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.
Open BetaiPhone, Mac and PC
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.
What you actually do
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
Place a ground lobby, then stack offices, restaurants, shops, hotel rooms, condos and showpieces, up into the sky and down into the basement.
02
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
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
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
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.
Office · Guest · Shopper · Resident · Visitor · Cleaner · Security · Medic
New · Multiplayer & cloud
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.
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Every player gets a short code like TT-4R7K-9QMX. Share it however you like. No usernames to claim, no contact upload, no signup.
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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
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
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
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
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
~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
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
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
The whole simulation is covered by an automated test suite, including save/load and same-seed determinism checks. Nothing ships red.
Pixel realism
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.
Questions
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.
iOS, built for touch and in beta on TestFlight now, plus Mac and Windows beta builds you can grab from the download page.
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.
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].
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.
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.
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
The beta is free on iPhone, Mac and PC: install it, build a tower, and tell us what breaks.
Questions or bug reports: [email protected].