The team researched existing track-building systems to refine their design. Neo Sprint (Atari) was considered too restrictive due to its top-down view and limited space, while TrackMania (Ubisoft) was seen as overly complex and racing-focused. Planet Coaster 2 (Frontier) offered the closest inspiration, but the aim was to create a more intuitive and accessible system suited to a tycoon-style game. The final design balanced accessibility with creative freedom, setting it apart from existing titles.
