizable properties

Water with customizable properties.

Our next Phases Include
Phase 2:
Custom flat ride designer and animator, with ultra realistic physics. This module is one of our finest. It includes proprietary tools and technologies that allow players to build custom rides from scratch, with amazing realism, using patented technology. This module is currently 60 percent complete.

Phase 3:
Coaster construction. This module quite a lot already finished including on the fly rail type changing, coloring, station linking, rail supports, lifts, cat-walks, and more... However we want to continue to add additional features requested by the community.

Phase 4:
Music streaming with new custom DLC sound tracks.

Phase 5:
Custom train design. This module is extremely powerful and almost fully complete. Please refer to our videos for a detailed look. Here you can create almost any custom train imaginable, including importing your own custom meshes, built by you or downloaded from the community

Phase 6:
Keyframer. This powerful module is 80 percent complete and is for advanced users that want to hand animate objects and physics for that extra detailed touch. Please see video library for a detailed look.

Phase 7:
Particle Effects. Particle effects are 80 percent complete.

Phase 8:
Guest integration with path-finding AI and behavioral trees.”
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Actualizaciones recientes Ver todos (17)

16 de junio

***** Theme Park Studio Fully Supports Vive and Oculus - VR Testing Sign Ups Here *****

Hello Everyone,

We are happy to announce Theme Park Studio fully supports Vive and Oculus, and with our unique physics-based ride simulator you can almost feel the motion in VR.

If you own TPS, and have a Vive or an Oculus kit, we hope you will join our VR beta testing group by clicking here. "VR Testing Signups"

We also wanted to give you a progress report and let everyone know we are working hard, even through the weekends, to finish TPS and implement community requests.

We have started a thread which will itemize each bug fix, community request, improvement, and optimization as they are completed up to release. If you want to review our progress, feel free to follow this thread:
"Bug fixes, Community requests, Improvements, and Optimizations"

We will be updating it regularly.

So far, we have implemented Oculus and Vive support, Xbox controller support, Vive controller support, and by community request we added hot keys for quick teleporting to coasters and rides. We even added a ride reset that allows the player to jump right into the seat at anytime. So far, the Gyro Swing, Turbo Force, and wood coasters have received some great feedback, with our unique physics based flat ride solution producing an ultra real VR experience. We will also be posting some great new VR parks, and plan some great dark rides for our VR audiences.

With most of the VR work complete, we will be dividing our time between finishing TPS and polishing VR with our VR test group. We are nearing completion of TPS Gold edition and, after this final round of bug fixes/optimizations, we will add the Platinum features and ship the boxed edition.

In case you missed the previous announcement, here is a summary of what we have been working on the past few months.

Before we completed our final round of cleanup and bug fixes we had one more obligation to meet, VR support. As you may know, we had VR support up and running last year. Back then, Direct mode was not compatible with the graphics library we were using, so we wrote some custom shaders and worked with the best tools we had at the time. Since then, the new Oculus runtime has unfortunately made the entire graphics library completely incompatible. We do understand Oculus decision to drop this API support, and that it was simply due to progress. However, because of this change we were faced with either completely rebuilding our graphics pipeline or abandoning VR altogether. Neither option was good.

Then the Vive was released, and it was truly impressive. Now we had 2 very solid pieces of equipment in our hands. We knew TPS’s extensive customization features, our immersive environment, and Live Parks was a perfect match for VR. So, in order to fulfill our obligations we decided to buckle down, strap ourselves in, go face down for a few months, and completely rebuild a new graphics engine

The results have been fantastic. The engine has been ported, extensive optimizations have been added, and we even rebuilt the multi-threading which is far superior to previous build. We're now getting dramatically higher frame rates in our runtime player pushing the framerate into the area needed for VR.

Multiple requests for VR from the community, and strong support from hardware manufacturers, reinforces our belief that TPS and Live Parks are an excellent fit for VR and we're looking forward to the official release.

If you do not have a VR device but would like to join are expansive Live Parks testing group you can sign up here: http://www.instant.ly/s/s8LhR

We have had strong support from the community for Live Parks and appreciate all those that signed up. Live Parks testing is a lot of fun and includes socializing with other members of the community, competitive racing with leaderboard high scores, exclusive sneak peeks at new parks, and more. We hope you will join us

Since TPS was first announced, the theme park sim genre has grown considerably and there are many new players on the market. It is great to see the genre revive. Our future roadmap goals include expanding on what makes us unique, and separates us from other products, including extensive customization, custom materials, in game physics based animator, programmable particle effects, interactive rides, and of course Live Parks with each park looking completely unique through specialized custom scenery and animations. Here are renders of one of the Live Parks being built by a member of the community. You can follow the authors progress here www.disneyparksearchive.com and on his twitter handle @DPEarchive.






TPS has grown exponentially since our announcement. If you look back to original videos you see it has expanded way beyond our original design. Early Access gave us the opportunity to take it further than we originally planned, which has not only benefited our backers but also helped us to build a product with unprecedented customization options and, through Live Parks, a new immersive social theme park experience.

We appreciate all our backers support, patience, and contributions along this incredible journey. Thank You

Theme Park Studio Team

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10 de mayo

***** New VR Update, Render Engine, and Live Parks *****

Hello Everyone,

We wanted to give you an update on TPS development. Before we complete our final round of cleanup and bug fixes we had one more obligation to meet, VR support.

We had VR support up and running last year. Unfortunately Direct mode was not compatible with the graphics library we were using, but we needed to meet our obligations so we wrote some custom shaders and worked with the best options we had at the time. Unfortunately since then Oculus changed their support requirements which made the entire SDK library we used incompatible. We understand Oculus decision to drop this SDK support, and that it was simply due to progress. However, because of this change we were faced with either completely rebuilding our graphics pipeline or abandoning VR altogether. Neither option was good.

Then the Vive was released, and it was truly impressive. The graphical quality and user experience was simply amazing. Now we had 2 very solid pieces of equipment. We knew TPS’ extensive customization features, our immersive environment, and Live Parks were a perfect match for VR. In order to fulfill our obligations we decided to buckle down, strap ourselves in, go face down for a few months, and completely rebuild a new graphics engine

The results have been fantastic. The engine has been ported, we have added extensive optimizations, and have rebuilt the multi-threading which is now far superior to the previous build. We're getting dramatically higher frame rates and we'll be upgrading our shadowing soon.

Since then, we've also been contacted by Razer and plan to support the OSVR platform as well. Multiple requests from the community and strong support from hardware manufacturers reinforces our belief that TPS and Live Parks are an excellent fit for VR and we're looking forward to the update release.

Currently we are looking for VR testers as well as Live Parks testers. If you have a Vive, Oculus, or an OSVR kit, we hope you will sign up for VR beta testing by clicking here: http://www.instant.ly/s/8yq8q

If you do not have a VR device but would like to join our expansive Live Parks testing group, you can sign up here: http://www.instant.ly/s/s8LhR

We have had strong support from the community for Live Parks and appreciate all those that signed up. Live Parks testing is a lot of fun and includes socializing with other members of the community, competitive go kart racing with leaderboards, new interactive rides, exclusive sneak peeks at new parks, and more. We hope you will join us.

After the VR build is released, we will do our final round of cleanup and bug fixes, add the Platinum features, and ship the boxed edition.

Since TPS was first announced, the theme park sim genre has grown considerably and there are many new players on the market. It is great to see the genre revive. Our future roadmap goals include expanding on what makes us unique, and separates us from other products, including extensive customization, custom materials, in game physics based animator, programmable particle effects, interactive rides, and of course Live Parks with each park looking completely unique through specialized custom scenery and animations. Here are renders of one of the Live Parks being built by a member of the community. You can follow the authors progress here www.disneyparksearchive.com and on his twitter handle @DPEarchive. In game screenshots with the new lighting/shadowing will be posted soon.







TPS has grown exponentially since our announcement. If you look back to original videos you see it has expanded way beyond our original design. Early Access gave us the opportunity to take it further than we originally planned, which has not only benefited our backers but also helped us to build a product with unprecedented customization options and a new immersive social theme park experience.

We appreciate all our backers support, patience, and contributions along this incredible journey.

Thank You

Theme Park Studio Team

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Críticas

“For all the people who want to be an Imagineer , this is the game for you”
Orlando Attractions Magazine

“Theme Park Studio should make a lot of the Roller Coaster Tycoon fans very happy as well as breathing new life into the theme park and roller coaster sim market”
Micechat.com

“Theme Park Studio is everything you could want in a theme park simulation game. Roller Coasters, Flat Rides, Theming, the entire package is absolutely fantastic!”
ThemeParkReview.com

Acerca de este juego

Theme Park Studio is a powerful suite of tools that allows players to design, build, and experience stunning amusement parks of their own design. Players can build whatever they can imagine, and then share it online for others to experience.

'Theme Park Studio Professional Edition' is scheduled for use in 2014 by Intamin Amusement Rides to showcase their newest coaster designs.

Theme Park Studio includes Steam Workshop integration. You can now browse through libraries of Parks, Rides, Custom Scenery, and Environments built by the community, without ever leaving the program. There is also a new 'Publish' feature, for uploading your creations directly from Theme Park Studio.

The 'Enter Park' feature adds a new dimension by allowing players to take a virtual tour of community built parks. In addition, the upcoming Oculus Rift support will take the virtual park experience to a whole new level.

Theme Park Studio has been in development for 1 1/2 years and integrates our proprietary game engine and IDE used in the serious games industry.

Please join us, through early access, in continuing this exciting project. Early Access will provide the means to take this title even further, and make Theme Park Studio the ultimate theme park simulator.

Using our rich toolset, players begin by sculpting their terrain, creating lakes, rivers, and raising knolls and mountains. Next, the opening gate is set and paths are placed with our easy path tools. No staggered or sharp edges here, just smoothly curved pathways procedurally built on the fly. With the click of a button, fences are created, stairs are generated, and trees are procedurally placed. Now it's time to build some rides. Coaster creation is both easy and flexible. Coaster rails can be bent, twisted, and shaped into almost any design imaginable. Add brakes, accelerators, tunnels, or have the coaster scream through a custom mesh, like a volcano. There is virtually no limit to what you can come up with. Prefabricated template pieces are also provided as helpers. Want to add a batwing or cobra roll? Simply click the icon and it will drop right in. All the power combined with all the ease of use.

Theme Park Studio broke new ground when we unveiled our custom flat ride designer. This unique module allows to design, build, and invent custom rides. Physics can be applied to objects connected by custom joints. Next, animations are applied to these physics objects. Animation properties include, Torque, Force, Dampen Torque, Dampen Force, Position, Rotation, and Scale. With this functionality the number of flat rides you can create with Theme Park Studio is virtually unlimited! If building custom flat rides is not your thing, no problem, simply select from our library of pre-built rides. In just one click, the ride drops right in to your park, with full physics and animation built in.

Next, fill out your park with restaurants, gift shops, bathrooms, etc.. You can pick from our built in libraries, or download custom meshes and import them for maximum customization. Turn your park into a stunning, picturesque environment with our procedural vegetation libraries. With a simple click drop in trees, hedges, bushes, and flower beds, that subtly sway in the wind. Using our particle effects engine, add fountains, fireworks, smoke, and torches for the final touch. Finally, open the park to guests and watch the peeps tour your park and ride your custom coasters and flat rides. You can also take a first person virtual tour through your park, and experience your own rides. Theme Parks are easily saved and archived. You can upload them to one of the Theme Park Studio coaster exchange sites that will be coming out soon. Theme Park Studio is a product built for the community where players can truly build the amusement park of their dreams.

Theme Park Studio features include:

- Steam Workshop Integration. Players can now simply browse through libraries of Parks, Rides, Custom Scenery, and Environments, and with a couple clicks, become immersed in a virtual theme park world! You can also publish your custom built parks directly to Steam Workshop to share with the Steam community!

- Custom coaster creation. Players can bend, pull, and stretch coasters into any design they wish. Prefabricated templates are provided as helpers, if desired

- Custom Flat Rides. Design your own flat ride from the ground up, or select from our pre-built ride library.

- Park guests: After opening your park, watch park guests (peeps) tour your theme park and hop on your coasters and flat rides.

- Mesh importing: Build your own environmental objects and import them for maximum customization.

- Particle effects, including fire, smoke, fountains, fireworks, and weather effects. Our particle effects module is very versatile, allowing the player to create a wide range of effects. Particles can have triggers for setting up shows or like coasters splashing through water.

- Landscaping: Import your own height maps and textures to create stunning landscapes, or custom sculpt one of your own design.

- Water: Control water parameters like speed, level, color, and ripple size.

- Vegetation: Our engine features an advanced vegetation solution. Our proprietary technology allows players to build everything from grass to elaborate oaks. Trees are procedurally generated and can be controlled by custom wind and turbulence settings. This technology has been integrated into Theme Park Studio.

- Oculus Rift Support: Due to overwhelming requests for this support, we are proud to announce this cutting edge technology will be included in all versions of Theme Park Studio.

Requisitos del sistema

    Mínimo:
    • SO: Windows XP or later
    • Procesador: 2.2 GHz dual core processor
    • Memoria: 2 GB de RAM
    • Gráficos: Nvidia 8800 GPU
    • DirectX: Versión 9.0
    • Almacenamiento: 5 GB de espacio disponible
    • Tarjeta de sonido: DirectX compatible
    Recomendado:
    • SO: Windows XP or later
    • Procesador: 2.2 GHz dual core processor
    • Memoria: 3 GB de RAM
    • Gráficos: Nvidia 8800 GPU
    • DirectX: Versión 9.0
    • Almacenamiento: 5 GB de espacio disponible
    • Tarjeta de sonido: DirectX compatible
Análisis de usuarios
Sistema de análisis de usuarios actualizado en septiembre de 2016. Más información.
Recientes:
Muy negativos (12 análisis)
Global:
Variados (357 análisis)
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8 reviews match the filters above ( Variados)
Análisis más útiles  Global
A 6 de 6 personas (100%) les ha sido útil este análisis
Recomendado
0.7 h registradas
Análisis de acceso anticipado
Publicado el 27 de febrero de 2014
Aun esta muy verde, creo que sera un gran juego pero le queda mucho camino por andar, de momento solo puedes colocar arboles, editar terreno pero aun no puede construir una montaña rusa o probarla como sale en los videos, lo dicho un titulo en camino de ser un gran juego pero aun esta sin terminar.
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A 3 de 3 personas (100%) les ha sido útil este análisis
No recomendado
8.9 h registradas
Análisis de acceso anticipado
Publicado el 4 de abril
¡¡No compreís el juego!! Llevan dos años de desarollo y apenas han avanzado nada. Ademas que tanto controles, como gráficos, variedad de objetos, etc, deja mucho que desear o apenas tiene. Esperad al Planet Coaster, eso si que tiene pinta de ser un gran juego de parques de atracciones.
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A 2 de 2 personas (100%) les ha sido útil este análisis
No recomendado
1.5 h registradas
Análisis de acceso anticipado
Publicado el 9 de mayo
Jugabilidad mala y 2 años en Early Acces para nada ya que no han actualizado nada, esperar a Planet Coaster
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A 1 de 1 personas (100%) les ha sido útil este análisis
Recomendado
6.7 h registradas
Análisis de acceso anticipado
Publicado el 19 de marzo de 2014
Aun está en Alpha y no se pueden animar las atracciones ni construir montañas rusas pero el juego tiene un potencial enorme, no solo por la herramientas de edicion, sino por los mods que tiene y tendrá.

Recomendado a todo aquellos que quieran diseñar en un futuro su parque de atracciones ideal.
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A 1 de 2 personas (50%) les ha sido útil este análisis
Recomendado
58.0 h registradas
Análisis de acceso anticipado
Publicado el 8 de marzo de 2014
Acabo de participar en la beta cerrada del Theme Park Studio junto a su creador (PanteraEnt) y algunos betatesters más.

El motivo de esta beta era probar los nuevos "Live Parks", una característica en principio no planeada en el kickstarter, pero añadida más tarde. Los live parks son una especie de second life pero de parques de atracciones. Los parques abren a ciertas horas del día, hay que entrar por la entrada del parque y hacer cola en las atracciones. Puedes interactuar con los demás jugadores mediante unos globos a modo de cómics en la cabeza y participar en minijuegos como los autos de choque o los karts, en los cuales aparecen estadísticas de los mejores jugadores y mejores tiempos realizados.

Mi experiéncia:

Al entrar en el live park, el parque estaba cerrado, haciendo que se acumulara gente en la entrada (unas 10 personas). La skin de los personajes al parecer es asignada aleatoriamente (no se si se podrá cambiar en el juego final) y había de todo un poco, niños, adultos, y ambos sexos. Al principio me tocó ser una señora mayor y luego reinicié el juego para probar y se me asignó un chico joven.
Estuvimos esperando junto al creador del juego mientras hablábamos un poco y cuando abrió el parque nos dirigimos a la primera atracción: una especie de tren de la mina muy lenta para poder ver el paisaje y la ambientación. Hicimos cola en el tren, esperamos tras las puertas automáticas y al abrirse entramos en el tren. El recorrido bastante sinuoso nos mostraba varios aspectos como la creación del terreno, los puentes, túneles y la vegetación. Al salir nos fuimos a los karts, donde tuve un pequeño problema y mi coche no funcionó hasta que no acabó la primera ronda, así que me tocó conducir solo una vuelta XD.
Después de eso fuimos a las cadenas voladoras y por último volvimos a montar en el tren de la mina pero esta vez de noche. He de decir que la noche de este juego es impresionante y las atracciones se ven muy realistas. Las luces están muy bien logradas. Además los FPS van mejor de noche que de día, al contrario que muchos juegos. Después de eso nos despedimos y cerraron la beta.

Sobre los aspectos del juego:

El nuevo menú del juego está muy bien cuidado, es un libro 3d en el que pasas las páginas para seleccionar los distintos parques, además hay accesos a las opciones, ayuda, editor de parques, parques guardados (locales) y live parks (multijugador). En cada parque hay una foto del mismo y una descripción, además del nombre.

En los 20 minutos aproximadamente que ha durado la beta me ha sorprendido lo que puede dar de sí el modo multijugador de un simulador de parques de atracciones. Al añadir gente real e ir juntos a montarse a las atracciones, se gana en realismo e immersión, nunca lo hubiera dicho... imagino que con oculus ya debe ser la leche.

Por otra parte, el parque que hemos probado mostraba en detalle lo que puede dar de sí TPS, una muy buena ambientación y posibilidades infinitas al poder añadir objetos propios.

Acerca de la estabilidad del multijugador, solo puedo decir que ha sido perfecta.

Así pues, con los live parks se ha creado automáticamente una meta para TPS. Sin ellos, TPS, es sólo un simulador de parques (como No limits era sólo un simulador de montañas rusas), con los live parks se convierte en una especie de Second Live con el aliciente de crear parques para que los demás puedan probarlos y ratearlos y pasar un rato socializando con la gente.

En general una buena experiéncia, superando mis expectativas acerca de lo que podría significar jugar en multijugador en un simulador de parques de atracciones. Ha dado poco tiempo para probar cosas, pero el justo para ver el potencial que se abre con este nuevo modo de juego.

Buen trabajo Pantera!

Para aquellos que no conozcan Theme Park Studio, lo suelo catalogar como un editor profesional de parques de atracciones tal como lo era NolimitsCoaster con las montañas rusas, ahora con el aliciente de poder visitar los de otra gente y subir los tuyos propios para que los jueguen los demás, además hay un gran factor de juego social al estilo de second life. La edición de parques no tiene restricciones de cuadrículas y permite crear tus propios objetos y atracciones mediante programas de modelado 3d como sketchup o cualquier otro. Un simulador algo más complicado de usar que los juegos de RCT, por lo tanto orientado a un público más curtido en este género, con conocimientos en modelado 3d (si quieres añadir objetos propios) y ganas de aprender para sacarle el máximo partido.
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Recomendado
4.9 h registradas
Análisis de acceso anticipado
Publicado el 9 de abril de 2014
muy buen juego! le falta mucho para terminarse pero a mi novia le encanto!
medio complicado el manejo a lo primero pero despues de un poco de practica va facil
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Recomendado
221.7 h registradas
Análisis de acceso anticipado
Publicado el 28 de agosto de 2014
Este simulador promete ser una autentica maravilla. Al estar en versión beta (aunque ya debería haber salido la definitiva) se producen algunos pequeños fallos que, en cada actualización, van corrigiendo. La libertad de creación es espectacular y, aunque aun está limitada por pequeños fallos, será increible. Eso sí, necesitas un buen pepino para hacerlo rodas ya que consume muchos recursos de tu ordenador. Pero vale la pena.

Para los que amaron THEME PARK WORLD y ROLLER COASTER 1, 2 y 3
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No recomendado
1.4 h registradas
Análisis de acceso anticipado
Publicado el 28 de octubre de 2015
Me parece alucinante haber pagado en Abril de 2014 por esta chapuza de simulador, y que nisiquiera en Febrero de 2016 haya salido una versión "final". Ahora va a salir Roller Coaster Tycoon World, jeugo que no estaba ni anunciado cuando compré este "humo", osea que os lo podéis ahorrar. Esta gente ha demostrado no saber llevar un desarrollo.
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