Choose a room, then tap an empty bay. Locked rooms show their permit requirements.
Staff ride the lifts to jobs. Day: 06–22. Night: 22–06. Area/shift changes apply after the current job.
Add space, improve transport, or renovate your lobby.
Drag the tower to explore. Use a data view to find rooms needing attention.
The simulation pauses while a panel is open and resumes at your selected speed.
Grand stairs cost $4,500 + $15/day. Escalators cost $7,500 + $45/day. These carry trips of up to three floors when every adjacent level is connected. Longer trips use elevators. A separate concourse expands the core without consuming room bays.
Use Build to choose a room, then tap an empty bay. Press Done to leave placement mode. Tap an existing room for its patrons, condition and upgrades. Manage contains finances, staff and expansion; View contains camera/data controls; Menu contains speed, audio and saves. Panels pause the simulation.
Pick a room, then click an empty bay. Larger venues need two or three adjacent bays on one side of the elevators. Construction takes 3–8 game hours; new trade grows over five days.
Inspect rooms to see their own satisfaction, occupancy, conditions and complaints. Offices want food within four floors and restrooms within three. Apartments want laundry and green space within four floors. Food and entertainment need restrooms within two. Fine dining wants nearby security.
Upgrade rooms through their inspector (the top-right number badge shows the current level): Standard → Refined → Premium → Landmark. Upgrades improve income potential, comfort, insulation and durability, but increase upkeep. Service rooms gain one floor of reach per level. The inspector shows the price and requirements. Premium and Landmark need three operating days and all nearby service needs met.
Expand both wings to add two bays to every floor, up to twelve bays per floor. New floors cost more in wider towers, and added floor space raises daily building upkeep. Widen passenger lifts for 6 → 10 → 16 riders per car. A dedicated service elevator carries only staff; they share passenger lifts until it is installed. Zoom in and drag sideways to inspect wide towers.
Basements and parking. Excavate B1–B6, then tap ↓ B to view underground. Security, laundry and restrooms can go below ground. A garage takes three bays across two basement levels: build it from the upper basement after excavating both levels. It earns parking income based on tower population and needs nearby security. Staff can be assigned to basements.
More shafts. Add up to three extra passenger shafts, each with its own car serving every level. Car widening applies to every passenger car. Tap actual tower patrons (marked with a tiny gold dash) to hear how their visit is going. Their messages reflect the destination room and current wait; decorative sidewalk walkers cannot be inspected.
Lobbies and people. Tap the ground lobby or its button to upgrade its finishes and comfort. Sky lobbies unlock at 12 floors, 70 peak tenants, day 10, two operating restrooms and 70% average cleanliness; place them on floor 8 or higher. They provide gathering space and nearby comfort, and have the same three upgrades as other rooms. Room inspectors list registered patrons with Inside, Away and travelling statuses. Tap a person to view feedback and give them a name. Generated names and custom names persist in saves. Stairs and escalators can carry connected trips of up to three floors.
Hotels unlock through service permits. Rooms use one bay; suites use two. Guests check in at 15:00 and stay about nineteen game hours after arrival. Income settles nightly using room occupancy, satisfaction and market demand. Hotels need nearby food, laundry and housekeeping staff; suites also need security. Busy rooms get dirty faster, especially at check-in. Hotel bathrooms are private.
Noise matters. Arcades, theaters, diners and laundry disturb nearby rooms, especially apartments. Put lively venues together and use distance or quiet rooms to buffer bedrooms. Sources are quieter outside their opening hours.
Hire service staff under Manage → Staff. Cleaners remove dirt; technicians repair wear. They automatically select urgent jobs in their assigned area and use the elevators to get there. Day shifts run 06:00–22:00; night shifts 22:00–06:00. Staff on a job finish it before changing shifts or areas. Wages are charged every midnight.
Room condition measures how well the room is maintained. It slowly falls during use. At 15% or lower, the room needs repairs and stops earning until a technician restores it. Temporarily closing a room stops revenue and reduces its room operating cost to 25%; staff can still clean and repair it. Reopen it when ready.
The overlay buttons show satisfaction, noise, cleanliness, maintenance condition and room profit. Numbers and labels accompany colors. Warning bubbles flag serious complaints in normal view.
Permits need good service. Tap a locked business for its checklist. Build operating restrooms, hire the right staff and meet cleanliness or satisfaction standards along with population/day milestones. Once earned, a permit stays unlocked.
Income and costs settle at midnight; maintenance is billed every seventh night. The daily forecast includes a maintenance reserve for planning, not an additional charge. Customer demand, competition and elevator delays still affect earnings.
Scroll/drag the tower; use zoom and Top/Lobby. Keyboard: tab to the tower, move with arrow keys, Enter builds or inspects. Pause to plan; a day takes about three minutes at 1×.
Saves remain in this browser. Export for backups or moving devices. Old towers retain cash, rooms and earned permits, and receive a starter cleaner and technician. Pre-update backup downloads the old save when available. Staff journeys and elevator passengers reset on reload; room conditions and staff assignments persist.