The toolset for building a rollercoast is, in particular, impressive.

The coasters in this game are an absolute menace.

In a good way.

One of the cast in Park Beyond who help you out in the main story - a young woman with brown hair wearing brightly coloured, sporty clothes

It’s a good choice to demo, because it combines the “aw, man, cool!”

It also introduces the impossification idea very neatly.

Guess what that does?

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But you might’t just whap in whatever you fancy without thought to the larger physics of the coaster.

Fortunately both identifying and fixing the problem are easy to do, because of those robust building tools.

We’re treading that line between the numbers and the fun.

The first level in Park Beyond, where the player is taught to build a rollercoaster around the buildings of a city

It' gets more complicated if you decide to start making buildings out of modular bits.

There’s a menu that just has all the parts of all the shops and themes you’ve unlocked.

The logistics side of things was more complicated.

A park in Park Beyond featuring several rides, a cavern and a lake, with a rollercoaster weaving around it all

This is why I am not very good at e.g.

grand strategy games, slow cooking, maths.

Whom among us wouldn’t be tempted to make a giant… well… you know.

There’s certainly enough complexity here to turn the head of the most dedicated spreadsheet-ogler.

I’m hoping that I can make it kiss the top of the water in the nearby lake.

Perhaps even dunk the riders straight through it.

A little bit of drowning, as a treat.

*If you’re one of those people you should watch this amazingvideo about queuingby Defunctland.