
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 868 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I’m sitting at 289 hours in this game, so this isn’t a first impression. Overall, I think News Tower is outstanding. It feels like a game where a lot of attention was paid to the details, both in how it plays and how it looks. The UI is clean, the systems make sense, and when things are working, it feels smooth and intentional. One thing I’ve consistently liked is how much the setup actually matters. Layout, movement, and flow all play a role. It’s not just assigning stories and hitting print, you actually have to think about how your operation is put together. There are also some smaller touches that land really well. Watching the skyline build over time, like seeing the Empire State Building go up, and then being able to run a story on it, is a cool detail that adds to the whole experience. The only reason I’m even bringing up the next part is because everything else is so dialed in. Sorting and managing stories can feel a bit awkward: Sorting by quality, the star system, doesn’t always feel consistent Influence isn’t something you can easily sort by direction, so it’s harder than it should be to quickly see what’s pushing where Managing active vs completed stories works, but gets awkward once you’ve got a lot going on None of this is a big issue, it just doesn’t quite match the level of polish the rest of the game has. At 289 hours, I’m obviously getting my time out of it. If you like management games where setup and flow matter, this one’s absolutely worth it.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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 872 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Great game over all, the management of the news paper is fun and the difficulty and complexity of the game increase in a good balance with increasing skill. The only bigger point of critique I have is the visualization of the revenue versus expenses, I think that could be displayed with more clarity within the weekly recap. Overall great game, lots of fun and new challenges!
От восторга до разочарования за 5 часов. Дальше уже какая-то рутина. Вторую половину игры я накидывал репортажи не глядя, за исключением случаев когда нужно было побить рекорд по количеству напечатанных экземпляров. Большая часть из того что предлагает игра вообще не нужно для успешного прохождения, так как затраты растут непропорционально доходам. За исключением того что навязывает сама игра по сюжету. Без картографа, художника и фотографа не победить боссов других газет. Но при этом для них нужно еще три специалиста. Их цепочки оооочень длинные и медленные, что первое время идет только в минус. Вы просто не успеваете в срок. Рекомендую сразу купить все предметы для улучшения характеристик фотографа и остальных специалистов по графике. Еще рекомендую не ждать пока журналисты поднимутся по лестнице, а мышкой подтягивать их к пневмопочте или кликнуть по журналисту и мышкой перетащить статью в стол наборщика. Это экономит огромное количество времени! При победе над боссами нам предлагают новые типы зданий - высотка (более узкие этажи) и широкие этажи. Но играть повторно не хочется. Было бы лучше если можно было при победе переехать в новое здание. Разные фракции дают бонусы, но по факту что-то существенное можно получить только у мэра и военных. Да и то самое вкусное они дают в конце, когда игра уже почти пройдена. Например более дешевая постройка этажей - когда до неё дойдешь уже сто лет как все построено и отлажено! В общем игра сначала радует интересными механиками, но как только они освоены, то она уже не может предложить что-то новое. Выпуск газеты становится рутиной и убийством времени. А еще музыка. Она неплоха, но эта мелодия одна на всю игру! И она отпечатывается в памяти. Я выключил её полностью через 4 часа игры. И раздражающая система сохранений. Сохранение происходит в последний день, перед выпуском газеты. Поэтому каждый раз когда вы заходите в игру или если вы хотите переиграть неделю, то начинаете вы с выпуска газеты! А потом просмотр отчета, который нельзя пропустить. Нужно дождаться проигрывания всех анимаций и кликнуть далее и так раз 5. Ужасно бесит когда это уже ваша 40 газета и вам абсолютно не интересен этот отчет.
According to these guys the main challenges for a newspaper manager in the 1930 is NOT the economy, not mobsters, not corruption oh no no no!... The main challenge is where you put your crapper so your guys don't waste time walking. WHAT A WASTE! This is just a fancy themed Tetris. You match shapes and colors. You can't role play as the ultimate sports newspaper. The game won't allow it. You don't push your idealistic guys until they resign or get wacked by the powers be. Just find the gold shapes and put them next to the other gold shapes and then watch the score go up. Yay! It is a very polished addictive game ngl but very very misleading.
The style and presentation of News Tower is great, and there is no doubt that the developer has put a lot of time and effort into polishing that side of it, but the underlying game feels shallow and grindy. Every week is pretty much rinse and repeat; send a few reporters out, get lucky with timing and events, wait for them to write up their stories, then drag the finished pieces into a grid resembling a newspaper page, with little thought required. There's only a superficial layer of strategy or management, and it feels like you could pretty much just send reporters out aimlessly and you would still proceed in the same general direction. There's one good way of arranging things - it even shows you as you do it - and that's it. There's no customisation or depth to the publishing side, and playing on the recommended normal difficulty (hard being locked on the initial playthrough), I can't see how the game could be any easier. In any case, making the game more difficult would not really fix the lack of gratification or payoff, as nothing you do really seems to carry much weight. The 'dynamic' elements of the game come from random events that are basically a dice roll as to what will happen, but most seem inconsequential. $100 for not processing a lawsuit does not seem to give any reason to even bother spending the time finding then setting up a legal department. The factions are not interesting enough to commit to one, especially when some tasks require more luck than others, and cancel each other out if you skip between them. The stakes are also similarly mundane. Some interactions present themselves as not declinable, with only the accept button available, but you can just click the close button and ignore it with no negative impact. The more the game goes on, the more aspects it throws at you, but none of them gel together into a substantive whole, and it just feels like an inevitable grind as you trudge across the map slowly expanding your distribution. While the 2D visuals are nice, it inevitably makes designing the tower a relatively basic affair. Like the publishing side, it always feels like it's just drag and drop with not much thought to it, and it's annoying constantly having to move things around when opening up new floors. The 'comfort' factors like heat and noise try and add some depth but ultimately are presented in a vague way visually and you can usually just spam objects to cancel them out. Even if you build a great layout the staff still seem to get randomly bummed out, and they are too one dimensional anyway to give them much consideration. Traits seem repetitive and boring, meaning you inevitably just choose the cheapest applicant and buff them with objects that boost skills. The one time I tried someone who had a 'nocturnal' trait, the game just repeatedly complained that the room was too dark, even though the staff member wasn't meant to (and didn't) care, and they didn't really gain experience noticeably quicker to justify spending twice as much on their wages. All in all if you are expecting anything of substance, News Tower is a a letdown. It feels like a more sophisticated mobile game that largely just plays out on autopilot. In short doses it is enjoyable at a relatively simple level, and that is how I am playing it now, just taking in the vibe and style. It is not a bad product. It just doesn't offer anything compelling to really get into.
It's good but on the casual side of things. It does not feel like running a newspaper how you want but rather how you want to expand across the map. One poor point is I don't feel it has good replay value. I liked I unlocked a new building but everything else was the same, would have been neat to try from a different side of the map or focus on what you want like a gossip rag or new game with leveled employees but no. I enjoyed my 40 hours though which is pretty good for me in this genre.
Зайшла без очікувань — затягнуло на тиждень. Дуже атмосферна гра про газетний бізнес 30-х. [b]Що сподобалось:[/b] ✅ Атмосфера: Стиль, графіка і увага до деталей — просто любов. ✅ Музика: Шикарний джаз, ідеально доповнює гру. ✅ Геймплей: Цікаво розбиратися в механіках і розширювати редакцію. [b]Мінуси:[/b] ❌ Ліфти: Це окремий біль. Працівники туплять і можуть чекати ліфт цілий тиждень. ❌ Баланс: В ендгеймі стає трохи одноманітно. Малувато місця на поверхах для повноцінного будівництва. ❌ Локалізація: Немає української мови. [b]Вердикт:[/b] Рекомендую! Гра затягує, попри дрібні недоліки.
I played about 20 hours of it a long time ago and it was really good. I wasn't expecting it to be as improved as it turned out to be for this latest run. I'm looking forward to the upcoming changes and DLC. I don't review games on potential - this game is definitely worth the money
I really liked this game's concept and had high expectations based on the pre release details, I even waited for the full launch and tried the demo before buying. However, after playing for over 140 hours, I can firmly say it's a huge disappointment. It is indeed an addictive game, but with all the problems that appear throughout the gameplay, it gets very discouraging to continue. Starting with the tutorial, it is rushed and explains almost nothing. Good luck figuring out why your workflow gets stuck or why your staff stand around idle when there’s work to be done. And despite being tagged as a management, strategy, and sandbox game, it falls short in every category. Sandbox? There is no sandbox mode. In one of my many saves I even tried using cheat codes from the guides to create my own, but no amount of tweaking can fix the core problem: the game is designed to be frustrating, not challenging. Challenges can be overcome with strategy and planning, but not here. Strategy? Not really. Different approaches make little difference. No matter how much you plan, reorganize workflows, or hire more staff, the workers act slowly and ignore their assignments. Also, there’s no meaningful way to optimize storage or logistics. Management? Not possible if we can't optimize workflow. The AI is bafflingly inefficient. Utility workers will resupply already stocked bathrooms while ignoring urgent needs like paper for the printer. Document carriers specifically assigned will stand idle for ages at pneumatic tubes instead of moving items. The taller the building gets, the worse the AI behaves and extra stairs and elevators do not help. The only way to keep things running is to manually assign every single task, which is tedious and defeats the purpose of management gameplay, specially if like me you have 20+ specialized workers who are supposed to automate optimization. The progression system is simply broken. Rewards that are meant to be major milestones unlock in mid to late game, but by the time you earn them, they feel useless. These "upgrades" offer little practical benefit and fail to meaningfully change or improve any strategy. They are simply not the game changers they're advertised to be. This takes all the satisfaction out of any sense of accomplishment and makes the grind feel pointless. Ultimately, what could have been a truly engaging simulator ends up feeling broken, frustrating and unnecessarily tedious. The game needs a serious overhaul to fix its broken AI, rebalance its pacing, and make the rewards actually matter. In its current state, it's difficult to recommend.
喜欢杀时间经营游戏的可以考虑,玩了十几个小时感觉自己似乎还没有入门。作为参考,我也喜欢玩星露谷、潜水员戴夫、饥荒、泰拉瑞亚这类游戏,不玩就很长时间不玩,一开玩就没日没夜地肝。
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Where this game's players are, estimated from review languages.
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