- Release Year: 2017
- Platforms: Android, Oculus Go, Quest, Windows
- Publisher: B4T Games
- Developer: B4T Games
- Genre: Simulation
- Perspective: 1st-person
- Game Mode: Single-player
- Gameplay: Vehicle simulation
- Average Score: 55/100
- VR Support: Yes
Description
Epic Roller Coasters is a first-person VR simulation game that delivers the thrilling experience of a real roller coaster ride. Using high-quality graphics and physics-based simulation, players are taken on a series of intense ascents and descents, experiencing the world from a unique vantage point with long-range vision capabilities. Developed and published by B4T Games, it is a free-to-play title available on multiple platforms including Android, Windows, and various VR headsets, with numerous expansion packs adding new themed tracks to explore.
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Where to Buy Epic Roller Coasters
PC
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Reviews & Reception
steamcommunity.com (50/100): Its cool but has too many inapp purchases and not many free tracks but has very nice visuals.
someawesome.com : Epic Roller Coasters really is a lot of fun once you get passed the free level. I really enjoyed my time with it and will continue to go back to it when I feel the need for speed.
stash.games (60/100): For a free experience it isn’t at all bad times get your gran in!
Epic Roller Coasters: Review
In the vast, ever-evolving landscape of virtual reality, few genres promise the immediate, visceral thrill of the roller coaster simulator. It is a genre built on a simple, primal premise: the replication of gravity-defying velocity and stomach-dropping terror from the safety of one’s home. Among the myriad contenders in this space, Epic Roller Coasters by B4T Games stands as a fascinating case study—a title that is both a pioneering force in accessible VR entertainment and a stark embodiment of the commercial tensions inherent in the free-to-play model. This is not merely a game; it is a curated portfolio of adrenaline-fueled experiences, a technological proof of concept, and a divisive business experiment, all racing along a single, precarious track.
Development History & Context
Epic Roller Coasters emerged from the studio B4T Games, launching initially on Android in September 2017 before rapidly expanding to a multitude of VR platforms, including Oculus Go, Windows PC (2018), and Oculus Quest (2019). Its development was squarely situated during the second wave of consumer VR, a period defined by the quest for mainstream adoption beyond expensive, high-end PC setups. The game was built using the Unity engine, a choice that provided the flexibility and cross-platform capabilities essential for reaching the widest possible audience across mobile and desktop VR headsets.
The vision of B4T Games was clear: to leverage the immersive power of VR to deliver the authentic, physics-based sensation of a roller coaster ride. At a time when VR was still novel for many, the appeal was undeniable. The studio operated within significant technological constraints, particularly for the mobile VR versions, optimizing “high-level graphics” and “long range vision capabilities” to run on the limited processing power of devices like the Oculus Go. The gaming landscape of the late 2010s was increasingly accepting of free-to-play models, and B4T Games adopted this approach, betting that a compelling free taste would entice users to purchase a sprawling library of premium content. This strategy would become the core of both its accessibility and its most frequent criticism.
Narrative & Thematic Deep Dive
To approach Epic Roller Coasters expecting a traditional narrative is to misunderstand its fundamental design. Its “narrative” is not told through dialogue or character arcs, but through environmental storytelling and thematic set-pieces. Each track is a self-contained vignette, a 3-5 minute journey through a wildly imaginative locale.
The free introductory track, Rock Falls, establishes the basic formula: a ride through a desert mountainside evoking the aesthetic of Big Thunder Mountain Railroad, culminating in a plunge into a hidden pirate cave. This is simple, family-friendly adventure. The paid DLC tracks, however, expand into rich, often intense themes. Armageddon paints a bleak picture of a post-zombie apocalypse, where riders glide past abandoned buildings, fog-shrouded forests, and hordes of the undead before a harrowing dip into a sewer system. Wyvern Siege transports the player to a high-fantasy battlefield, where a dragon besieges a castle and two warring human clans clash below. Other expansions, like T-Rex Kingdom, Neon Rider (sci-fi), and North Pole (festive), showcase a commitment to variety.
The underlying theme is spectacle itself. The game is about bearing witness to these incredible, impossible scenarios from the unique, fixed perspective of a coaster car. There are no characters to speak of, only environmental actors—zombies that moan, dragons that roar, police sirens that wail. The “plot” of each ride is the player’s own journey through these meticulously crafted dioramas, a passive yet profoundly immersive form of storytelling that relies entirely on visual and auditory cues to build its world.
Gameplay Mechanics & Systems
The core gameplay loop of Epic Roller Coasters is elegantly simple and intentionally hands-off. The player’s agency is limited to menu navigation—selecting a coaster and a track—and then experiencing the ride. This is a first-person vehicle simulator in its purest form; there are no controls for acceleration or braking. The philosophy is one of curated experience over player-directed action.
However, B4T Games did introduce elements to break the potential monotony of pure spectacle. The game features three distinct modes:
* Classic Mode: The standard experience, focused on sightseeing and taking in the environments.
* Shooter Mode: A significant innovation that transforms the passive ride into an active arcade challenge. Players are equipped with a weapon and must shoot targets along the track, with a slow-motion feature added to aid aiming at high speeds.
* Race Mode: Introduces a layer of interaction by allowing players to control the speed of their cart, challenging them to navigate the course as fast as possible without flying off the rails, thereby adding a risk-reward element.
The game’s most complex and debated system is its progression and monetization. The base game is free and includes only the Rock Falls track. A vast array of additional experiences—over a dozen major DLC packs—are sold individually, typically for $3.99 each. This creates a sprawling à la carte menu of content. While this allows players to curate their own collection, the cumulative cost to access the full experience is substantial. The business model is a double-edged sword: it offers low barriers to entry but can feel prohibitively expensive for players seeking more than a occasional novelty.
Technical performance, particularly in VR, has been a noted point of contention. Reviews from the time, such as the one from SomeAwesome, cited issues with head-tracking glitches on the Oculus Rift, describing a “glitchy black screen almost like the old Hall of Mirrors effect” on the free track. This, combined with the inherent motion sickness induced by such an intense VR experience, placed a natural ceiling on its accessibility. The developer’s activity in patching and updating content was praised, but these technical flaws remained a hurdle for some.
World-Building, Art & Sound
The world-building in Epic Roller Coasters is its paramount achievement. Each track is a distinct, self-contained universe, crafted with a keen eye for theme park logic and cinematic flair. The visual direction is inconsistent yet often impressive; the quality varies from track to track. Some, like Wyvern Siege with its castle battles and dragon perched on battlements, are described as “awesome” and “beautiful,” while others, or sections within them, can feel “graphically boring” or “barren of objects.”
The art team excelled in crafting diverse biomes: the sun-bleached rocks of Rock Falls, the eerie green haze of Armageddon’s zombie-infested city, the vibrant neon-drenched corridors of a futuristic city, and the snowy peaks of the North Pole. This visual variety is the game’s primary content and its greatest strength.
The sound design follows a similar pattern of variable quality but high thematic commitment. The audio is crucial for selling the immersion. The moaning of zombies in Armageddon was singled out as being “on point,” perfectly enhancing the creepy atmosphere. However, other elements, like a looping police siren in the same track, were cited as becoming “annoying after a while.” The soundscape for each level is designed to be diegetic—the sounds emerge from the environment itself, whether it’s the roar of a T-Rex, the clash of swords in a medieval battle, or the whirring of sci-tech machinery. This commitment to auditory environmental storytelling is a key pillar of the game’s immersive potential.
Reception & Legacy
Upon its release, Epic Roller Coasters garnered a mixed but intrigued reception. The single critic review archived on MobyGames, from SomeAwesome, awarded it an 80% score, praising its fun factor, environmental variety, and the developer’s active support, while cautioning about motion sickness and the pricey DLC model. This sentiment is echoed and expanded upon in the wider player base. On Steam, the game maintains a “Mixed” overall rating from over 700 reviews, with a Player Score of 66/100. The consensus is clear: the core experience is thrilling and well-crafted, but the financial barrier to the full content and persistent technical issues in VR have tempered enthusiasm.
Its legacy is twofold. First, Epic Roller Coasters stands as a significant early catalog of VR roller coaster content. It demonstrated the commercial viability of offering a free base experience supported by a large volume of premium DLC, a model now commonplace in VR arcades and experiences. Second, it helped pioneer the shift from simple roller coaster simulators to thematic, event-driven rides. It wasn’t just about hills and loops; it was about placing those thrills within a compelling narrative environment, influencing a wave of more ambitious VR experience games.
The game’s continued development, with DLC releases stretching into 2020, shows a sustained commitment from B4T Games. It carved out a durable, if niche, presence in the VR ecosystem, particularly on platforms like SpringboardVR for arcades. It is remembered not as a flawless masterpiece, but as a ambitious, content-rich, and fundamentally fun—if occasionally frustrating—pillar of the early VR library.
Conclusion
Epic Roller Coasters is a compelling paradox. It is a game of spectacular highs and frustrating lows, a title that exemplifies both the breathtaking potential of VR and the pratfalls of its monetization. Its greatest achievement lies in its rich, diverse, and often breathtaking environmental design, offering players passport to impossible worlds from the vantage point of a coaster car. The introduction of Shooter and Race modes showed a genuine desire to innovate within a seemingly rigid genre.
Yet, its legacy is inextricably tied to its business model. The à la carte approach to content, while consumer-friendly in theory, creates a fragmented and potentially expensive experience that has drawn consistent criticism. Coupled with technical issues related to VR performance and the inherent motion sickness it induces, the game places itself in a specific niche: for the VR enthusiast with a strong stomach and a willingness to invest piecemeal.
Ultimately, Epic Roller Coasters secures its place in video game history as a foundational, if flawed, VR experience. It is a time capsule from an era of experimentation and commercial figuring-out. It is not the most polished simulator, nor the most generous free-to-play offering, but it is undeniably epic in its scope, its imagination, and its sheer audacity to try and build a entire amusement park of dreams, one paid ticket at a time. For those who could look past its monetization and technical hiccups, it provided, and continues to provide, countless minutes of pure, unadulterated virtual thrill.