
Project Highrise is a Tower Building Business Management Simulator. Managing your sky-scraping empire will be no easy task – growth will require a mastery of the various interlocking systems that are required for each type of establishment to thrive. Office workers will want to grab a quick lunch or coffee. Restaurants and their patrons will value location and convenience. Throw in the challenges of implementing utilities, ensuring easy transport and navigation around the building, and of course managing your finances, and it’s clear that success in Project Highrise will be no easy task.




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Unified technical telemetry aggregated from Steam, Valve Steam Deck, ProtonDB, PCGamingWiki, and IGDB.
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Official minimum and recommended hardware configurations.
Top helpful player reviews pulled directly from the Steam open registry with verified playtime hours.
Initial Thoughts Project Highrise is a great little game that has done what people wanted, a modern Sim Tower; although a lot of the negative remarks surrounding this game are from Sim Tower fans (Which yes I can relate, I too wish the elevators acted similar to Sim Tower) you need to remind yourself this is not Sim Tower so things are going to be different! Gameplay 1-2-3-4-5-6-7-[8]-9-10 The idea is simple, build a tower and make cash; how you go about doing this is down to you. There are plenty of dfferent things to build in Project Highrise ranging from your small "Kwik-E-Mart" stores to 24/7 Diners, the larger stores, hotel rooms, offices etc get unlocked as your tower increases in revenue, fame and other factors; the amount of progression in this will be keeping me hooked for a long time; start small finish huge with a fancy Casino on the top floor. During managing where to pl
Like so many of the other negative reviews....I REALLY want to love this game. at its core, it is a great concept. it is so close to being an amazing successor to simtower, which we all want. but, in execution, its just not there. there are too many times where you're stuck waiting. I have found myself walking away from the game while it runs so many times. in the normal play, or scenarios, its always a matter of waiting for more money to come in. even in sandbox mode w/ unlimited funds, its a matter of waiting on the builders. it needs more elevator flexibility and management. and far less building wires and pipes. and an ability to either set a higher speed, or have more interaction while in early/mid game.
Ultimately I'm going to recommend this game because I got 18 hours of enjoyable play out of it, but my review will focus on where I think this game can improve and why I didn't feel compelled to sink any more time into it. I got up to some pretty big towers, but after learning how the following mechanics work and interact with one another, any meaningful and interesting gameplay challenge sort of fell away: 1. Elevators are instant teleporting devices, such that even very large buildings can be effectively serviced by a very small amount of elevators. One of the main challenges I remember from SimTower was trying to effectively route my building's inhabitants through the correct elevators to manage residents' happiness. The central challenge in SimTower, for me, was managing elevators to limit wait times. 2. Happiness is trivial to maintain. Different tenants require different buildin
I'm so frustrated by this game because it's 2 steps away from being amazing. 1) No advanced or even basic elevator management. Devs are very against this for some reason (don't feel like coding pathing), but without it layout doesn't matter all that much and there's no building traffic management. Even basics such as express elevators that you can skip a floor or two are missing. 2) Wire management is for some reason preferred over elevator management. You'll need to lay 6 types of cables and pipes on every 1x1 grid of your building. Fun right!?
This is a very well made game and if you enjoy these kind of managment games (not just Sim Tower but games like Theme Hospital, Anno, Banished, Settlers etc) you will probably be able to spend a few hours playing this. There are some issues with things you'll see other people complain about, mainly the speed of the game and some UI details. There is however another huge problem that sits at the very core of the game that I haven't seen mentioned in the other reviews. The game is basically split into two paths, Offices and Apartments. Both of these paths work in almost exactly the same way. You start by building either an Office or an Apartment. After this you need to build supporting rooms that will provide services for the main room. For example an Office might require a Copy service room. This room will have a couple of people working in it that run around between your Offices and ser
OK - So, Are you looking for SimTower? Well This game, is sorta like SimTower. I was feeling nostalgic and was truely missing the old days of playing SimTower when I was a kid (ironically 20 years later- I go to work everyday as an architect). The nostalgia. The feeling of getting taller and taller as your economy grows. I remember just LOVING that opening sound with SimTower that epic (kong/kong) that to this day... I have no idea what it really was; But mannn I sure loved hearing it as people poured in from my metros every morning and flooded my tower; THE REVIEW; Project Highrise is very much simular to SimTower, It harks back to the wonderful days of 1990's when graphics cards wern't a thing. And your game could have 42 colors. It sounds like it It looks like it, but some of the gameplay elements that I so dearly loved. Were changed (how... why?... Whyyy?) ELEVATORS+GOING VERTIC
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