Planet Coaster 2
Frontier Developments · Simulation, Strategy, Adventure
Overview
Dive into the thrilling world of Planet Coaster 2! Construct the theme park of your dreams with an intuitive piece-by-piece building system, as you meticulously craft and customise every aspect of your park down to the smallest detail. From towering rollercoasters to spectacular twisting water slides, let your imagination reach new heights to delight and thrill your guests.
THE GAMEQ VERDICT9,601 reviews analyzed
What players are actually saying
1. Summary
Planet Coaster 2 had a bad launch and a long recovery. Players praise it as a creative sandbox: scenery that scales, props that attach to moving rides, a coaster builder that smooths track for you, better lighting and, for the first time in the series, water parks. 68% of the reviews written in November 2024 were positive. In December the share fell to 60%, as reviewers turned on a paid ride pack released while the game was still buggy. It then climbed: 79% in the first half of 2025, 82% in the second half and 85% in 2026. Players who returned to edit their launch reviews credit free updates with fixing major bugs and bringing back the Planet Coaster 1 themes.
Bugs come up in about a third of the longer reviews: guests clumping or getting stuck, mechanics who ignore rides, career objectives that never register. PC players found the interface slow and click-heavy and say it was designed around controllers, though those complaints fell off sharply after launch. Paid ride packs and content held back from the base game come up in over a quarter of the longer reviews. The path tool divides players, with praise only slightly ahead of complaints. Positive and negative reviews alike say the game shipped before it was ready.
2. What keeps coming up
What players praise
A creative sandbox with almost no ceilingHigh
Creative freedom, customization and imagination come up in 18% of the longer reviews. Players single out scaling objects up and down (4% name it directly), attaching scenery to coaster trains and flat rides, animating props, and the scenery brush that paints trees and rocks in one stroke. A short review puts it as "Your imagination is the only limit!!!" and another jokes about where the hours go: "I've built more trash cans from scratch than actual roller coasters". Players who wanted ready-made buildings say the base-game blueprints are thin, which sends them to the Frontier Workshop and its community builds.
Graphics, lighting and real dark ridesHigh
Graphics, visuals or lighting come up in 20% of the longer reviews, mostly as praise, and "beautiful" is a word reviewers reach for. They point to the global illumination, enclosed buildings that finally go fully dark for dark rides, weather, and guest animations. About 3% of the longer reviews, nearly all from launch, said the game looked blurry, and other players answered that the default depth of field and motion blur cause it: "Turn depth of field to contextual or off and all your problems will be solved". Complaints about level-of-detail pop-in on trees and shadows, and about a Global Illumination setting that crashed some newer graphics cards, continued into 2026.
Free updates turned a rough launch aroundMedium
8% of the longer reviews describe a bad launch followed by a recovery, some of them edited reviews that flipped from negative to positive. Reviewers credit free updates, which several describe as monthly, with fixing guest and staff behaviour and reworking flume physics. They also list additions such as restaurants, security, custom souvenir shops and on-ride photos, and the return of the western, sci-fi, fairytale and pirate themes from the first game. One reviewer counts the May and June 2025 updates as the game's real launch. Another compares the arc to a famous comeback: "No Mans Sky type of redemption arc, and now this game is unbelievably good". Some of this praise comes with bitterness about the launch state, and some players say they will never buy a Frontier game at launch again.
A coaster builder that makes smooth rides easyMedium
The coaster builder and smoothing tool come up in 6% of the longer reviews, mostly approvingly. Coaster fans say rides that took hours of manual smoothing in the first game come out smooth in a click, and they welcome switch tracks, drop tracks, tilt tracks and heartline rolls. One reviewer says "the coaster builder is MILES ahead of PC1". The complaints are about scope: special elements work on only a few coaster types, popular real-world models were missing or sold in ride packs, and block sections and dual load stations arrived late.
A relaxing game that eats hoursLow
Calling it relaxing or addictive comes up in 3% of the longer reviews, and short positive reviews say the same thing more bluntly: "All of a sudden its 3am and ive had 6 missed calls".
Where players are split
The new path toolHigh
Paths come up in 27% of the longer reviews. Players praise them (11%) a little more often than they complain about them (7%), and some do both in the same review. Fans of the tool like drawing free-form plazas, stamping shapes and building wide main streets: "The pathing system alone destroyed my burnout with these games." Detractors fight "intersecting terrain" errors, paths at slightly different heights that refuse to merge, queues that will not attach to stations, and pools whose edges come out jagged: "Placing down paths is a nightmare." One short positive review sits in between: "Path tool is the the devil, yet I keep playing anyway". Paths still come up in 30% of the negative longer reviews written from July 2025 on.
Water parks, pools and flumesHigh
The headline feature comes up in 27% of the longer reviews. Fans of RollerCoaster Tycoon 3's water parks are pleased: "effectively RCT3 + Soaked but with the monumental improvements of current technology". At launch the feature drew a lot of criticism. 4% of the longer reviews raise the slide physics, nearly all of them at launch, and mostly to say that riders were locked to the slide like a coaster train. Others reported guests ignoring pools and flumes, lazy rivers that did not work, and guests thrown out of flumes; a July 2025 review still lists "flumes aimed directly at the center of my pool would sometimes eject guests onto a hard surface". Complaints about broken water rides dropped from 7% of the launch-era longer reviews to 2% of those written from July 2025 on, after what reviewers describe as a flume rework.
Is it really a sequel to Planet Coaster 1?Medium
Comparisons with the first game run through the whole conversation, and the two sides are close to even. 6.5% of the longer reviews call it better than Planet Coaster 1 and 7.0% say the first game is better or tell people to stick with it. Players who prefer the sequel point to paths, smoothing, scaling, lighting and performance with large crowds: "I will probably never play the first game again." Players who prefer the original miss its controls, its larger content library and their old DLC, and see the sequel as "It feels too much like an expansion with a slightly better graphic overhaul". At launch the side preferring the first game was slightly larger. In reviews written from July 2025 on the two sides are level, and the comparison comes up less often.
The learning curveMedium
8% of the longer reviews call the game complicated, confusing or slow to learn, and 4% mention the tutorial, mostly to say it teaches only the basics or gets in the way. Some give up and refund within the first hours. Others say the effort pays off: "Once you get a hang of the building mechanics this game becomes a joy to play". Several recommend YouTube tutorials before building anything ambitious.
What frustrates players
Bugs: stuck guests, idle staff and broken objectivesHigh
Bugs, glitches or broken systems come up in 34% of the longer reviews and in 39% of the negative ones. The reports are concrete: guests clumping into immobile crowds on wide paths or claiming they cannot find the exit (6% describe guest pathing problems), staff walking in circles, cable cars and transport rides freezing, rides stuck in testing, career objectives that do not tick off, prices and scenery ratings that misbehave, and go-karts nobody would ride. The share fell after launch but stayed substantial: bugs appear in 22% of the longer reviews written from July 2025 on, and in a third of the negative ones from that period.
A console-first interface on PCHigh
The interface, menus or controls come up in 32% of the longer reviews, and 11% describe them as clunky, confusing or built for consoles. PC players list specific losses: right-click deletion of paths is gone, there is no edge scrolling, the mouse camera controls cannot be rebound, and full-screen menus replaced quick panels. "Everything require 20 clicks too much". Staff scheduling menus draw the same complaint. Some players make peace with it: "You have to spend about 10-15 hrs fighting the UI until it becomes muscle memory." This complaint shrank sharply, from 15% of the launch-era longer reviews to 4% of those written from July 2025 on.
Paid ride packs and held-back contentHigh
DLC, paywalls or greed come up in 27% of the longer reviews. The anger peaked in December 2024, when reviewers say a ride pack of about five rides went on sale while the game was still badly bugged. They also point to basic rides such as the carousel arriving in paid packs, and to content from the first game being sold again. "The DLC dropping before the update is such a slap in the face." Deluxe editions and pre-orders come up in 5% of the longer reviews, often with regret. Pre-order buyers expected the first game's rides and found them missing, a Deluxe owner says the later Premium Edition shows the new ride pack was meant to be included, and one buyer's Deluxe DLC showed on Steam but did not load in the game. Later packs, especially the one with swing launches and switch tracks, drew more goodwill, but reviewers in 2026 still describe the base game as thin without them.
Less content than Planet Coaster 1 at launchHigh
13% of the longer reviews say content is missing: themes, hotels, security, fireworks, custom music and images, animatronics, flat rides and coaster models that the first game had. "A themepark game without themes like western and space deserves a negative review to me." Reviewers say free updates restored much of this. Complaints about missing content fell from 20% of the negative launch-era longer reviews to 8% of the negative ones from July 2025 on. Players still ask for a spooky theme, hotels, blueprints for the returned themes and more flat rides.
Staff and maintenance that need constant hand-holdingMedium
Staff, mechanics, maintenance or scheduling come up in 17% of the longer reviews, and 5% complain about staff in detail: mechanics who only service rides when called, janitors who leave bins until they overflow, and staff menus that lag. "Mechanics won't service rides and I end up having to constantly manually call them which largely ruins the experience". Players also dislike hour-by-hour staff schedules and work zones that take many clicks to set up: "If I want to faff about with Staff Schedules, I'll go to work!" This complaint did not fade. Staff and maintenance come up in 24% of the negative longer reviews written from July 2025 on, behind only bugs and paths among the themes counted.
Crashes and performanceMedium
Performance, lag or stutter come up in 11% of the longer reviews and crashes in 9%. Launch-era reports centred on crashes when opening the research tab, staff menus or placing objects. Later reports name newer Nvidia cards with Global Illumination switched on, AMD driver versions and Linux setups. Large parks with thousands of guests run slowly even on strong CPUs. Players learned to save often: "Make sure you set that autosave to 1 min."
The Frontier Workshop replacing Steam WorkshopMedium
8% of the longer reviews discuss the workshop. Complaints cover the required Frontier account, frequent disconnections, weak search and filters, a download limit, and blueprints that need DLC the player does not own. "They have replaced the Steam workshop that used to work with one that doesn't, totally stupid". Players who use it are glad of the community buildings, and some say it fills the gaps in the base-game blueprints.
Power and water utilitiesMedium
8% of the longer reviews mention the new power grid, generators and water filtration, more often as busywork than as added depth: "Managing power is not fun". A few ask for utilities to be optional outside sandbox, and one 2026 review says electrical management can now be turned off. Utilities come up in 16% of the negative longer reviews written from July 2025 on, up from 10% of the negative launch-era ones.
Management with no biteLow
1.6% of the longer reviews say money flows too easily, even on the hardest settings: "Even on Hard difficulty, you just print money." Others note that the economy behaves strangely, with guests paying large sums for a flat ride and balking at a cheap, well-rated coaster.
Guest caps and small sandbox mapsLow
2.5% of the longer reviews object to the guest cap (6,000 at launch, later raised to 12,000 according to reviewers) and to sandbox maps smaller than the first game's. "It feels like buying a fantastic new car only to have a 1 gallon gas tank."
Multiplayer that turned out to be save sharingLow
2.2% of the longer reviews say they bought the game for co-op and found that only one player can edit a shared park at a time: "who tf wants co-op mode where you take turns building".
Guests too timid for intense coastersLow
1.6% of the longer reviews complain that guests refuse rides that are even mildly intense and that sandbox mode lacks a switch to ignore fear and g-force limits: "guests are terrified of everything and won't go on a coaster that does anything other than go in a straight line at 5mph".
Lost and overwritten savesLow
A small group (under 1%) lost parks to corrupted saves, a single shared autosave, or the "new park" button overwriting an old one: "Spent dozens of hours on a park only for the save to get corrupted."
3. The player conversation
Short reviews are mostly upbeat one-liners ("fun", "peak", "love building coasters"). The longer reviews are where Planet Coaster 1 and Planet Zoo veterans, some with long play histories in those games, measure the sequel against the original's interface, content library and old DLC. Interface complaints and refund talk come mainly from players early in the game, while staff and maintenance complaints come from players well into career parks. At times sandbox builders and management players seem to be reviewing different games: builders rate the creative tools highly, and players who want a tycoon challenge say there is little game around them.
Launch week was angry about bugs, the interface and missing themes. The week of 9 December 2024 sat at 45% positive, the low point, as reviewers turned on the paid ride pack. Through 2025 the tone shifted to cautious praise, often in edited reviews that start with "updated review" or "changed my review" and list the returned themes and fixed systems. By 2026 the remaining complaints were narrower: bugs in staff and guest behaviour, the path tool, utilities busywork, the workshop and the price of DLC. Interface and missing-content complaints had largely dropped away.
4. What the developers could do
- Fix staff and guest behaviour first. Bugs come up more than any other theme, and the ones reviewers keep reporting are mechanics who ignore rides, janitors who skip bins, and guests who clump or get stuck on open paths, which still appear in later negative reviews.
- Make the path and pool tools forgiving. Paths come up in over a quarter of the longer reviews, praised only a little more often than criticised, and players ask for automatic height matching, fewer "intersecting terrain" errors, queues that attach reliably and clear reasons when something cannot be built.
- Give PC players native controls. Interface complaints fell but never vanished, and reviewers keep asking for right-click delete, edge scrolling, rebindable mouse camera controls, fewer nested full-screen menus and bulk tools for staff schedules.
- Treat DLC buyers fairly. DLC comes up in over a quarter of the longer reviews, from launch into 2026. Reviewers ask for Deluxe purchases to be honoured, for bought content to load reliably, and for packs priced against how many rides they contain.
- Rebuild trust in the Frontier Workshop or reopen Steam Workshop. The workshop comes up as often in recent reviews as at launch, and the complaints centre on disconnections, poor search and filters, download limits and the account requirement.
- Stabilise crashes and protect saves. Crash reports persisted on newer graphics cards with Global Illumination enabled, and several players lost parks, so multiple rolling autosaves and safer save and new-park prompts would limit the damage.
- Add switches for the systems players find tedious. Utilities and staff micromanagement take up a larger share of later negative reviews than at launch. Keeping power and water optional in every mode, and adding difficulty settings that make money harder to earn, would serve both builders and management fans.
- Raise or remove limits on PC and label co-op accurately. Smaller groups ask for an optional higher guest cap, larger sandbox maps, a no-fear toggle for intense coasters in sandbox, and real-time co-op or clearer store wording about turn-based park sharing.






