Compare Project Highrise prices across 50+ stores and find the best deal. Developed by SomaSim. Published by Kasedo Games. Released on 9/8/2016. Available on PC. Genres: Simulation, Strategy. Metacritic score: 73/100.

Stack tenants, chase rent, and watch your tower ecosystem collapse in slow motion. Project Highrise is a dense building sim that rewards obsessive infrastructure planning.

Project Highrise is a vertical construction and management sim where you design, build, and operate a skyscraper floor by floor. You are not just placing rooms - you are solving a living puzzle of utility connections, tenant satisfaction chains, and commercial interdependencies. Every floor you add creates new demand for electricity, water, HVAC, and services, and the game does not let you ignore that complexity for long. It sits comfortably alongside classics of the genre and asks more of you than most modern city builders dare to. The tenant system is where the real depth lives. Residential renters want quiet, proximity to services, and reliable utilities. Office tenants need phone lines, janitors, and meeting rooms within a reasonable walk. Retail units depend on foot traffic generated by everyone above and below them. Pull one thread incorrectly and you will find yourself debugging a cascading unhappiness spiral four floors deep. That feedback loop - cause, effect, diagnosis, fix - is genuinely satisfying and keeps sessions running far longer than intended. There is no single optimal build order, which means experienced players and newcomers arrive at different solutions from the same starting capital. For newcomers, the learning curve is steeper than the tutorial suggests but manageable if you resist the urge to build upward immediately. The first practical lesson the game teaches (often through failure) is that horizontal density on early floors funds vertical ambition later. Treat the first few floors as infrastructure investment, not showpiece. Once that logic clicks, the mid-game opens up into genuinely strategic territory: which prestige tenants to anchor your commercial floors, whether to specialize in luxury residential or mixed-use income, and how aggressively to expand before your maintenance costs outpace rent revenue. Anyone willing to spend thirty minutes reading the in-game almanac will find this accessible in the way that old Bullfrog management titles were accessible - demanding but fair. The weaknesses are real and worth naming. The AI tenants have limited behavioral nuance; they follow rules rather than feel alive. Late-game towers can become repetitive in their demands, and once you have solved the utility routing puzzle a few times, subsequent playthroughs offer diminishing mechanical novelty unless you impose your own constraints. The DLC expansions (Weddings and Events, Tokyo Towers, Miami Art Deco, and others) add meaningful content variety - new tenant types, aesthetic themes, and scenario challenges - but the base game alone can feel thin after the first full tower. The mod ecosystem on Steam Workshop is modest compared to Paradox-tier titles and probably will not extend your hours dramatically on its own. At its best, Project Highrise scratches a specific itch that very few games address: the satisfaction of a self-sustaining vertical economy you built from a single elevator shaft. The Metacritic score of 73 undersells how well it executes its niche. If you want a light city-builder with a tight mechanical focus and no military layer, this delivers. If you need grand-strategy complexity or procedural unpredictability, look elsewhere. For the right kind of player - patient, systems-oriented, happy optimizing a spreadsheet expressed as a building - this is a reliable way to lose a Saturday. Diego, Scout Team

Project Highrise
SimulationStrategy

Project Highrise

Sep 8, 2016SomaSimKasedo Games
GamerScout Says

Stack tenants, chase rent, and watch your tower ecosystem collapse in slow motion. Project Highrise is a dense building sim that rewards obsessive infrastructure planning.

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About Project Highrise

Project Highrise is a vertical construction and management sim where you design, build, and operate a skyscraper floor by floor. You are not just placing rooms - you are solving a living puzzle of utility connections, tenant satisfaction chains, and commercial interdependencies. Every floor you add creates new demand for electricity, water, HVAC, and services, and the game does not let you ignore that complexity for long. It sits comfortably alongside classics of the genre and asks more of you than most modern city builders dare to. The tenant system is where the real depth lives. Residential renters want quiet, proximity to services, and reliable utilities. Office tenants need phone lines, janitors, and meeting rooms within a reasonable walk. Retail units depend on foot traffic generated by everyone above and below them. Pull one thread incorrectly and you will find yourself debugging a cascading unhappiness spiral four floors deep. That feedback loop - cause, effect, diagnosis, fix - is genuinely satisfying and keeps sessions running far longer than intended. There is no single optimal build order, which means experienced players and newcomers arrive at different solutions from the same starting capital. For newcomers, the learning curve is steeper than the tutorial suggests but manageable if you resist the urge to build upward immediately. The first practical lesson the game teaches (often through failure) is that horizontal density on early floors funds vertical ambition later. Treat the first few floors as infrastructure investment, not showpiece. Once that logic clicks, the mid-game opens up into genuinely strategic territory: which prestige tenants to anchor your commercial floors, whether to specialize in luxury residential or mixed-use income, and how aggressively to expand before your maintenance costs outpace rent revenue. Anyone willing to spend thirty minutes reading the in-game almanac will find this accessible in the way that old Bullfrog management titles were accessible - demanding but fair. The weaknesses are real and worth naming. The AI tenants have limited behavioral nuance; they follow rules rather than feel alive. Late-game towers can become repetitive in their demands, and once you have solved the utility routing puzzle a few times, subsequent playthroughs offer diminishing mechanical novelty unless you impose your own constraints. The DLC expansions (Weddings and Events, Tokyo Towers, Miami Art Deco, and others) add meaningful content variety - new tenant types, aesthetic themes, and scenario challenges - but the base game alone can feel thin after the first full tower. The mod ecosystem on Steam Workshop is modest compared to Paradox-tier titles and probably will not extend your hours dramatically on its own. At its best, Project Highrise scratches a specific itch that very few games address: the satisfaction of a self-sustaining vertical economy you built from a single elevator shaft. The Metacritic score of 73 undersells how well it executes its niche. If you want a light city-builder with a tight mechanical focus and no military layer, this delivers. If you need grand-strategy complexity or procedural unpredictability, look elsewhere. For the right kind of player - patient, systems-oriented, happy optimizing a spreadsheet expressed as a building - this is a reliable way to lose a Saturday. Diego, Scout Team

Tags

steamBuilding SimTenant ManagementVertical ConstructionUtility RoutingScenario ChallengesDLC-ExpandableSystems-Driven

System Requirements

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Reviews & Ratings

Metacritic
73
Steam
85%(4,758)

Game Info

Developer
SomaSim
Publisher
Kasedo Games
Release Date
Sep 8, 2016

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