
Hotel: A Resort Simulator
The loop of running from dirty room to empty kitchen while praying the campaign script doesn't break is not the hotel management fantasy you were sold. Proceed with caution.
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My spreadsheet instincts kicked in early here: reception area placed near the harbour pickup point, restaurant adjacent to the guest suites, staff hired the moment the budget allowed it. Solid plan on paper. The problem is that Hotel: A Resort Simulator spends its first several hours refusing to let you think like a manager at all, instead trapping you in an endless personal to-do list of restocking rooms, cooking food, and physically running tasks that paid employees should handle. The fantasy of sitting back and optimising a resort economy is dangled in front of you but perpetually deferred. The structural design is build-first, manage-second. You pick a location, lay out facilities including reception areas, restaurants, and guest suites, then decorate and staff them. There are campaign scenarios that introduce mechanics gradually, plus a free mode that lets you start from scratch with fewer guardrails. On paper that progression makes sense. In practice the campaign's early scenarios are essentially timed chore simulators with almost no economic tension, and the transition to genuine staff delegation and profit optimisation never arrives with satisfying momentum. Hiring staff reduces the busywork, but the payroll pressure that should drive interesting spending decisions is too soft to create real strategic stakes. The bugs are where things turn genuinely problematic. Reviewers across platforms report game-breaking mission triggers that simply refuse to fire after objectives are completed, requiring full reloads with no guarantee of resolution. Freeze events - multiple in a single session - have been documented well after launch with no sign of systematic patching. The absence of any time-skip mechanic compounds this: when guests stop checking in for a full in-game day, the clock crawls and there is nothing to do. For a management sim, dead time with no fast-forward option is a fundamental design failure, not a minor inconvenience. The community reception on Steam is firmly in Mostly Negative territory, which is a fair verdict given the above. What genuine goodwill exists is usually from players who found early free-build sessions relaxing before campaign scripting broke something. The atmosphere has real potential: the resort setting is pleasant, the first-person perspective adds a grounded quality that top-down tycoon games lack, and the guest archetype system - business travellers, families, couples - could anchor interesting service decisions if the underlying simulation held together. It does not hold together. The publisher's near-total silence around the game post-launch signals that no substantial patch effort is coming. If the hotel management genre genuinely calls to you, Two Point Hotel or even the older Theme Hotel browser games deliver the systemic depth and responsive AI that this one promises but cannot deliver. Hotel: A Resort Simulator sits in a painful middle ground: too detailed and task-heavy to function as a relaxing casual sim, too shallow and bug-ridden to satisfy anyone who wants real resource management. At its current state, the risk-to-reward ratio is very poor for anyone paying full price.

Strategy & simulation
Etiquetas
Requisitos del sistema
Mínimos
- OS
- Windows 10
- Memory
- 16 GB RAM
- Storage
- 6 GB available space
- Graphics
- NVIDIA GeForce GTX 650 Ti, 2 GB or AMD Radeon R7 250X, 2 GB
- Processor
- Intel Core i5-3470 or AMD FX-8350
- Sound Card
- TBA
Recomendados
- OS
- Windows 10
- Memory
- 16 GB RAM
- Storage
- 6 GB available space
- Graphics
- NVIDIA GeForce GTX 1070, 8 GB or AMD Radeon RX Vega 56, 8 GB
- Processor
- Intel Core i5-7600K or AMD Ryzen 5 2600X
DLC y complementos de Hotel: A Resort Simulator2
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Información del juego
- Desarrolladora
- Ringzero Game Studio
- Distribuidora
- Bigben Interactive
- Fecha de lanzamiento
- 12 oct 2023
