Every version of Coaster Creator VR, newest first. Get the latest on the
downloads page.
alpha_6.0.0
Scenery: B now steps through coaster, terrain and scenery editing. In scenery editing,
your left wrist shows every tree, plant, rock, building and prop you can place. You can filter
by pack or style and scroll through them, and pointing at a thumbnail shows its name and author.
Touch one to put it in front of you.
Grab a piece of scenery to move and turn it. Point at it and pull the trigger to select it, then
pick its color and size on your left wrist, or delete it.
Scenery saves with your coaster.
Over 300 pieces from three free packs: POLYGON Starter Pack by Synty Studios, Low Poly
Environment - Nature Free by Polytope Studio, and Low-Poly Simple Nature Pack by JustCreate.
Short steel supports no longer get braces between them, and the braces on tall ones are spaced
further apart.
The frame rate readout now grows and shrinks with you.
alpha_5.4.0
Tutorial: the first time you start the game, it asks whether you'd like a tutorial. It
walks you through every control, the panels on both wrists, and how to shape the terrain. Every
button it mentions glows on your controllers, and steps that ask you to press X, B or Y move on
by themselves once you do.
The tutorial can be replayed any time from the new Tutorial button in the pause menu.
Fixed the color swatches losing their color after being hovered.
alpha_5.3.0
Wooden headchoppers: where a wooden coaster's track passes over a lower piece of track,
the supports above now stop just over the riders' heads instead of running down through the
lower track. The cut section is braced like the rest of the structure and ties into the
full-height supports on either side, so riders feel the structure rush by overhead.
Wooden supports no longer have gaps where one piece of track joins the next: the bracing now
runs continuously along the whole track.
alpha_5.2.1 fix
Track, supports and cart colors now save with the coaster itself, instead of being remembered
globally per coaster type.
The color panel now collapses behind a small palette icon below the coaster type selector,
instead of always being open.
alpha_5.2.0
Real-time shadows by default: track and support shadows now render in real time out of the
box. Prefer the old look or need the performance back? Switch to Baked in Settings > Advanced.
Hover highlighting: buttons and sliders across every menu now light up as you reach for
them, making it easier to see what you're about to press.
Track, supports and cart colors: a new panel below the coaster type selector near the
station lets you pick a color for the track, supports, and cart. Each coaster type remembers its
own colors.
alpha_5.1.0
US measurements option: in Settings > Accessibility, switch Measurements to US to show
heights, lengths and speeds in feet and miles per hour instead of meters and km/h. Coasters are
still built and saved in metric underneath.
alpha_5.0.1 fix
Fixed switching between coaster types with loops (such as Steel and Hanging) wrongly saying the
coaster couldn't invert.
alpha_5.0.0
Hanging coaster! A new coaster type: an inverted coaster where you hang below the track,
feet dangling, instead of sitting on top of it. Pick it from the coaster type panel.
Fixed jagged square edges on lake shorelines.
You now start on flat grass. Lakeside Caves and Snowy Valley are still available from the Load menu.
Fixed track dipping below its minimum ground clearance.
Switching coaster types now lifts the whole track (and station) together, instead of sinking it
into the ground.
alpha_4.4.1 fix
Fixed jagged square edges on lake shorelines.
You now start on flat grass. Lakeside Caves and Snowy Valley are still available from the Load menu.
Fixed track dipping below its minimum ground clearance.
Switching to the Hanging coaster type now lifts the whole track (and station) together, instead
of sinking it into the ground.
alpha_4.4.0
3D terrain: the ground is now fully 3D, so you can dig tunnels, caves and overhangs. Push
and Pull work in any direction, wherever you point.
Water types: pick Clear, Smooth, Choppy, Tropical or Dirty in the Water tool. Choppy water
has whitecaps, and splashes from dirty water are brown.
Stronger ground paint: painting sand (or anything else) now fully covers the grass
underneath. Steep cliffs show rock on their own.
New starting terrain, Lakeside Caves: a tunnel through the mountain, a cave with a pool, a
rock arch, a cliff overhang and a lake of each water type. It's also in Load.
You now start facing the station.
Terrains that come with the game (Snowy Valley, Lakeside Caves) can't be saved over. If you saved
over Snowy Valley before, your version is kept as "Snowy Valley (yours)".
alpha_4.3.1 fix
The splash sound no longer has popping bubble sounds in it.
alpha_4.3.0
Water! A new Water tool in the terrain menu. Point at the side of a hole and click: the
hole fills up to that height. Water that would run off the edge of the map is refused, so it
can't flood the world.
Delete water easily: with the Water tool, point at a lake (the ring turns red) and click
to drain it. Undo and Reset all work on water too.
Lakes follow the ground: dig a channel to the edge and the lake drains; dig two lakes into each
other and they join.
Splashes: the train throws up spray and mist when it hits water, with a splash sound made
live from its speed.
The terrain Snowy Valley now comes with the game. Find it in Load.
alpha_4.2.0
Choose what to save: the coaster with its terrain, the coaster only, or the terrain only.
A coaster saved on its own loads onto whatever terrain is there, and a terrain loads under
whatever coaster is there.
The background music now leaves a quiet gap of 15 to 60 seconds between tracks.
Editing is turned off when you're shrunk close to 1:1 with the coaster. Grow bigger with the
height slider to edit.
The pause menu opens a bit further from your face.
The pause menu and the height slider can't be open at the same time.
alpha_4.1.0
Background music! Four new tracks by peppermint_box play in turn while you build and ride:
Theme, Lofi, Coaster Creator and Coaster Creator 2. They crossfade with the pause menu's music,
and the Music volume in Settings > Audio sets both.
Fixed: adding track below ground level bent the new piece upwards.
Fixed: the CrazyChickenGames logo was blank on launch in the headset.
alpha_4.0.0
Terrain editing! Press B on the right controller to switch between coaster editing and
terrain editing.
Point the right controller at the ground and hold the trigger to use a tool: Push the
ground down, Pull it up, Flatten to horizon (level with where you started),
Flatten to surface (follow the slope where you started), Smooth, or Paint.
Pick tools on your left wrist, along with the brush size and strength, the ground type to paint
(grass, dirt, sand, rock or snow), Undo, and Reset all.
The ground is grass now instead of plain grey.
Supports stand on the terrain, and you walk and teleport over it.
A coaster saved with terrain changes becomes a .cca file: a zip of its coaster (.ccc) and
its terrain (.ccs). Loading a coaster without terrain puts the ground back to flat grass.
alpha_3.7.0
A new CrazyChickenGames splash screen replaces the Unity logo when the game starts.
The game now checks with Meta that you own it, as the Meta Horizon Store requires. If it can't,
it shows a message and closes. This works offline too.
alpha_3.6.0
Music! The pause menu now plays "For The Future" by peppermint_box. It fades in when you
open the menu and picks up where it left off next time.
Settings > Audio now has separate Music and Sound effects volumes, so you can
turn the music down without losing the coaster, or the other way round. Music starts at 70%.
A new Credits page in the pause menu.
alpha_3.5.1 fix
Fixed: with track smoothing on, the last arrow of a track that isn't a loop was turned 90 degrees.
alpha_3.5.0
Track smoothing: the track now bends just as sharply on both sides of each arrow, and
banking eases in and out across the arrows instead of changing roll speed suddenly. Rides feel
smoother, with fewer jolts as the train passes an arrow.
It's on for new coasters and for saves from earlier versions. Turn it off in Settings >
Advanced; the choice is saved with each coaster.
The train now rides exactly the track that's drawn.
alpha_3.4.0
Settings, from the Settings button in the pause menu (Y on the left controller). Changes
save and take effect straight away.
Comfort vignettes (Accessibility tab): the ride vignette darkens the edges of your view
while riding, more on drops, hills and tight turns, at Low, Medium or High. A separate vignette
can show while you move or turn with the sticks.
Turning (Controls tab): snap turns of 30°, 45° or 90°, or smooth turning.
Volume (Audio tab).
Track limits can be switched off (Advanced tab): lifts and launches can curve, brakes and
friction wheels can tilt and turn freely, and wooden coasters can be as steep, banked or upside
down as steel. Switching limits back on reshapes any track that breaks them.
alpha_3.3.1 fix
Saved coasters are now .ccc files. Saves from alpha_3.3.0 are renamed automatically.
alpha_3.3.0
Pause menu on Y (left controller). The game stops while it's open.
Save and load coasters. Name a coaster on the keyboard to save it; saving under the same
name replaces it. Load lists your coasters newest first.
The debug tools moved from beside the start into the pause menu.
The game has its own app icon.
alpha_3.2.0
Coaster sounds, generated live from the train's physics rather than played from
recordings: the wheels rolling over the rails, rising in pitch with speed and clacking over
joints, and a low rumble that swells under heavy G-forces.
Steel and wooden coasters sound different: wooden trains have steel wheels and clatter over the
board joints.
Launches whine and buzz as they push the train. Steel coasters have magnetic brakes, which sound
like a launch in reverse, and wooden coasters have friction brakes.
The sound comes from the part of the train nearest you, so you can hear it go past. At life size
it sounds like a full-size coaster.
Rushing wind while you ride.
alpha_3.1.0
Ride stats on your left wrist during a test run or a ride: live speed, height and
G-forces (vertical, sideways and forward/back) at the front seat, with the lowest and highest so
far.
When the train gets back to the station it shows the last lap's averages and peaks, plus airtime
and ride time, until you start another run or select something.
Each G-force shows the range that's comfortable for riders, and anything beyond it turns red.
alpha_3.0.1 fix, Quest only
The game pauses when you take the headset off or open the Quest menu: the train freezes, your
controllers disappear, and nothing responds until you're back.
The "Press any button to get off" hint now rides in the car in front of you instead of following
your head.
The Quest build no longer asks for internet access. It never used it.
alpha_3.0.0
Ride your coaster in first person. Press the new blue RIDE button at the station, or at
life size just walk into one of the cars, and you're seated in it as the train sets off. Press
any controller button to get off, or ride until the train comes back and stops in the station.
While riding, everything that could move you or open something is switched off.
Station settings: point at the station's track and pull the trigger to select it. Your
left wrist shows sliders for the entry speed, the exit speed and the number of cars (1 to 8).
The station grows or shrinks to fit the train.
On a closed loop the train comes back into the station at the entry speed, stops, waits a few
seconds and goes round again.
The teleport arc no longer passes through the station, and you can teleport onto the station,
track and supports at life size.
The test tracks on the debug panel are now complete circuits using every piece their coaster
type has.
The game no longer sends Unity's anonymous hardware statistics. It doesn't collect any data at
all (privacy policy).
alpha_2.3.1 fix
At life size you can walk on the station again on the headset, instead of falling through it.
The wooden coaster's catwalk no longer clips into the bottom of the track on steep hills. It
runs along both sides now, with no deck under the middle of the track.
alpha_2.3.0
Wooden coasters have their own train: open cars with bench seats, tall padded seatbacks and a
lap bar for each row.
Steel coaster trains have individual seats with over-the-shoulder restraints.
Supports under track you're dragging disappear while you hold it and come back when you let go,
instead of rebuilding choppily as it moves.
alpha_2.2.0
Change your height: press X for a height pole, point at it and pull the trigger to pick a
height, then press X again. Go up to build high track, or shrink all the way down to walk around
your coaster at life size.
At life size the station, track and supports are solid, and the station has stairs on both
sides.
Chain lifts can't go steeper than 85° or fold back over themselves.
Jumping is gone.
alpha_2.1.1 fix
On banked wooden track, the catwalk on the high side now tucks in under the track and its
handrail ends cleanly, instead of dropping into a step.
The train's shadow no longer shows up darker on top of the track's shadow.
alpha_2.1
Ground shadows for the whole coaster, not just the part near you, at almost no performance cost.
Smaller, see-through track arrows that turn solid when you point at or grab them.
The station sits on the ground now, with its controls floating about a meter above it, and new
tracks start right at the station.
A debug panel beside the spawn point: FPS counter, test tracks to load, and switches for
comparing performance.
alpha_2.0
Wooden coasters, with a catwalk under the track that stays level and widens on the low side of
banked turns.
Coaster type selector at the station (steel and wooden for now; hanging, flying, hybrid and
water are coming).
Support structures: steel coasters get columns, wooden coasters get a full timber structure.
They're built automatically and never get in the train's way.
Hologram start button.
Smoother editing on long tracks.
alpha_1.0
First playtest build: build a steel coaster by grabbing and dragging its track arrows, then send
the train round it.