Planet Coaster - Spring Update

Yeah I think we on same page for that, I haven't played fully since Beta because I am waiting on Management myself and hoping something comes along in April (other than security). However I just feel that some are saying it was only 1 month for this update and now we have had 4 months so give is more.

I don't think anything was complete and ready to go out that would have made an update suitable between Winter and April based on what the Devs have stated in that a few little pieces or even a single ride may have been done but the way it links to all the other parts of the game they would have to have stripped bits out, linked bits in other places, re-tested things later that they want to do etc.

From what has been said I honestly feel that the major parts have been shown and we will get lots more but they are lots of smaller pieces and updates to current systems etc that are not glossy per say but will maybe transform how things work (I hope).
 
So Planet Coaster just gave us another little announcement about the April update. They updated the blueprint to 4,000 pieces instead of 2,000 pieces. But still no pathway included in blueprints. Eh, a bit of a bummer, but I'm just thrilled that they upgraded to an additional 4,000 pieces. Something we've been asking since they did 1,000 to 2,000 piece objects on blueprints.
 
TBH, Rides, better roads, I don't care much for them at this point. I find it really horrible of planet coaster devs that they released a game ... a simulator even, with few to none actuall guest systems. They don't have a brain at all. Mindless zombies wandering everywhere with no money, no clue that they maby want to go to an ATM to get some money instead of visiting the same ride 4 times only to complain that they do not have enough cash to enter it. Ride prestige way to unforgiving, an actuall park entrance fee that doesn't work at all unless your park is basicly full of rides, even then asking for pricing per ride earns x 10 more.

Why do they continue, to make more rides,if this game basicly only works on one mode which is sandbox? Really, I tried this game numerous times since launch, and I paid for the alpha version because I was so absolutely sure that this dev team would fix such things before launch, but instead of focusing on these shortcomings, we get for another time, more rides, and security guards that in my opinion doesn't fix the base game? There is nothing managable about this game. And I agree with others, I don't need a managment game where I am forced to watch numbers every 2 seconds, I think managment wise, some things could be addes, but when I speak of managment, I actually mean that guests should be smarter, willing to wait in lines longer etc. I remember this balloon shop " fix" , I noticed people's entire park running tot the balloon stations, as if they would get a bar of gold for free when buying a balloon? Lol... What was the script like? : Line one: Priority; guest first buy balloons. I am starting to doubt the devs of planet coaster tbh after all this time. The work on rides, is great. And I praise them any time for it if I must. This game looks great, but what fun is a park, if the entire guest system and atop of that managment is so cringe. For me, there is nothing fun in this game. I enjoy building a lot, but.... I also like the "roleplay aspect". And this looks to far from reality.

If devs really want to focus onm cool rides and building objects only, I dont understand why they diddn't make the game sandbox only in the first place. [weird][bored]
 
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@mrkoekie

first off, I strongly think PC could use more management. However, I recently realized that smarter guests is not the most important issue. If guests use ATMs more often, then they have unlimited cash which would make things easier. If guests waited in line longer, then your actually hurting your profits having guests standing in longer lines (not sure why so many people think longer lines are good)

If we charged for park admission rather than per ride, thats less management required by the player than setting each rides price (arent you asking for more management?)

I do agree the game could be a bit more balanced, certain shops are way more popular than others, ride prestige is a totally backwards concept, and there certainly could be more "management" features like staff facilities. But making guests have more money is not going to fix that.

I think the biggest problem for me is that the career objectives are boring, repetitive, and not very challenging. Hopefully the devs will release a scenario editor like RCT3 had so we can make our own [up]
 
@mrkoekie

first off, I strongly think PC could use more management. However, I recently realized that smarter guests is not the most important issue. If guests use ATMs more often, then they have unlimited cash which would make things easier. If guests waited in line longer, then your actually hurting your profits having guests standing in longer lines (not sure why so many people think longer lines are good)

If we charged for park admission rather than per ride, thats less management required by the player than setting each rides price (arent you asking for more management?)

I do agree the game could be a bit more balanced, certain shops are way more popular than others, ride prestige is a totally backwards concept, and there certainly could be more "management" features like staff facilities. But making guests have more money is not going to fix that.

I think the biggest problem for me is that the career objectives are boring, repetitive, and not very challenging. Hopefully the devs will release a scenario editor like RCT3 had so we can make our own [up]

OK the reason I want longer lines for people to be tolerant like in real life is it makes me feel connected. I want to see the park work like I would expect. I like to see them all line up and be excited to get onto the rides not aimlessly wonder around which is what they do at the moment. It makes it living to me, it makes it visually work to me and I feel that is what others are seeing. Add to that as you say you wont be making as much profit in that they are not going to shops as much and you total guest throughput is slower means that you have to manage and work harder to bring that profit in which I want also because it's too easy at this time.

In regards to the ATM, the point is they never really use them and so moan they have no money to do anything and don't go home, instead they bounce between 3 rides and go nope can't afford this one, or this one, or this one.

If they have funds in their bank and they have a random chance (scale set in code) on how likely they are to drawer the monies out because they want to spend more to then go on the ride they can't afford then they do it. If they decide actually I haven't got any monies left and I don't want to spend more they head of out and go home like any real person would.

The ride ticket or park entrance fee isn't that it takes away from management, what it should mean is if you know on average a guest spends $200 on rides per person then you should be able to set this gate price and thus it be an even playing field or certainly close too with maybe being able to eek out a little more on ride by ride basis but then you can still make the entrance fee viable relative to what in park.

So your guests would tolerate an entrance fee of say 90% of what the rides are worth. Now the problem here is the way it is coded is none of the guests know the price till they get to the gate and then decide if it's worth it's value which I believe makes it simpler coding and with guests brain, however what really needs to happen is that the guests before they even get to your park entrance is to have evaluated the park and the rides and decide what they are willing to spend.

It would mean if you go down the route of entrance fees all guests generated would be willing to pay that fee and then any extra should be in things such as shops sales. That is what we all do pretty much every time we go to the park. We go OK we would like to go and we really want to ride X, Y & Z so is the cost of the ticket at $60 worth that to me. If yes we go there. If not then we don't leave the house. We don't drive 200 miles and then go actually too expensive lets go home.

Further to that it then means we could have proper marketing campaigns where we create discount days where you can get 20% off for an event you want in your game. Some sort of customisation because at the moment the marketing in game is dull and pointless in my opinion. But being able to set up holiday events, school break specials and ride opening days would be awesome and tie those two mechanics together.
 
OK the reason I want longer lines for people to be tolerant like in real life is it makes me feel connected. I want to see the park work like I would expect.

outside of the "rides" themselves, the game does not mimic or simulate reality. its cartoony, it has fantasy elements, and most importantly, time does not function accurately enough for the game to simulate true to life queue wait times or economy/profits. Thats why guests can stay in a park for years without sleep

In regards to the ATM, the point is they never really use them and so moan they have no money to do anything and don't go home, instead they bounce between 3 rides and go nope can't afford this one, or this one, or this one.
when I was playing career mode, I got to a certain scenario where I could not make profits without having ATMs, so they seem to work decently enough IMO

The ride ticket or park entrance fee isn't that it takes away from management, what it should mean is if you know on average a guest spends $200 on rides per person then you should be able to set this gate price and thus it be an even playing field or certainly close too with maybe being able to eek out a little more on ride by ride basis but then you can still make the entrance fee viable relative to what in park.
I'm not saying I prefer pay-per-ride, I just think that it technically involves more "management" then just setting admission, especially when you factor in ride animation settings

what really needs to happen is that the guests before they even get to your park entrance is to have evaluated the park and the rides and decide what they are willing to spend.
I dont think this would be a major improvement, more realistic? maybe. I say ditch realism! I want strategy. Dumb guests = more challenge. I also want guests to wander around like they are lost but thats never going to happen [sad]

proper marketing campaigns where we create discount days where you can get 20% off for an event you want in your game. Some sort of customisation because at the moment the marketing in game is dull and pointless in my opinion. But being able to set up holiday events, school break specials and ride opening days would be awesome and tie those two mechanics together.
I'm all for holidays/weekends, season passes, etc. But it just would not work with the games current system of time. The game needed slow months, longer days etc. Unfortunately thats not where the devs went with PC... maybe in PC2 [wink]
 
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outside of the "rides" themselves, the game does not mimic or simulate reality. its cartoony, it has fantasy elements, and most importantly, time does not function accurately enough for the game to simulate true to life queue wait times or economy/profits


when I was playing career mode, I got to a certain scenario where I could not make profits without having ATMs, so they seem to work decently enough IMO


I'm not saying I prefer pay-per-ride, I just think that it technically involves more "management" then just setting admission, especially when you factor in ride animation settings


I dont think this would be a major improvement, more realistic? maybe. I say ditch realism! I want strategy. Dumb guests = more challenge. I also want guests to wander around like they are lost but thats never going to happen [sad]

I'm all for holidays/weekends, season passes, etc. But it just would not work with the games current system of time. The game needed slow months, longer days etc. Unfortunately thats not where the devs went with PC... maybe in PC2 [wink]

I don't agree with a few points at all and it isn't so much I want the game to simulate reality to be realistic but it is the feeling I get that drawers me into the world of PC when I see guests behaving in a way I can relate too if that makes more sense. I really like to think, hey they are willing to queue for this ride because I have worked really hard at it and the queue scenery is amazing and really makes them driving to be excited by it. Instead it feels like it might as well be generic ride A, B & C and ah well doesn't really matter what is what.

But the ATM itself works to a point. It is the guests that are not willing to spend the monies and complain that is causing the issue so people feel the ATM's don't work at all I believe from all accounts.

See I really don't think dumb guests equal more challenge in that we should be making sure the rides are as good as they expect., we offer all the services they want and manage their general needs. We don't need to be having them going or ride A is too expensive because they only have $4 left but still want to ride.

You are correct in the wondering, I would like them dumber with that. That is different though because now you are getting into the realms of realistic in that we don't know where everything is unless A) we been before and nothing changed since last time B) We have brought a park map and so then can read it to know where things are (which I feel should be added). This whole we are physic and know where every toilet and ride and shop is does nothing to help the game as you say.

And in regards to the holiday discount etc. All that would be is a times event though which you can activate to try and boost numbers. It doesn't have to linked to the game time as such. What you are wanting to do is introduce an incentive to boost numbers. It may mean that if the player is having a poor month because guests numbers have been slow they could get a boost to people to the park with it and although the entrance fee is reduced they still spend at the shops etc and thus help that monthly profit.

It could help with park rating and guests happiness, we could have guests that maybe couldn't afford it otherwise and so they are really pleased they can now and so it gives you another segment of the market you didn't have before etc. There are things that can come from it without it having to affect anything currently in game. It is knowing and understanding when elements in the game should be stand alone and linked and I feel at the moment Frontier have not done a very good job at that so everything feels like it's little bits of a concept for future parts of the game rather than the actual game mechanic and I am worried that will never change.
 
I don't agree with a few points at all and it isn't so much I want the game to simulate reality to be realistic but it is the feeling I get that drawers me into the world of PC when I see guests behaving in a way I can relate too if that makes more sense.
thats fine, but its really hard to balance that realism and still have challenging gameplay. Other than some of the bigger bugs, nothing is too abnormal for me to say "now thats totally unrealistic"

I really like to think, hey they are willing to queue for this ride because I have worked really hard at it and the queue scenery is amazing and really makes them driving to be excited by it. Instead it feels like it might as well be generic ride A, B & C and ah well doesn't really matter what is what.
it really comes down to 2 factors on this one. The ride preference of the guest, and the prestige rating. If you place a ride with 1 prestige star next to a 5 star ride, which one has bigger profits? well it depends on if you have the right demographic of guests. If you have all families they might choose the carousel over a coaster. But in all honesty, every ride I place down is popular and profitable. You just have to use "Infinitys Guide to Pricing Rides" then the game becomes super easy as every ride gets full lines, even when aging. But again, its very difficult programming the guests to be realistic and also challenging at the same time, and I much would rather the devs work on balancing the game to be more challenging
 
thats fine, but its really hard to balance that realism and still have challenging gameplay. Other than some of the bigger bugs, nothing is too abnormal for me to say "now thats totally unrealistic"


it really comes down to 2 factors on this one. The ride preference of the guest, and the prestige rating. If you place a ride with 1 prestige star next to a 5 star ride, which one has bigger profits? well it depends on if you have the right demographic of guests. If you have all families they might choose the carousel over a coaster. But in all honesty, every ride I place down is popular and profitable. You just have to use "Infinitys Guide to Pricing Rides" then the game becomes super easy as every ride gets full lines, even when aging. But again, its very difficult programming the guests to be realistic and also challenging at the same time, and I much would rather the devs work on balancing the game to be more challenging

OK I agree with your sentiment but then your last sentence is the bit about balancing to be more challenging which I think what we are discussing here with the ideas is the whole point. I want the guests to act a little better in different areas and a little dumber in others to give that challenge.

The maps is actually a big basic one in that it would mean guests actually buy a map or download a phone app ;) and they plan their day once they buy said item and then may decide to buy a fast pass and maybe they are slightly more logical in where they go.

It could even help in say that guests who don't know what is there and wonder more may jump on a ride randomly and then spend their cash and then really want to ride something else they see but then need to use ATM bu the guests with the maps are more planned and so know generally how much they are wanting to spend and on what first.

It just allows for two very different guests behaviors that would take some great programming but add to the game challenge to cater for both in that you are trying to extract as much profit from those two segments as possible.

We are close to wanting the same thing I believe but just looking at it from two different view points. I still think the guests brain are central to what is around them and everything links off that but then we also need to make sure that other elements link off one another where needs be so they have a true affect. It is the tear drop system where it trickles through many elements with a largest connection to the first element and then many little connections as it moves to the next element that is connected to the connected element if that makes sense.
 
OK I agree with your sentiment but then your last sentence is the bit about balancing to be more challenging which I think what we are discussing here with the ideas is the whole point. I want the guests to act a little better in different areas and a little dumber in others to give that challenge.

The maps is actually a big basic one in that it would mean guests actually buy a map or download a phone app ;) and they plan their day once they buy said item and then may decide to buy a fast pass and maybe they are slightly more logical in where they go.

It could even help in say that guests who don't know what is there and wonder more may jump on a ride randomly and then spend their cash and then really want to ride something else they see but then need to use ATM bu the guests with the maps are more planned and so know generally how much they are wanting to spend and on what first.

It just allows for two very different guests behaviors that would take some great programming but add to the game challenge to cater for both in that you are trying to extract as much profit from those two segments as possible.

We are close to wanting the same thing I believe but just looking at it from two different view points. I still think the guests brain are central to what is around them and everything links off that but then we also need to make sure that other elements link off one another where needs be so they have a true affect. It is the tear drop system where it trickles through many elements with a largest connection to the first element and then many little connections as it moves to the next element that is connected to the connected element if that makes sense.


Piggybacking on your thought, what if there was a way to tell the guest what your best stuff is. Pricing is one way the Plancoteer can tell guests what is a good attraction, but they walk in knowing what the prestige is and whether it was worth it. I really don't know what percentage of themepark goer walk into a park with a general idea what the good stuff is. WDW has the "must dos" playing 247 in their and their partner's hotels. In addition there is the Magicband/fastpass reservation system where you have to research and plan months in advance. Busch Gardens Tampa has a billboard of Cheetah hunt or Cobra's Curse out front and Sea World has one for Antartica. The last example of Sea world is an example of a failure, they advertised the ride as an amazing experience with a ground breaking ride vehicle. The ride has two modes that have been described as :motion and spinning or more motion and gratuitous spinning". Or you could look at the example of Universal Studios Orlando, which already has the reputation for only building attractions with Screens. To bring it back to Planco what if we had a menu or tab to order the rating in our opinion of our attractions. Is the ride a headliner, supporting act, opening band or just a diversion. If the guest does not agree with the Plancoteer's assessment they could be disappointed.
 
Piggybacking on your thought, what if there was a way to tell the guest what your best stuff is. Pricing is one way the Plancoteer can tell guests what is a good attraction, but they walk in knowing what the prestige is and whether it was worth it. I really don't know what percentage of themepark goer walk into a park with a general idea what the good stuff is. WDW has the "must dos" playing 247 in their and their partner's hotels. In addition there is the Magicband/fastpass reservation system where you have to research and plan months in advance. Busch Gardens Tampa has a billboard of Cheetah hunt or Cobra's Curse out front and Sea World has one for Antartica. The last example of Sea world is an example of a failure, they advertised the ride as an amazing experience with a ground breaking ride vehicle. The ride has two modes that have been described as :motion and spinning or more motion and gratuitous spinning". Or you could look at the example of Universal Studios Orlando, which already has the reputation for only building attractions with Screens. To bring it back to Planco what if we had a menu or tab to order the rating in our opinion of our attractions. Is the ride a headliner, supporting act, opening band or just a diversion. If the guest does not agree with the Plancoteer's assessment they could be disappointed.

No problem, piggyback away. It makes good for thoughts, improvements, changes, options or just scrapping the thought process completely.

What you want to probably do as I believe you are alluding too is to set your principle main attraction with an option in the ride UI. Within that you can set something like "star attraction" and this means a few things, one it would open up the ability to advertise this specific ride in the marketing tab and two it would raise as you say guests expectations.

With that they will either love the ride and really agree with what you as the theme park are touting or they will say it was good but is that really their star attraction, it didn't live up to the hype and it just gives some more feedback.

Now you could get more specific where you have something like the "the thrill seeker start attraction" and the "family time star attraction" this will mean when advertised the thrill will aim more at the teen and adult demographic and if you promote that one for a month then you will see your demographic sway to that but they expect the ride to be "extreme" so don't disappoint them. The family doing basically the opposite.

I would say it really should be limited to coasters, log flumes and go karts as you can design those rides as such to have those ratings, the flat rides are more like the everyday fillers which doesn't make them less important but means that if you are going down the thrill route of the park initially then you need to make sure you are not then just having the teacups and merry-go-round as the only alternative ride once you have decided on a specific direction.

Of course you will likely end up with both types of areas in your park and more in between but it allows you to focus and to work on how to manage your start up. This does come down to the game understanding the demographic more as well. It could be that you even have an option in the UI to select the park demographic you are aiming at so;

N/A
Family
Thrill Seeker

With that you set the premise and the guests that arrive are more likely to be orientated to what you select. If you don't pick either i.e N/A then it just does what it does now and sends random guests. If you select one of the others what it does is open up the marketing side and highlights to the player rides, scenery & shops etc that suit those demographics. If you don't select to advertise then nothing will change but once you start to pick your marketing strategy and push for that you will see a true influence of your parks demographic aim certain ways.

Now I mentioned shops, so what I would like to see is things like the energy drink be aimed at more thrill seeker people, coffee at adults generally, but the milkshakes are more family as a general rule. Yeah it is a little stereotypical but it is that because the world is stereotypical in it's marketing and the reason being is there is a correlation generally to those elements.

I think that overall adds a lot, it's also a lot of work but I feel it would be a large step in what the game could be in terms of really next level for guests and interaction and background influence etc.
 
What you want to probably do as I believe you are alluding too is to set your principle main attraction with an option in the ride UI. Within that you can set something like "star attraction" and this means a few things, one it would open up the ability to advertise this specific ride in the marketing tab and two it would raise as you say guests expectations.

With that they will either love the ride and really agree with what you as the theme park are touting or they will say it was good but is that really their star attraction, it didn't live up to the hype and it just gives some more feedback.

Now you could get more specific where you have something like the "the thrill seeker start attraction" and the "family time star attraction" this will mean when advertised the thrill will aim more at the teen and adult demographic and if you promote that one for a month then you will see your demographic sway to that but they expect the ride to be "extreme" so don't disappoint them. The family doing basically the opposite.

I really like your idea of being able to tell the game what you consider to be your major attrations. Also, being able to run advertisement campaigns for certain rides was something I really enjoyed in the older RCT games. That´s what real parks do. And it always felt great to see more people come to your park and queue for the advertised ride in the following weeks.


Idea for park opening an entrance fees:

I also want to support the suggestion that park guests should leave sooner when they´ve run out of money. I´m someone who prefers to set a park entrance fee instead of charging for rides. So, in order to make more money I need new guest in my park. For this to work, some of the old guests have to get out at some point. An option to close your park and instantly get rid of all the guests without losing money or reputation would help with a park entrance fee style of play. (at the moment it takes about a month until all guests have left a larger park)
Maybe this option could be greyed out after you used it and only become available once a month. That way the game would prevent abusing the feature by constanly opening and closing you park.
 
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I really like your idea of being able to tell the game what you consider to be your major attrations. Also, being able to run advertisement campaigns for certain rides was something I really enjoyed in the older RCT games. That´s what real parks do. And it always felt great to see more people come to your park and queue for the advertised ride in the following weeks.Idea for park opening an entrance fees:I also want to support the suggestion that park guests should leave sooner when they´ve run out of money. I´m someone who prefers to set a park entrance fee instead of charging for rides. So, in order to make more money I need new guest in my park. For this to work, some of the old guests have to get out at some point. An option to close your park and instantly get rid of all the guests without losing money or reputation would help with a park entrance fee style of play. (at the moment it takes about a month until all guests have left a larger park)Maybe this option could be greyed out after you used it and only become available once a month. That way the game would prevent abusing the feature by constanly opening and closing you park.
Yup, although I honestly thing this is more complex problem. For instance, even though ppl are stucked too long in the park, I still earn so much money that I don´t know what to spend it for (charging for entrance only).I think, we generally need:- Make people leave sooner as soon as they run out of money (or use ATM in certain cases)- Make guest react more to park rating. To me, it seems the number of guests is mostly (like 90%) based on the amount of attractions in the park. That´s wrong imo. Rating should be major factor. I would also like them to make attendance reflect technical side of rides and if accident happens, guests start leaving and rating drops significantly (and add similar events as there seems to be no end-game challende whatsoever)- Make people more "sensitive" to prices. they are willing to spend way too much for entry and rides at this point. They need to be less tolerant towards high prices.- Guests are too easy to satisfy imo. They should be more demanding. If the guest is unhappy, then he should leave the park. If the park´s rating is low, less people should come in in return. I haven´t noticed if this is in the game, but to me, it looks like they leave only after certain time spent in the park.- The ride reputation is great idea, just needs some tweaking. I can imagine this system would work well with suggested "star attraction".
 
I also want to support the suggestion that park guests should leave sooner when they´ve run out of money. I´m someone who prefers to set a park entrance fee instead of charging for rides. So, in order to make more money I need new guest in my park. For this to work, some of the old guests have to get out at some point.
So if you charge $100 for park entrance and a guest with $100 goes broke upon entering your park, he can still stay in your park for a very long time riding rides unlimitedly until he gets hungry and then he would leave angry (that doesnt seem good)

An option to close your park and instantly get rid of all the guests without losing money or reputation would help with a park entrance fee style of play. (at the moment it takes about a month until all guests have left a larger park)
Maybe this option could be greyed out after you used it and only become available once a month. That way the game would prevent abusing the feature by constanly opening and closing you park.

seems unnecessary, and almost like cheating. You can make more profits by charging per ride

I still earn so much money that I don´t know what to spend it for (charging for entrance only).I think, we generally need:- Make people leave sooner as soon as they run out of money (or use ATM in certain cases)
having guests use ATMs more or having guests leave sooner would only make things easier. You already said you have more money than you know what to do with, so why would you want things even easier? the guest AI is fine as is, we just need more challenging management features to be added into the game
 
So if you charge $100 for park entrance and a guest with $100 goes broke upon entering your park, he can still stay in your park for a very long time riding rides unlimitedly until he gets hungry and then he would leave angry (that doesnt seem good)



seems unnecessary, and almost like cheating. You can make more profits by charging per ride


having guests use ATMs more or having guests leave sooner would only make things easier. You already said you have more money than you know what to do with, so why would you want things even easier? the guest AI is fine as is, we just need more challenging management features to be added into the game

I said in certain cases, not all of them. That´s different thing. And while more features is needed, AI needs a lot of tweaking, there is no doubt.
 
seems unnecessary, and almost like cheating. You can make more profits by charging per ride

Yeah, I know that charging per ride makes more profit. But I´m not looking for a way to make the most profit - I want the game to feel like running a real theme park.
All the parks I know don´t charge money for individual rides. This makes it feel like a fairground. So, I´m looking for things that improve the entrance fee option and workarounds for not having realistic opening times. Don´t get why this would feel like cheating. This is a game about theme parks. Guests leaving and new guests coming in is what happens in theme parks every day.
 
Don´t get why this would feel like cheating.

I meant the part where you said "An option to close your park and instantly get rid of all the guests without losing money or reputation" thats not balanced from a gaming perspective

I understand peoples desire to have "realism" and I once wanted PC to be more realistic too. I made several posts asking for the time flow to be slowed down so that parks could close regularly each night. Unfortunately the devs did not go in that direction for the game, and I have since learned to accept pricing-per-ride. As a long time fan of RCT I didn't want to accept some of the changes in PC, but I'm over it now. The game is what it is
 

Joël

Volunteer Moderator
Any guesses when we'll start seeing more teaser screenshots? [big grin]

We will see more about the April update closer to the release date, which is April 11, 2017. Bo said in the livestreams that they will show content of the update in the livestreams closer to the release.
 
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