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April 2nd, 2013

Sorry once again for the lack of updates. I'm preparing for a large upgrade to the game, and a push towards monthly updates once again. With any luck, this will happen this summer, and work on the game will continue in earnest. Once again, the best way to keep up to date on progress is via the Facebook Page, or the Google+ Page

October 17th, 2012

Updated the screenshots page with new screenshots, to show the current state of the game. Get the latest updates faster by following us on the Facebook Page, or the Google+ Page.

October 14th, 2012

New demo release. This update changes the GUI, and adds a few minor features. It is, however, rather buggy, and is mostly getting released to show the current state of the progress. Most bugs are known, and will likely be fixed in the coming weeks. Head to the downloads page to pick it up.

September 10th, 2012

In the last few months, I've been busy with various concerns of real life. I changed jobs around May, and have been fairly busy with that, plus various other acitivies. Because of this, and yet another coding block, I haven't spent much time on Isotower as I would have liked. Progress is still going to be slow, and as such, I've halted sales, as I can't quite justify asking for money when I'm not making as much progress with updates as I had hoped. However, that doesn't mean that progress has stopped, or anything. I've recently managed to break through the coding block, and solve one of the last major hurdles. Though it's still fairly buggy.

The next update will be a fairly big one, though I am not yet certain when it will happen. The goal at the moment is to polish the game to eventually submit it to Steam's Greenlight project. It's got a long way to go for that, including redoing the graphics, and changing around the GUI, as well as a lot of bug fixes and adding content. And with any luck, there shouldn't be too many more major blocking issues with the code.

May 1st, 2012

Another update! This adds the ever popular click+drag ability to building floors, though it's a bit buggy (it'll be fixed up in a few days or so). Additionally, rooms now give income once they're rented out, instantly, instead of having to wait for a full day or more for the rent to take place. This basically results in infinite money if you just build offices, so that'll be cleaned up soon, as well...

Unfortunately, due to problems with BMT Micro (aka, I misplaced my password...), I do not have the newest version of the paid copy up yet. If you're interested in it, contact me via email and I'll get you a link to the download as soon as I can. I am really, really sorry about this, and I'll get it solved as soon as I possibly can.

March 6th, 2012

Isotower Update! As mentioned earlier, rooms are dark when there's no one in them, rooms (and the floor) are red when it's impossible to get to them, and people arrive at the tower at scheduled times (office workers arrive starting at 8am, and will stop arriving after 2pm, hotel visitors start arriving at 10am, and stop arriving at 6pm). Additionally, the elevator will now pick up more than one person at a time, and will drop people off on multiple floors. When it's done, it'll go back down to the first floor. There's a few other improvements, as well. Both the demo and the paid version of the game have been updated with the new release.

The next step for the game is changing the graphics as well as cleaning up the interface and a few features (such as people leaving the tower at various times, and fixing up the bulldoze tool so it's possible to undo something that was misplaced). It will likely be a bit over a month before the next release, but I hope to have something done and released sometime in April. Thanks!

March 4th, 2012

I had planned on releasing a new version of the game tonight, but once again, the elevators have caused problems. It's nearly midnight, and each version of the elevators gets slightly worse. Rather than release something extremely buggy, I am going to keep working on solving the problem. A new version will be coming this week, sometime.

February 26, 2012

The screenshots page has been updated with new and improved screenshots. There's been a lot of improvements since the first demo. The elevator picks up more than 1 person at a time, rooms are bright or dark depending on if there's people in them, people show up at scheduled times instead of instantly, and areas of the tower that are inaccessible show up in bright red. More improvements are on the way (namely, additional sound effects for when hotels are rented out, and people leaving/moving around the tower). I am hoping to provide new versions every month at the moment.

February 9, 2012

More of the game is coming! The initial release is little more than a very basic engine demo, and has barely any of the gameplay that Sim Tower and Yoot Tower were built on. Isotower is constantly under development at this point, and more features will be added on a regular basis. The next step is making the elevators hold more than 1 person, and getting people to move around the tower, instead of just sitting in one room forever. As features get added to the game, the price will rise, so order now to get Isotower at the lowest possible price, and show your support of the game.

January 29, 2012

Isotower is now on sale. (Not anymore) The alpha version is currently $5 USD, and allows you to build a 30 floor tower with $50,000 starting cash. You can also download the free demo, which has the same basic set of features, but only allows for 15 floors, and starts you out with $20,000.

What's next for Isotower? Continued development, more features, and an overhaul of the graphics. The next immediate feature is cleaning up the elevator movement and handling, making it less clunkly to extend elevators up a floor. Additionally, making sure elevator cars can hold more than one person at a time, and giving people in the building schedules, so they head to the lobby to make sales calls, and leave hotel rooms, and go out to eat their lunch and dinner. After that, the graphics and interface will be recieving a makeover, due to various matters beyond my control. Additionally, behind the scenes code improvements and other things will take place.

October 26, 2011

Isotower is once again under development. Here's what happened: Back in May, when this site was initially put online, I had finished switching Isotower from SDL to SFML, and gotten a massive framerate boost as a result. At that point, I hit a pretty major coding block, that effectively kept me from making the game work right in 3 dimensions. As of now, I've managed to solve this problem, but in the meantime, I was surviving on savings. I started a search for a job, and after a few applications and interviews, found one in March, 2011. Getting a full time job pretty much put Isotower into a coma. I didn't want to abandon the project, but I became fairly busy, and generally, life happened. It is now October, and thanks to the Ludum Dare October Challenge, Isotower is pulling itself out of a coma and slowly trying to become a actively developed project again. I now have a solution to one of the biggest roadblocks for the game, and I hope to spend the next few months prior to GDC 2012 working on Isotower. If all goes well, I should have a playable demo with the core mechanics done in November or December.

Welcome to the Isotower site. In time, more information about the game will be added to this site. Eventually this will be the hub site for everything related to Isotower. For now, check out the screenshot page for some screenshots of the game as it currently stands.

Isotower is a game in the spirit of the 1994 classic Maxis game Sim Tower. It is a game about building a massive skyscraper or a small hotel, or something in between. The goal of the game is up to you to decide, and the game allows you to proceed at your own pace. It is currently in a early stage of development, and is not yet feature complete.