Isometric ski-resort tycoon — alpha in development

Powder
Peaks

Build the mountain. Sweat every skier.

Design lifts, carve runs, tune ticket prices and keep the mountain moving while hundreds of simulated guests react to your queues, snow, terrain and value for money. It is cozy to look at, ruthless underneath, and built for players who read the lift line like a balance sheet.

Individual skier agents Live profit & loss Weather, grooming & debt

Alpha footage

Watch the hill think out loud

A new promo captured in-engine: skiers pick lines, bunch at choke points, spill out of lifts and expose the problems your resort design created. Details will change, but the simulation-first spine is already there.

What you actually manage

A mountain made of systems

Powder Peaks looks like a cozy toy resort. Under the snow, every guest is an individual agent and every dollar — theirs and yours — lands on a real ledger.

A crowd of individuals

Beginners, intermediates and experts arrive with budgets, patience and terrain preferences. They weigh every lift queue, run and lunch stop before committing — then walk out if you waste their day.

An economy that pushes back

Price above a guest’s willingness to pay and demand fades on a curve. Payroll, energy, repairs, marketing and loan interest hit a live P&L — and debt does not care that the sunset looked pretty.

Reputation is the long game

Word of mouth tracks queues, terrain, comfort, safety and value separately. Stars and lifetime guest counts gate the upgrades that matter — and a pricing mistake today echoes through next week’s arrivals.

Lifts, lodges, payroll

Five lift types queue, wear, break down and go on wind hold. Buildings have margins. Groomers, lift ops, patrol and instructors have measurable effects, not flavor text.

Snow is a resource

Snow wears tile by tile under traffic; scraped pistes turn fast, icy and dangerous. Groom overnight, run guns when the temperature allows, and send patrol out after storms load the slopes.

Runs you draw yourself

No track pieces. Draw corridors over terrain and skiers carve their own lines inside them, so width, pitch and difficulty mix set capacity, congestion and injury risk. Route design is an economic decision.

  • 14 hand-built playables — a six-part campaign, five scenarios, three challenge modes
  • 22 event cards, from powder days to sponsor offers — eight of them genuine decisions
  • 5×4 sandbox mountain archetypes × climates, with a custom goal builder
  • 1 seed = 1 world. Fully deterministic — share the number, share the mountain

From the first Reddit preview

Skiers got the pitch immediately

The first public alpha clip landed in r/skiing, and the comments helped sharpen the landing-page voice: nostalgic, simulation-heavy, and hungry for weird mountain management problems.

“Ski RCT, love it!”
— u/teh_lynx
“This is what Ski Free would look like on the N64”
— u/gvillepa
“Ski resort tycoon? Loved that game back in the 90s”
— u/lukesauser
“This looks cool. How are the maps generated?”
— u/benskieast