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Project Highrise

Project Highrise is a skyscraper developed by SomaSim and published by Kasedo Games. Released on September 8, 2016, for Microsoft Windows and macOS, it immerses players in the role of an and tasked with building and operating towering structures while balancing complex operational needs like utilities, transportation, and tenant demands to foster growth and prestige. The core gameplay revolves around constructing customizable floors for diverse purposes, including offices, residential apartments, retail shops, restaurants, parking facilities, and essential services such as police and fire stations, all within an open environment that supports unlimited vertical expansion. Players must manage intricate systems, including elevator networks to handle traffic flow, power and water distribution, waste removal, and security to maintain tenant happiness and attract high-profile businesses or residents, with multiple difficulty levels and starting scenarios adding replayability. The game draws inspiration from classic tower-building simulations, emphasizing strategic decision-making to create self-sustaining urban ecosystems that evolve over time. Since its debut, Project Highrise has been ported to iOS and Android in April 2018, followed by console versions in the Architect's Edition for Nintendo Switch, PlayStation 4, and Xbox One on November 13, 2018, incorporating enhanced features and bundled downloadable content. These expansions, such as the Las Vegas DLC introducing themed hotel mechanics and special utilities, and the Miami Malls pack focusing on expansive shopping complexes, provide new building challenges and aesthetic options to deepen the simulation experience. Critically, the title earned a Metascore of 73 based on 12 reviews, with praise for its engaging depth and management layers, though some critiques highlighted repetitive micromanagement as buildings scale. User reception has been more favorable, averaging 7.8 on Metacritic from 29 ratings and "Very Positive" on Steam from over 4,600 reviews (as of November 2025), appealing to fans of tycoon-style strategy games.

Gameplay

Building and Construction

In Project Highrise, players construct using a 2D side-view building interface that displays the tower as a vertical cross-section, allowing for precise placement of floors, shafts, stairwells, and individual rooms across multiple levels. This interface facilitates floor planning by dividing each level into a of cells, where rooms such as offices, apartments, spaces are positioned to optimize and functionality, with overhanging floors and separated structures possible for creative designs. Construction begins from a foundational plot, expanding upward or outward based on available lot size, with tools enabling quick adjustments to layouts during development. Zoning mechanics dictate the allocation of spaces for different uses, including offices that prefer higher elevations away from noise, residential apartments requiring quiet and clean environments, outlets that thrive on foot traffic. costs are incurred for each and , drawing from the player's , while materials are abstracted into resource requirements like , water, gas, , and cable lines, which must be supplied via mains and distributed through closets or wiring conduits on each to power rooms and prevent service disruptions. For instance, larger rooms like restaurants or executive suites demand more cells (up to 16) and higher initial investments but yield greater long-term revenue if properly zoned. Environmental factors, such as views from higher floors and exposure to , influence room values by boosting rent potential through overlays that penalize obstructed or shadowed placements, encouraging strategic orientation of the tower. Key infrastructure includes elevators and for vertical transportation, with elevators occupying 3 cells and starting from the ground lobby, essential for efficient movement and satisfaction, while stairs provide a cost-effective alternative but limit access speed in taller structures. Lobbies serve as grand entry points on the ground floor, customizable with decorations to enhance appeal, and must connect to all major vertical shafts. Tower height is initially limited but can be extended through thresholds—earned via successful contracts, , and features like art installations—unlocking upgrades in the consultants menu to reach up to 160 floors, with acting as a star-rating system that gates advanced options and structural expansions. These mechanics emphasize balancing structural integrity with economic viability, as poor planning can lead to grime accumulation or utility failures that devalue spaces over time.

Management Mechanics

In Project Highrise, players manage a skyscraper's operations through a system of interconnected resources that drive financial stability and expansion. serves as the primary , generated primarily from payments and spent on construction, maintenance, and utility installations. Upkeep costs, including operational expenses for services and renovations, must be balanced against income to avoid deficits; persistent negative budgets can lead to , resulting in scenarios. To facilitate growth, players can secure loans from the , which provide immediate infusions but require repayment with , enabling ambitious projects like adding floors or upgrading infrastructure. Prestige functions as a , accumulated through increasing tower population, maintaining high , and fulfilling special objectives such as installing artwork or completing contracts. Represented as a star-rating system without an upper cap, prestige unlocks access to premium types, larger spaces, and advanced services, while low levels deter high-end residents and can trigger a downward spiral of departures. , derived from residential and s, represents networking power and is expended on long-term upgrades, such as raising building height limits or accelerating speeds, with costs escalating for each subsequent enhancement. Buzz, generated by retail outlets and restaurants through visitor traffic, enables short-term media campaigns that offer perks like discounted utility expansions or boosted footfall to stimulate commerce. Utilities form the backbone of the tower's infrastructure, encompassing electricity, water, gas, phone, cable TV, and HVAC (heating, ventilation, and air conditioning), all centralized in the basement via transformers with capacities of 10, 50, or 150 units (supporting an equivalent number of rooms depending on usage). These are distributed floor-by-floor through wiring closets or pipelines, with installation incurring upfront costs and ongoing upkeep fees that rise with tower size and usage. For instance, electricity and water require dedicated transformers, while gas and HVAC involve specialized conduits. Failure to maintain adequate supply—such as overloaded circuits causing power outages—results in tenant dissatisfaction, reduced property values, and potential evictions, exacerbating financial strain. Services like garbage collection (via janitorial rooms and bins to prevent buildup), security (to mitigate risks like theft), and courier (for mail delivery) are managed separately through dedicated facilities on floors, demanding vigilant monitoring to avoid issues that could scare away residents. The contracts system provides supplemental income and resource boosts through city-issued missions, categorized by rewards such as direct monetary payouts, prestige gains, influence increments, or buzz enhancements. Contracts impose specific requirements, like achieving a target population or installing a certain number of units, offering upfront payments upon acceptance and larger bonuses upon completion; players typically handle two active contracts simultaneously, expandable to three via influence-based upgrades from political consultants. Daily budget tracking integrates all these elements, displaying , expenses, and projections to guide decisions on expansion versus conservation, ensuring the tower's ecosystem remains viable amid fluctuating economic events like booms or recessions.

Tenant and Visitor Systems

In Project Highrise, tenants encompass a variety of occupants who contribute to the tower's vitality and economic output. Apartment residents, ranging from basic renters to affluent individuals, provide ongoing influence through their long-term presence and ability to elevate the building's prestige when satisfied. Office workers, including small firms and large corporations, occupy commercial spaces and generate business prestige, though their influence is more tied to operational efficiency than residential stability. Retail customers, while not formal tenants, function as transient users of commercial floors, patronizing stores to sustain retail viability. Leasing mechanics revolve around allocating appropriate spaces to prospective occupants while balancing economic incentives. Tenants require specific room sizes and configurations, such as compact offices for small businesses or expansive suites for apartments, with availability determined by constructed plans. is adjustable via sliders, allowing players to set competitive rates that attract higher-end occupants but risk vacancy if overpriced; basic tenants accept lower rents in modest spaces, while prestigious firms demand elevated tied to building influence. durations vary implicitly through cycles, with dissatisfied tenants facing after repeated complaints, freeing spaces for new leases but potentially disrupting streams. Tenant satisfaction is governed by a multifaceted system of needs that directly impacts retention and overall tower performance. Core factors include cleanliness maintained by services, access to essential amenities like vending machines for quick snacks, classes for , and decorative fountains for aesthetic appeal, all of which fulfill daily routines and prevent dissatisfaction buildup. Proximity to services, such as nearby grocery stores or launderettes, reduces travel time via elevators and enhances convenience; unmet needs lead to complaints, increased move-out rates, and losses in prestige as unhappy tenants depart. For specialized groups, office workers prioritize utilities like and lines, while luxury residents seek elevated options like galleries to sustain high satisfaction levels. Visitors operate as a dynamic, non-residential element that invigorates the tower's social and commercial without committing to leases. Attracted by generated from successful amenities and high-profile tenants, visitors flock to shops and restaurants, patronizing them during peak hours to purchase goods or dine, which in turn amplifies and draws more foot traffic. Unlike tenants, they do not occupy living or working spaces long-term but contribute to by circulating through lobbies, plazas, and service areas, often influenced by appealing features like grand artworks or well-designed entrances. This supports tenants' viability and indirectly bolsters the tower's appeal to potential long-term occupants.

Development

Studio Background and Inspirations

SomaSim was founded in 2013 by Robert Zubek and Matthew Viglione, initially in before relocating to , where the studio is currently based. Zubek, a lead software engineer with a Ph.D. in from , brought extensive experience from roles at , , and /, focusing on large-scale social and console games. Viglione, serving as lead designer and art director, contributed over a decade of expertise in and communications, including a background in publishing and work as communications director for a San Francisco non-profit. The studio's early objectives centered on developing immersive simulation games tailored for modern audiences, inspired by a passion for the genre and a desire to expand its presence in indie development. Prior to Project Highrise, SomaSim concentrated on simulation titles without major releases, debuting with in May 2014—a city management game set during the , drawing from classics like the Caesar and series to emphasize and historical town-building. Project Highrise emerged as a to tower-building simulations such as (1994) and (1998), incorporating their core mechanics of vertical construction and tenant management while integrating greater complexity from contemporary management sims, including diverse office types and economic systems. The game's design also reflected real-world urban development challenges, particularly Chicago's architectural landscape, with influences from iconic structures like the to simulate large-scale operations supporting up to 70+ stories and over 1,000 inhabitants. This blend evoked nostalgia while addressing modern city-building trends, such as sophisticated infrastructure and tenant needs.

Production Process

The development of Project Highrise was led by co-founders Matthew Viglione, who served as writer and designer, and Robert Zubek, who acted as co-lead programmer, at SomaSim. Andrew oversaw production aspects, while Brian created the game's soundtrack. The small team emphasized a collaborative approach, drawing on their prior experience with simulation games to build a focused management title. Key design decisions centered on adopting a side-view to enhance and evoke classic games, allowing players to easily monitor building internals without complex navigation. The team prioritized depth, particularly in utility ecosystems like power, water, and waste systems that interconnect across floors to realistic building operations. To balance nostalgic elements with , developers introduced such as networks for tenant recruitment and buzz generation to boost prestige, ensuring the game offered fresh strategic layers beyond mere construction. Significant challenges arose in simulating complex tenant AI behaviors and resource interdependencies, where characters navigate paths, interact with services, and respond to environmental factors in a shared supporting up to 1,000 on-screen entities. The team addressed these through iterative testing of tenant satisfaction algorithms, refining how needs like amenities and propagate across the building to prevent cascading failures. Development began in pre-alpha stages inspired by 1990s simulations, transitioning to full after the 2014 release of SomaSim's prior title, 1849, and culminating in beta phases during summer 2016 to gather player feedback on balance and mechanics.

Release

Initial Launch

Project Highrise launched on September 8, 2016, exclusively as a digital release for Windows and macOS PCs on platforms such as and . The game was published by Kasedo Games, the digital-first publishing arm of Group, following its announcement earlier that year as an upcoming tower-building simulation. Priced at $19.99 upon release, the game targeted fans of simulations with a standard digital model that allowed immediate access without physical distribution. Marketing campaigns emphasized its role as a to the classic , featuring teaser trailers and promotional materials that showcased intricate construction and tenant mechanics to appeal to and enthusiasts. The digital-only launch strategy facilitated rapid availability to global players, resulting in strong early adoption within simulation gaming communities; by January 2017, just over four months after release, Project Highrise had generated more than $1 million in revenue.

Platform Ports and Editions

Project Highrise expanded beyond its initial PC release to mobile and console platforms, broadening accessibility for players on touch-based and controller-supported hardware. The mobile version launched for and tablets in April 2018, featuring touch-optimized controls to facilitate precise building and management interactions on smaller screens. This adaptation allowed for intuitive navigation of the game's interface, with gesture-based selections for placing floors, utilities, and amenities, though it retained the core complexity of and tenant satisfaction mechanics. Console ports followed in late 2018 as part of the Architect's Edition, released for , , and . The version arrived on November 13 in and October 26 in PAL regions, while the and versions launched on November 13 in and October 26 in . These ports included controller adaptations, remapping the mouse-driven 2D building tools to analog sticks and buttons for selecting and rotating elements, alongside performance tweaks to maintain smooth simulation speeds on dedicated hardware. For the , additional optimizations addressed handheld mode, ensuring stable frame rates during extended play sessions despite the device's portable constraints. The Architect's Edition served as the primary bundle for console releases, incorporating the base game alongside all prior downloadable content packs, including Las Vegas, Miami Malls, Tokyo Towers, London Life, and Brilliant Berlin, to provide a complete experience without separate purchases. This edition emphasized thematic variety through location-specific challenges, such as casino integration in or retail-focused builds in Miami Malls. Releases were predominantly digital via platform stores, though limited physical copies were distributed through retailers like and for Xbox One, PlayStation 4, and Nintendo Switch. Porting the game to these platforms presented challenges in interface redesign and optimization. Developers adapted the intricate 2D grid system for touch inputs on mobile, using pinch-to-zoom and drag gestures to handle multi-floor constructions, while console versions required remapping complex menus to and inputs to avoid precision issues with analog controls. Performance hurdles on handhelds like the Switch involved balancing detailed simulations—such as real-time utility flows and tenant —with life and limits, resulting in targeted reductions in graphical fidelity without altering core depth.

Expansions and Updates

Downloadable Content Packs

Project Highrise features several downloadable content packs that expand the base game with themed building options, new tenant types, and specialized mechanics inspired by international urban environments. These DLCs, developed by SomaSim and published by Kasedo Games, were released between 2017 and 2018, each priced individually between $1.99 and $6.99, and later bundled in editions like the Architect's Edition for $19.99, which includes all expansions to enhance replayability through diverse scenarios. The first major DLC, Project Highrise: Las Vegas, launched on April 13, 2017, transports players to the high-stakes world of Sin City's resorts during the Rat Pack era, introducing hotel management, casino floors, convention centers, and event halls to attract high-roller tenants and VIP visitors. It adds mechanics, banquet facilities, and themed events like concerts, allowing for revenue streams beyond traditional leasing, while new room types such as gilded lounges emphasize opulent designs. Priced at $6.99, this expansion significantly broadens by integrating hospitality systems that build on core tenant satisfaction but focus on transient guests and entertainment-driven economies. Following in July 2017, Project Highrise: Malls emphasizes beachfront luxury and innovation, enabling standalone centers without requiring residential or office spaces to sustain visitor traffic. It introduces 15 new stores and restaurants, such as upscale boutiques and tourist-oriented eateries, alongside opulent mall layouts to draw crowds from 's sandy shores, enhancing mechanics with expanded visitor luring strategies. Released for $1.99, the pack includes scenarios like "Terminal Temptations" that highlight commercial viability in vacation hotspots. Project Highrise: Tokyo Towers, released on September 8, 2017, draws from dense Asian megacities to add vertically oriented residential designs, including balconied apartments with customizable overhangs and tech integrations like satellite dishes for global connectivity. Priced at $1.99, it incorporates urban sanctuary themes with new apartment variants suited for calm amid crowding, plus elements like food stalls and seismic considerations for high-density builds, fostering replayability through compact, efficient tower layouts inspired by 's skyline. In February 2018, Project Highrise: London Life shifted focus to corporate ambition, adding 12 office tenant types such as financiers, operators, and moguls, alongside British-themed amenities like traditional pubs and regal decorations. Available for $1.99, this DLC challenges players with scenarios involving elite trade titans in gleaming towers, introducing contract-based office mechanics that emphasize financial and reflective of 's business district. The final major pack, Project Highrise: Brilliant Berlin, arrived on July 19, 2018, celebrating creative hubs with additions like artist studios, tech startups, and industrial designers, plus vibrant decorations evoking 's artistic scene. Priced at $1.99, it expands office and freelance tenant options to support innovative economies, with scenarios promoting eclectic building styles that boost long-term replayability via culturally diverse themes. Developer notes highlight these packs' inspirations from global metropolises to provide varied architectural and managerial challenges.

Post-Launch Patches

Following its initial release in September , Project Highrise received a series of free post-launch patches from developer SomaSim, primarily focusing on bug fixes, performance enhancements, and minor quality-of-life improvements across PC and console platforms. These updates addressed core issues such as utility management, behaviors, and navigation, without introducing major new content expansions. Early patches in late targeted foundational stability problems. For instance, version 1.0.3, released on September 10, , resolved utility-related bugs including trash collection failures, broken elevators, and pathing errors for non-player characters (NPCs), while also increasing service capacities and sandbox mode height limits to improve flow. Subsequent updates like 1.0.5 added need hints and customizable heatmap colors to reduce frustration, alongside fixes for grid snapping, loan repayment calculations, and key binding conflicts—changes informed by initial player feedback on forums. Balance adjustments to AI were also implemented here, retuning NPC movement and interactions for more realistic highrise dynamics. Version 1.0.7 further refined prestige calculations by adjusting gold and silver medal thresholds and eliminating noise from art galleries, enhancing overall scoring balance. By 2017–2018, patches shifted toward broader optimizations and platform compatibility. Update 1.5.2 in May 2017 fixed contract errors, such as issues with the "Fluid Formations" and availability, preventing progression blocks in modes. Version 1.6.0 in July 2018 upgraded the game to 2017.4.4 LTS for improved engine stability, added free rooftop decorations to customize building aesthetics, and corrected NPC pathing and build ribbon glitches. These changes included minor tweaks to better integrate utility efficiency into scoring. Update 1.6.3 in January 2019 enhanced garbage and recycling system reliability, fixing bugs with decoration relocation, medium electronics stores, and localization text in . Console ports beginning in 2019 (Nintendo Switch) and 2020 (PlayStation 4 and Xbox One) prompted platform-specific optimizations. Patches for these versions addressed performance bottlenecks, such as frame rate stability during large-scale builds and controller input mapping for UI navigation. For example, the iOS update in October 2020 included small bug fixes alongside content integrations, focusing on touch control responsiveness and crash prevention in utility-heavy simulations. No sweeping overhauls occurred post-2019, but SomaSim maintained cross-platform support through incremental tweaks responding to community reports on micromanagement, such as refined UI scrolling and service hour displays. Ongoing maintenance persisted into 2025, with SomaSim committing to patches for all supported platforms to ensure long-term playability. The most recent update, recorded on November 7, 2025, targeted general stability improvements, likely addressing minor compatibility issues with .

Reception

Critical Response

Project Highrise received mixed or average reviews from critics upon its initial PC release in , earning a Metacritic score of 73/100 based on 12 reviews. Console ports, such as the Nintendo Switch version of the Architect's Edition in 2018, garnered similar aggregate scores of 73/100 from 12 critics. IGN awarded the game a 7/10, praising its compelling management simulation mechanics and nostalgic appeal reminiscent of , while criticizing the repetitive tasks and lack of visual customization that result in a bland aesthetic. Rock Paper Shotgun highlighted the game's addictive depth in skyscraper construction, noting its compulsive progression from a basic structure to a towering edifice over several hours of play, and commended the intuitive layering of resource dependencies like power and water as an evolution from predecessors. However, the review pointed out a steep for newcomers due to the unforgiving space and management, alongside a limited endgame that becomes repetitive without broader objectives or visual personality to sustain long-term engagement. Common themes in critical reception centered on the balance between accessibility and complexity, with reviewers appreciating the user-friendly interface for casual building but noting frustrations from opaque simulation mechanics that demand trial-and-error optimization. Comparisons to SimTower often emphasized positive evolutions in resource systems, such as interconnected utilities, though some critiques lamented the absence of deeper narrative or exploratory elements to differentiate it from idle management games. Post-launch reception evolved with the release of packs and the Architect's Edition compilation in 2018, which bundled expansions and addressed some longevity concerns by adding varied scenarios and building options, leading to scores like 72/100 on for the edition. Reviews of these updates, such as those for the edition on , acknowledged improved replayability and content depth, yet core issues like repetitive gameplay loops and occasional bugs persisted in critiques.

Community and Legacy

Player reception for Project Highrise has been generally positive among its user base, with 82% of over 4,660 reviews on rating it favorably as of 2025, often highlighting its relaxing tower management mechanics and accessibility for casual play. On , community discussions in subreddits like r/tycoon and r/CozyGamers praise the game's cozy elements and in building skyscrapers, though players frequently note drawbacks such as increasing and tedium in late-game scenarios. Communities around mobile and versions emphasize the game's portability, making it ideal for on-the-go sessions in handheld mode, with users appreciating its adaptation to touch controls and shorter play bursts. The game's community remains active through player-driven resources and . A dedicated serves as a comprehensive hub for guides on , tenants, and strategies, maintained by fans with over 600 pages of content. YouTube features numerous playthrough series, including walkthroughs of the Switch edition that continue to attract viewers into 2025, showcasing scenario completions and creative builds. While the game lacks official mod support through platforms like Steam Workshop, developers provided modding tutorials early on, enabling fan-created enhancements such as custom decorations, room placements, and scenario tweaks shared via and community forums. Project Highrise has left a lasting legacy in the tower-building simulation genre, often regarded as a modern successor to classics like SimTower, influencing subsequent indie titles such as Mad Tower Tycoon by expanding on vertical management systems and tenant satisfaction mechanics. Its enduring availability across PC, mobile, and console platforms in 2025, coupled with strong digital sales, underscores its sustained popularity among simulation enthusiasts. Culturally, the game contributes to urban simulation trends by simulating real estate challenges like resource allocation and tenant needs, offering players an educational lens on skyscraper development without delving into overt complexity.

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