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News Tower on Steam

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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!

News Tower is a management, simulation and strategy game developed by Sparrow Night and published by Twin Sails Interactive.
Released on November 18th 2025 is available on Windows, MacOS, Steam Deck and Steam Machine.

It has received 2,178 reviews of which 2,107 were positive and 71 were negative resulting in an impressive rating of 9.2 out of 10. 😍

The game is currently priced at 24.99€ on Steam, but you can find it for 9.99€ on Eneba.


The Steam community has classified News Tower into these genres:

Media & Screenshots

Get an in-depth look at News Tower through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • OS *: Windows 7 64-bit
  • Processor: Intel Core i3 6100 or AMD FX-4350
  • Memory: 8 GB RAM
  • Graphics: Discrete GPU 1GB VRAM
  • DirectX: Version 11
  • Storage: 3 GB available space
  • Sound Card: any
MacOS
  • OS: OSX 10.15
  • Processor: Dual Core 2 GHz
  • Memory: 8 GB RAM
  • Graphics: Discrete GPU 1GB VRAM
  • Storage: 3 GB available space
  • Sound Card: any

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

67 hours played
June 2026
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.
54 hours played
Feb. 2026
Good 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. Quality of Life 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. Missing Overviews 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. Bugs 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. Experience & Progression 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. Final Thoughts 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.
43 hours played
Dec. 2025
I may get a bit repetitive over time, but that’s something pretty common with games of this genre. Beyond that, and not taking into account some QoL features the game still needs (it barely feels like it was beta-tested), I absolutely recommend it to anyone who loves strategy games. It has an amazing premise, and the execution is smooth, easy to understand, but still challenging and time-consuming to truly master. Here are the QoL improvements I’d suggest — in case the devs actually read these reviews (I know suggestions are really useful since I make tabletop games and I love when reviews include them): - Inventory management feels a bit tedious. I’m not saying you should remove the drag-and-drop box option or the whole resupply job, but once you learn you can drag items, you pretty much stop using the storage guy and the shelves entirely, leaving boxes outside the tower so they don’t affect comfort. I think it would help if the shelf where boxes are stored also acted as the workstation for the resupply worker. This would reduce the space the table and the rack/shelf takes (which is already a lot) and encourage using the rack instead of just dropping boxes at the entrance. Also, make the worker a bit faster or allow multiple workers (two or three) to use the same shelf. Another good option would be adding smaller shelves (half the size) with their own assigned worker. - The comfort limit needs to be loosened. I get that you want players to keep everything tidy so workers don’t get upset, but some employees become practically useless unless they have a golden statue next to them. For example, my sweeper is always under-skilled because he cleans the three bathrooms in my tower, and they smell bad — yet his comfort bar stays around 80%, which feels high enough, but somehow still makes him lose four skill levels. - The priority system is poorly placed and doesn’t really work. To actually prioritize a report, you have to manually drag all the files to the nearest ready workstation. Otherwise, workers finish whatever they were doing first and only then begin the priority task. Ideally, when you assign a priority, a free employee should immediately start working on it — even if it delays their toilet or drink break — choosing the one in the best condition and closest to the task. A simple “priority toggle” button next to each in-progress report would help. (When competing with rivals and finding an exclusive news item, this should automatically toggle.) A “priority sorting” option would also help you know which pieces will be worked on next. - A "dead zone" should be added next to each new (on the news column before printing) so it easier to sort them manually. - Injury chances should be lowered, along with hospital time. Right now the chances feel so high that the main strategy becomes sending your lowest-skilled reporter to take the hit if something goes wrong. If you don’t want to reduce the risk, at least ensure the reward is truly worth it — for example, guaranteeing at least a silver medal for that kind of high-risk news. - An option to raise the price to $0.04 would be useful, especially during weeks without rewards. You could balance it by extending the bar the same way $0.01 does, but without allowing rewards (unlike $0.02 and $0.01). That way rivals can take part of your sales if they're near your row, preventing you from being greedy, but still rewarding you once you defeat them and become a monopoly. - Lower prices should increase demand. If you implement a $0.04 option, sales could decrease slightly at that price — but never so much that $0.03 becomes better. (I study economics at college, and that’s why monopolies often prefer fewer sales at a higher price: they still earn more.) - Rivals should always take a portion of your sales from the start, so fighting them feels like a necessity, not an optional challenge. Maybe 10% each (reduced as you reclaim their territories), plus whatever extra they take when you land on their rows when printing. - The elevator could use a smarter priority system. Like real elevators, it should prioritize going all the way up, then going down floor by floor. That would give it a more predictable cycle and reduce interference with worker flow, assuming your tower is well-organized. - Emergency stairs on the side of the building should be usable when no internal stairs connect to a floor. Workers could use them with a heavy comfort penalty. As a mid- or late-game upgrade, those stairs could be improved so workers can use them normally. - Energy could use a slight rework, especially in costs. It doesn’t make sense that a small lamp uses the same amount of energy as a medium lamp or an automated letterer (I think that’s its name — where production workers assemble the news). Maybe dilute energy values with decimals, like small lamp = 0.8, medium = 1.4, etc. If you want to stick to whole numbers, small = 1 and medium = 2 could work, but then raise the initial power to around 150. - Speaking of energy, showing it as a resource instead of a percentage bar might be more intuitive. You could add an option to switch between the current system and one where energy simply decreases as you consume it. If generators are running, a small bar below them showing remaining coal would also help (most people probably won’t use more than three in a playthrough). - When unlocking the banker, an option to deposit money would be great, letting players earn passive income (just like paying interest, but reversed). It could be small — maybe 5% interest per $1,000 deposited ($50) — but still a nice and realistic addition. And yeah, that’s all for now. I might add more as I continue my playthrough. Hope this helps the devs, and I hope it also gives you all an idea of how deep this game actually is. I really enjoy it so far, and I’d love to see it grow even more.
41 hours played
Dec. 2025
I don't know where this developer came from but for their first game (at least on Steam) they knocked it out of the park. The premise is simple: you're running a newspaper in NYC during the 1930s. The first couple of hours plays like a base building game that shaves down some of the more obtuse bits that can come the genre (e.g. Oxygen Not Included) but as you continue you begin to realize the surprising scale this game goes to. What begins as micromanaging a few individual reporters, staff, and compiling simple newspaper layouts eventually balloons to dozens of employees to maintain. Formatting your paper for max viewership across several topics. Managing risks like mobsters, protesters, and lawsuits. Competing with other papers for articles. Manipulating the public perception of your political bias. Supporting specific factions that ask for particular types of articles who in turn give you benefits as well. And ordering paper. Just so much dang paper. All while trying to make sure you're ready to print by EOD Sunday. My only criticism is the lack of a database to get information on specific game mechanics. It took me hours to realize I could pipe paper through walls to reach my printing modules. I had to Google how to defend against Spies. Among other small hiccups that took a bit of tinkering that otherwise could've been addressed with a good knowledge base. Please support this game. These folks 100% deserve it and if you're a base building gamer like myself you will get far more out of this $25 game than any $70 AAA alternative.
80 hours played
Dec. 2025
It’s been a long time since I’ve been so addicted to a game. I totally destroyed my sleep schedule, and I’m on edge like it’s my real newspaper business. It feels so real — you can sense when you’re failing and about to go bankrupt. Almost like a real-life entrepreneur experience. Addictive. Bold. Nerve-wracking.

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Frequently Asked Questions

News Tower is currently priced at 24.99€ on Steam.

No, News Tower is currently not on sale. You can purchase it for 24.99€ on Steam.

Yes, News Tower received 2,107 positive votes out of a total of 2,178 achieving an impressive rating of 9.21.
😍

News Tower was developed by Sparrow Night and published by Twin Sails Interactive.

Yes, News Tower is playable and fully supported on Windows.

Yes, News Tower is playable and fully supported on MacOS.

No, News Tower is not playable on Linux.

Yes, News Tower is playable on Steam Deck, though it might require a few minor tweaks. Make sure to check the Steam store page and community feedback on ProtonDB for exact compatibility details.

Yes, News Tower is playable on Steam Machine, though it might require a few minor tweaks. Make sure to check the Steam store page and community feedback on ProtonDB for exact compatibility details.

No, News Tower does not support VR.

News Tower is a single-player game.

Yes, there is a DLC available for News Tower. Explore additional content available for News Tower on Steam.

No, News Tower does not support mods via Steam Workshop.

No, News Tower does not support Steam Remote Play.

Yes, News Tower is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for News Tower.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 15 October 2026 23:12 UTC
SteamSpy data 20 October 2026 08:12 UTC
Steam price 29 October 2026 03:42 UTC
Steam reviews 19 October 2026 17:53 UTC

If you'd like to dive deeper into the details about News Tower, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about News Tower
  • SteamCharts - Analysis of News Tower concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck News Tower compatibility
News Tower
Rating
9.2
2,107
71
Game modes
Features
Online players
190
Developer
Sparrow Night
Publisher
Twin Sails Interactive
Release 18 Nov 2025
Platforms
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