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Full Casino Resort Tower update
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Repeated intro
Hey!
What changed
- Gameplay
- Balance
- Events
- Maps
- UI and audio
- Store
Casino Resort Tower changes
I'm here with a CRT Community Gazette this time! ːcrt_Officialːːcrt_Blackjackː
After the last update, we took a short breather, then had to jump into a little software gig on our side. I was actually planning to write a Community Gazette even before the major update, and now that we’re about to start a brand new sprint for CRT, this feels like the perfect time to properly bring it back.
This also marks the return of what the Community Gazette was originally meant to be: a blog-style update where we share the current state of CRT, talk about short- and long-term plans, and most importantly, listen to your feedback. Instead of the rework phase “we went silent and here are some mysterious logs” era. ːcrt_Laughː
So today I want to talk about where Casino Resort Tower stands right now, where it’s heading, and then politely wait for you to tell me what I broke, what you loved, and what should come next through Discord, the Hub, or Reddit. If you’ve been around for a while, you already know this is tradition.
Current State
CRT has just come out of a huge rework and refactor. At this point, I feel like all the core systems we pushed into Early Access finally came together into something that truly feels like a connected, immersive tycoon experience. On the backend side, we also did a lot of restructuring and improvements to the underlying systems, to the point where this almost feels like a soft relaunch of the game.
There are still some rough edges here and there, but since we didn’t rush this back into the main branch too quickly, I think I can say that right now it’s mostly down to polish and fixes, rather than fundamental problems.
More importantly, I think the game has really found its character more at this point, and that will only improve further as it becomes more consistent and more polished. It has also reached a place where the game itself is starting to guide the decisions more naturally. It’s a bit like a new character in a series. At the beginning, they are more flexible and open to everything, but as the story goes on, the tunnel becomes tighter for the writer, because we all start to clearly understand who that character is, what they would do, and what they would never do.
Short Term Future
After the major rework update, I first pushed a quickfix patch to resolve the most urgent issues. Then we released two out of the three regular Echoes of the Community version updates.
Right now, there are still some fixes, a balance pass, and data graphs that need to go into the current branch. The plan is to push a patch very soon with mostly fixes and balance changes. After that, we will release the third and final EOTC update and then start the Nightlife update public testing on the public test branch, while continuing to patch the main branch whenever needed.
Road to 1.0
You already know that we have a public roadmap leading to 1.0 and beyond, but I wanted to go over it again with a bit more detail so you have a clearer picture of what each phase really means for the game.
8.0 Nightlife Update – More Content
This is a big, content-heavy update that was originally planned right after Early Access launch, and honestly, it’s going to feel so much better now with the new base game foundations in place. After this update, CRT should feel like a casino and entertainment business much more, with all the fun and all the problems that come with it.
Nightclubs, organizing events on your calendar, choosing costumes for your mascots, live shows and dancers are all part of this update. The new calendar system will introduce meaningful weekdays and weekends, as well as monthly trends and events that affect your business flow over time.
We’re also building a much more immersive background city, along with a nearby street that truly brings the nightlife atmosphere into the scene and makes everything feel more alive. This will also be the first step toward environment expansions, which will become a huge part of the later Go Global update.
On the visual side, this will be the largest item and decoration expansion so far, with a massive boost in variety and design options.
There is also an important design shift here. A major building feature that was originally planned for Architecting Heights was moved forward into the Nightlife update: multi-floor rooms. We genuinely needed multi-floor rooms now to properly fit stages and shows. At one point we even tried awkward solutions like pushing performers “into the floor” like an orchestra pit, but after community feedback and some internal discussions, it became clear that bringing this system forward properly was the right call.
8.2 UI, QoL and Translation Update – Better Manipulation Feel
This is where translations officially begin. Most of the planned languages will be included early on with this update. Since we don’t have a massive localization budget, this will rely heavily on community support at first, so things might be a bit rough in the beginning. If you see your language trying to say something strange, please report it so we can improve it step by step together.
This update will also bring a major UI overhaul and a large batch of Quality of Life improvements. While the visual language of the UI has recently settled, many parts are still not as clean, responsive, or polished as the new gameplay systems deserve.
On the Quality of Life side, I have been collecting your most requested and most annoying pain points for a long time. There is still a big list in the pipeline, but this update is where we finally aim to end the era of the UI getting in the way of the game instead of helping it. That has to stop here. These Casino Resort Tower managers do not deserve these working conditions! ːcrt_Laughː
8.5 Architecting Heights Update – More Creative Freedom
CRT is really craving architectural freedom at this point. Yes, you can build multiple towers, but the game still doesn’t fully support true creative skyline design yet. This update is meant to change that.
You will be able to use new building elements like structural supports, columns and frames to create original tower designs with sky bridges, balconies, cantilever floors, and sky terraces. Visually, you will also be able to customize your building exteriors with things like facade skins.
On the gameplay side, this update will introduce rooftop rooms, balconies, corner suites, and penthouse hotel rooms that tie directly into your service choices.
The utility system will also receive changes and improvements here to make it more logical to simulate while being less of a chore to use.
9.0 Catastrophes Update – More Tension
This update introduces events that require fast reactions from the player. Things can spiral out of control if you are not prepared, such as fires or infrastructure failures.
On top of that, lighter but still harmful issues can occur over time, like rats in storage rooms or bed bugs in hotel rooms.
You will need proper prevention equipment, pest control services, and temporary shutdowns of affected rooms. Or… you don’t, and your guests get the full “sleeping in pesticide” experience. In that case, yes, nurseries.
How was that segue?
New service buildings like pharmacies and nurseries will also be added so you can treat sick patrons and avoid legal trouble.
9.5 Seasons Update – More Immersion
With this update, a full four-season and year-long time system will enter the simulation. Hot summers, snowy winters, rainy autumns, and lively springs will all affect both visuals and gameplay. Holidays will also be introduced as a mechanic.
On the visual side, this will be the largest item and decoration expansion after the Nightlife update, with another massive boost in variety and design options.
Temperature will become a new system you need to manage. Guests will want to be warm in winter and cool in summer, which means fans and air conditioning will become essential parts of your infrastructure.
After the logical improvements made in Architecting Heights, the utility system will reach its final form here, with additions related to temperature and seasonal catastrophes, along with the necessary prevention equipment.
Seasonal services such as pools and ice skating will also be introduced with this update.
[1.0 Launch] Rivalry Update – The Competition
This is where real competition enters Casino Resort Tower. Rival casinos and competing entertainment businesses will appear in the city.
A stock market system will be introduced where you can sell shares, buy out competitors, and gain more control over the city without necessarily losing board control.
If you decide to open your business to the stock market, you will also need to keep your board happy.
Sabotage and espionage mechanics, along with long-term events featuring various scenarios, will be introduced alongside these systems.
And with the later Go Global update, you will be competing with your rivals for high-prestige locations around the world as well.
Just before this update, a proper campaign mode and sandbox modes will also be implemented.
Road to 2.0
I will talk about 2.0 in much more detail in a future Gazette, but in short, the road to 2.0 is essentially about building “Casino Resort Tower 2” on top of everything we polish and perfect until 1.0. Take everything that works, sharpen it, and then double it.
More tower management, more depth, more challenge, more design, more tycoon chaos.
As Always
Thank you for being here, for your feedback, your bug reports, your ideas, and your patience. There are challenges that are truly unique to working on a single project for years, and CRT has grown together with this community along the way.
Now I’d really love to hear from you.
Cheers! ːcrt_Blackjackːːcrt_Luckː
Source
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