Highrisers Reviews
An Urban Survival RPG! Crafting, Exploring and Defending in a desolate metropolis haunted by the mysterious dreamers. Lead a team of 4 survivors through this urban desert of skyscrapers and high-rises, where the streets are crowded with the mutated victims of a strange disease.
App ID | 733820 |
App Type | GAME |
Developers | Solar Powered Games |
Publishers | Assemble Entertainment |
Categories | Single-player |
Genres | Indie, RPG, Adventure |
Release Date | 15 Jul, 2021 |
Platforms | Windows |
Supported Languages | German, Japanese, Russian, English, Korean |

120 Total Reviews
46 Positive Reviews
74 Negative Reviews
Mixed Score
Highrisers has garnered a total of 120 reviews, with 46 positive reviews and 74 negative reviews, resulting in a ‘Mixed’ overall score.
Reviews Chart
Chart above illustrates the trend of feedback for Highrisers over time, showcasing the dynamic changes in player opinions as new updates and features have been introduced. This visual representation helps to understand the game's reception and how it has evolved.
Recent Steam Reviews
This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback
Playtime:
35 minutes
I had high hopes for this game, but even just 5 minutes in I see this is going to be a nightmare to play.
The main draw of this game is the number of items you can salvage then craft into useful weapons, structures, and crafting stations. Your characters have a limited inventory to hold stuff so inventory management will require you to go out, salvage, then return their loot to base. The absolutely glaring issue is the only way to "store" the items is to just dump them on the ground. Next to your crafting bench you start with some shelves but they only hold small items and it's only organizes items slightly better than just dumping everything on the ground. You cannot build anything else to sort inventory from the beginning and from looking at the skill trees there is nothing later in the game.
This leads you to not even knowing if you can even craft an item without taking stock of the absolute mess that is scattered around your feet. If they added a construction to dump items into it would make things much more approachable and less reliant on you knowing exactly how much of an item you have and where in the mess to find them.
Beyond that there is also some major bugs I encountered early in the game. The first time I played there wasn't even an option to play the tutorial so I ended up having to find my way through the game. When I made another game I was given the option to play a tutorial. I entered the tutorial, did the tasks assigned, repaired a helicopter component, then was left sitting there without any other tasks, and access to only the roof and top floor which I already stripped clean of items.
I am highly enthralled with the concept of this game, but unfortunately it just isn't a fun game to play as is. If it were an early access game that advertises it isn't finished then I could forgive the above issues. But it's not. It's kickstarter launched almost 6 years ago and this is advertised as a final product. I highly recommend against buying this game.
👍 : 6 |
😃 : 0
Negative
Playtime:
993 minutes
It could have some bug fixes and improvements, but it is a good game.
👍 : 3 |
😃 : 0
Positive
Playtime:
76 minutes
This. Game. Is. Hard.
And holy crap do I love it for that. Highrisers is a retro survival crafting sim where four survivors who have crashed their helicopter atop a high-rise building must survive to get their bird back in the air and survive to crash again. The amount of detail put into this game is staggering. Everything (and I mean EVERYTHING) in the building can be broken down into parts and repurposed. The crafting system is simple and pretty intuitive - each part needed to craft something, from a spear to a helicopter part, displays clearly next to where it's being built and mousing over the icon will make any nearby parts of that type glow quite clearly - the controls are solid, and the music is enjoyable.
This game will also kick your ass. The clock is always ticking, and everything takes time (although it does stop when you've got the action menu open). This is also a highrise, so you have over thirty floors to keep track of, between four survivors, so you have to be sharp on your micromanaging skills! At night, the zo- excuse me, I mean, the Dreamers come and climb the building. More show up every night, and if they see a survivor, they won't stop until one of you is dead (and there's more of them than you!). Luckily, you can build barricades and make weapons to help your quartet fight back, and the terrain has a grid layout so you can place defenses and materials exactly where you want them.
This game is not perfect. The sheer volume of items that can be found, disassembled, and put together can be a little overwhelming, and sometimes it's hard to find exactly what you're looking for. Survivors who don't have a weapon will not run away from Dreamers, and just stand there while they get pummeled to death. Some of the dialog needs to be thrown to the editors - while it's comprehensible, there are definitely some typos and translation misses. The UI is a little squished, although that may just be on my monitor, but some elements do overlap.
TL;DR - If you're looking for a fun, punishing micromanagement sim that lets you craft pretty much whatever you want while monsters try to kill you, this is definitely worth your time.
👍 : 4 |
😃 : 0
Positive
Playtime:
41 minutes
I really wanted to like this game, and it has some potential, but I had to request a refund. It has the makings of a good game, but it's not there yet. The complete lack of information given on how to do anything (no tutorial that I saw), coupled with the constant juggling of resources and character switching, back n forth, really made it hard to get anything done. Then it started crashing on me... so before the brief time limit was up, I decided it wasn't worth the risk at the moment in it's present form. The music got obnoxious after a while, too... I get going for the retro arcade style, but it's not really fitting with the mood, IMO.
I may try it again in 6m-a year... maybe.
👍 : 19 |
😃 : 0
Negative
Playtime:
1311 minutes
I like this game but no updates since 11/05/2021 and still crash when loading games.
Do something Devs... do balance patch or say something like "we are still working on this game's problem", "we are making updates", "we have too many work to do", "we are resting now", "we are making something" say something!
Discuss with us we want to know little information like "we are still alive!"
There is so many of you can makes better this game.
Sometimes damned game system isn't give gas to live FIRST BUILDING.
ONE BARRIGATE ONLY ONE SPEARMAN.
CANT SHOOT THROUGH BARRIGATES.
CANT OPEN OUTSIDE OF BARRIGATES.
No raining? Where can i get more water?
Even crash reports page are expired. and System requirements recommended is tba. What are you doing Devs?
Is this game abandonded?
I am not a sarcastic but this game make me sick.
Save the world edition? save this game first, man!
I want more play but savecrash, gamecrash, no updates, no future.
I want information about this game's future. Really want to.
Mostly i am not write review about game but this game is pretty disapoint me.
sorry about poor english.
2022-07-11 PM 5:47
👍 : 10 |
😃 : 1
Negative
Playtime:
299 minutes
Is this 1.0? Well i would say no. The actual state of the game feel like a beta, still filled with bug and erronous gameplay mechanics. In 5 hours of gameplay i was forced to relaunch multiple time the game because of various bug like sound spam, can't equip weapons anymore, couldn't progress in the tutoriel. I got multiple crash, two in game and 1 trying to launch my save of day 5, i guess my save is lost and i didn't try anymore after trying to launch it 3 time in a row. I'm done with this game until major update. Even before looking for the gameplay of this game you should wait...
👍 : 17 |
😃 : 0
Negative
Playtime:
765 minutes
I enjoyed this concept but after waiting years for development to progress, i find out there has not been an update in over a year. maybe there is an explanation for this but i'm not happy about spending money on this game now.
👍 : 14 |
😃 : 1
Negative
Playtime:
619 minutes
I read a lot of the negative reviews and hoped that maybe the biggest gripe was that there was no pause (which was added in.)
Well, I have been unable to successfully move to a different tower due to consistent crashing (at certain times in-game) and it seems like the game has been abandoned at this point. When I try to report the crashes like the game asks, it just takes me to a broken web link.
Despite some annoying QoL stuff it would be pretty fun. Unfortunately, it's been impossible for me to get beyond 6 or so days due to crashes that are unavoidable. It would be fun, but for that reason it's been pretty much unplayable.
👍 : 14 |
😃 : 1
Negative
Playtime:
1433 minutes
tl;dr: There's something almost compelling here, but it's [i]barely[/i] too much micro-management for me. And it crashes and loses progress way too often to push past that.
[hr][/hr]
For the first 14 hours, I was pretty frustrated, getting to day 7 or 8 and being overwhelmed without having found the weird/rare resources I apparently needed. I reached the point of restarting almost immediately if I couldn't see the things I believed I needed, e.g. accessible fuel supplies, close enough to reach.
At about this point, I realised that I didn't need to [b]fully[/b] repair the chopper, just get it repaired enough to take off, and refuel it enough to take off.
Once I had that realisation, the game become much more manageable. Taking off to a new building resets the zombie load, so you can quickly arrive, harvest whatever fuel is available and try and advance the chopper's repair status, and then move on. In this way, my next game went through four or five buildings in 11 in-game days, with a machete-equipped team, fully repaired and fueled chopper, and a large pile of (I believe) hard-to-find supplies and consumables being carried from building to building.
A few annoyances became clear in the gameplay at this point:
[list]
[*] Micro-management is annoying as most tasks are either really short or really long: You can pair up your people, and I basically played this way continuously by this point.
[*] Zombies seem to always attack the most-damaged person in range, and there seems to be no way to force the character who can self-heal to be the target; in fact, because he's self-healing, he's almost never the most-damaged.
[*] Repairing fortifications is ridiculously slow. Basically pointless. I'd be 0% surprised if one of the developers looked at this in future and said "Oh, that decimal point is two places left of where it should be", it's [i]that[/i] slow. It takes 3 hours game-time to build, and it could easily be [b]real-world hours[/b] to repair.
[*] Weird bugs. Random buildings becoming inoperable, occasional items that don't seem to work (tools and toolboxes), and in one case, I left a building and got the [i]same[/i] building again. This last one was handy 'cause I knew exactly where everything was, and could just run down and grab the aluminium and fuel and a few other bits, and fly off again.
[*] There's a [b]long[/b] gap from "Things seem stable" to "Whatever happens next". Higher levels of the skill trees have interesting stuff that looks like it'd upgrade the chopper even further, hinting at an end-game of leaving the city. But I was nowhere near unlocking those by Day 11 (as I'd needed to unlock other skill trees first), and by this point the game loop was a bit boring, as I was just wandering around trying to find enough screws etc. to cover my escape, and then hiding from the zombies overnight. Progress felt like it'd come to a grinding halt, and crafting unlocks are [i]very[/i] slow to deliver new gameplay interactions.
[*] You arrive at a new building at 9am or so, and the daily skillpoint is awarded at 4am. So moving to a new building, it's definitely possible to miss a skill-point opportunity. I'm pretty sure this is how I got to Day 11 but had only earned 8 skill points.
[*] No save slots. Starting a new game wipes your existing save.
[/list]
These issues were not, even in total, enough to put me off the game yet. I did want to see what happens after this point, what the end-game is. Escaping the city, possibly pushing down to the ground floor once you have better weaponry, I dunno.
In the end, ti's the crashes that have ended my time here. There's a commonly-reported crash that happens at dawn, i.e. immediately before the daily auto-save, and hence the worst possible time. I played through day 12 three times, on the last time I has hitting "Save and quit" every few minutes so that if the crash happened, I'd have less to resume.
I got off that building, and in the next building it seems that every time one of my characters is attacked the game crashes. I can't afford to keep her our of combat, so that save game is basically kaput, and with it, my time with the game.
I have the terrible feeling that this crash happens due to having a certain upgrade (big pockets), since that was the last skill I unlocked, and if so, then even if I started again, I'd hit the same problem at this point in the game.
So yeah. Putting this aside as "An interesting idea, poorly realised". I'm interested in recommendations for a game somewhat like this but less crashy and maybe with only one player to control.
[url=https://twitter.com/NotBrunoAgain/status/931347695133954048]Genre[/url]:
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👍 : 12 |
😃 : 0
Negative
Playtime:
6797 minutes
This is a maybe for me, not an actual yes. Yet. The core concept is amazing, the art style is great, and there is real ingenuity here. People complain it needs more tutorial and I disagree. However, it needs pause, the ability to queue orders, and more depth and sense in the skill system.
I really want this game to be good. It's such an interesting concept, and fun when it's parts come together. I've played 95 hours in it not just because my ADHD has me randomly focused on it right now. It is genuinely engaging. It needs a few things and once it has them this simple title could be one of my all time favs.
A somewhat fresh concept in survival-crafting is what drew my attention. You land a half dead helicopter on the roof of a highrise. Explore it and use the materials in it to survive and get the heli flying again. Zombies come up the building after you each night and food is limited, the two main factors limiting your stay. You have to hurry and get that thing running before you are overwhelmed or starve. Get the heli running with duct tape and bubble gum and limp it as far as it will go until you land on another building and the loop begins again. Each time you are better prepared with the skills and materials you brought with you.
The four characters have interesting skill concepts that interact with each other. Some builds require the skills of two characters, making you plan out your level ups. However, skills don't really pay off with much usefulness until the second level. The abilities or recipes you get seem sort of slapdash as well. Some abilities might not give you any recipes, while others give you over a dozen. Some early abilities give you recipes you won't be able to make until later in the game.
The building is procedurally generated which is great.... unless you land on a building that has no fuel in the early game. Food is scarce, but you can stretch it by growing.... as long as the building has water. You will learn to restart until you have those two things at least, but that doesn't help you if you get screwed on the second building. In my experience it will be about the third building before you have the skills necessary to take the fight to the dreamers. You might have to restart before then but it is REALLY satisfying once you can start mowing them down and taking what you want.
The most annoying thing at the moment is the obvious need, but lack of a pause and an order queue system. In the message boards, the developer has said they wanted the lack of such to be part of the difficulty of the game. In my opinion, this is the wrong way to do difficulty. Difficulty should come from gameplay, not making the game difficult to play. For Highrisers, what I mean is the user should be able to efficiently and easily command the characters. You have 4 characters which you directly control 100% of the time in a survival situation. You need a sense of urgency yes, but you also need efficiency. You will almost always have some characters standing around while you mess with inventory or concentrate on one character. The ability to pause and queue orders doesn't make the game easier to beat, and if it does there are ways to rebalance. Good news though: The developer seems to have decided it will be on the to do list due to enough mention by the player base.
Overall, this is a promising concept. I hope that as updates come, more depth and control get added to the game. I don't believe it needs more tutorial. Factorio, Rimworld, these games don't have much in the way of tutorial. Learning through trial and error is greatly satisfying in those moments where you realize something new. A pause and queue system, and more depth and sense in the skill tree would top off this wonderful game.
👍 : 22 |
😃 : 0
Positive