Open BetaiPhone, Mac and PC

Build the tower.
Move the people.

TowerTime recreates the mechanics of the 1994 elevator-and-skyscraper classic, without the old limits. Bigger towers, more people, and one save that follows you from iPhone to Mac to PC.

No 100-floor ceiling 100,000+ simulated people Visit friends' towers Plays offline One save on every device
Plays on iPhone, Mac and PC One tower, every device Cross-progression built in Start on the couch, finish at the desk Plays on iPhone, Mac and PC One tower, every device Cross-progression built in Start on the couch, finish at the desk
22Facility types
153KPeople simulated at once
3Kinds of elevator
Floors, no 100-floor ceiling

What you actually do

One building. A hundred decisions an hour.

TowerTime keeps the core of the genre SimTower defined, the elevator and spatial-optimization puzzle, and drops the old ceilings. You design a living building, then fight to keep it running smoothly as it grows far past where the classics had to stop.

01

Design the floors

Place a ground lobby, then stack offices, restaurants, shops, hotel rooms, condos and showpieces, up into the sky and down into the basement.

02

Move everyone

Stairs, escalators and three kinds of elevator you place, schedule by time of day and tune car-by-car. Bad transit means stressed tenants who pack up and leave.

03

Run the books

Quarterly rents, nightly hotel income, condo sales and daily takings against construction, maintenance and wages. Price every unit against what it's actually worth.

04

Reach for the stars

Grow from one star to five, plus a secret rank beyond, by hitting population and facility milestones that unlock new things to build.

A building full of lives

Every tenant has a name.

Behind the windows are office workers, hotel guests, residents, shoppers, diners, cleaners and the odd VIP, each on their own daily schedule that shifts on weekends. Click any occupied room to see who's inside.

  • Track a favorite and a gold marker follows them day after day.
  • Stress climbs from 0 to 300 while they wait: calm, then annoyed, then angry and gone.
  • Their happiness drives your rating, which decides who moves in and who walks out.
A row of the people who live and work in your tower

Office · Guest · Shopper · Resident · Visitor · Cleaner · Security · Medic

New · Multiplayer & cloud

Towers are better with neighbors.

Swap friend codes and you can visit each other's towers. A friend's building loads into the real simulation and runs in front of you, every elevator car and every tenant. Leave a reaction and they'll see it on their next sync. Everything is asynchronous and optional.

01

Swap friend codes

Every player gets a short code like TT-4R7K-9QMX. Share it however you like. No usernames to claim, no contact upload, no signup.

02

Visit living towers

Your friend's tower loads into the full simulation and runs while you watch. The sim is deterministic, so you both see exactly the same building.

03

Leave a reaction

Applaud a good sky lobby, wow a hundred-floor build, or leave a roach on a friend's neglected hotel. One reaction per visitor; owners see them on their next sync.

04

Browse the gallery

Publish a snapshot of your tower to the public gallery, and browse other players' builds for ideas. Publishing is always an explicit choice.

Twenty-two ways to fill a floor

From a corner shop to a rooftop cathedral.

Every facility is drawn by our own procedural toolchain and reacts to the sim in real time: offices fill from empty to packed, hotel rooms light up with a sleeping guest, and neglected rooms go dirty, then to roaches. Here's the lineup.

Under the hood

The engine underneath.

TowerTime runs on a deterministic simulation core that behaves the same on every device. That's what makes validated cloud saves, shared tower visits and six-figure populations possible.

9,500 ticks/s

A real megatower

~9,500 simulation ticks per second at 153,000 people on a laptop, with near-zero per-tick allocation. The benchmark runs on every build.

1:1 determinism

Same seed, same tower

Integer and fixed-point math only, so there is no floating-point drift. The same seed and inputs produce a bit-identical building on every platform, and the server verifies cloud saves by re-running them.

1,113 sprites

Drawn entirely in code

A from-scratch art pipeline paints every sprite from a shared palette, including day/night and activity states for all 22 facilities. No external image libraries, down to the PNG encoder.

659 tests

Green on every commit

The whole simulation is covered by an automated test suite, including save/load and same-seed determinism checks. Nothing ships red.

Pixel realism

Art that reads at a glance.

Every room is recognizable by what it does, lit warm at night and busier as it fills up. The art is generated procedurally and deterministically, so the whole visual world stays consistent and original.

A sheet of TowerTime's procedurally generated sprites

Questions

Common questions.

Is this SimTower?

No. TowerTime is an original game inspired by the tower-management genre that SimTower defined in 1994. It recreates the mechanics people loved; the code, art and names are all our own. It is not affiliated with or endorsed by SimTower or its rights holders.

What platforms is it on?

iOS, built for touch and in beta on TestFlight now, plus Mac and Windows beta builds you can grab from the download page.

When can I play it?

Right now. The beta is free, multiplayer visits and cloud saves included. Head to the download page for the TestFlight link and the Mac and Windows builds.

How does multiplayer work?

Asynchronously. There are no live sessions and no one can touch your tower. You exchange short friend codes, then visit each other's published towers, which load into the real simulation and run while you watch. You can leave one reaction per tower (applaud, wow, or roach) and browse a public gallery of towers other players chose to share. You can block anyone, and report players or content to [email protected].

How much will it cost?

Pricing isn't final yet, but the beta has no ads, no in-app purchases, and no real-money anything. Whatever the final model is, we'll announce it before launch.

Is the art really all generated?

Yes. Every sprite on this page came from the game's own procedural art toolchain, which uses no external image libraries and even includes its own PNG encoder. Same seed in, byte-identical art out.

Do I need an account or an internet connection?

No. The game is fully playable offline, with no account and no data collection. If you want cloud backup, one tap turns it on with a guest account. No signup, no email. Sign in with Apple keeps your towers across devices. The simulation is deterministic, so the server validates saves by re-running them. See the privacy policy for exactly what the cloud stores.

Open beta

Play it today.

The beta is free on iPhone, Mac and PC: install it, build a tower, and tell us what breaks.