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Can Customers Use the Zipline in Waterpark Simulator? Yes

A Waterpark Simulator park seen from above with slides, pools and paths — the zipline is a transport ride between two points like these
Image: Official screenshot, Steam

Yes. Guests treat the zipline as transport and ride it on their own, and so do your staff. The catch is that it carries one rider at a time, so everyone who wants it queues at the ground anchor. Put it on the shortest route between the entrance and your busiest area and you get a permanent line, with staff wasting their shift in it. It is free to ride and does not earn money; the one thing it reliably gives you is the High Above the Park achievement.

Yes — guests and staff both use it

The zipline is not decoration. The game's pathing treats it as a way to get from one end of the park to the other, so guests heading for a distant pool will detour to the ground anchor and ride, and staff walking to a job will do the same. One rider goes at a time; the next waits until the line is clear. That single rule is behind every complaint about it.

Who rides it
Guests, staff and you
Riders at a time
One
Where the queue forms
The ground anchor, not the tower
Speed
Adjustable, with a maximum setting
Price to guests
Free — it does not charge
Achievement
High Above the Park: ride a zipline

The queue problem

A player on the beach map built their hub by the ocean, a long walk from the entrance, and added a zipline to shortcut the distance — two of them, one in each direction, with ground anchors at both ends so nobody had to climb the tower. Guests used it exactly as intended. So did the staff, and that is where it went wrong: the janitor and handyman spent almost the entire shift standing in the zipline queue to save a few seconds of walking.

It's supposed to make getting places faster, but it ends up making it take far longer than if the NPC had simply walked.
Steam Community[player report]

Closing time is worse. Every guest still in the park walks to the anchor and waits to zip to the exit one at a time. In that report the owner finished cleaning and repairing a grungy park before the last guest had left, because the line was still moving. Setting the zipline to maximum speed does not fix it; the bottleneck is the one-rider rule, not the ride time.

How to place one so it helps

  1. Keep a proper walking path between the entrance and your busy zone that is as direct as the zipline. Guests only queue when the zipline is clearly the fastest option.
  2. Place it as a side attraction — a ride from a high point down to a pool area — rather than as the link between two halves of the park.
  3. If you want two-way transport, build two lines, one per direction, with ground anchors at both ends so riders do not have to climb the tower first.
  4. Set the speed to maximum. It will not remove the queue but it shortens each ride.
  5. Watch your staff at the start of a shift. If the janitor or handyman is standing at the anchor instead of working, the zipline is on their route — move it or give them a shorter walk. Staff behaviour is covered in the staff guide.
  6. Before closing, expect a crowd at the anchor. If it bothers you, delete the line for the last hour or accept the slow exit.

The wider principle is the one in the park layout guide: guest flow follows the shortest path, and anything that becomes the shortest path becomes a bottleneck.

Not everyone agrees the zipline is a trap. A widely watched tips video files it under infrastructure — "zip lines move both guests and the player rapidly across the park" — and recommends using them to connect distant work zones. Both views are right about different parks: a line between two work zones that guests rarely cross is the good case; a line on the guest artery is the bad one.

10 advanced tips — the zipline-as-infrastructure argument · Gaming Plus TV · Watch on YouTube

It does not make money

Unlike showers, toilets, loungers, pools and slides, the zipline has no charge attached — guests ride for free. The same Steam report asks why, given that real parks charge for ziplines, but there is no price setting for it in the current build. Treat it as transport or as a set piece for your park's rating, not as income; the money comes from the star progression in the 5-star guide.

Ride it yourself once

High Above the Park is the achievement for riding a zipline, and it needs the ride, not the build. A short working line is enough — one achievement route recommends building a small one first, riding it, then extending it into a longer network only if you want the transport. On the beach map the achievement trigger was fixed in update 1.0.21, so if you rode one before that patch and got nothing, ride it again. The full list is on the achievements page.

References

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