
Develop your newspaper and become New York’s new media mogul! In this tycoon, build and manage your newspaper from printer to toilet. Create your editorial line and lead your journalists through unique 1930's stories and dig out the latest scoops!
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 2.88/day in the week to Jul 21 → 4/day in the week after.
About

In News Tower, dive into the chaos of 1930s New York in a management tycoon game where you build and manage your own newspaper.
From the Great Depression to the brink of World War II every Sunday brings a new deadline, and every article is a strategic decision. Between editorial dilemmas, newsroom breakdowns, and political pressure, you’ll shape the future of your newspaper to start your media empire!

Start with a blank floor and shape your newsroom from the ground up. As your newspaper grows, unlock new levels and transform each one into a fully functional hub of journalism. From printing stations and compositing desks to the legal corner for damage control, every workstation is key to keep the presses running.
Smart layout choices: walls, elevators, pneumatic tubes directly impact how efficiently your team works under pressure. And because morale matters too, add coffee machines, posters, and the essential indoor green plant to ensure your employees’ well-being!

Reporters, photographers and janitors without forgetting the unexpendable ads salesperson… Lead a diverse team across 30+ unique job roles each with their own traits, needs, and expertise.
Juggle hunger, focus and logistics to maximize productivity. Unlock dozens of upgrades from gramophone to slot machines, to turn your dingy tower into a prestigious workspace. A happy newsroom is a productive newsroom, especially when Sunday is always just around the corner.

Each week begins with one goal: getting your edition ready for Sunday’s deadline. Assign leads to your reporters, choose your editorial approach, influence public perception through your chosen tone and tags, and compose your newspaper.
Cover key topics like Crime, Politics, or Sports, and refine your story’s angle to match your editorial line. Well-researched articles or eye-grabbing headlines, will you aim for respect or reach?
Every choice impacts your readers’ perception, reactions, and sales. Nail the mix and profits soar or miss the mark and you risk backlash, lawsuits, or courtesy visits from the mob...

Four major factions partake in the city’s power struggle: the Mayor, the Mafia, the Military (in 1.0), and High Society. They’ll push their own agendas and offer shady deals in exchange for cash, influence, exclusive rewards, and vital new connections across the Big Apple. Whose truth will you print, and whose secrets will you bury?
Not everyone is in favor of freedom of the press…

Publish your newspaper across NYC districts, from Harlem to Wall Street. Each borough has its own reader profiles, preferences, and rewards. To grow your subscriber base, tailor stories to local tastes while staying ahead of two aggressive rivals: the Empire Observer and Jersey Beacon. They’ll steal your precious scoops but by targeting the right interests, you can win their audiences and become New York’s most influential publisher.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 867 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
做报社、跑新闻、排版印刷,这些东西在模拟经营里不算常见,比起开工厂或者种地,听起来更偏“流程管理”,我对它的预期也很现实:系统别太虚,能让我一直有事做就行。 一开始的感觉:事很多,但不乱 刚进游戏的时候,你会明显感觉到信息量不小。 记者、编辑、摄影、排版、印刷、发行,全都在一个空间里跑,各种小人来来回回,看起来挺忙。 但实际操作下来,我觉得它并不是那种“靠复杂度吓人”的设计。 每一个环节你都能看懂在干嘛: 记者出去找新闻 → 带回素材 → 编辑处理 → 排版 → 印刷 → 发行。 这条线是清楚的,不会出现“我不知道系统为什么卡住了”的情况。 真正需要你操心的,是顺序和节奏,而不是理解规则。 新闻不是重点,流程才是 这是我玩了一段时间之后比较明确的感受。 你确实是在“做新闻”,但新闻更像是一种资源,而不是核心玩法。 你花更多时间在考虑: 现在该不该再招一个记者 编辑是不是不够用了 排版台是不是该再加一张 印刷速度跟不跟得上 新闻内容本身的差异,更多体现在数值和属性上,而不是剧情展开。 如果你指望它给你大量关于新闻伦理、社会事件的深度表达,那可能会失望;但如果你把它当成一个以报社为主题的流程模拟游戏,反而会更顺。 空间规划:这是它真正会“卡人”的地方 《News Tower》让我反复重来的地方,不是经济系统,而是楼层规划。 办公室空间是有限的,设备占地、人员流动、上下楼动线,都会实打实影响效率。 前期随便摆问题不大,到了中后期,你会明显感觉到: 早期乱放的东西,开始拖整个报社的后腿。 于是你会进入一个很真实的循环: “这层楼好像不太行了” → 全部拆掉 → 重摆 → 过一阵子又觉得不顺。 这个过程不算轻松,但也不是折磨。 它更像是在逼你理解系统,而不是靠堆数值硬顶。 经营压力:不靠一刀毙命,而是慢慢挤你 《News Tower》的压力给得比较克制。 它不会突然让你破产,也很少出现“一步走错直接崩盘”的情况。 更多时候,是那种看着钱在慢慢变少、效率在慢慢变低的压力。 你如果长期不优化流程,问题会一点点堆起来,直到你意识到“这套结构不改不行了”。 这点我个人是比较认可的,因为它让失败看起来更合理,而不是突然惩罚。 玩到中段后的真实想法 玩到比较稳定的阶段后,我对这游戏的态度是比较明确的: 它不是靠内容堆出来的游戏 也不是靠剧情或数值爽点 核心乐趣几乎全部来自流程是否顺畅 你会因为一条生产线终于不卡了而开心, 也会因为一层楼效率低下而烦躁。 这些情绪都来自系统本身,而不是外部演出。 《News Tower》给我的感觉是: 它是一个主题明确、系统重心清晰的模拟经营游戏。 它没有把重点放在“写新闻的意义”,而是放在“经营一家报社到底有多琐碎”。 如果你喜欢那种不断拆、不断改、不断让系统跑顺的体验,那它能给你很多时间; 如果你更偏好剧情推动或者即时爽点,那它可能不太适合你。 至少从一个正常玩家的角度来说,它不是那种一眼惊艳的游戏, 但确实是那种你玩着玩着,会发现时间不见了的类型。 [h1][quote=] [table] [tr] [th] 欢迎关注 [b][u][i]U_U鉴赏家培养计划[/i][/u][/b][/th] [/tr] [tr] [th] 关注U_U鉴赏家,开启精彩游戏之旅。 [/th] [/tr] [/table] [/quote][/h1]
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For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Polish, Portuguese - Brazil, Russian, Simplified Chinese
Hours played at review time, across 871 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I had high expectations for News Tower. From the various Let’s Plays I watched on YouTube, the game looked polished, deep, and right up my alley as a management game enthusiast. Unfortunately, once I actually got my hands on it, my experience was far more mixed. The biggest issue for me is how slow the game is to properly get going. On its own, this wouldn’t necessarily be a problem, I’m used to slow-burn management games. However, this slowness is combined with the feeling that I already know exactly what the rest of the game will be like: more of the same, just with the number of articles to publish multiplied. That lack of surprise or evolution really hurt my long-term motivation. There are also some very simple quality-of-life improvements that could make the game feel much smoother. For example, having a cutscene every single time you receive legal documents or when mobsters appear in the building quickly becomes frustrating. Another much-needed feature would be the ability to duplicate an already-built room, which would greatly improve comfort and reduce unnecessary micromanagement. You can clearly feel the love and care that went into making this game, and I truly appreciate that. Sadly, I often felt like I was playing a beta version, mainly because of missing QoL features that are very important to me in this type of game. I was also strongly attracted by the game’s musical style, but after a few hours, the soundtrack started to feel repetitive, and I ended up switching to a jazz playlist on Spotify to avoid the repetitiveness. Thanks to the developers for creating this game. I genuinely hope this feedback can help shape News Tower into the great game it clearly has the potential to become.
Tried first the demo because I wasn't sure if it was just another micromanaging, boring and repetitive game but I was pleasantly surprised. Very relaxing and quite interesting, getting more and more complex as you progress. You'll find yourself spending hours on it without even realizing it.
It starts out as a lot of fun, but mid and late game is rather grindy. It lacks something to strive for, something to say, yes thats my newspaper, my accomplishment. The competition isn't really a competition merely a static placeholder, so it is just a matter of time. Still there is so much to like about this game, enough to recommend it to people that like to start a newspaper company.
Wow, just wow. This game is to the newspaper industry what the legendary The Movies had been to the cinema one. Even if you're a tycoon veteran, I bet its game mechanics will positively surprise you. Simplifying, this is the core gameplay loop: hire telegraphists to research news stories, send journalists to report on them, transform reports into a newspaper articles, compose your newspaper issue with them, hit publish on Sunday, cash in and repeat. But it's way more than that. Money is not the only thing that matters: you'll need influence to buy new objects and techs and progress in your campaign. You can obtain it by increasing readership and fulfilling the needs of one of the four powerful city factions (mafia, mayor, army, high society). These have opposing interests, so you have to choose your allegiance, plus you need to meet the reading preferences of readers in each district if you want their subscription money. Each piece of news comes with tags, so choosing the right tags when you assemble your newspaper on Sunday affects the money and influence you can earn and whether you're advancing a faction's agenda and your reputation with it. You've made a wrong move, with things not going as planned? Prepare for lawsuits, angry mobs, mobsters, and more nuisances to disrupt your newspaper operations. But trust me, I'm just scratching the surface here. There are a lot of different mechanics that seem to be perfectly balanced with each other, forcing you to make a lot of trade-off management choices - exactly what you want from a game of the genre. For example, are you going to publish that piece of news with the sports tag? It'll give you a bonus next to your other pieces in the same page, but it'll push your newspaper issue towards being sensationalistic (as opposed to informational). This will annoy the army general, so you'll miss out on his influence and get a reputation hit with him. On the other hand, that sports piece comes with a triumph tag, which you do need to gain subscribers in the district you're targeting this week... maybe you can swap it with the crime piece, but will it be ready before Sunday morning? As you progress, the core gameplay loop becomes more complex, exactly like in The Movies: editors can improve the quality of a piece, photographers will add pics to your articles, the right objects will affect the performance of your staff, resulting in faster production cycles, and so on. Distance in your building matters too: you can freely build your news tower at your heart's content, but some configurations will be more effective than others. News pieces have to flow from reporters' hands to editors and then typesetters. Paper is delivered at the entrance and it needs to be loaded by haulers in the printer. But telegraphers (and toilets!) too need paper to operate. And so on. A smooth layout is the difference between a complete Sunday newspaper full of hot topics and a half-baked one with stale news. Two final outstanding things to mention: a phenomenal UI that transforms as you prepare for the weekly printing run (for example, you'll have to actually pull a lever to trigger the industrial printer), making you feel a key part of the process; and an amazing jazz and swing soundtrack, with great music and superb sound effects that make you feel thrilled every Sunday after your newspaper issue has been published. Again, I hadn't seen anything like that from the times of The Movies. Big bonus points. Last but not not least, I found zero bugs or glitches. The game is very stable. Summing up: you like tycoon games? Buy it at full price - it's worth more than that. The developers have done a stunning job with this one.
[b]Good[/b] Let’s start with the good, because there’s a lot of it. This game does many things really well. The music and visuals are excellent, and the gameplay loop is genuinely addictive. At its core, the game is fun, engaging, and easy to sink hours into, even if it’s not without its flaws. [b]Quality of Life[/b] There are several QoL issues that hold the game back. You can’t copy items, which makes navigating the menus unnecessarily frustrating. The printing menu also lacks filters for news items, making it harder to manage content as your operation grows. I also really missed a help menu or glossary. There’s no way to revisit the tutorial or easily look up what certain mechanics do. This is especially problematic because many systems are either poorly explained or not explained at all (both in-game and in the forums). For a management game with hidden but important mechanics, clearer explanations are essential. [b]Missing Overviews[/b] The game expects a lot of micromanagement to optimize article flow and efficiency, but it doesn’t provide the tools to support that. Inefficiencies are difficult to identify and even harder to fix. While you can check the status of individual articles, there’s no clear overview that helps you understand what’s going wrong at a glance. The same problem exists in the building menu. It’s cluttered and disorganized, and I frequently had to open it and click through multiple menus just to find a single item. [b]Bugs[/b] The game also has some bugs. The ordering of items in both the building menu and the staff menu doesn’t work as intended. Collapsing news articles is also broken, as you still see the title even after collapsing them. I also had two instances where the game froze at the start of a day. [b]Experience & Progression[/b] In my 28 hours with the game, I initially thought this was meant to be a cozy, low-stress experience where failure only happens if you actively mess up. The game doesn’t seem to lead you toward a fail state; until it suddenly does. After unlocking the “auto paper delivery” upgrade, everything went downhill very quickly. The upgrade doesn’t function correctly: it fails to deliver enough paper, and printing your newspaper results in a massive fine. What made this even worse is how saving works. When you load a save, the game starts at the printing phase of the last day. If you had a time-sensitive quest, it can fail immediately upon loading and then get overwritten due to the single rolling autosave. Manual saves during the day work correctly, but the end-of-day autosave—which feels like the most natural stopping point—does not. A combination of the issues mentioned above and other factors caused a run with no warning signs whatsoever to come to an abrupt end. The suddenness made it feel deeply frustrating and unfair. [b]Final Thoughts[/b] This game excels in one of the most important aspects of any game: the gameplay loop. It’s absolutely brilliant and makes you want to play “just one more day.” However, it has some rough edges with missing QoL features, bugs, and a limited save system. Its biggest flaw is the lack of organization and overviews. Only through trial and error can you make your operation run smoothly, or else you fail miserably. While this formula works in a roguelike or in level-based management simulators like Two Point Hospital, it doesn’t work as well here. My experience ultimately left me with more of a bitter aftertaste than I would expect from a game I’ve been binging over the past few days. For now, I won’t be playing it anymore, but it’s only a matter of time until that great gameplay loop calls me back again.
Its a good game but I cannot recommend it, because for me it was just not fun. The short version would be that the quality of life is horrendous. Playing on the normal intended difficulty the game is not hard, its never hard. The positive is that you are making interesting decisions all the time that still makes you engaged and tickles your brain. Its a good balance between not being too hard while also not being boring, it goes in the direction of giving you several good options and its up to you to find the optimal one. The first issue that I noticed is that in regards to building your tower, you just never feel happy with what you've done. Not because of you, but because of the limits being put on you. I've played for 20 hours and I am far away from being able to make even a single floor I am happy with, it all looks like ♥♥♥♥ and the game won't let me do better. If you looked at the trailer or the pictures and thought "wow that looks nice" your tower won't look like that pre 40 hours, is fake marketing. You are short on resources and money constantly, your costs are running away (workers becoming seniors) and you pretty much have an urgent need to increase profitability all the time. Meaning you are pushed into investing your hard eared upgrades into things that gives you monetary value. All the other things, practical user friendly upgrades, things that looks nice and makes you workers happy, transport items and so on needs to be downprioritized. Even if you would buy the pretty things instead, you would be stuck with a small newspappers, or a big empty newspaper with not enough articles. Its a situation where you always feel you need 20 things now but only ever get to choose one or two for every hour of playing. I could play 20 more hours and unlock the nice things and maybe then it would be fun, feels like sucha a shame to me. Then we have the gameplay, a tutorial that bores you to death. Spies that invade your tower while you have to juggle different pages covering most of the screen all the time to get news. Comfort items not stacking even though it looks like they do. Adds system on a seperate screen that never shows you when your workers are iddle. I wished I had a pretty newstower, I wished the gameplay wasn't watching the map covering 70% of the screeen. Why cant I queuee my reporters to go to certain articles as soon as available, why wont my guard blow the whistle when a spy invades my tower. There are just so many user hostile design decisions, I was entertained in the beginning but I never really got the point of having fun with this game and its a shame because it feels like I should have.
Absolutely fantastic management game. Really one of the best out there with skills that keep on expanding, and new mechanics being introduced way late in your playthrough. Man, I just want to print one. More. Newspaper!
Good game overall, but way too repetitive. You have basically seen everything after 6 hours of gameplay. The only difference in the endgame is small additions, but you’ve already seen everything the core game has to offer after exploring just one-third of the map. Don’t be tricked by the demo. There is approximately everything in it, and you won’t get much more content in the full game. There are no major gameplay changes or important new mechanics when buying it — just more time to play and small additions that increase micromanagement. You end up playing this game by pausing every time you need to do something and fast-forwarding when you have to wait. Good, but lacking interest and depth.
把报纸名称设置成了《妈妈报报》,感觉被爱了
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
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The games this title's players most often review too — audience affinity.
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