
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!
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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
游戏是好游戏,推荐玩,我自己就经营了一家MCN,感觉跟运营一个短视频公司几乎没啥区别,定选题,选编辑,出稿子,剪视频,最后发布,拿流量激励和商单,打开这个游戏就像上班了一样,我还特意把员工的名字都改成了我现实中员工的名字。 我最喜欢这个游戏的一点是在1938年以前,所有的新闻都是按照真实历史来的,这让我感觉很兴奋,看着罗斯福打败胡佛一步步上位,我好像亲自回到了那个时代去做抖音一样,但是在1938年之后,就在我兴致昂扬地做好了一切准备,打算派记者前往冬天的斯大林格勒播报最新的战况的时候,这个游戏戛然而止,所有的新闻都变成了系统设定好的同样的新闻,让我感觉非常痛苦,好像又一巴掌把穿越的我给揍回来了。 希望能出个dlc,补足一下1938年以后的新闻,再加上东亚区域,同时把美国本地的垃圾新闻再减少一些,我都不敢想我得沉迷到什么地步,这游戏里的员工比我自己的员工听话一万倍。
对自己麾下这些个风里来雨里去不惧打砸抢烧坐牢住院和漫天飞舞的诉状(虽然罚款是我交)的记者们产生了倾佩,我的这些个记者!他们个个有情有义!
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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 liked the settings and many of the smaller mechanics. But I think the game lacks those satisfying moments when you look at what you have created, and get impressed, even slightly, with your work. I don't get it from this game. My tower is 10-story high and most of it is just fine. It's very basic. I don't have room for improvements and frankly the game isn't challenging enough to require them. Your staff level up from week to week so become more efficient with time without you doing anything, and the game doesn't add challenges to balance that. Unlocking the tech is too slow, and forces you to choose between upgrades that boost performance and items that game adds small doses of flavor to the game. The story and settings seems interesting but they are too far away to be meaningful. Fighting to gain dominance in emerging 30s news market seems like a really interesting concept, but I never felt it here. Other papers aren't dynamic, just blank factions to steal stronghold from. New technologies don't feel like innovation, you just kind of grab them on the way. If you want chill, I think that there are other chill management game out there.
This game is thin, but tall. Let me make it make sense. The gameplay loop is very short and few things will surprise you after a while, but it is flawless in its execution because it has me wanting just, "it is late at night so I can only do a little more and I'll quit" kinda energy. It's a tower sim focused on news.Get some reporters, send them into the world, get the stories typed out and ready to print, print. Stats, categories, and minor enemies will be your every week, as well as expanding across a city to get more customers. I'm simplifying all of this of course. I couldn't put the game down for a week straight, and I'm coming back to it much later to replay it and enjoy the experience. This is definitely worth your purchase and time
I enjoyed the first ~30h because I was regularly unlocking new mechanics, decorations, or equipment. Story events were also fairly regular. After that however the game slows down significantly, and I simply found the 2nd half of my playthrough completely uncompelling on a narrative level, and passable on a gameplay level. Every week is simply more of the same - assign your reporters to X story and wait until they get back and the rest of your staff processes the reports. At first it was interesting to optimize the process and figure out how many workers to employ, where to put them, etc and I love the strategy and basebuilding genres so that was fun. But you reach a certain point where there's not much more to optimize, and in my opinion News Tower reaches that point way too early relative to the length of a full playthrough. In ~6 years I completed the High Society storyline, 75% of the Mayor storyline, defeated both rival newspapers, and completed all districts once. For the next 2-3 years it was just a slog to conquer all the districts again with literally 0 variation in the gameplay. There just wasn't enough to keep it interesting. The problem is less about the variety or depth of upgrades but more about the length of a playthrough. The last few sessions I played were unnecessarily slow and frankly boring. I can't see any reason that you need to complete like 40 weeks of printing that play out almost identically just to complete 1 storyline. The storylines could be condensed into about half of their current length and it would accomplish the same, if not better, narrative impact because I could actually remember what was happening lol At this point I'm only playing to finish out the achievements, but I won't be returning. No disrespect to anyone who enjoyed it though, I understand the appeal of the News Tower theme and if you enjoyed it, that's great. This just wasn't it for me
This game is pure relaxation for me. It's engaging but never hectic, it has challenges but no great moments of pressure. Once you've figured it out, everything falls into place and yet the game never gets boring, not least because of all the (historically real) news items and the charming little quirks. The graphics aren't flashy but stylish and the soundtrack is absolutely killer, I love it. If manager games interest you even a little bit, this will most certainly have something to offer to amke it worth your time.
建造新闻生产流水线,模拟经营佳作,扩张曲线设计得很上头,好玩。强迫症超级友好! 个人觉得好玩的点/优点: - 整体美术风格很有感觉 挺沉浸的 - 设计建造高效的报社大楼 空间和资源都有限 是一个经济紧张的经营游戏 挺有培养养成和设计建造的策略性 如何在有限的空间里取舍和放下这么多牛马设施 很有趣 - 任务和扩张的设计 新的设施的解锁 流程中很沉迷 缺点: - 它的设计是多周目式设计,4个势力的任务,两两相斥,最多一个周目只能通关两个势力的任务。而且通关也不需要所有设施全部解锁,它设计得应该是让你多周目用不同的策略扩张。这是这个游戏的设计思路,但是如果喜欢玩一个档建造梦中的新闻帝国,解锁全部的设施,后期就会非常重复,很无聊。因为那会要做什么已经没有任何需要思考的,只是机械地安排满级牛马做一样的事。当然游戏设计得是让你去玩多周目,只是如果是喜欢一周目尽量全收集解锁的话,后期是蛮无聊的,缺少一个自动化的编程流程。就算能自动生产文章,最后打印报纸也不能一件自动全部乱印,还得自己一张张拖上去。总之就是剧情结束游戏就差不多结束了但是要走到全收集的话还有很枯燥很长的一段)。个人感觉加一些自动化逻辑是会更好的。 一些通关心得: 1. 除非必要,不要造墙!“必要”指需要墙来隔离味道或者声音,或者暗室。如果想要某种墙纸,甚至可以造了墙和墙纸再敲掉墙壁本身。纽约市寸土寸金,一堵墙占一格,一个房间两堵墙就占两格。如何在有限的办公大楼里塞下更多的牛马设施,就要少造墙!反正楼也不会塌,最理想的情况下就是一堵墙也没有,省钱省地,所有人都给我坐在大平层里办公谢谢。 2. 关于意外突发的风险事件的应对心得: - 打官司可以临时雇佣1~3个律师然后让他们这周打完工立马把他们开了。这样只需要临时腾出地方放律师桌子就行了。工资结算是周末才结算,你周中用了人直接开除并不会付工资。(一些白嫖临时工的资本家心得)另外可以手动把律师文件移动到律师桌子上这样他们就会立刻开始工作,如果搬运工不够多最好还是手动一下,不然可能时间都过完了搬运工还没把文件搬到律师桌上。 - 混混来打砸抢的时候只要在混混的大巴车到达的时候,手动把随便放在哪里的保安们用隐形的大手拖拽到一楼迎接混混们,这样就能最快速解决。 - 抗议事件的时候有人在公司门口举横幅不让员工进楼。不要慌!在把保安从楼上直接拽下来让他们干活的同时,你还用隐形的大手把被堵在门口的记者们直接给拽到楼里需要送文件的地方,直接完美消解抗议的影响。所以抗议事件完全不需要担心。 - 间谍事件:间谍是会有一个人混进楼里污染你还没制作好的文章,所以保安亭要建在从楼道口通向最后两部流水线工作台的入口处,这样当间谍经过的时候,保安头上会有巨大的感叹号,你就可以直接把间谍踢走了,只要发现得够快间谍就会来不及做手脚。 总结就是这些紧急事件都是需要稍微手动一下就能很容易解决。 3. 活用隐形的大手! 可以干很多事。 - 可以手动把文章给塞到下一步需要的机器上,省下了中间小人走路的时间,最快完成制作。 - 可以手动给纸不够的打印机添纸,如果纸实在不够,还可以把厕所里的厕纸拽出来扔上打印机。(没错,用厕纸也能打印报纸!) 4. 电梯。我玩的是经典模式,只建一部从上到下的电梯是最好的,每两层建造停靠口,楼梯正常联通,比较省地也很快捷。如果电梯每层都停的话感觉很影响效率,会有很多人等电梯。我经典模式14楼,牛马们到哪都挺快。 5. 如果有需要,可以早点解锁快捷传输文件的管子,和快捷传输箱子的运送管。文件管可以把四散各处的图片、报告、还有记者拿回的新文件直接给运到生产线处。而运输箱子的通道就很适合用来从一楼往打印机里批量搬纸,能很大程度上解决搬纸慢的问题。很喜欢这个游戏的一点就是,随着新的科技的解锁以前的问题都能一步步有新的解决方式,非常有成长和扩大生产规模的成就感。 6. 关于员工的特质: - 普通记者(不是画图/拍照/测绘的) 最最T0级别特质的是versatile,多面手?就是他报道一个新闻类别,别的类别的经验也会涨,能够很快达成三项满级超人。建议每周看招聘面板如果出现了有这个特质的记者牛马(不是画图/拍照/测绘的)直接拿下。 同样是T0级别特质的还有coordinator和time keeper,一个是直接解锁后生产链上的后一条新闻,一个是缩短所有在这条新闻上的牛马的工作时间。这俩都是金色特质要偏中期才会解锁,都是能大幅缩短生产时间的,有质变。 此外T0.5特质是幸运。前期没有解决麻烦的手段,幸运真的很重要,别的避开麻烦的手段都只能应对一种麻烦,而幸运儿在你没有上面人罩的前期,就能安全度过很多危机,大幅提高效率。但是后期在你逐渐掌握了权力之后,幸运儿的作用就下降了,但是前期看到幸运记者也可以无脑聘用。 T1特质是便宜!这个游戏里面员工的工资会随着能力提升水涨船高,后面会越来越贵,而便宜的初始员工一直会更便宜,如果没有什么别的好的特质,便宜也是很不错的。 而其他的一些特质基本没用,因为对于记者来说,什么不吃饭不怕黑这些完全没用,大家的桌子在以后的扩张中都是会移动的,所以这些忽视环境因素的特质完全没用,纯粹浪费钱,环境配套设施肯定都是建造好的。 - 生产人员 生产文章的两个环节的工作人员的T0就是不吃饭不喝水不上厕所 这样就能7/24在那给我打印文章了。 - 后勤人员 后勤人员的特质就比较看具体工作的种类了,例如搬运工肯定是走得快比较好,维修工最好是完全不回受任何环境因素影响的那个,因为要经常去修打印机,那个房间一般都很吵很热。
I'm sure there are more than a few of us who are playing this because we are or were in the newspaper business at one time. I spent pretty much the first half of my professional career in newspapers as a copy editor (parts of typesetter, assembler, and photo engraver were all in my job duties.) I've got almost 95 hours in the game, and I started playing when it was still in Early Access. News Tower is a tycoon/management game about running a weekly newspaper in New York City at the start of the Great Depression. The gameplay loop is pretty straightforward: at the beginning of the week, you send your reporter out to get stories and bring them back in time to be published on Sunday. You have a staff at your disposal, and the tutorial is very good at teaching you what everyone does. You'll eventually add illustrators, graphics, and ads, and you'll need people to manage those aspects of the game as well. Setting it right after the 1929 stock market crash is inspired. It gives the player a place to start that grounds them in an important place and time in history. And it [i]feels[/i] like you're in that time and place. The music, the look of the buildings, the way everyone's dressed - but most importantly, the [i]stories.[/i] You're reporting on news from all across the country, but you're in New York. And that matters. Babe Ruth. Lou Gehrig. Charles Lindbergh. FDR. You win not only by telling these stories, but by how you tell them. The game doesn't let you get complacent. You have to build. You have to add pages. You have to expand. You have to make choices. You'll get the attention of factions in the city with their own agendas, and I think managing their demands while also trying to accomplish what you want to accomplish as a player is the most difficult part of the game. But right now, that part also feels unfinished [spoiler] - likely because the game effectively stops at the end of 1939. The military faction, specifically, feels like it will be much more fleshed out once the inevitable expansion in the 1940s and World War II happens, [/spoiler] though that's probably a ways off. News Tower feels like a niche game at first, and it probably is as a tycoon period piece about newspapers. But I think there's a lot here for strategy fans in general. It's challenging at times, but it's never overwhelming. There's clearly room to expand the world and the story, and I wonder how far the developers can take it before a [b]massive[/b] in-universe technological shift is needed. It's a good game that does what it does very well, and I'm interested to see where it goes from here.
牛逼!印报纸、厕所纸、绘图纸、电报用纸、律师用纸......全特么用同一种纸!
[h1] Когда понимаешь, что твоя настоящая работа интереснее[/h1] Пока крайне разочарован. Весь геймплей игры фактически сводится к повторению одних и тех же действий снова и снова, и снова: 1. Выбираешь район для "завоевания" и/или миссию от фракции; 2. Даёшь указания телеграфистам сфокусироваться на тегах, необходимых для "взятия" района; 3. Отправляешь репортёров на подходящие по теме репортажи, отсеивая остальные, пока не наберёшь достаточного для газеты материала; 4. Проматываешь до воскресенья, выпускаешь газету, получаешь прибыль; 5. Возвращаешься к пункту 1. Вот и всё. Экономическая часть довольно проста. Если на старте не пожадничать на телеграфистов, разноплановых репортёров, не забывать развешивать повышающие навык предметы и каждую неделю фокусироваться только на паре тегов, то уже спустя несколько недель доходы с выпуска газеты начнут превышать расходы на персонал. Ах да, ещё и местные элементы "выживача": крайне ограниченное пространство, необходимость самостоятельно рассчитывать необходимое количество бумаги для принтера, низкий искусственный интеллект NPC, которые скорее помрут от обезвоживания, чем самостоятельно пройдутся до ближайшего кулера, и сделанная, по-видимому, из картона аппаратура, которая регулярно ломается... Которые легко решаются деньгами и ручным перетаскиванием NPC к кулеру. И потому скорее добавляют в игру ещё больше унылых однообразных действий, а не разнообразия. Да, я знаю, что далее появятся новые механики и, возможно, станет интереснее. Но с таким унылым стартом я боюсь, что до них не дойду.
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.
Players also reviewed
The games this title's players most often review too — audience affinity.
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