Compara los precios de STARIO: Haven Tower en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Stargate Games. Publicado por Stargate Games. Lanzado el 25/9/2025. Disponible en PC. Géneros: Casual, Simulation, Strategy, Early Access.

City-building rotated 90 degrees, with every floor a fresh logistics puzzle and a sky full of disasters waiting to test your supply chain. Worth the Early Access price if vertical resource management is your thing.

I spend a lot of time in grand-strategy and sim games obsessing over supply lines, and STARIO: Haven Tower scratches exactly that itch, just compressed into a single column punching upward through the atmosphere. The premise is post-apocalyptic survival by ascent: humanity retreated underground after a cataclysm, and your job is to guide a band of Towertizens up through six distinct atmospheric layers, from the Sand Zone all the way through Mist, Rain, Frost, and Clear Skies toward the Stars. That vertical framing is not just cosmetic. It completely rewires how city-builder logic works. The core tension here is inter-floor logistics. Each floor stores its own supplies independently, which means food surplus on level three does nothing for a starving level nine without active transport. Early on you rely on porter pathways and manual carrier routes. Later you unlock pipelines, hot-air balloons, and Stronghands that hurl cargo skyward, and the satisfaction of watching a well-optimised vertical supply chain finally tick over like clockwork is genuinely rewarding for anyone who enjoys this kind of systems thinking. The efficiency rating attached to each floor acts as a constant nudge to tighten your layout, a mechanic that will appeal immediately to players who find optimisation inherently motivating. There are also around 70 buildable structures and 50 production recipes in the current build, plus a completed tech tree funded by faith resources, which gives the Early Access version more actual content than many finished indie sims. The disaster system and stability mechanic add meaningful strategic friction. Buildings attach to the outer walls of each floor, but the further they jut out, the more vulnerable they are when timed events hit, and four disaster types including sandstorms can degrade structures and crater Towertizen morale. You manage morale through Ritual Platforms that convert accumulated faith into environmental effects like summoning wind for turbines or rain for crops. That spiritual layer sits on top of the resource loop rather than replacing it, which keeps the decision-making grounded rather than hand-wavy. The jump between atmospheric zones also forces recalibration: the Mist Zone introduces quartz and new farming types, and higher layers thin out resources in ways that expose any complacency in your lower-floor planning. Now, the honest caveats. The UI is the main friction point right now. Menus can overwhelm newcomers, information feedback is sometimes patchy (a stalled research task silently stops without an alert), and experienced city-builder players will feel the roughness of an Early Access product. The disasters, while thematically present, currently lean toward mild inconvenience rather than genuine crisis management, which means the tension ceiling is lower than something like Frostpunk. There is no competing faction, no external political pressure, and no exploration component, so if you need adversarial complexity to stay engaged, this will feel quiet. The developer has flagged a 6-to-12-month Early Access window with a sandbox mode and expanded logistics options planned, and the Steam user response has been strongly positive, suggesting the community is engaged and the developer is responsive. For strategy and sim players specifically: this is not a deep-end Paradox experience, but it is a genuinely fresh spatial puzzle that rewards pre-planning over reactive firefighting. The onboarding is gentle enough that newcomers to the city-builder genre will find it approachable, and the per-floor efficiency system gives veterans a meaningful optimisation target from the first session. The vertical format alone makes it worth a look if your library is full of sprawling horizontal city sims and you want something that forces a completely different mental model. Diego, Scout Team

STARIO: Haven Tower

STARIO: Haven Tower

25 sept 2025Stargate Games
GamerScout opina

City-building rotated 90 degrees, with every floor a fresh logistics puzzle and a sky full of disasters waiting to test your supply chain. Worth the Early Access price if vertical resource management is your thing.

PC
Steam Deck Unsupported
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Mínimo histórico: €6.37

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I spend a lot of time in grand-strategy and sim games obsessing over supply lines, and STARIO: Haven Tower scratches exactly that itch, just compressed into a single column punching upward through the atmosphere. The premise is post-apocalyptic survival by ascent: humanity retreated underground after a cataclysm, and your job is to guide a band of Towertizens up through six distinct atmospheric layers, from the Sand Zone all the way through Mist, Rain, Frost, and Clear Skies toward the Stars. That vertical framing is not just cosmetic. It completely rewires how city-builder logic works. The core tension here is inter-floor logistics. Each floor stores its own supplies independently, which means food surplus on level three does nothing for a starving level nine without active transport. Early on you rely on porter pathways and manual carrier routes. Later you unlock pipelines, hot-air balloons, and Stronghands that hurl cargo skyward, and the satisfaction of watching a well-optimised vertical supply chain finally tick over like clockwork is genuinely rewarding for anyone who enjoys this kind of systems thinking. The efficiency rating attached to each floor acts as a constant nudge to tighten your layout, a mechanic that will appeal immediately to players who find optimisation inherently motivating. There are also around 70 buildable structures and 50 production recipes in the current build, plus a completed tech tree funded by faith resources, which gives the Early Access version more actual content than many finished indie sims. The disaster system and stability mechanic add meaningful strategic friction. Buildings attach to the outer walls of each floor, but the further they jut out, the more vulnerable they are when timed events hit, and four disaster types including sandstorms can degrade structures and crater Towertizen morale. You manage morale through Ritual Platforms that convert accumulated faith into environmental effects like summoning wind for turbines or rain for crops. That spiritual layer sits on top of the resource loop rather than replacing it, which keeps the decision-making grounded rather than hand-wavy. The jump between atmospheric zones also forces recalibration: the Mist Zone introduces quartz and new farming types, and higher layers thin out resources in ways that expose any complacency in your lower-floor planning. Now, the honest caveats. The UI is the main friction point right now. Menus can overwhelm newcomers, information feedback is sometimes patchy (a stalled research task silently stops without an alert), and experienced city-builder players will feel the roughness of an Early Access product. The disasters, while thematically present, currently lean toward mild inconvenience rather than genuine crisis management, which means the tension ceiling is lower than something like Frostpunk. There is no competing faction, no external political pressure, and no exploration component, so if you need adversarial complexity to stay engaged, this will feel quiet. The developer has flagged a 6-to-12-month Early Access window with a sandbox mode and expanded logistics options planned, and the Steam user response has been strongly positive, suggesting the community is engaged and the developer is responsive. For strategy and sim players specifically: this is not a deep-end Paradox experience, but it is a genuinely fresh spatial puzzle that rewards pre-planning over reactive firefighting. The onboarding is gentle enough that newcomers to the city-builder genre will find it approachable, and the per-floor efficiency system gives veterans a meaningful optimisation target from the first session. The vertical format alone makes it worth a look if your library is full of sprawling horizontal city sims and you want something that forces a completely different mental model.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementscloud-savestier:indieVertical City-BuilderFloor EfficiencySupply ChainRitual SystemDisaster ManagementPost-Apocalyptic SimPer-Floor LogisticsTech Tree

Requisitos del sistema

Mínimos

OS
Windows 7 (64bit)
Memory
4 GB RAM
DirectX
Version 11
Storage
4 GB available space
Graphics
Dedicated graphics card, GTX 750 Ti 2GB
Processor
i3-530 2.93GHZ 2-Core
Sound Card
DirectX compatible

Recomendados

OS
Windows 10 (64bit)
Memory
16 GB RAM
DirectX
Version 11
Storage
8 GB available space
Graphics
Dedicated graphics card, GTX 2060 Ti
Processor
i5 10600K 4.10GHZ 12-Core
Sound Card
DirectX compatible

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Información del juego

Desarrolladora
Stargate Games
Distribuidora
Stargate Games
Fecha de lanzamiento
25 sept 2025

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¿En qué plataformas está disponible STARIO: Haven Tower?

STARIO: Haven Tower está disponible en PC.

¿Cuándo se lanzó STARIO: Haven Tower?

STARIO: Haven Tower se lanzó el 25 de septiembre de 2025.

¿Quién desarrolló STARIO: Haven Tower?

STARIO: Haven Tower fue desarrollado por Stargate Games.