
Project Highrise is a skyscraper construction and management sim...
Modeled estimate, not a reported figure. How we estimate →
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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 | 4.8Kreviews | 85% | — | $3.4M |
| $4.99−75% | 114ratings | 68% | — | not modelled | |
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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
If you played simtower as a kid and want to scratch that itch again, wait for this game to go on sale from its $20 price and then you can go for it. This is a tower management game that allows you to build your skyscraper as an office building, as a residential building, or as a hotel building if you pick up the DLC. From the get-go the main warning I would give to everyone is that you cannot build the tower exactly the way you want from the ground up. All towers are going to start out very similar where you start with the basic stuff, and then unlock more intricate and high-end stuff as you meet certain logistics and requirements. You're not going to be able to start plopping luxury duplexes all over the place the moment you start the game, you instead have to play by the games rules for a bit before you get to that point. Overall though this game is about 95% like sim tower, the main differences being the types of rooms you can build and the fact that the game runs fairly fast instead of creepingly slow the way the original sim tower did. Managing your utilities (electrical, water, gas, etc) were the other unique thing this game added that was not something you dealt with in the original sim tower games, but it is a cool aspect to have to take into account as your skyscraper scrapes skyward (teehee) If you can get this on sale for 50% off or more and want to scratch that sim tower itch for a couple hours here and there, I would go for this game :)
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Languages: English, French, Italian, German, Spanish - Spain, Russian, Polish, Simplified Chinese, Japanese, Traditional Chinese
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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
An awesome game in the Simtower mould, if you love this sort of game then grab it as it is fun. :)
I'm a longtime player of SimTower, and I was really excited to find a modern tower simulation game to expand the capabilities of the prioneering game. This game, however, has several broken mechanics (eg. there are numerous things wrong with how foot traffic is implemented), some arguably absurd mechanics (the 'grime' and 'renovation' concept is implemented poorly despite my discovering how to almost eliminate them entirely from the game), some mechanics that players might not want active that cannot be disabled in settings (like city economy or dynamic rent), several tied-together settings that should be separated in settings but aren't (like UI/UX sound vs city ambiant sound - if we wanted to hear cars honking we can just open our own windows), severe balancing in terms of income and expenses, has numerous UI/UX issues (eg. failure to list utility data on bottom bar in UI, or failure to project utility requirements in description boxes, or failure to make smell/noise radii unambiguous), and doesn't even offer everything that SimTower offers (some of the rooms and UI/UX featuresa re missing). Ultimately this game is half-baked, but as it is no longer in active development (or even listed on the developer's website), there's no hope for these numerous concerns to be addressed. As much as I want to like it, as much as I think to myself "well, here's a workaround" or "I guess I can tolerate this", I'm starting to realize that I don't think I can enjoy this game anymore. I'm off to find another Tower Simulator!
非常让人上瘾的游戏,莫名其妙高的沉浸感,快出新作啊!别鼓捣你那个黑帮帝国了,那个巨无聊,搞大楼2!!!
Super solid idea, decent delivery. Never knew there was an interest in building a highrise and managing one. Certainly after playing this game I have more of an appreciation to how much work can go into managing such a large building. Fun concept which shine can wear off quickly for some. Project's Highrise [b]gameplay and controls[/b] are mostly coordinated and determined by the mouse. A large part of the game is played with the mouse. Not a major issue, but it feels like there is minimum keyboard shortcuts and features. The premise of Project Highrise is to complete contracts. Contracts are completed by meeting the specific demands, for example, having at least three types of a certain office or increasing the population to a specific number. Contracts sort of cycle and do not change much even as progress is made. The main challenge (besides fulfilling contracts) is to draw as many potential tenants as possible, and keep them happy. As the tenancy challenge rises and new offices or residences become available to make, the player also has to accommodate their new needs. A lawyers office for example will need catering services while an accounting office may need copies and a file room (outside of the office). There is a decent amount to explore when it comes to variety of room types, maintenance, policy type offices, cleaning rooms, etc... This part of the game certainly makes the player double think how they lay out their building. The premise here is to build build build. The problem though is money money money (said in a Mr. Krabs' voice). Going negative and positive at the beginning flips quite quickly while later in the game it becomes a little easier maintaining in the green (cash flow). Players start out with extremely basic and small offices or residences. They themselves also require different needs (in addition to copy rooms and file rooms) such as electricity, water, gas, phone lines, and cable. The player must weigh their decisions on whether to focus on more construction (allowing more space for offices, residences, or building specific rooms), fulfilling more needs, or on required maintenance and renovations for offices or residences that are aging. This happy balance will make or break the first couple of hours of any new game started in Project Highrise. Do have to give credit to the Devs as there is quite a bit of variation when it comes to residences, businesses, offices, stores, and food options. The way to unlock the bigger and better offices and residences is to simply build more, and ensure tenants are satisfied and do not break their lease. The [b]visuals and graphics[/b] are suitable to the game's environment. The sprites and objets are suitable to the game's design and atmosphere. There are visible animations in the game in addition to modified sprites. As rental spaces wear down it becomes more and more visible as time goes on. It is as detailed as it can possibly get from where the camera is positioned. The [b]sounds and music[/b] aren't too bad, but neither great. Depending where the camera is pointing also will determine which sounds the player hears. The music isn't too bad and is generally nice to listen to passively. I feel like a little more could've been done in both these domains to further immerse the player into the game. Overall, not a bad game, not a great game. It's a fun little building manager type game where creative possibilities could be endless. The full price is steep for the hours I got out of the game (especially waiting to accumulate money to make moves), so I would recommend purchasing on sale. Problem being my age is when I play games like this they were free on websites like miniclip.com or newgrounds, so I always am a bit hesistant to purchase something like this. Honestly though, well done to the Devs for trying something different. Readers - do your homework, if this is something you're EXTREMELY interested in, I'd suggest a purchase at full price. [h1]RATING: 7.35/10[/h1] [table] [tr] [td]Gameplay[/td] [td]C+[/td] [/tr] [tr] [td]Story / Campaign[/td] [td]C+[/td] [/tr] [tr] [td]Visuals / User Interface[/td] [td]C+[/td] [/tr] [tr] [td]Sounds / Music[/td] [td]C+[/td] [/tr] [tr] [td]Replay-ability[/td] [td]C+[/td] [/tr] [tr] [td]Overall [/td] [td]C+[/td] [/tr] [/table]
You can up the rent on the people that you started with to get higher paying people when they leave. This game makes me hate real estate people even more. Very realistic.
[h1]游戏测评:管理游戏中的优秀之作[/h1] 如果你是管理游戏的爱好者,无论是《模拟塔》、《主题医院》、《纪元》、《放逐》、《定居者》等经典作品,《Project Highrise》都可能会让你花费数小时沉浸其中。这款游戏制作精良,拥有相当的吸引力。然而,尽管游戏本身质量上乘,但也存在一些值得注意的问题,尤其是在游戏核心机制方面,这在其他评论中可能未被充分提及。 [h2]游戏核心机制解析[/h2] 《Project Highrise》的游戏机制主要分为两条路径:办公室和公寓。无论是办公室还是公寓,它们的运作方式几乎完全相同。首先,你需要建造基础的办公室或公寓,然后建立支持房间来为这些主房间提供服务。例如,办公室可能需要复印服务室来支持其正常运作,而公寓则需要不同类型的服务设施。如果缺乏必要的服务,租户会感到不满并选择搬出,从而导致收入的损失。 在这个过程中,你可以选择不同的租户类型。某些租户支付的租金更高,但他们也需要更多的服务。这意味着你需要在收入和服务成本之间找到一个平衡点,以保证租户的满意度和你的收益。 [h2]核心问题:重复建设导致的游戏单调性[/h2] 游戏的核心问题在于,只有通过不断扩展办公室和公寓的规模才能取得进展,而且这些建筑需要越来越多的服务支持。无论是小型、中型还是大型办公室,它们的功能都是一样的:赚钱。这导致了一个问题——你可以简单地建造大量小型办公室,并提供足够的服务来满足这些办公室的需求,然后将游戏速度调到最快,快速积累资金。一旦你积累了足够的钱,你可以直接开始建造最大的办公室,跳过中间的过渡阶段。这样一来,之前的小型办公室就失去了存在的意义。 相比之下,像《安诺》这样的游戏通过始终需要每一层建筑物来解决这一问题。即使是游戏后期的建筑物也需要依赖你最初建造的基础设施来生产材料。在《主题医院》中,你在游戏初期治疗的疾病患者仍会在游戏后期出现在你的医院。然而,在《Project Highrise》中,一旦你拥有了足够的资金来建造几个大型办公室,小型办公室就变得毫无意义。 [h2][b]总结[/b][/h2] 为这样一款精心制作的游戏发布负面评论确实让我感到为难。我非常尊重制作团队及其为实现这款游戏所付出的努力。如果可能的话,我希望将其标记为“推荐,但需注意这些问题”。然而,鉴于核心机制的问题,我不得不提出这些不足之处。 [b]尽管如此,《Project Highrise》仍是一款值得尝试的管理游戏,尤其对于喜欢这一类型的玩家来说,其精美的设计和丰富的玩法无疑会带来不少乐趣。但在享受游戏的同时,也需要注意这些可能影响游戏体验的问题。[/b]
Avoid the forum, there's a moderator who, for a literal decade, trashes anyone who asks a question that has been asked before. He then bans you from the forum when you call him out on it. Because his brain didn't develop properly he doesn't understand that no forum has questions asked exactly once, he also doesn't understand that games change with patches over time, and that information from a literal decade ago might not be accurate today. If i was the developer of this game this bum would've been banned many years ago, as I wouldn't want a man-child lecturing everyone who asks reasonable questions on a forum that's designed for discussing things.
Project Highrise is essentially a Sim Tower remake from the 1990’s, albeit rebuilt for new generation of computer hardware. Seeing as Maxis, the developers of the original Sim Tower/Sim City were dissolved after being bought out by EA, this left a creative gap to be filled in the genre, of which Project Highrise succeeds, further building upon its historic predecessor Sim Tower. I can tell that this is a true passion project by the new developers SomaSim, with full mod support allowing for multiple play-through scenarios. If you enjoy city builders, this game is a must have. This lil-niche tower management game will compliment your city building itch on a micro scale, with pleasant background music when you just want to zone out after a hard day. I would also recommend the Las Vegas DLC for hotels and casinos and the London/Berlin DLC for better offices, as they add extra depth while furthering the replayability of Project Highrise, without requiring as many workshop mods.
i've played Project Highrise for over 1300 hours, you could say i'm addicted. The possibilities to make cool looking properties are endless.. this game is also a much needed distraction from worldly and personal issues.. in a way it's a meditation that allows or frees up my mind to think about the hard things in my life. the buildings one reflection my need for something.
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.
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