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News Tower News

Nominate us for the Steam Awards!

Hello Newsbearers!

We've been thrilled by your support throughout Early Access, and now we need your help to hit the headlines again, this time for the Steam Awards!

If News Tower's soundtrack has struck a chord with you, transporting you to a bustling 1930's newsroom and setting the mood of every scoop, we'd be honoured for your nomination in the Best Soundtrack category!



Our talented composers poured their hearts into creating a rich, jazzy score that we hope has made your time in News Tower even more memorable. Your nomination would mean the world to us! And if you haven't already, don't forget to drop us a review on our Steam page!

If you want to relive the melodies outside the game, you can check out the News Tower supporter pack and enjoy the 14 tracks whenever you want at a discounted price!

https://store.steampowered.com/app/2732720/News_Tower_Supporter_Pack/

And finally, now is certainly a good time to thank the team behind the music!

Artists: The New Cool Collective, ft. Teus Nobel
Composers: Bart van de Sande, Jack van de Ven
Arrangements: Willem Friede
Producer: Jack van de Ven
Recorded at: Exalto Studios, Okapi Recordings.



Thank you everyone!

In Other News Update

[h2]Good day, Newsbearers![/h2]


The In Other News update is here, bringing a host of exciting additions to expand your newsrooms! From the supplementary desks to an additional year with fresh stories, there's plenty to discover. We have also improved AI to make managing your tower smoother than ever. :)

And here is some exciting news for your friends: News Tower is 25% off this week! A perfect chance to welcome new reporters to the community.

https://store.steampowered.com/app/1649950/News_Tower/



[h2]KEY ADDITIONS[/h2]

[h3]NEW SUPPLEMENTARY DESKS[/h3]

  • In Other News introduces six specialized desks: Court Report, Legislative Report, Stock Index, Obituary, Horoscope, and Baseball Report.
  • Unlock desks with influence points and assign skilled reporters to them to generate supplementary articles every week automatically. These articles come with category-specific tags and may yield bonuses such as silver tags, bronze tags, money, or influence, following the standard publishing chain.




You can find more information on supplementary desks in our latest Dev Diary.

[h3]ADDITIONAL PRINTER MODULE[/h3]
  • Added a 6th Page module for the printer.

[h3]EXTENDED GAME CONTENT[/h3]
  • Added additional game year, 1935, packed with associated new content.
  • Extra news items for 1934 have also been added.

[h3]CREDITS SCREEN[/h3]
  • The game now has a credits screen to celebrate everyone behind News Tower!

[h2]IMPROVEMENTS[/h2]

[h3]AI ENHANCEMENTS[/h3]
  • Employee AI overhaul: enhances decision-making, improving efficiency in production chains (and reducing player frustration!).
  • Pathfinding improvements: AI now factors in real walking distances to avoid common issues around walls and obstacles.
  • Optimized performance: a smart caching system for distance calculations with reliable fallback mechanisms boosts gameplay performance.
Check out our latest Dev Diary for a deeper dive into AI enhancements!


[h3]INTERFACE AND USABILITY[/h3]

  • Info Buttons: all buildable objects now feature an info button, displaying information icons consistent with the build menu.
  • Enhanced desk popups now display the "base time" and percentage of time improvement due to skill and buffs.
  • Instant use for new desks: building a photo, illustration, or map desk mid-week, now triggers a news item immediately, so you can start using it right away.
  • Training files now include a delete button.
  • [h2]BUG FIXES[/h2]
  • Storage units: fixed a rare edge case that prevented storage units from being used effectively.
  • Printer bug: resolved a critical issue that could cause the game to freeze during the introduction when building the printer.
  • Additional minor fixes: various stability improvements to ensure a smoother experience.


[h2]JOIN THE COMMUNITY[/h2]

Meet like-minded Newsbearers, talk with the dev team and other players, and share your ideas!
Your opinion matters, and we're counting on your feedback! ❤



Come to our Discord
Follow us on Twitter

Stay tuned for even more news!



Dev Diary #2: Supplementary desks incoming!

Greetings, Newsbearers!



[h2]Dev Diary #2 is here, with an inside scoop! [/h2]

Merely a couple of weeks since the first Dev Diary and we're already coming to you with the second edition! With good reason too, because the next update is already around the corner: planned for next week. This time, we're bringing you insider intel on the latest content development, so brace yourselves for priviledged information you will definitely not find printed anywhere else!
Hey, in a sense, coming here to read those words is top notch investigative journalism, wouldn't you agree? So good job to you!

...And now, let's deliver on the scoop!



[h3]We have promised GREAT intel, so.... What's coming in the next update?![/h3]

The main feature of the update is called Supplementary Desks. We'll explain what they are in a moment, but you can expect the following:

- Court Report (Crime)
- Legislative report (Politics)
- Stock Index (Economy)
- Obituary (Society)
- Horoscope (Entertainment)
- Baseball Report (Sports)


All of them come with their own distinctive reactive print visuals. Of course that is not it, the update will also bring you other features, such as a 6th Page module for your printer, another year, which is 1935, with its own news content, extra news items for 1934... We have also given employee AI a very deep overhaul, and there are some other additions which we will reveal when the update releases.





[h3]Going back to Supplementary Desks, what exactly are they? How do they work?[/h3]

There is one desk for each of the categories mentioned. They are currently unlocked on the map via influence points. Once you assign a reporter with the right category skill to a desk, it will automatically generate a supplementary article every X number of days.
These reporters can still be used on news reporting, but this will halt their “automatic” work on the Supplementary article.

Supplementary articles come with one base tag (in their category) and some secondary attributes. These can be a silver tag, multiple bronze or even outright money or influence.
Once created at the desk, supplementary articles follow the chain just like other news items would.



[h3]What are the main benefits of this new feature? How does it impact the way we manage our newspaper?[/h3]

There are two main benefits:

Combo setup
Our idea is that the player can “specialise” a bit more with these Supplementary Articles. Since they come with a category base tag it becomes a little bit easier to plan around one or two types of categories. The more you have of one type, the more affiliated Ads you get.

Automated “Filler” content
Another element is that over time we want to expand the number of printer pages.
These supplementary Articles are one way of gaining more content without overwhelming the player with lots of micromanagement, thanks to the automated element of creation.

And of course, their own distinct visuals make your newspaper look cooler!





[h3]The update also comes with the addition of the year 1935. Is there anything we should look out for from that particular year?
[/h3]

For now, this is just another added year with its own Breaking and normal news items. It is highlighting the big events of that year, such as the legendary Amelia Earhart becoming the first person to fly solo from Hawaii to California, or some of the heaviest storms within the Dust Bowl that ruined the midlands.

In the future, more specific calendar events will trigger each year. So later on during early access 1935 will have more in store for the player.



[h3]Can you share any insights into the development process for this update? Any challenge you encountered?[/h3]

The Supplementary desks part was fairly straight forward to design and implement.
Of course, we will monitor it for balance and such. We love the new combo setup and the visual variety within your newspaper.

The tricky part was the Employee AI rework.

We tried patching for quite some time to get things right but eventually had to rework lots of it from the ground up. We understand that for the players, employee AI can become a frustration since it directly affects on the production chain time.

In previous versions, when an employee was evaluating its options for picking a destination (e.g. which toilet to visit) it would take into account several factors (how busy, is it broken, etc…) combined with an approximation of the distance it had to walk to that destination. This system was easily fooled however if the tower contained closed off walls. The approximation did not take into account these walls and would incorrectly assume that a destination would be very close, while in reality the employee would have to walk several stairs to actually get there. AI decision making is never just about distance. It needs to take into account a lot of other stuff and weigh it off against how far it is. This was hard to reason about.

The new system solves this by actually calculating the distance that needs to be walked. A smart caching system is used to save on calculations. And when there is too much heat and the calculations can’t keep up, an approximation is used as a substitute and the approximation is soon after replaced by the actual distance. With this new system, the AI decision making is easier to reason about as certain priorities can be expressed in terms of: “How many seconds is this guy allowed to walk extra when there is a queue of 3 people at the coffee machine”.

Now that actual distances are used, the resource transportation also had a complete overhaul. You will notice resupply employees making far better decisions. Taking into account several factors such as distance, priority, storages and whatnot.

The AI now takes into account the status of an elevator and may pick a different elevator, or the stairs, if it is really crowded. Fingers crossed that the elevators now become way more useful! Of Course, inefficient placement will not help, so you still need to be careful when placing your elevators.



[h3]Are you already at work on future updates too, or do you typically work on each update one step at a time?[/h3]

Always! We have these update deadlines but we usually also work on the bigger picture mechanics/systems.

The update after this one will be massive. We're working on a big NPC overhaul, a new continent, image supplementary desks and even a Pneumatic tube transport system. All of these elements are already quite far in, content and coding wise. At the same time, a lot of localisation pre-work is being done in the background.

So to be more precise, we always work on multiple updates at the same time. With a small team we need to be efficient with our time and planning. As the community knows, some features might slide from one update to the next, but there is a grander plan at work here.



[h3]That's it for Dev Diary #2! That was quite a lot, right? With that sort of knowledge, who wouldn't want to brag on Twitter or Discord? [/h3]



[h3]Encounter bugs? Want to chat with the devs and the community? Have a suggestion to improve the game?[/h3]

[h3]Join our Discord community![/h3]

Dev Diary #1: Let's talk about Traits!

Good day, Newsbearers!



[h2]Welcome to your newest Dev Diary series![/h2]

With this format we'll give you an exclusive behind-the-scenes look at the team crafting News Tower! We’ll explore various aspects of the game's development—art, design, gameplay mechanics, and more. We'll mainly focus on giving you snippets of future content, buuut because we're a little late in publishing this first one, we'll have a focus on the previous update instead... Just this one time!
We're all news reporters here, we all know it's not good to let a great story go to waste! ;)

So whether you've already played the update and you want a deeper understanding OR you're new to the game and want to see what the game features are all about, we welcome you to dive into this inside scoop!



[h3]Can you give us an overview of the new “employee traits” system introduced in the latest update?[/h3]

In this update we wanted to bring some personality to your employees and at the same time bring a skillful twist to existing pillar mechanics of News Tower.

Traits come in two types: Personality traits and Trainable traits.

  • Personality traits finally make the hiring process more interesting. From now on employees personality traits really can bring a boost to your tower and at the same time have funny flavorful quirks.
    Example: Highlander – +3% workspeed for every floor below their workplace.

  • Trainable traits are more rare and overall better traits that players can assign to employees in the training menu, so they learn/gain that trait.
    These traits can bring real game changers.
    Example: Coordinator – Allows opening the next story-file within a news item immediately after assignment.
Some personality traits combo perfectly with trainable traits, allowing you to create the ultimate employee!



Beyond traits, we've also added the 'Monthly calendar' for unlocking rewards in a cool new interactive way and activated the 'Prestige system'.

Employees who now reach the max base level of 5 become senior and require Prestige to gain an extra bonus boost. Prestige works almost like comfort but requires different objects that make these employees' surroundings more prestigious. For example, some basic comfort items from early game are unprestigious and will need to be replaced with more prestigious ones!



[h3]What inspired the addition of this new system to News Tower?[/h3]

We always wanted you to treasure your employees more and really bond with your reporter team! Traits help achieve this and add a layer of strategic choice to the reporting phase, without complicating the basics.

For the Monthly calendar, our goal has long been to introduce something more connected to the yearly cycle, complementing the existing weekly gameplay. This Calendar is part of the perception bar system and adds this extra layer to it that it really missed.





[h3]How do you envision these changes enhancing the gameplay experience?[/h3]

Employee Traits hopefully bring personality and strategic choices to the news item reporting.

The Monthly Calendar provides long-term goals to work towards and increase the interest of the perception system.

The Prestige System incentivizes you to decorate your tower and make it your own. Unlike Comfort, which only negatively affects employees, Prestige only acts as a bonus buff coming form a positive angle!





[h3]Can you share any insights into the development process for this new feature?[/h3]

One of the trickiest parts of News Tower development is working with so many connected elements/mechanics. So even little changes have big effects and need extra checking and testing. This update for example, we introduced Traits, which are active in the game almost from the start. It was an opportunity for us to take a look, with a fresh perspective, at most of the existing mechanics, because a change like this one affects the balancing greatly, and potentially introduces weird bugs!



[h3]How do you plan to further develop these systems based on player feedback and data?[/h3]

We choose for fun and maybe have some traits on the overpowered side a little!
Having the community help find trait combinations that might be a little too good and adjust accordingly if needed. We really think this can be a fun new phase for the game, where the community feedback will have a great impact. The community might come up with trait ideas we didn’t even think of. We are always open to new funky ideas and the traits system is ideal for that.
Besides, we want the new features and the tutorials to remain clear enough for everyone to understand. We don’t want to lose the casual side of our game. With tycoons, It’s easy to overload the player with Tutorials, menus and Ui. So we'll closely monitor this side as well.
You can already see the impact of the community's feedback on the game: We added Prestige for the Utility employees in the patch 0.18.126r, based on the suggestions made on Discord by some of our community members.





We hope this gave you a better understanding of Employee Traits and where they are coming from, even if it was "old news"! ;) .

We promise, next time, we'll give you a sneak peek (world premiere!) at some of the upcoming features. We already have a date and the content mapped out and you will not have to wait very long! Until then, keep those presses rolling!



[h3]Encounter bugs? Want to chat with the devs and the community? Have a suggestion to improve the game?[/h3]

[h3]Join our Discord community![/h3]

Patch v0.18.126.r

[h2]Good day Newsbearers![/h2]


This small patch brings fixes for some of the issues you encountered in the game. Thank you all once again for bringing them to our attention.



[h2]BUG FIXES[/h2]
  • Utility employees now also have prestige, as they should!
  • Telegraphing audio hang bug fixed, the sound will no longer play more than intended during the recap sequence.
  • Comfort hang bug fix. Comfort wouldn't update anymore when you had many of the same objects in certain tower layouts.
  • AddOn trait exploit bug fix. It is no longer possible to unassign and reassign somebody with a trait that adds a stat and keep on adding that.
  • Fixed an issue that led all reports to go to a single desk in rare cases, by introducing a cap on "extra estimation time" due to employee inactivity to 12hrs.


[h3]Encounter bugs? Want to chat with the devs and the community? Have a suggestion to improve the game?[/h3]

[h3]Join our Discord community![/h3]