In active development CubedTower / working drawings No public sale yet Steam pre-alpha — September 1, 2026
Sheet00Title sheet

00 Arrival / premise

DWG 00 / Title sheet / Tower management simulation

Build the tower.
Live with every trip.

Shape a mixed-use skyscraper across four connected faces. Homes, offices, hotels, shops, services, deliveries, and commuters all depend on the routes you leave them.

CubedTower is our public working title. You may see the earlier Curtainwall name in development builds and journal entries.

Every floor connects.

Issued for reviewIn developmentCubedTower · pre-alpha
A warm mixed-use tower cutaway at dusk in temporary development key art
Development key art temporary visual direction
Project: CubedTowerBinaryForge / Waterloo, OntarioDWG 00 / In development

Live route / mixed load

Every room adds a journey.

A delivery enters at the yard, goes down the ramp to a dock in the basement, takes the service lift, and crosses a staff corridor before it can become useful. A visitor takes the escalator, walks the retail floor and waits for a passenger car. Same roof, different networks — and the back of house is under the street, where it belongs.

A delivery and a visitor crossing the same four floors, one of them underground A section through a basement, a lobby and floors 1 to 3, with the street line separating what is below grade from what is above. A pallet arrives at the service yard, goes down the goods ramp to the loading dock on B1, rides the service lift to 3, and is pushed along the staff-only service corridor into a tenant store. Recycling and garbage sit on the same basement level, off a staff corridor that shares the lift. A visitor enters the public lobby at street level, rides the escalator to retail on 1, walks to the passenger lift, and rides one floor to an office on 2. Every change of floor happens inside a drawn escalator, goods ramp or lift shaft; nobody moves vertically anywhere else.
  1. 01Service yard
  2. 02Goods ramp / LOBBY → B1
  3. 03Loading dock / B1
  4. 04Service lift / B1 → 3
  5. 05Service corridor / staff
  6. 06Tenant store / 3

01 Pressure / consequence

A tower can look full and still fail by lunchtime.

The problem is rarely one isolated room. A crowded lift delays a worker. A missed delivery exposes a freight bottleneck. A broken route lowers satisfaction and turns a profitable floor into a lease problem.

See exactly what your tenants notice

In-engine development build with the timber and brass interface, four-face selector, basement floors, transport structure, and location inspector
In-engine classic view · 08 Aug 2026 v0.3.0 development snapshot
  1. 01

    Build

    Place structure, rooms, circulation, and service routes around a shared footprint.

  2. 02

    Observe

    Watch queues, trips, move-ins, deliveries, waste, satisfaction, and the ledger change.

  3. 03

    Diagnose

    Use inspectors, reports, surveys, graphs, and selected people’s current state and destination to narrow down the cause.

  4. 04

    Revise

    Change prices, routes, capacity, tenants, or the building itself—then live with the trade.

02 Circulation / four faces

One building. Four working elevations.

Hold the camera outside and rotate the tower between north, east, south, and west. Each wall draws the lifts that stand nearest it, so no two elevations carry the same core. Rooms and routes can wrap a corner; the tower remains one closed ring with one economy and one transport problem.

North exterior / N

The camera holds still while the north elevation faces it. The whole core stands close to this wall, so all three lifts are drawn: both passenger cars and the service car beside them. The escalator sits at the lobby and the goods ramp drops to the dock on B1.

Fixed exterior view. Choose a face to rotate the tower; the camera does not move. Each face is the same building drawn on the same floor module, and each wall draws the lifts that stand nearest it, at the one size that lift is drawn everywhere else, so a corridor that reaches the edge of one elevation picks up again on the next.

03 The experience / one living building

The tower you’re here to run.

Design one mixed-use skyscraper across four connected faces, then keep its people, freight, services, and finances moving as it grows.

01 / space

Build around four connected faces

Grow floors and basements around one closed footprint. Corners connect instead of ending the map.

02 / movement

Move people and freight

Design local, express, and service lift banks, then use stairs and escalators to relieve pressure.

03 / occupancy

Choose who moves in

Review households and companies, set prices and leases, and weigh income against every new trip they create.

04 / operations

Run the whole building

Keep deliveries, packages, hotel linen, food, retail stock, services, garbage, and recycling moving behind the scenes.

05 / evidence

Read pressure before failure

Inspect destinations, queues, satisfaction, lift demand, and the ledger before deciding what to rebuild.

06 / growth

Grow a vertical city

Mix homes, work, hospitality, retail, parking, transit, and essential services without losing control of the whole.

Tower dispatch / B2–7People + freight + services
Six journeys sharing one tower core, street to sub-basement An elevation of a tower from sub-basement B2 to floor 7, with the street line separating the two basements from the lobby and the floors above. A visitor walks in from the street, rides the escalator to retail on 1, waits for the first passenger lift and rides to an office on 6. A shopper follows one escalator-length behind and stops on the retail floor. A resident leaves an apartment on 7, takes the second passenger lift all the way down and walks out through the lobby. A pallet arrives at the kerb, goes down the goods ramp to the loading dock on B1, and rides the service lift up to a store on 4. A housekeeper waits on 5 while that same service lift finishes the freight run, then rides it down to a room on 3. Last, a porter wheels waste from 2 down to the recycling room on B2. No route changes floor anywhere but inside a drawn escalator, goods ramp or lift shaft.

Rush hour

Six journeys at once, sharing one core. A visitor rides the escalator up to the shops, then waits for a lift to an office on 6. A resident leaves 7 and takes the other lift down and out. A pallet comes down the goods ramp to the dock on B1, then rides up to a store on 4. Watch the service lift: it answers four calls in the order they were made, so somebody is always waiting for it.

The finished-game vision. Scope and sequence may change as closed playtests expose better priorities.

04 Development journal / site office

From the construction floor.

The game page shows the experience we are building. The journal shows what changed, what we learned, and what comes next.

Build note

Who gets the keys?

Office and condo applicants turn empty rooms into choices about income, capacity, service demand, and the trips a new occupant adds.

Build note

Waste has to go somewhere

Garbage and recycling use separate chutes, centres, storage, and trucks. When a loading dock is built, waste shares its one-at-a-time bay with freight.

Build note

Utilities behind the walls

Electrical Rooms and Water Mains now feed separate risers, capacity, time-of-day strain, billing, letting blocks, and a player-facing utility overlay.

Read the development journal
From the construction floorWork in progressDevelopment journal

M Worksite materials

Temporary on purpose, disclosed in plain sight.

Gameplay art
AI-generated development art, procedural fallbacks, and licensed UI icons. Not final production art.
Sound
A development branch prototyped thirteen procedural placeholder effects for elevator, construction, mechanical, and interface events. They do not currently ship. Music, ambience, final sound design, and the production mix remain future work.
Reason
They let us finish and test simulation logic, buildings, systems, interface behaviour, and regressions first.
Replacement
Final assets will be replaced or explicitly reapproved with professional artists and audio specialists.

05 Lobby / founding list

Get called when a playtest floor opens.

We are building a small list of management-sim players for structured private tests. You can choose invitations, occasional development notes, or interest in a later funding campaign.

  • Small, focused playtests and development updates
  • Specific questions when feedback is needed
  • No preorder or payment collection today

06 Plant room / questions

Straight answers from the worksite.

The main page describes the game we are building. The journal and these answers keep current development limits explicit.

What kind of game is this?

A tower-building management simulation about connected space, transport, applicants, tenant needs, services, logistics, and the finances of operating one growing building.

Which name is real: CubedTower or Curtainwall?

CubedTower is our public working title. Earlier development builds and journal entries use Curtainwall. The game is still in development and the working title is not a claim of legal clearance.

Can I play it now?

Development builds are available on the Download page. These are pre-alpha builds for playtesting, not a finished release. Join the founding list for build updates and invitations to focused playtests.

Can I fund or preorder it?

Not today. We want a representative demo, tested scope, budget, and delivery plan before accepting money from players.

Is the artwork final?

No. The pre-alpha room and environment artwork is AI-generated development art. The build also uses original procedural fallbacks and licensed UI icons. All current gameplay artwork is temporary while systems, logic, buildings, and tests are finalized. Production art will be replaced or explicitly reapproved with professional artists.

Is the audio final?

No, and no audio currently ships. A development branch rendered thirteen procedural placeholder effects for elevator, construction, mechanical, and interface events, disclosed as AI-assisted pre-alpha stand-ins, but they are not part of the current build. Music, ambience, final sound design, and the production mix remain future work with audio specialists.

How complete is the Metro?

The station is placeable, has a cost and footprint, and participates in progression. The train is static. Timetables, moving trains, outside passenger demand, exchanges, and simulated doors are not in the current build.

How do power and water work?

Electrical Rooms and Water Mains feed separate risers with finite capacity. Demand changes through the day, metering reaches the ledger, overloaded systems warn the player, and critical load can block new letting while that reading persists. Balance and presentation will continue to change through playtesting.

What platforms are planned?

Desktop development targets macOS, Windows, and Linux. Final support will be confirmed through platform testing before release. There is no browser version.

Will it support mods through Steamworks?

Steam Workshop support for community-created mods is planned after the core game and release infrastructure are stable. No Steamworks or Workshop integration is available in the current pre-alpha. Supported content, tools, and timing are still being designed.

What accessibility work exists?

The pre-alpha includes remappable keyboard, mouse, and controller bindings; semantic interface controls; visible focus; reduced motion; and UI scaling. Hardware and full-flow testing are ongoing. See the accessibility note.

Who is making it?

BinaryForge, an independent developer based in Waterloo, Ontario, Canada.