Compara los precios de Check Inn en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por KishMish Games. Publicado por KishMish Games. Lanzado el 16/10/2025. Disponible en PC, Mac. Géneros: Indie, Strategy.

Tetris-meets-tycoon hotel management that starts breezy and quietly turns into a logistical juggling act across multiple cities. Worth a look if you enjoy light sim puzzles with a genuine difficulty ramp.

I went into Check Inn expecting a low-stakes clicker dressed in hotel art. Two hours later I was stress-routing porters between kitchens and laundry rooms on the fourth floor of a Montreal property while insulating walls so guests would not freeze, and I had quietly missed dinner. That is the sell in one sentence: the onboarding is gentle enough that anyone can start, but the system complexity layers on fast enough to hold the attention of players who normally demand something heavier. The core loop is a side-scrolling 2D building puzzle combined with real-time staff management. You construct rooms, assign maids to clean them between stays, build elevators and upgrade their capacity as your tower grows, and staff kitchens, laundries, and saunas so porters can ferry items floor to floor in time to keep guest patience bars in the green. Rooms in lower-star hotels are boxy rectangles that slot in easily. Higher-tier hotels introduce irregularly shaped room templates that require actual spatial thinking to place without wasting floor area or blocking service access. It is closer in feel to a logistics puzzle than a traditional tycoon, which is either a feature or a warning depending on your taste. City-specific modifiers add a layer that prevents the mid-game from going stale. Montreal forces you to manage room insulation against temperature changes. Miami puts your high-star property on an oceanfront plot with geometric constraints. New York scales things far enough that manual guest check-in becomes impractical, pushing you to hire managers and lean on automation, which is itself a resource spend you need to plan around. KishMish Games clearly has form in transport and logistics titles (Fly Corp being their most visible prior work), and that DNA shows here: the challenge is always about throughput and flow, not narrative. The critique that lands most often in the community is the depth ceiling. Once you have your elevator count right, your maid-to-room ratio dialed in, and manager automation running in later locations, there is not much left to discover. There is no sandbox free-build mode confirmed across all locations, and the campaign structure means sessions have a defined end rather than an infinite runway. Modding support is absent at this stage. For strategy players used to Paradox or Dwarf Fortress complexity, Check Inn will feel like a weekend diversion rather than a long-term home. That is not a flaw in the design so much as an honest match problem: know your audience. What it does well is the entry experience. The tutorial in the first Kansas level is measured without being condescending, introducing maids before elevators, elevators before porters, and porters before the full service-room chain. I would hand this to a sim-curious friend before I handed them anything by Kairosoft, let alone a full management sim. It is hand-drawn, colourful, and runs light on system resources, which also makes it a reasonable Steam Deck pickup for short sessions. The roughly 85 percent positive rating on Steam across the review sample tells the same story: players who match the pitch come away satisfied. Diego, Scout Team

Check Inn

Check Inn

16 oct 2025KishMish Games
GamerScout opina

Tetris-meets-tycoon hotel management that starts breezy and quietly turns into a logistical juggling act across multiple cities. Worth a look if you enjoy light sim puzzles with a genuine difficulty ramp.

PCMac
Steam Deck Playable
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Mínimo histórico: €4.04

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I went into Check Inn expecting a low-stakes clicker dressed in hotel art. Two hours later I was stress-routing porters between kitchens and laundry rooms on the fourth floor of a Montreal property while insulating walls so guests would not freeze, and I had quietly missed dinner. That is the sell in one sentence: the onboarding is gentle enough that anyone can start, but the system complexity layers on fast enough to hold the attention of players who normally demand something heavier. The core loop is a side-scrolling 2D building puzzle combined with real-time staff management. You construct rooms, assign maids to clean them between stays, build elevators and upgrade their capacity as your tower grows, and staff kitchens, laundries, and saunas so porters can ferry items floor to floor in time to keep guest patience bars in the green. Rooms in lower-star hotels are boxy rectangles that slot in easily. Higher-tier hotels introduce irregularly shaped room templates that require actual spatial thinking to place without wasting floor area or blocking service access. It is closer in feel to a logistics puzzle than a traditional tycoon, which is either a feature or a warning depending on your taste. City-specific modifiers add a layer that prevents the mid-game from going stale. Montreal forces you to manage room insulation against temperature changes. Miami puts your high-star property on an oceanfront plot with geometric constraints. New York scales things far enough that manual guest check-in becomes impractical, pushing you to hire managers and lean on automation, which is itself a resource spend you need to plan around. KishMish Games clearly has form in transport and logistics titles (Fly Corp being their most visible prior work), and that DNA shows here: the challenge is always about throughput and flow, not narrative. The critique that lands most often in the community is the depth ceiling. Once you have your elevator count right, your maid-to-room ratio dialed in, and manager automation running in later locations, there is not much left to discover. There is no sandbox free-build mode confirmed across all locations, and the campaign structure means sessions have a defined end rather than an infinite runway. Modding support is absent at this stage. For strategy players used to Paradox or Dwarf Fortress complexity, Check Inn will feel like a weekend diversion rather than a long-term home. That is not a flaw in the design so much as an honest match problem: know your audience. What it does well is the entry experience. The tutorial in the first Kansas level is measured without being condescending, introducing maids before elevators, elevators before porters, and porters before the full service-room chain. I would hand this to a sim-curious friend before I handed them anything by Kairosoft, let alone a full management sim. It is hand-drawn, colourful, and runs light on system resources, which also makes it a reasonable Steam Deck pickup for short sessions. The roughly 85 percent positive rating on Steam across the review sample tells the same story: players who match the pitch come away satisfied.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementscloud-savestier:sub-5Hotel TycoonRoom PuzzleStaff ManagementLogistics SimCity-Specific ModifiersAutomation ProgressionCasual StrategySide-Scroll Builder

Requisitos del sistema

Mínimos

OS
Windows 7 SP1, Windows 8.1, Windows 10 (64bit versions only)
Memory
512 MB RAM
DirectX
Version 11
Storage
400 MB available space
Graphics
Compatible with DirectX 11
Processor
Pentium 4 @ 3 GHz/AMD 64 3200+
Sound Card
DirectX® Compatible

Recomendados

OS
Windows 7 SP1, Windows 8.1, Windows 10 (64bit versions only)
Memory
2 GB RAM
DirectX
Version 11
Storage
400 MB available space
Graphics
Compatible with DirectX 11
Processor
Intel Core i3 @ 2.5 GHz or equivalent
Sound Card
DirectX® Compatible

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Información del juego

Desarrolladora
KishMish Games
Distribuidora
KishMish Games
Fecha de lanzamiento
16 oct 2025

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¿En qué plataformas está disponible Check Inn?

Check Inn está disponible en PC, Mac.

¿Cuándo se lanzó Check Inn?

Check Inn se lanzó el 16 de octubre de 2025.

¿Quién desarrolló Check Inn?

Check Inn fue desarrollado por KishMish Games.