
Highrise Mogul: design, build and manage your own skyscraper. Make floor plans, place rentable rooms, hire staff, design a beautiful garden, manage your own power grid and much more!
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
小人站在那里不动是什么原因?
Tags are in the wrong order, Relaxing, Building and Management should be in the front. :) It's a relaxing and pretty game, definitely worth the money, BUT tutorial is terrible and HUD is unclear and unintuitive. That is why this game has Mixed Reviews right now, and you need to keep it in mind, that you will loose around 20 minutes to understand the game.
A promising game that has lots of potential for improvement I love building games. So when Steam recommended it i decided to take a chance (also, it is cheap). So far i have finished one tower and started another. Overall, the mechanics are OK. For the most part it is intuitive, and there is a decent slate of rooms and amenities you can build in to draw customers. The looks is great too. But there are lots of room for improvement. 1. The tutorial and tips need to be much more thorough. It took me a while to grasp some build options. Foe example, I couldn't figure out how to put power plants on top of a building until i realized that i have to put ground on the roof first. 2. Some controls are simply counter-intuitive. For example, it would be vastly better if i can build the room and then add hallway to connect, instead of the other way around. 3. The rate of littering needs to be adjusted and its AI re-calculated, period. Even with littering policy turned on and over 24 janitors over 2 stories, the visitors ALWAYS complain about trash. I watched as janitor after janitor walking through piles of trash. Janitors should be programmed to clean whenever they come across any litter, and janitors and other staff should be allowed to train up/advance so they can work faster and more efficiently. If there is one flaw that would stop me from playing more, this would be it. 4. We need more room options. Bookstores, amusement arcade, shops large and small would be appreciated, alongside more options for apartments and offices. We also need more indoor decoration outside of a snake plant and a fern-looking thing.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
★★★★★★★★☆☆ 8 / 10 An impressive game, which is wholly worth of the tag! Disclaimer; I'm crap at pointing out the good things, as are most other ordinary people, so please keep in mind that for every negative point I drop, there's a multitude of positives which made me finish the game in record time. The learning experience is a set of mistakes, followed by learning and improving upon concepts. My 9th. run is the one I reached stability on, and left running whilst I spent the afternoon celebrating the Finnish Independence Day. After I came back, I'd attained 50MIL (used for buildings&running costs) and 5500 R&D points. (used for research) Selling power is super profitable, borderline OP. Some bugs&criticisms; -Firemen didn't try to put out fires. (Fixed by reloading a save, deleting a staff lounge, and rebuilding one back) No need for 17 janitors from floors 10-25 to rush to floor 2 to clean up a singular piece of paper. (I'd love to have the ability to designate workers to staff lounges, and have the staff lounges designated to keep a singular floor in order) Deleting stuff is tedious. I'd love for an option to reset the whole building. (For restructuring) Last major gripe. END GAME MATERIAL TOO EASY TO ATTAIN -There's no reason that I should be able to reach the last research stuff with tier 1 research centers. ... Maybe increase the power needs for upper tier labs and R&D requirements for upper tier research. I basically got 5500 R&D points by building about 15 tier 1 R&D labs, and leaving the game to run for 10~ish hours.
Great little game that is a nice spiritual successor to SimTower. I've always wanted to make a game like this, and now it exists. It's not perfect, but with an active single developer already putting out patches, it's in good hands.
Haven't played much yet. But I found 2 things that will help new people. 1.Build a floor for the entire building area. Soil is cheap and grass is pretty. 2. Tab key will rotate your rooms!
Good tower builder. Fun!
The controls feel sluggish and don't respond with any crispness. The rotate button is TAB and place multiples is SHIFT, guess what the shortcut for the Steam overlay is? Oh wait, it's SHIFT+TAB, so that's fun. Doors are apparently non-Euclidian and don't behave accordingly to rational thought, also, the people are non-Euclidian and can teleport, when existential dread doesn't freeze them in place. Frankly, this feels like an Early Access game, but isn't. The minor detail that the last patch was in December, at the time of writing, really doesn't help.
I haven't had much time to play this yet. I don't mind the tutorials, though I couldn't for the life of me figure out why no one would visit/move-in. Finally I figured out I need the taxi post things. I haven't played much of sim tower, but this game seems pretty straight forward and easy to grasp.
ok I wrote a whole long 6 paragraph thing here but then the restart steam window came up and I wasn't in high mind so here goes. I like games like Another Brick in the Mall, Two Point Hospital and rise of industry. Every one of those games has at least a decent tutorial, this doesn't. The rooms are shaped so oddly at times that there is no efficient way to put them into your building. The economy is un-intuitive and the game honestly feels like it's an early beta rather then full release. The hallway system makes sense for businesses but why can't the power rooms be connected to each other with one leading out to the hall? why can't I build a generator behind the circuit breaker room? Why does the R&D room not have staff and why is it shaped like an L using exactly 3 squares? why can't I make a bigger cafe instead of having to build a second one if I have more than 2 customers? The fixed room sizes takes away a lot of the fun of these kinds of games and thinking about what rooms you can afford to expand in order to make profit and which ones you need to leave as they are to lose business but stay profitable. Poorly executed on a basic long-standing genre that works for a reason. If all you want to do is kill time than you can do better than this. Chill games are everywhere and at 10 bucks this game is $9.50 overpriced
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Where this game's players are, estimated from review languages.
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