ABOUT
TOWER FOREVER
The short version
Tower Forever is a love letter to the golden age of simulation games where depth was an expectation and we were all running Pentium 2's
The 1994 SimTower help document states the following:
The basic presumption in your building's cutaway view is that your has depth. This is more easily comprehended when you place a number of elevator cars. The cars pass each other by either being in front of or behind other cars, as diagrammed in the elevator control panel window. A single floor filled with offices that you view implies - figuratively - other offices or facilities behind those offices, and facilities behind those facilities. However^ for the game mechanics of reporting office and resident pooulations and incomes, the tower's surface level that visible to you is the operating level. Your tower is truly a slice of life.
Every other tower builder before Tower Forever has made this very same assumption.
Tower Forever , however does not want you to be limited to a mere two dimensions.
Understanding those that came before us
The team behing Tower Forever took the time to research and playtest a UI that makes it straightforward to design and build a tower in 3d. The team has taken care to learn from every other tower game that has come out. We've easily spent at least 100 hours in every contemporary tower simulation that has come out since 1994!
SimTower
Where it all began. SimTower came out during the peak of Maxis' popularity to popular acclaim and set the stage for all future tower sims. It included the basic Office, Apartment, Condo, Retail and Hotels, and an elevator simulation that was rather polarizing.
YootTower
YootTower was 1998's sequel to SimTower. YootTower fixed a lot of Quality-of-Life issues with SimTower but also was a lot more difficult and in-depth. Yoot Tower added various locations that your tower was set in that compounded limitations that made the various playthroughs different. A bathroom requirement was added among other buildable things for tenants and vistors that deepend the simulation. Yoot also added additional ways to make money for the building
Project Highrise
2016 Brought us Project Highrise, which the dev team got to a chance to play at PAX-E 2017. Project Highrise added a few new features to the mix, mainly utilities, unit services + dependencies and maintenance. The cityscape and neighborhoods were a fantastic touch and the expansions added a large number of variations to the buildable unit types. To tie things together each schenario plot in the city had it's own set of win conditions beyond just building the tower which adds added a sense of replayability.
The Future We Are Building with Tower Forever
We're here to do a few things:
- 3D
- Multiplayer
- Tower Builder
But seriously we hope to ship:
- A city that feels lived in
- Utility System that makes SimCity blush
- Elevator Management that won't make you weep blood
- In-depth unit simulation with emergent behaviors
Read the devlog for the running account, or play the browser build if you'd rather just try it.