
Project Highrise is a skyscraper construction and management sim...
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
About




Sums Steam only; GOG, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 3.9Kreviews | 86% | — | $2.8M |
| $4.99−75% | 114ratings | 68% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 821 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
“如果租户对环境很满意,那他们就该支付更高的租金” “当环境令租户难以忍受,稍微减少租金他们就不会搬走” 这是善意的通关提示,但代价是失去快乐,从看到这条评论就已经失去了
Shallow and frustrating mechanics, bad sfx, content you'd expect locked behind DLC. Base game is just not fun. Its is a rigid puzzle game pretending to be a tower sim.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Every market we collect.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Russian, Polish, Simplified Chinese, Japanese, Traditional Chinese
| $19.99 |
| — |
| — |
| — |
| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 822 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Spiritual successor to the 1994 Simtower game, very addicting :D
不再更新了 这么好的游戏不做 去做什么垃圾新游戏
This is a good game, polished, and it is fun to play. It deserves it's "Very Positive" rating and if you like the concept, you'll enjoy the game, I'm sure. Plus the devs/mods are active on the forums answering questions, even nine years after launch and that is OUTSTANDING service! [h1]TL DR[/h1] ______________________ The game is FUN. But the early parts of the game are a SLOG to get through. Slow gameplay, no ability to AFK due to needing to press ONE button every so often, and no in-game tools to plan and help pass the time which can lead to frustration and costly errors. The game's early difficulties quickly feel artificial as the game ultimately is far more fun than challenging. That creates a feeling that the initial time put into the "waiting around" during each new game is unneeded or worse simply wasted. This makes starting over a difficult prospect (whether for a new game or working through 10 scenarios for the achievement) and it can make a player pause and reconsider if they want to hit "New Game" or play something else. But, if you play in sandbox and/or easy difficulty, you'll get to the fun quickly and not notice this nearly as much. If not, you'll have to sacrifice a bit more for the same end result of freedom in your tower building. However, once you break through the profit margin, you'll soon realize that you can break the habit of thinking you must "paint the map" with a tower and instead let your creative designs start shining through and that is where PH shines. Either way, if you want to build a resource management tower, this game is FUN and deep down it is truly worth the cost! ________________________ If you are going to play Project Highrise (PH) at normal or harder difficulties with no sandbox, you MUST be willing to sit and wait and the let the game come to you. In the early game especially, but even into the mid-game, you will have plenty of time in the "Waiting Place" as Dr. Seuss called it. And the speed-options, while better than nothing, are SLOW!! Worse yet, while in the beginning of the game, you can't AFK to help with the lack of funds because you have to babysit a single button click to have maintenance crews do their job. So while you wait, you are seemingly meant to think and plan out your tower. And that is important because PH will punish mistakes. And those mistakes can be physically hard, economically painful, or just really annoying to fix. It is easy to miss a click or misjudge a build by a mere rectangle or two and this can jam up an entire floor's (or more) plans. [h2]This is where the biggest downfall (IMHO) of this game is revealed[/h2] Unlike Prison Architect (another building game that uses this sit/wait playstyle) which has a blueprint tool you can use to outline your design and fill it in later, PH has nothing like that. So there's no way to check that your layout or dream tower will work until you get into building it for real. This means that PH demands a lot of trial and error, while it can also be quite punishing of mistakes. The game has no problem letting you trap yourself after hours of gameplay before causing you to realize that a newly unlocked building isn't going to fit and your layout is messed up. Puzzles and new challenges in games are great, but here they end up feeling unfair or that they are meant to trick the player--they aren't I don't think, it feels that way though. Instead you are simply stuck waiting. and that's the second downfall of this otherwise fun game. You have to wait a lot to play the game. The first part of the game is TEDIOUS (and if you are running for achievements doing the early game 10 times it is spirit-crushing). It leaves you spending a lot of time in the early "hardest part" of the game NOT playing. And then you spend a whole lot of time playing the game in the easiest part. That gives a sinking feeling as you play. It makes you ask, "Why make it so hard to get into the game? The game isn't really that hard at all. We could have jumped straight into the fun part." The difficulty seems artificial, which makes the time put into it feel like it was unneeded or wasted. The learning curve is backward. Instead of gliding you up to a pinnacle and then taking you up and down through the game's challenges, it forces you to climb a cliff first. Then, instead of rewarding you by letting you use that knowledge to overcome a challenge, it drops the curve right back down into a grassy meadow with only the occasional hill or two to think about. UNTIL you fall into a concealed pit under the grass that you can get out from but again it makes you wonder why was that even there in the first place? But that grassy meadow is wonderful. With money in hand you can build anything you want, create whatever kind of tower you want to design. You do NOT have to paint the map with room after room, you can build a tower that has architectural features and not just a big rectangle. PH shines when it finally lets you go run free in the game. There's no good reason NOT to buy this game if you like the concept. So, I know most of that sounds negative and it is, but the negative part truly only takes up 20-30% of a build. So why be so negative about this part. Because it is a LONG and TEDIOUS 20-30% of each build. It is more than enough to stop a player from sticking around to get to the good content. Because this is not about skill (or gettin' gud), it is literally about the time required to sit and wait. It takes the wind out of the sails for a long time before it lets you really play. So, if you buy this game you MUST be ready to sink the time into it to actually get to the part that has earned PH its great rating. If you are not, skip it.
Project Highrise是一款以建造上世纪末的摩天大楼为主题,有上世纪90年代模拟建造风格的游戏。 游戏线条细密,色彩丰富,音乐简单放松。 游戏进程里,除开一些简单的目标、情景和奖牌,主要是扩建摩天楼。 玩家需要在或准确或模糊的文字描述里,解锁或有用或没用的设施和场所; 在等待收租金的时间里,偷窥租客们的闲言碎语给自己找点乐子; 以及面对一旦线路或布局规划错误,就可能得重新规划的,也许有点拟真到红温的模拟建造体验。 如果你喜欢这种风格,建议在打折时入手。 当我看到Project Highrise里的建筑,第一眼便觉得与芝加哥很像。 后来这个直觉在游戏的一处情景文字里得到了验证—— “芝加哥商品市场建于1930年,是当时世界上规模最大的建筑……” 过去的五到十年间,我去了芝加哥三四次。 去过一次Cloud Gate,见到了电影《源代码》里的场景。 走过downtown、港口和公园,除了湖边的风景,芝加哥与北美的其它大城市没太多差别。 工作外的大部分时间,我把自己泡在The Art Institute of Chicago的艺术与历史中。 摩天楼,也许本是芝加哥最独特的一部分,我只是从大楼下的街道上匆匆走过。 千禧年前,读小学时,母亲为我报了一个英语课外班。 说是课外班,其实是学院里的大学老师们互相认识,于是委托一对年轻的英语老师夫妇开的小班。在周末的上午,我便和几位在学院里从小一起长大的小学同学,去老师家里上课。 上完英语课,老师家中有一台电脑,他们会让我们玩一阵子。虽然我已不记得怎么开始的,最后我们总会玩英文版的某一代SimCity,模拟城市,是一个45度俯角的版本。 朋友们都看我玩,大概这个游戏对他们来说有点复杂。 我们会玩一个多小时。接近中午,我带着满足,又心儿欠欠地离去。 记忆里,午间的学院里有成荫的树,和煦的风,和布满云层的蓝天。 几年后,在我读小学高年级时的千禧年间,课外班成了周五晚上的编程课。 上课之前,我和母亲常去一座日资的大楼。 那些年,楼群在我故乡所在的南方内陆省会城市里拔地而起。 在那栋日资大楼里,一楼有市里的第一家麦当劳。麦当劳有一楼和负一楼两层,还总是人满为患。 大楼的五楼是Namco街机厅。机厅里有许多只有在那里才能玩到的游戏,比如Time Crisis 4。该游戏的设计放在今天依然前卫。 五楼的另一侧是餐厅区。上编程课前,母亲和我常在那吃罗莎牛排。 餐厅的大窗户外,街对面,是曾经市里最高的建筑。那栋曾经的高楼不及日资大楼的一半层数,其顶楼是一个飞碟型的旋转餐厅,我很小的时候去过那里一次。 2012年,我到美国读书的第一年。 我在宿舍里看家乡的新闻。反日游行的人群里,有人在那栋日资大楼抢劫,并放了一把火。 照片里,大楼冒出浓浓的黑烟,遮天蔽日。 经历过千禧年的玩家,大多已是我这个年龄,30岁到40岁,或者更大。 回忆里满是幻色,在时代的洪流与夹缝中,汹涌的海浪堆起泡沫。 Project Highrise里的一个情景,开头是一段这样的话—— “曾几何时,市中心只是工作和玩乐的地方。那里是城市的中心地带,是贸易与商业重地。那里坐落着最豪华的餐厅、最热闹的夜店和最多人光顾的影剧院。但是经过一天的繁忙工作或纸醉金迷的晚间狂欢后,每个人都会招辆的士或登上火车返回家中。大家住的地方都不在市中心,而在其他地方。 但是时代变了,有时转瞬即变。最近各大城市涌现出一批想要住在市中心的新住户。 建造一座闪亮的全新公寓大厦,加入这股潮流并盈利。” 第一次在游戏里读到这一段话时,我又看到了千禧年间,大人们与孩子们,一同追逐着资本主义世界的背影。 有人追逐着最豪华的餐厅、最热闹的夜店和最多人光顾的影剧院,也有人追逐着上英语班后玩模拟建造游戏的上午,还有和母亲在大楼里一起用餐的傍晚。
Fun game
i feel like the way i played it was a really good way to play it. You can start off just full sending what you want, being most likely an apartment building with some offices. Then after that i feel it's appropriate to specialize in one thing like i just made a full apartment, then i made an office building, then i did what's probably the hardest one to do starting off but can get you the most money which is the hotel. All of these needing things like stores, facilities, restaurants etc to attract and keep you're clientele. This is the way i recommend playing this way you get to know and experience the most out of what the game has. Remembering that the little deals you can make to meat some quota and getting money from it, both up front and upon completion, it vital for something like the hotel. I've been pulled out of holes i dug for myself from these also probably the reason i was in the hole in the first place by forgetting it lmao. That being said, very nice game with a unique and for me a sought after genre personally. Scratches that itch of wanting to just chill out and run an apartment building. I've yet to see an apartment built diagonally irl but hey i haven't traveled a whole lot so there's still a chance xd. Law's of physics be damned. 7.5/10 For someone looking for an apartment sim then its a must have. But i feel there's something lacking in the late game.
It is a must for the one who remember Sim Tower from back in the day when "Sim Anything" was the trend. A nice and relaxing game.
Started playing this to satisfy a Sim Tower craving. I really enjoy this game, but there are a few annoying issues/bugs. Pros: It’s aesthetically beautiful, with a whole 1960s mid-century vibe. The music is pretty chill, no complaints. Gameplay is very reminiscent of Sim Tower, I enjoy the geometric placement puzzle of it all, and the increasingly challenging room unlock requirements. Relaxing, soothing, and has enough content and complexity to keep you interested for a while. Cons: As for the issues, the manual placement of utilities is irritating. The main frustration is that there is no auditory way of alerting you when a room is missing a key requirement, e.g. power, or a service. Sometimes an angry face appears over the room, but in a tower of 50 floors, you are not always going to notice that appear on floor 10 when you’re zoomed in up at the top of the building. I have no idea why they wouldn’t add in some kind of sound alert or pop up, especially since every time a tenant vacates, it plays this extremely annoying and very loud “tire screech” sound. The second main issue is around lobby placement. You can place two or three story lobbies, but unlike Sim Tower, in this game you have to place empty building tiles before you can build anything over them. This means that if you already have a two story lobby and want to extend it sideways, your construction workers cannot reach the second story to build out those tiles. There is also an annoying aspect to making elevators and utility closets “merge” into the lobby (you must have an empty tile on either side of the item, otherwise you have 2 or 3 elevators on top of each other which looks very dumb in a lobby. This means no elevators at the outer edge of the building, or in a row right up against the utility closets.) However, the above issues have not stopped me from thoroughly enjoying this game. How does this compare to Mad Tower Tycoon? Project Highrise looks cleaner and crisper, and aesthetically reminds me more of Sim Tower, with a major upgrade. The Mad Tower Tycoon gameplay is more similar to Sim tower however. It has elevator management and no requirement to place utilities. Mad Tower Tycoon already includes hotels, whereas that is a DLC for Project Highrise. Music is better in Project Highrise, it’s more like soothing background tunes. Overall, I seem to prefer playing Project Highrise.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $4M | 4.1K | 79% | $24.99 | |
| $282.9K | 568 | 82% | $14.99 | |
| $114.5K | 329 | 71% | $11.99 | |
| $10.8K | 53 | 60% | $5.99 | |
| — | 0 | — | — | |
| — | 0 | — | — |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $2.8M | 5.6K | 86% | $10.49 | |
| $2.8M | 2.4K | 43% | $49.99 | |
| $2.8M | 1.6K | 89% | $69.99 | |
| $2.8M | 3.3K | 67% | $29.99 | |
| $2.8M | 4.2K | 88% | $19.99 | |
| $2.8M | 5.6K | 98% | $19.99 |