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Highrise City News

"Achieve Your Start" Update Out Now!

Greetings Builders,

The new update is finally here. And it contains a lot of changes for the game and one major "fix" you've been waiting for for a long time. The curb is now on ground level. We're still tweaking the terrain a bit but we found a way to lower the curb to the terrain even though we are making use of a voxel terrain. The road building system will now also create tunnels and bridges automatically if they are required, so you don't need to manually configure your building mode anymore.

We've also been finetuning the balancing again. The carriers now can load more resources and the milestones got adjusted once again. Quite a few buildings have received visual updates, all 300 icons for the buildings have been redone and the terraforming got improved as well.

[previewyoutube][/previewyoutube]

[h2]Full Changelog[/h2]
  • Curb is now closer to ground level
  • Buildings create a massive foundation
  • Increased the number of citizens. Cities with up to 10 million people are now possible
  • Adjusted milestones
  • All 300 icons in the building menu have been redone
  • Zone-Buildings can now be placed freely in the sandbox mode
  • Increased the amount of resources carriers and the Garbage Collector can transport
  • Improved handling of the players car
  • Researches got better descriptions
  • The fences in farms are open around the building itself
  • The color of the fences is now different for each farm type
  • Improved the landscape of farms where they thouch the streets
  • Migration in relation to unemployement has been adjusted
  • Does the population shrink, people without a place to live or without work will leave the city first
  • When driving with your car, no hints or tips will be displayed anymore
  • Harbor adjusts the terrain level less harsh
  • Increased CPU performance
  • Increased performance while driving your own car
  • Symbols above vehicles disappear if a street gets demolished
  • Improved mouse collision when clicking on streets and crossroads
  • Fixed a bug when buildings bridges
  • Streets get correctly updated if terraforming is used next to them
  • You can now build streets by keeping the left mouse button clicked
  • Incrased the asphalt surrounding of buildings slightly
  • Buildings in first row to the street get automatically adjusted to the street level
  • If garbage is full at a buildings, electricity and water will still work
  • Traffic lights are now glowing stronger
  • Adjusted the size of trees for buildings of the first stage
  • Increased the resolution of textures on cliffs
  • Fixed a bug which made water pipes disappear
  • Changing the resolution or the mode in the options, the action needs to be confirmed afterwards (otherwise it will return to the previous state)
  • If there are issues in the main menu, you can reset the game by pressing Left Control + H + R
  • Milestones: two more areas can now be unlocked
  • Milestones: Laws are now displayed with an icon
  • Small performance improvements of the assets
  • Small visual updates for the office buildings of level 1, 2 and 3 with lights and signs
  • Removed a bunch of assets or replaced them. That reduces needed memory and increased the performance slightly
  • After loading a savegame, trees won't get placed on water anymore
  • Decoration objects can now be deleted correctly
  • Increased / Updated roads will reduce the way costs per person which means that people will take longer distances to get to work
  • Visually updated buildings:
    • Cattle farm
    • Sheep farm
    • Charcoal burning
    • Parks
    • Middle sized church
    • Garbage Powerplant


But: That's not all. We've been working on more things in the meantime. As you know, we recently confirmed that we are also working on public transport via busses. Don't expect that feature in the coming weeks as we are still adjusting a lot of things there - this one is quite complicated, but the feature will come later this year. Also we've started working on updating the whole research menu. Green Cars will soon find their way into the world of Highrise City and maybe we've even started on a massive building which will require more than just one stage. Stay tuned!

[previewyoutube][/previewyoutube]

Upcoming Update & A Small Tease

Greetings Builders,

The next update is right around the corner. This is one of the biggest updates so far and will improve a lot of small details for Highrise City - and it will also prepare the game itself for future updates. We plan to release the next Update before Easter, so expect it to arrive next week. Obviously, you never know and things could take slightly longer.

We have redone more than 300 icons for the builder menu. We have improved the stability of the game and yes, we even found the bug which made water pipes disappear from time to time. We updated lots of buildings and tweaked the balancing a lot. We have adjusted the milestones, the amounts trucks can load and we also were able to improve the usability of the game.

But there is one thing you have been asking for a long time. And we finally managed to find a solution for the voxel based terrain. Pedestrian Walks are now on the nearly same level as the ground itself. So those of you, waiting for this fix - it will arrive in the coming days. The full patch log will be unveiled once the patch drops.

[h2]Speaking of features you requested...[/h2]

So, you've been requesting a certain feature for a while. And we've been working on that one for a long time now and we think the time has come to finally share... something. It will take a bit till everything is finished but expect that feature to come out later this year:

[previewyoutube][/previewyoutube]

Polishing, polishing, polishing. That’s what we do improve your experience!

Greetings Builders,

we're keeping on pushing forward with polishing ideas and are happy to release yet another update for Highrise City, heavily packed with quality-of-life improvements, polishing and some changes to the late game.

And just as Highrise City gets more polish every day, our buildings got a nice bit of polish as well! All buildings now have new building animations and scaffoldings!



A lot of the tooltips have been improved and new ones got added. We also tweaked the frequency of certain tooltips so you shouldn't see them as often now.

The cost of land expansions is now a bit higher so they more correctly reflect their actual value. And once you have reached all milestones and start a new game, you can now freely choose on the map in which area you'd like to start your game!

We also worked on interactions of certain buildings with their surrounding terrain. As such, harbors and fisheries now terraform the area

Roadmap Update

Greetings Builders,

The next bigger Update for Highrise City will most likely be released by the end of January / beginning of February. It will feature an option to pick your starting position on the map when starting a new game after you have reached the maximum milestone. It will also include a tweaking of the terrain and many smaller changes.

How do we know? Well, we have updated the Roadmap finally. Behind closed doors we've already started working on some features which will follow with the full release later this year. We have not yet decided on when this will happen and not all planned content is listed in the Roadmap just yet. As a little tease: We are definitely working on one specific feature quite a few of you have been asking for.



Late February, early March will see a new research and development techtree, the option to upgrade certain buildings, a new Map and more. In March / April we'll introduce a new Milestone and a new product chain and a rework of the tutorial.

And after that? Well. We have some ideas and plans but we are not yet ready to share these. We have some neat ideas to tweak a lot of features but we need to do some internal tests first. And since you'll find some teasers in the roadmap regarding the full release in 2023, well, we have to work on these features as well as they are pretty time consuming. But the wait will be well worth it, that's what we can promise already.

Christmas Update

Greetings Builders,

the latest patch gave the game a better look and improved the performance. This update seamlessly takes over, where the old one ended. We improved the optics again, upgraded the shadows, gave the filters a new look and redesigned some buildings. So there is a lot to discover in Highrise City!





We just can’t stop working on quality of life improvements to make the game better optimized for all of you. For example, the shadows are brighter now, so you don’t feel like staring into the void anymore when looking at them. Forests now have their own ground texture and in general, the grounds are now more diverse. Whilst we are at the visuals, we improved the overall look of the filters, so be sure to check those out. And if you ever felt like you just didn’t have the right resources on the top of your screen, now you can add and delete them to your liking!







[h2]Full Changelog[/h2]
  • Optics enhanced
  • Shadows are brighter
  • Correction of shadow-artifacts in the vegetation
  • Landscape has more color variations
  • Forests have their own ground textures
  • Farm-modules aren’t created under the waterline anymore
  • Resources in the resource-menu now can be sorted by the player to their own liking
  • Resources can be added to the UI
  • In the main menu, the stars that show the difficulty of a map are animated and got a ToolTip
  • Preview pictures of the maps in the main menu got updated
  • Credits got a rework: they are now paid back continually, repayments and interest costs are explained in the ToolTip
  • Some texts in the research menu got reworked to provide a better oversight of the effects
  • Visualization of bigger numbers got improved
  • Improvement of the pop-up tip system
    - Better timing of the tips to avoid to many tips at once
    - Already viewed tips are saved in the savegame to avoid repetition of tips
    - Triggers for tips got optimized, so you don’t get a tip after you already learned a new mechanic
    - 13 new videos and pictures for old tips
    - 16 new tips for seasoned players added
  • Population of the city increased
  • Filter-visuals got improved
    - Optimized overview through recoloration of not impacted areas
    - Optimized overview through more meaningful, but softer colors
    - Volume, air pollution and more surface filter are now visible to the widest impact area possible
  • City name can be edited
  • Visuals of the water pipe display got visually improved
  • Loading times got faster. Load Voxel got removed. When old savegames get saved, the new savegame also has improved loading times.
  • Performance of the game got improved
  • Building menu pictures got reworked
  • Balancing rework
    • Insulation-material costs of the office- and living zones raised: 1/2/3/4 → 1/3/6/9
    • Offices per grid increased: 6/13/26/50/95 → 6/12/24/44/80
    • Maximum occupation of living houses on middle and hard adjusted
      Middle: needs 80% → 85% Happiness
      Hard: needs 90% → 95% Happiness
    • Research: farm needs less worker weakened -50% → -30%
    • Jobs in simple solar thermal power plant increased: 10 → 20
    • Jobs in improved solar thermal power plant increased: 25 → 40
    • Hospital jobs increased: 250 → 500
    • University Hospital jobs increased: 1000 → 1500
    • Glass melt 2 jobs increased: 1000 → 1250
    • Steal melt 2 jobs increased: 1500 → 1600
    • Iron melt 2 jobs increased: 600 → 650 offices increased: 400 → 450
    • Butcher jobs increased: 320 → 400 maintenance cost increased: 14480 → 148000
    • Winery jobs increased: 600 → 700 maintenance cost increased: 29000 → 29500
    • Can factory jobs increased: 800 → 1000 maintenance cost increased: 27800 → 29000
    • Lumberjack 3 jobs increased: 100 → 120 offices increased: 40 → 50 maintenance cost decreased: 3300 → 3260
    • New milestone goals: more people now life in the city, milestone goals got customized to the new numbers: 20% - 25% increased requirement
    • Spice prices in trading changed, Import: 5250 → 1000, Export 2450→ 460
    • Spice prices of resident groups changed: 0/1900/2000/2200/2400 → 0/1000/1100/1200/1300
    • Spice use of late residents increased
    • Selling prices for early residents increased, fish: 650 → 700, vegetables 450 → 500, fruits 500 → 550
    • Maintenance cost of building renovation decreased: 9000 → 5100, only costs 3 planks and 3 insulation-material per week
    • New laws for service sector:
      Paid vacation, 35 hour week, fire extinguisher program, improved school inventory, school on Sundays, religious holidays
    • Old laws of the service sector got adjusted:
      Gambling legalized, curfew for teenagers, police special forces, weapon controls, free doctor centrum program, vaccination mandatory, smoke detector program & reading campaign
    • Laws in service sector now add a specific number instead of percent numbers
    • Health/fire danger/security/religion demands of residents changed: 50/70/100/100/110 → 40/55/70/90/110
    • Health/fire danger/security/religion buildings new numbers: 50/70/100 → 40/55/70
    • Education/leisure demands of residents changed: 0/50/70/90/110
    • Education buildings new numbers: 50/70/100 → 50/70/90
    • Leisure buildings new numbers: 20/40/60 → 50/60/70
    • New calculation of service satisfaction


  • To optimize the game experience and to give the service sector more reason to be, we reevaluated the balancing. Our goal is to give players an easier beginning, which is why the earlier residents are barely influenced by the changes. In exchange, we gave the later residents more complexity, to create more opportunities to reach the maximum satisfaction.

  • Buildings visually improved
    • Wheat Farm
    • Gigant Warehouse
    • Grape Farm
    • Winery
    • Medical Technology Factory
    • Furniture Factory
    • Sheep Farm
    • Gem Mine
    • Elementary School
    • High School

So, as you can see, Santa Claus brought a lot of presents with this patch. Enjoy them and happy holidays!