01 / space
Build around four connected faces
Grow floors and basements around one closed footprint. Corners connect instead of ending the map.
00 Arrival / premise
DWG 00 / Title sheet / Tower management simulation
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.
Live route / mixed load
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.
01 Pressure / consequence
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.
Place structure, rooms, circulation, and service routes around a shared footprint.
Watch queues, trips, move-ins, deliveries, waste, satisfaction, and the ledger change.
Use inspectors, reports, surveys, graphs, and selected people’s current state and destination to narrow down the cause.
Change prices, routes, capacity, tenants, or the building itself—then live with the trade.
02 Circulation / four faces
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.
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
Design one mixed-use skyscraper across four connected faces, then keep its people, freight, services, and finances moving as it grows.
01 / space
Grow floors and basements around one closed footprint. Corners connect instead of ending the map.
02 / movement
Design local, express, and service lift banks, then use stairs and escalators to relieve pressure.
03 / occupancy
Review households and companies, set prices and leases, and weigh income against every new trip they create.
04 / operations
Keep deliveries, packages, hotel linen, food, retail stock, services, garbage, and recycling moving behind the scenes.
05 / evidence
Inspect destinations, queues, satisfaction, lift demand, and the ledger before deciding what to rebuild.
06 / growth
Mix homes, work, hospitality, retail, parking, transit, and essential services without losing control of the whole.
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
The game page shows the experience we are building. The journal shows what changed, what we learned, and what comes next.
M Worksite materials
05 Lobby / founding list
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.
06 Plant room / questions
The main page describes the game we are building. The journal and these answers keep current development limits explicit.
A tower-building management simulation about connected space, transport, applicants, tenant needs, services, logistics, and the finances of operating one growing building.
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.
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.
Not today. We want a representative demo, tested scope, budget, and delivery plan before accepting money from players.
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.
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.
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.
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.
Desktop development targets macOS, Windows, and Linux. Final support will be confirmed through platform testing before release. There is no browser version.
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.
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.
BinaryForge, an independent developer based in Waterloo, Ontario, Canada.