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Highrise City News

Steam Next Fest Live Stream of Highrise City

For those of you who did not participate in the Playtest the Demo might give you an idea of how the game works. But how do more advanced cities look like? How much will you as a player have to do in the later parts of the game? Time to find out! We'll be livestreaming the game on Steam.

Steam Next Fest: Highrise City Demo available now!

Greetings Builders!

The Steam Next Fest has started. And with Highrise City entering Early Access on March 24th, we wanted to give every interested player the chance to try out the game upfront. Which is why we are participating in the Steam Next Festival this time. The demo will stay up until March 1st.

Highrise City launches into Early Access on March 24th

Greetings Builders,

We have some big news for you today. Originally we didn't plan with Early Access. The recent playtest however changed our point of view. The feedback was not only super amazing but also very helpful. And we realized that having the community in the game at the current state makes sense. For us. For the game.

With that in mind, we'd like to make an announcement today: Highrise City will launch into Early Access on March 24th. If you didn't have a chance to participate in the Playtest, don't worry. An updated Demo of the game will be available during the Steam Next Festival starting coming Monday.

[previewyoutube][/previewyoutube]

Playtest has ended (For now)

Greetings Builders,

We did expect to get some interest in the playtest. What we did not expect was a situation where we had so many people requesting access that we were not able to make everyone happy. In the end we had roughly 4000 people with access to the playtest build out of which about 3500 actively gave the game a try.

If you didn't have the chance to give the game a try yet, we're sorry. But there's hope. There is an event coming up and we'll have something playable for all of you. A bit more limited in terms of content this time but still you'll be able to see how Highrise City plays.

We'll share more infos in the coming days.

Playtest: Patch #2 Released

First of all. Thank you all for your feedback. And thanks to the few-hundred of people who joined the Discord and discuss with us what we could add and what we should fix. We currently have around 3000 people with access to the playtest. We are not sure, how many more we can add at this point, but we might have a key or two left for Discord Users.

Now, what have we been working on? A new patch obviously. And we've got quite some changes for you today.

[h2]Changelog[/h2]
  • When building a farm, the position of the farm building can now be chosen manually
  • Zones cannot be inside of buildings anymore (Existing overlapping issues will stay in Savegames)
  • Overlapping of streets, buildings and farms improved
  • Game autosaves after exiting the building mode
  • Building bridges over water is now easier
  • Bridge-Crossroads are now way better and actually working
  • Disappearing bridge pillars after reloading the game have been fixed
  • Collision after loading a game has been improved
  • Flickering of landscape has been reduced
  • New building designs have been added
  • Gamespeed can be adjusted with + and - keys
  • Milestones: Unlocking buildings has been adjusted. Iron and tool productions get unlocked a little earlier. Storages a little later. Reduced number of needed people in higher milestone tiers
  • In the milestone menus the properties of buildings get displayed
  • Improved visualization of building costs (left upper corner) for high costs
  • If "Construction Menu Right Click Minimise Instantly" has been deactivated in the options, a right click does work within the building menu
  • Trading History: Improved the symbols
  • Re-arranged the order of the buldings for special buildings
  • If the player driven car crashes or turns upside down, pressing SPACE will replace it
  • SPACE switches now between slow motion and the previous speed of the game
  • Improved simplified Chinese
  • Traditional Chinese has been added
  • Carrier space has been increased (Local Carrier = 7, City Carrier = 20, National Carrier = 35)
  • Symbols of the carriers and gargabe collectors only gets invisibile in distanct camera views
  • Increased sizes of some "issue"-symbols. This can be adjusted in the games options
  • Local Warehouse and Agricultural Machinery Factory need no street connection anymore
  • "Grape farm", "Winepress" and "Cans Factory" can now be build
  • In the construction menu some non-needed infos are not displayed anymore
  • If you play for 24 hours the game displays that correctly now
  • Loadingscreen "Loading Voxel Data" gets now displayed correctly
  • From the Main Menu the game can now be continued at the last save right away
  • Added four new music tracks


[h2]Known Issues with this build[/h2]
Obviously, not all reported errors have been adressed. Generally the build should run more stable now. We have an issue with flickering ground textures of buildings right now we're investigating. Also it might be that on mouseovers buildings disappear.