simtower game sourced
SimTower
A skyscraper management game in which the player stacks offices, condos, hotels, and shops and designs elevator service so tenants on daily routines do not wait long enough to stress out and leave.
core loop
build floors, lobbies, and elevators -> place offices, condos, hotels, and shops -> tenants travel by elevator on daily routines -> long waits raise stress and drive tenants out -> rent and population raise the star rating -> unlock new facilities
design notes
SimTower turns a building into a vertical transit problem: standard elevators span up to 30 floors and express elevators the full height, so the player designs shafts, sky lobbies, and stops to keep queues short as the tower grows toward 100 floors above ground and 9 below. Tenant stress, not money alone, gates the star rating from one to five and finally the Tower rating, which needs a cathedral on top. Events such as a terrorist bomb ransom, VIP visits that can unlock a star, fires, and pests interrupt the routine.
relations
9 stored edgesDaily schedules
Office workers, residents, shoppers, and hotel guests travel at different times of day, creating rush periods at lobbies.
Building placement
Floors and tenant units are placed on a side-view grid; tenant type and position set elevator demand.
Milestone unlocks
Population and conditions advance the tower from one to five stars and then to Tower status, each step unlocking facility types.
Service queues
Tenants wait at elevator lobbies; long waits raise stress, and stressed tenants move out.
Random disasters
Terrorist bomb threats with a ransom or search, fires, and pest infestations.
Vertical layers
Up to 100 floors above ground and 9 below; standard elevators span 30 floors, express elevators the full height.