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Project Highrise

Xbox One, Nintendo Switch, PC (Microsoft Windows), iOS, Mac, PlayStation 4 • 2016

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Quick resume

Project Highrise is a skyscraper construction and management sim...

Global score

85/100

Genres

Simulator, Strategy, Indie

Pros

  • Deep and engaging management mechanics
  • Creative freedom in tower design
  • Relaxing and enjoyable gameplay
  • Good replayability with scenarios and mods
  • Modernized spiritual successor to simtower

Cons

  • Lack of elevator and traffic management depth
  • Late game can become repetitive
  • Tedious utility wiring and micromanagement
  • Limited narrative or emergent events
  • Some ui and quality of life issues

Motivations

  • Autonomy
    4

    "Players have freedom to design and manage their tower, choosing room placement, services, and upgrades with significant control."

  • Competence
    3

    "Game involves managing complex interdependencies and balancing finances, utilities, and tenant satisfaction, providing a moderate skill challenge."

  • Competition
    -4

    "Focus is on personal building and management without competitive or ranked modes."

  • Continuation
    3

    "Many players report long play sessions and replayability through scenarios and sandbox mode, though some find late game repetitive."

  • Cooperation
    -5

    "Single-player management game with no multiplayer or cooperative elements."

  • Creativity
    4

    "Players can creatively design tower layouts, customize floors, and use mods to add new content."

  • Domination
    -5

    "No social dominance or power over others; gameplay is individual and self-directed."

  • Escapism
    3

    "Players use the game as a relaxing distraction and creative outlet, escaping real life stress."

  • Expectation
    -4

    "Players engage voluntarily for enjoyment and personal challenge rather than obligation."

  • Experimenting
    3

    "Players experiment with tower designs, tenant mixes, and strategies to optimize performance."

  • Exploration
    -3

    "Game world is a fixed tower environment with limited discovery; focus is on management rather than exploration."

  • Expression
    3

    "Players express themselves through tower design, decoration, and modding options."

  • Fantasy
    -3

    "Game simulates realistic skyscraper management without fantasy or fictional elements."

  • Fellowship
    -5

    "No social or community gameplay; strictly single-player."

  • Growth
    4

    "Players develop skills in resource management, planning, and strategic thinking as they progress."

  • Health
    -5

    "Sedentary gameplay with no physical activity component."

  • Idle
    3

    "Game allows for slower pacing and waiting for resources, with some players multitasking during play."

  • Intimacy
    -5

    "No social or emotional relationship building with others."

  • Leadership
    -5

    "No leadership or group management roles; player manages solo."

  • Progression
    4

    "Players unlock new rooms, services, and upgrades as tower prestige and influence grow."

  • Relaxation
    4

    "Many players find the game relaxing and enjoyable for casual play."

  • Sensation
    1

    "Visuals and sounds are simple and pleasant but not highly stimulating or intense."

  • Status
    -5

    "No social recognition or status systems."

  • Story
    -4

    "No narrative or story immersion; gameplay is scenario or sandbox based."

  • Strategy
    4

    "Requires planning, problem solving, and balancing multiple variables strategically."

  • Thrill
    -3

    "Gameplay is low risk and low suspense; more about steady management than thrills."

  • Value
    4

    "Players report good value for money and many hours of gameplay."

  • Violence
    -5

    "No violence; focus on constructive building and management."

  • Survival
    -3

    "No survival threats; stable environment focused on growth and maintenance."

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    Last update: 06/03/2026