
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 | 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
建大楼模拟器,强迫症玩家极度舒适。有办公楼、住宅楼和酒店三大板块,不同的关卡要求会变化,但是前期基建都是一样的,玩到后期对同质化的内容会有些无聊。
I grew up playing Sim Tower and Yoot Tower. This mostly scratches that itch. There are a few things from those titles I miss, though. In this game, the elevators are just... there. And the restrooms are non-existent. Where do people use the toilet after their morning coffee? I also am not fond of how the transport items take up tiles, rather than sitting in front of the tenants, like in the other games. Oh, and I miss having random events and disasters hit the building. I always had fun trying to fight fires or find terrorist bombs in Yoot Tower. Nonetheless, I am enjoying this game.
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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 |
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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
I was really expecting a cheap SimTower remake, but his game is very different. SimTower was based on a "List/Elevator Simulator" premise, which was expanded out into the rest of the game, Project Highrise is very much driven from a "tower in NY" kind of viewpoint, and everything derives from there. This lifts (pun intended) some of the great mechanics from SimTower (e.g. stars become "prestige"), while adding many of its own, to make a game that is derivative, and yet very much its own thing. Not so much SimTower 2 - more of a reboot many years later, with a different director and the "gritty remake" phase somewhere in the distance.
Overall, I did enjoy the time I spent playing Project Highrise. Managing a skyscraper full of residential, shops, and offices is fun, but after the skyscraper gets to a certain height, the grind becomes less interesting and more repetitive. While the game has its flaws, it offers an enjoyable experience. Grab it when it is on sale.
4倍房价宰客是游戏的极限,不是酒店的极限
TL;DR: This is a good game, but the non-simulated elevators are a huge step backwards. Sim Tower really did define the foundational concept for this kind of game, and, other than Project Highrise, I don't know of anything comparable, so I'm going to format this mostly as "What does this game do better than Sim Tower, and what game mechanics does it do innovative things with, and in what ways is it lacking? Improvements: Pricing: The base level pricing is more reliably acceptable. I remember spending a lot of time in Sim Tower just... Lowering prices on hundreds of offices and hotels. Residents: Apartments are actually viable now. In Sim Tower, they paid a lot up front, but the lease length was so incredibly long that condos were basically useless compared to offices and hotels. Monetary Difficulty: It is technically possible to go into debt in Sim Tower, but realistically that is unlikely to ever happen unless you exclusively build condos. In this game there is, in the beginning anyway, at least some possibility that you will not succeed for financial reasons. Building services: Building services in Sim Tower are mostly handwaved, or glossed over as "Ummm lobbies, people need lobbies. Sure. Lobbies account for most services. People will be upset if they're too far from a lobby." In this game you have to be more granular with providing services, and the services themselves are actually simulated. Prestige System: As a replacement for Sim Tower's "Star System", this is actually pretty neat, because it allows for more nuanced access to new structures and stuff. Quality-Of-Life Features: Like being able to delete floors Things that are not done as well: Elevators: Sim Tower was originally made as a tool to help building designers simulate elevator usage, so this isn't really surprising, but Sim Tower's elevator simulation is way more in-depth and fun to try to get right. But in this game, the floor space/height/width restrictions and the fact that elevators aren't actually simulated means you don't have to pay almost any attention to transportation, which completely eliminates a major game mechanic. Costs: I get that the goal was to make more costs so that there would be an actual financial challenge, but the things that *do* cost money don't make any sense. Why do I have to pay $10 maintenance every day for staircase? Or a utility closet that just sits there? Staircases on the ground floor cost $10 to maintain, but a staircase on the 22nd floor costs... *Checks notes*... $70/day?? Maintenance: I like the 'maintenance' mechanic in general, but requiring the user to schedule it manually during the early game is just tedious for absolutely no reason. Arbitrary limits: Arbitrary limitations are ubiquitous and expected in games, but they should ideally make *some* sense. Sim Tower admittedly has a few things like this too; it's irritating that Security can't be moved, and that I can only build a certain number of staircases and escalators. A lot of the limitations in this game are just silly though; particularly the limits to maintenance offices, construction offices, and doors. Like; I can build doors to block smells, but I can only build... *3* until I have 7 prestige? That's... Just weird. Like, of all the things to limit, doors? Building Services: Are these... Actual things that buildings have? Like; what in God's green earth is "Bottled Water Service"? Do they... Literally just bring you bottled water? And like; I know offices have copiers, and sometimes allocate people to be on making copies full time, but I've never heard of that being a service provided by the landlord. Or half the other services demanded, for that matter. It's... Not a huge issue, it's just weird. Prestige System: What I *don't* like about the Prestige System is it kind of removes any feeling of milestones from the game. The Star System was cool because it felt like reaching every star milestone was meaningful. The prestige system is a cool way to manage *unlocks*, but does not really provide any satisfaction as a measure of progress. Utility Tedium: It's a little silly that I have to build wires/HVAC/water pipes from the utility rooms to every part of the hotel. I see the need for placing a utility closet on each floor, but having to actually build the wires on the floor... I don't really feel like it adds anything to the game. It's just busywork for the sake of filling up the game with player activity. Depth: This game sometimes just feels less deep than Sim Tower. Getting new types of tenants is just a matter of checking boxes off a list. And once a tenant is in place, aside from adding something loud or smelly next to it, there are basically no *emergent* patterns which can impact them. And it really all comes back to the elevators/traffic management. In Sim Tower, new additions to the building had a knock-on effect because of elevator capacity and related impacts on foot traffic. A new block of offices somewhere might suddenly mean long lines 50 floors down to get to shops or restaurants. Now, elevators are a black box with theoretically infinite capacity. That mechanic was central to Sim Tower. Now they're just stairs, but faster. And there are some cool new/expanded mechanics in this game, but most of them are surface level A->B mechanics, tenant needs X, build X somewhere in building, and none of them have the same level of depth.
Project Highrise — очень слабая игра Начнём с базового — картинки. Выглядит всё так, будто натянули на флеш-игру HD-текстуры. Эти кривые анимации в 15 FPS, где непонятно, персонаж женщина или мужчина. С точки зрения картинки — это просто нелепо. Более того, из-за картинки и общей бессмысленности визуала рассматривать подробно свой небоскрёб вообще неинтересно. Большую часть времени игра проходит с максимально отдалённой камерой Так как это менеджмент, должно быть удобное управление? И тут мимо: приходится часто скроллить этажи и искать неполадки. Уведомления всплывают только когда съёмщики съезжают, а интерфейс с информацией хоть и оформлен интересно, но абсолютно неудобен Геймплей не отстаёт от всего остального. Все элементы либо сделаны скучно, либо глупо, либо не работают вообще Главная проблема — это линейность постройки. Чтобы построить прибыльный офис, нужно выбрать только одну стратегию, где лифты, офисы, магазины и рестораны будут располагаться строго в определённых местах. Иначе банально жильцы съедут из-за шума или запахов. В чём тогда вообще смысл игры? Приходилось начинать игру заново пару раз, когда я понял это правило застройки. И когда начал строить строго по данному правилу, то вуаля — деньги текут, проиграть невозможно, челлендж вообще пропал Но это кор-механика. В деталях — куча идиотских решений. Например, перестройка офисов здесь ультрадорогая. Здешняя экономика работает так, что нужно кучу времени провести в ожидании, потому что платят жильцы один раз в день, и часто просто денег на счету нет. Приходится просто ждать на перемотке, так как рассматривать небоскрёб, как уже писал, неинтересно. А если захочешь что-то переделать, готовься потратить кучу времени, потому что нужно копить кучу денег и влияния. А иначе никак Очки ажиотажа — полный бред. Зачем цена растёт каждый раз? К тому же есть задания, которые с ними связаны, и рост иногда доходит до того, что накопить и выполнить квест просто муторно Почему бы не сделать улучшение офисов? Это могло стать кор-механикой данной игры. Улучшать пространство, чтобы улучшать офис. Но, по сути, в игре можно поставить одну ветку лифта, разместить правильно офисы и строить бесконечно этажи, а старые офисы так и будут стоять довольные. Зачем вообще нужны эти старые офисы, кроме как получить с них деньги? Итого: игра абсолютно бессмысленна с точки зрения менеджмента, дешёвая, с глупыми решениями и мёртвая внутри
還不錯玩 但是後期重複性高 不想一直處理管線&希望能自動修繕 蓋一層樓的時候要等建築工人蓋個一天太久,希望能快轉
emmm,要是小人能自由点,动画再多一点就好了,可以类比一下17yy玩过的打造五星级酒店,让小人的活动多一些,代入感会更好
would highly recommend for those with limited mobility
Active players
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Players by region
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