
Steam news
Full Steam announcements and update articles for this title.
Greetings, everyone!
With the Steam Eastern Game Fest just around the corner, we are excited to announce a limited-time 10% off discount for STARIO: Haven Tower, from Apr 24th to May 5th (PT).
If you've had STARIO on your wishlist, now is the perfect time to Tower Up!
Hope you enjoy the journey upward!
Hi everyone,
STARIO: Haven Tower v0.3 Lights in Clouds is officially live!
We’ve previously shared the deep dives into this update’s content. If you missed them, feel free to check out the details here:
Also, from now until February 22nd at 10:00 AM, the game will be on sale at 10% OFF (matching its historical low). It’s the perfect time to add it to your library!
Added Batch Build and Dismantle. While building, press Shift once to enable horizontal batch building or dismantling; press Shift again to enable vertical batch building or dismantling.
Added a new full-layer building: Airship Port. Airships provide long-distance, high-capacity cargo transportation.
Added the Structural Block Upgrade technology. After unlocking it, structural blocks gain more visual variations and improved stability.
Added more detailed ground environments. The ground scenery beneath the Tower will now vary depending on difficulty level.
You can now hold Shift to set Food Supply for all layers at once.
Guidance tips can now be disabled in Settings → Other Settings.
Reworked Towertizen animations on buildings. Workers in workshops now behave more vividly.
Reworked the models for Jump Platform and the Sky Wheel.
Reduced the height of the Sky Wheel from 10 tiles to 9 tiles.
Adjusted the construction costs of the Threshing Yard and Stable, making them easier to build in Sand Zone.
When resetting the camera with the F key, the view will now focus on the center of the current tower body instead of the tower base.
When constructing a new tower layer, the camera will now reset to the tower layer rather than the base.
Removed the Shift auto-bracing feature.
Added a flag-waving animation to the Stronghand Platform.
Optimized overlapping issues in worker animations.
Moved the porter hint to another location to avoid blocking the Porter Settings panel.
Set the bottom-right control UI to the top layer to prevent it from being covered by other windows.
Added lighting to residences when they are occupied by residents.
Fixed an issue where building durability would reset after remodeling a tower body.
Fixed incorrect preview colors when constructing or remodeling tower layers.
Fixed incorrect Towertizen work distance display for full-layer buidings with multi-level height.
Fixed an issue where demolishing a full-layer building could also remove the tower layer.
Fixed an issue where buildings such as Jellyfish Dock could continue working after Jellyfish Bay was removed.
Fixed an issue where buildings such as the Jellyfish Bay Dock would not function if built on the Jellyfish Bay layer without being adjacent to it.
Fixed an issue where totems on the Sky Spire would continue glowing even when the corresponding Miracle Tower body did not exist.
Fixed an issue where the tech tree would reset to the bottom after re-entering it when previously scrolled to the top.
Fixed an issue where items obtained from disasters were not visible in the Cargo Collection panel and Porter Settings panel.
Fixed an issue where porters would not transport items even after timing out if the transportable amount was lower than the dispatch amount.
Fixed inconsistent buff range detection between Potato Farms and other farm types.
Fixed an issue where items thrown form the Stronghand Platform could teleport unexpectedly.
Fixed an issue where manually entered values in the Turtle Port panel did not match the displayed results.
Fixed an issue where building panel information was not updated after pasting Manifold Spire settings.
Fixed an issue where copied building settings would reset after entering demolition mode once when using Shift to copy buildings.
Fixed an issue where construction grids on other layers would still appear when building in single-layer view.
Fixed an issue where items could still be input when a pipe endpoint was suspended in midair.
Fixed an issue where pipe endpoint icons were not cleared properly when connecting two pipes end to end.
Fixed incorrect pipe endpoint models when merging two pipes.
Fixed an issue where clicking the Ecological Garden could cause camera clipping through gaps between pillars and walls.
Fixed a visual floating issue caused by the fourth-layer platform disappearing after completing the World Tree.
Fixed texture flickering issues when building Stronghand Platforms and Small Statues on small structural blocks.
Fixed an issue where visual effects from the Sky Spire could persist in single-layer view after activation.
Fixed several localization issues.
We want to say a huge thank you for joining us on every step of this journey, and we are excited to head into the next chapter with all of you!
Beyond this current update, we’d also like to share a glimpse of the future. In the coming year, we hope to have you by our side as we witness the growth of STARIO together 🍻
Finally, we’d like to wish everyone a very Happy Year of Horse! May the new year bring you great fortune, joy, and the best of luck!
Hi fellows!
We have some exciting news to share: V0.3 Lights in Clouds is just around the corner!
Our team has been working around the clock on development and testing, fueled by the hope of releasing this update before the Lunar New Year. Today, we’re finally ready to pull back the curtain and show you what’s coming in the new version.
In this update, we’ve overhauled a massive number of Towertizens animations to bring more life to the tower’s daily routine.
Being Lanterning
Being Idle
Looking ahead, we also plan to introduce Work Uniforms. Towertizens assigned to different roles will soon have their own distinct outfits, making the tower's bustling economy even more visible at a glance.
In V0.3, the tower’s favorite pastimes—the Sky Wheel and the Jump Platform—are getting a total makeover.
The old wooden Jump Platform is officially retiring. Its replacement features a sleek metallic frame and a fully reinforced trampoline at the base.
We hope these "childhood classics" will help your Towertizens create even better memories in their new-and-improved forms.
In-dev Screenshots
As for the Sky Wheel, the original steel-only design was a bit too "industrial chic."
To make it a more welcoming spot in the sky, we’ve added a warm wooden base, decorative LED light strips, and a fresh coat of paint for every cabin.
Design Sketch
In-dev Screenshots
You might notice something else in the screenshots: the residential buildings look a bit different too. That’s because we’ve added a new detail—Windows will now light up when Towertizens return home.
The apocalypse may be terrifying, but seeing the tower glowing with life gives us the courage to reclaim the glory of civilization.
We’re adding more material variety to Blocks. Whether it’s steel, enamel, cloth, gemstone, or marble, you’ll have a massive palette to build your spire. Every material has the potential to be the next brick in your tower!
Design Sketch
We previously teased the Airship Port and the expanded Tower Base here:
Airships are designed for long-distance, high-capacity cargo transport and can hover freely at various heights.
Additionally, both Airships and Balloon Stations will now feature an Integrated Management Tool. Through this new tool, you can manage logistics routes, rename stations, and assign resources more efficiently, giving you total control over your vertical empire.
In-dev Screenshot
In V0.3, the Tower Base will reflect the world's harsh reality by showing different environmental details based on your chosen difficulty mode.
Tower Base in Challenge mode:
While it won't make it into this specific patch, we’ve also started brainstorming for other atmospheric layers. For instance, we’re planning to introduce "Magical Creatures" into our world—keep an eye out for dolphins joining the high-altitude ecosystem!
This is still in the early design phase, so if you have any cool ideas, we’d love to hear them in the comments!
That’s all for today’s preview! We’re confident the new version will be in your hands very soon.
In the meantime, don't miss our bundle with Dystopika. You can grab both games with an extra 10% discount—the perfect chance to complete your collection!
The "Wasteland Builders' Choice" bundle—a collaboration between Stario: Haven Tower and Doloc Town—is officially live!
📍 Build your tower in Stario: Haven Tower: Master mind-bending vertical logistics, establish trading posts, and witness the prosperity of a kingdom in the sky.
📍 Start your farm in Doloc Town: Enjoy the healing vibes of pixel art as you fend off unknown threats and protect your own little piece of the world.
Stario: Haven Tower is currently at a 10% discount (matching its historical low). By purchasing the bundle now, you can stack an additional 10% off on top of that!
From the surface to the clouds, from harvesting crops to forging wonders—experience double the joy and double the suffering sense of achievement!
Season's Greetings!
We are excited to announce that STARIO: Haven Tower is part of the Steam Winter Sale from Dec 18th to Jan 5th (PST)! You can grab it now at 10% off, matching our all-time low price.
Wishing you all a cozy and wonderful holiday season ahead. Happy gaming! 🎮✨
Hi everyone!
We are officially entering the final month of the year. How has your 2025 been so far?
Stario: Haven Tower will be participating in this year's Steam Winter Sale. If you're interested, be sure to wishlist now so you can get a timely discount notification!
Good news - The logistics building we teased last time is coming very soon!
Manual hauling is a bit too primitive, pipe logistics can sometimes be circuitous, and balloon transport is limited to small, frequent trips...
After the tireless efforts of the Towertizens, the Tower is about to usher in brand-new logistics technology: The Airship Port!
(Development sketch, not an in-game screenshot)
Airships will dock here. These massive flying machines boast equally massive cargo capacity. Once the Airship Port is built, they will hover freely at different heights across the entire tower.
Airship approaching! (Design sketch, not an in-game screenshot)
Airship parked! (Design sketch)
Besides researching new technology, the Towertizens have also meticulously renovated the base of this colossal structure. Well, you always have to start at the bottom, right?
In the new version, the tower base will feature different details depending on the chosen difficulty mode. For example, here is the Tower Base area from the original version:
And in the Hard Mode of the new version, this area will look like this:
(Development sketch, not an in-game screenshot)
For those who concerned about other Zones, don't worry! In addition to the tower base area, we will continue to roll out optimizations for other zones in the future.
Frost Zone concept sketch
In addition to the above, the next update will also include various other optimizations and bug fixes. We will share the specific details when the official update is released!
Since the Early Access launch at the end of September, we have got a lot of suggestions and feedback. After a period of relatively frequent updates, we believe the current version has reached a stable state, and subsequent major updates will require us to spend more time on comprehensive design and debugging.
So, here is our preliminary future development roadmap! We will continue to refine the roadmap as updates progress and closely monitor your feedback. After all, the feedback from community is always the primary driving force behind game developing.
If you have any complaints or suggestions about the game, please feel free to leave us a message in the comments section, the review section, or our official Discord Server: https://discord.gg/CMWatT989k
Hey folks!
December’s just around the corner—can you believe that? Friends in the Northern Hemisphere, ready for winter yet?
We just wrapped up our WePlay offline event, and it was an absolute blast. Our booth was busy from start to finish, and we even met some veteran players who’ve already beaten the game and came all the way over just to say hi. That really warmed our hearts 😭
STARIO is currently at its all-time-low 10% off, so if you’ve been curious, now’s a perfect time to hop in and see what the tower life is all about!
City-building fans love to joke that Wonders bring ruin, but in STARIO, Wonders are at the heart of the whole experience.
Like we said in our launch post—we hope this tower can be a place where you witness those tiny, fleeting miracle of life. Not just a shelter for the towertizens, but also somewhere you can forget life’s worries for a while and feel that little spark of joy from every discovery.
Steam Award nominations for this year are now open! If you’ve ever felt peace, anticipation, or awe while watching the whales glide by, the birds soar, or your tiny workers bustling around—if a newly completed Miracle Tower ever made you stop and admire it—we warmly invite you to nominate us in the Outstanding Visual Style category.
Voting runs until December 1st, so feel free to jump in anytime! There’s still so much we need to learn from all the incredible games nominated this year; nonetheless, we hope this precious opportunity will help more players discover our tower!
Hit the button below to vote for us!
Press ME!
Before Early Access out, we mentioned that we chose Early Access because we believe the tower still has tons of room to grow—and we want to build it together with all of you.
From the very first demo until now, every bit of progress the game has made comes from your feedback and ideas. Since launch, we’ve been reading community discussions every day, and many of your suggestions have been super fun and genuinely helpful. Based on your feedback, here’s what we’ve added so far:
A new Stats Panel to check item counts, production/consumption rates, and population trends
Porter Management—set their work area and choose what they carry
Four new tower layer types for even more refined planning
Highly requested features like copying building settings and disabling weather effects
Improved building snapping and pipeline placement
…and more!
A lot of these ideas came directly from your comments. Sometimes when we’re stuck late at night thinking through a feature, one tiny spark from a player post becomes the perfect inspiration. So if you’d like to support the tower, feel free to leave us a review and share your everyday tower stories. We read every comment carefully and take them into account for future updates!
We’ve also been planning the next big updates. Many things are still being tested and discussed, but here’s a small sneak peek:
New logistics buildings to make transportation more interesting
Tower exterior customization—you’ll be able to paint your tower!
New gameplay mechanics to add more depth
Improvements to the trade and wish systems
…and lots more cooking behind the scenes
We’ll share progress with you as soon as we can!
And if you have thoughts, suggestions, spicy takes, or wild ideas, you’re always welcome to drop them in the comments—or join our official Discord server: https://discord.com/invite/sfXVUFRzP7
Hey everyone!
A new update just rolled out! Also, we're going to run a 10% OFF discount from Nov 20 to Dec 4 (10 AM PST)!
We're very excited to share that STARIO: Haven Tower is heading to WePlay Expo this weekend (Dec 22–23)! You can find us at Booth A-26!
If you'll be attending, feel free to drop by and try our on-site playtest. We've also prepared some special merch prizes for you!
And here comes the changelist for the new patch we just rolled out:
- Added the Logistics Control Panel, which includes a "Porter Settings" interface. You can now set porters' work areas and restrict the items they can carry, enabling more precise logistics planning.
- Added a Guidebook that progressively introduces various game mechanics and operational tips as you play, serving as a handy assistant throughout your tower-building journey.
- Added the Industrial layer construction plans Smelter and Stove, and the Ecological layer construction plans Stable and Threshing Yard. These provide additional production bonuses to specific products.
- Tower layer notes can now be added on the far right of the Layer Statistics UI (No more forgetting which layer your "Certified Loners" live on!).
- In Food Supply Mode of the Layer Statistics UI, detailed information for all items is now available (including Satiety and Tasty Bonus, etc.) .
- Adjusted the fade-out time of the main theme song when entering the game from the main menu.
- Adjusted the volume of work SFX for some buildings.
- Added SFX for Towertizens being happy or frustrated inside residences.
- Fixed an issue where the move resident button could sometimes become unclickable while the Happiness Details panel was open.
- Fixed an issue where mouse wheel scrolling could fail when browsing lists at low frame rates.
- Fixed an issue where line charts from the Statistics Panel could appear on top of other UI panels.
- Fixed the Porter's path on the fifth layer of the Sky Spire, resolving an issue where Porters would remain suspended in the air after delivering materials.
- Fixed an issue where Miracle Tower layers built on a slanted tower would not automatically align with the layers below.
- Fixed an issue where the item count in the Layer Statistics UI could be incorrect in "Food Supply" mode.
- Fixed an issue where the Food Supply UI and Statistics Panel UI would display Cactus and Potato before they were unlocked in a new game.
- Fixed a visual flickering issue in the overlapping areas between Braces and the Tower body.
- Fixed an issue where some devices would display a flickering white dot in the center of the initial location selection screen.
Hi everyone!
STARIO is participating in the Ancient Costume Game Fest! You may find more info here: https://store.steampowered.com/sale/ancientcostumegamefestival
Also, we’ve gathered some common player questions to make your tower-building smoother!
Let’s start with a handy tip!
Go to Options → Graphic → UI Scale Multiplier to adjust the overall size of the game interface. Make it as comfy for your eyes as you like 👀.
You can find the Max Frame Rate option under Options → Graphic, which controls how many frames per second the game renders.(V-Sync is enabled by default — you’ll need to turn it off first before you can adjust the maximum frame rate!)
💡 For example:
If you set the limit to 60 FPS, the game will render no more than 60 frames per second.
⚠️ Tip: Don’t set the frame rate higher than your monitor’s refresh rate — your GPU will just be working overtime for no reason!
🌟 Benefits of capping your frame rate:
✅ Reduces GPU load and prevents overheating or fan noise
✅ Stabilizes performance and smooths out frame drops
✅ Saves power (and keeps your fans from sounding like they’re about to take off ✈️)
Go to Options → Input to open the keybinding menu.
🎮 You can change the layout, adjust camera sensitivity, and set everything up exactly how you like it!
📂 To open your save folder:
Launch the game → Click “Load” → Click “Open Save Folder” →
Then click the “⬆” arrow at the top of the folder window to go one level up.
Press ESC → Achievements to see your current progress.
Hover over an achievement for more details — for example, hovering over “Ninety-Nine Souls” will show your current highest population 👥.
Clear the game within 9 in-game hours (not real-world time!! ⏰).
Complete the game with your total population never exceeding 99.
Buildings with higher Stability wear down more slowly, but ⚠️ even the sturdiest structures won’t last forever! Keep some Repair Kits 🧰 handy nearby — just in case.
As the game progresses, Disasters become stronger, and structures will deteriorate faster during Disasters.
They only take effect if the required facility exists on the same tower layer as the residence, not merely within its influence range ⚡.
- Added a new Statistics Panel. You can now view the total quantities, historical trends, production and consumption rates, as well as the population trends of Towertizens.
- Added a new option "View This Item Only". You can now display the distribution of a specific item across the entire Tower (hold Ctrl and click the item icon in the Layer Statistics UI)
- Added a new option "Clear Items on This Layer". Click the trash can icon in the Layer Statistics UI to remove all items from the current layer.
- While constructing, a green grid overlay is now displayed on buildable areas of the Tower body and building surfaces.
- While constructing, you can now press R to rotate a building's orientation.
- While constructing, hold Ctrl to enable auto-snapping to nearby buildings of the same type, making it easier to build neat, aligned rows.
- Added new structure and production sound effects for various buildings, making the Tower feel more lively!
- Optimized the placement experience for larger buildings. The building will now make a minor Auto-Offset to avoid conflicts with buildings nearby.
- You can now construct buildings on top of full-layer structures (such as Jellyfish Bay)
- When dismantling pipes, all materials inside will now be fully refunded.
- Adjusted the height of Star Picker Platform from 12 to 8 grids. (Existing Star Picker Platforms are not affected.)
- Adjusted the buildable areas of certain tower sections and buildings.
- Adjusted the default UI scale mutiplier for certain resolution to improve text readability.
- Enlarged the models of Towertizens and adjusted their work animations on some buildings.
- Fixed an issue where the maximum offset distance of the Tower Body was inconsistent across the four directions (front, back, left, right).
- Fixed an issue where the build panel failed to update after Faith increased from insufficient to sufficient when constructing a layer, requiring players to close and reopen the panel for the message to refresh.
- Fixed a visual glitch where wooden beams behind certain buildings would flicker when overlapping with the Tower Body.
Hey Tower Masters!
Our Community Events Under the Tower, We are All Creators has officially wrapped up — huge thanks to everyone who joined in! 🥳
As we went through all your entries, we were blown away by your creativity! Here are just a few highlights that made us grin 🏗️
Cr. @多少信一点
Cr. @甲の渊
Cr. @meicecream520
Cr. @山无处不在
Cr. @903148
Cr. @醉生OL
Cr. @hiiChannelhii
And that’s just scratching the surface — we've also got other amazing submissions!
You can check out the full list of winners on the platforms below 👇
X:https://x.com/STARIO_HavenTow/status/1983058060785619192
Reddit:https://www.reddit.com/r/stariohaventower/comments/1oi2duy/stariotowerup_event_winners_announce/
Discord:https://discord.com/channels/1293138330158108683/1359471982395134107/1432619393300303913
Once again, thank you all for your love and support for the Tower! We’ll keep polishing the game and bringing you even more fun experiences in the days ahead! 🧱✨
We hope these highlights spark some new tower-building inspiration for you! 🏗️✨ If you want to share tips with fellow Tower Masters or have any questions while playing, join our official community: https://discord.gg/VRwSYvNVRs
Or reach out to us on our social channels below! ⬇️⬇️⬇️
- Fixed an issue where Porters would not work when the resources needing transport were on the same layer.
- Fixed an issue where Porters would sometimes transport more resources than required.
- Fixed an issue where Braces built at low frame rates could sometimes be unable to remove.
- Hold Shift while building pipelines to lock them to horizontal or vertical directions, making it easier to create neat layouts. (no more struggling with misaligned pipes!)
- Added a Max Frame Rate option in Graphic Options to cap maximum FPS and reduce unnecessary performance overhead.
- Cargo Collection settings can now be copied and pasted between different Tower Layers.
- Optimized Porter‘s logic to prevent unnecessarily long routes, improving actual efficiency.
- Reduced performance impact of Disaster visual effects.
- Increased Ritual duration from 60 seconds to 90 seconds.
- Production / Consumption cycle are now displayed in building panels.
- Building information has been added to item descriptions, showing where they can be produced.
- Research Station descriptions now mention that multiple stations will increase research speed.
- Reduced the frequency of some Wish requests.
- Slowed down Sandstorm visual effects.
- Fixed an issue where pipe flow rate was much slower than intended after researching Pipe Transport upgrades or when playing at 5x speed. Upgrades now correctly increase transport capacity per trip.
- Fixed an issue where the endless disaster ritual do not spawn disaster-related items.
- Fixed an issue where starting the endless disaster ritual caused incorrect calculations for building damage and the probability of Towertizens being taken away by the disaster.
- Fixed an issue where not allowing a certain food prevented Towertizens’ Tasty Bonus from decreasing.
- Fixed an issue that could cause an error when copying Balloon Stations.
- Fixed an issue where recipes did not transfer correctly when copying between Manifold Spires.
- Fixed an issue where the buildable areas on the top layer of the Beacon were asymmetrical.
- Fixed an issue that allowed floating structures by adjusting buildable areas on Cliff.
- Fixed an issue where the Sky Wheel rotated too quickly.
- Fixed an issue where building buff spheres would persist when switching tools during construction.
- Fixed an issue where building floor edges would flicker when placed on structural blocks.
- You can now copy/paste building settings (Alt + Right Click to copy, Alt + Right Click to paste), making it easier to batch-set items (e.g., items in Pipes, Balloon Stations, Wooden Containers, and Barrels), building toggle states (on/off), construction priority, and more.
- When the mouse cursor hovers over a building, shortcut key hints are now displayed, such as: copy construction, copy/paste recipes, set Balloon Station routes.
- Enlarged the click detection hitbox of Pipes, making them easier to select and remove.
- Fixed several localization errors.
- You can now hover the mouse over the Towertizen's "Happiness Details" panel to see the meaning of each attribute and how to improve it.
- When the Turtle Port interface is open, the game speed-up/slow-down hotkeys are temporarily disabled.
- Moved the "View Update Log" button to a more visible spot in the main menu.
- Fixed the floor of the \ so it now fits the collision box.
- Fixed several localization errors.
Howdy folks!
The Steam Autumn Sale is just around the corner! During the event, STARIO: Haven Tower will continue to be available at a 10% launch discount:
How’s your tower-building progress coming along so far? Over the past few weeks, we’ve received a lot of feedback from you, and we’ve been steadily working on fixes and improvements to make the game better.
That said, we’ve recently noticed a few cases of save data loss. After investigation, it turns out this issue mainly happens when Steam Cloud accidentally overwrites the latest local save file with an older version.
Here’s a quick breakdown: normally, when you exit the game, the latest local save should sync to Steam Cloud, and Steam ensures both versions match. But sometimes, if the Steam server is unstable, the newest save may fail to upload. In that case, your local save data might be unexpectedly overwritten with an outdated Cloud file, which results in lost progress or rollback.
Many thanks to those who let us know about it! We're currently working on a new patch to protect savefiles, so even if Steam has a hiccup or your network is unstable, we'll try to save your hard-earned progress.
While we’re still cooking on this, here are a few tips to help avoid save loss in the meantime:
After quitting the game, Steam will start syncing your data to the Cloud, which can take a little time. Shutting down Steam too early may cause the upload to fail.
We recommend checking the sync status each time you exit the game. If the upload is successful, you’ll see a check mark ✅ like in the example below:
If the Cloud upload keeps failing, it’s a good idea to back up your local save files just in case.
The save file path is: C:\\Users\\UserName\\Documents\\STARIO Haven Tower\\Save
Or, you can quickly access it by pressing Windows + R, typing: documents\\STARIO Haven Tower\\Save
Simply copy the save files (or the entire folder) and store them somewhere safe. If your progress gets rolled back, you can paste the backup back into this folder and load it normally.
If you’re playing on just one device and don’t need Cloud sync, you may want to temporarily disable Steam Cloud to avoid risks. Here’s how:
(1) In your Steam Library, right-click the game and select Properties.
(2) In the General tab, turn off the Steam Cloud as shown below.
If you run into any problems following these steps, feel free to reach out! You can join our official Discord—we’ll be happy to help!
Discord: https://discord.gg/VRwSYvNVRs
Thanks again for your patience and support—we’ll keep working hard to improve the experience!
Stario Team
- Added an option to disable the visual effects of clouds and fog in the graphics settings.
- Adjusted the interval time for making Wishes.
- Fixed an issue where Turtle Port incorrectly calculated the quantity of items sold automatically.
- Fixed an issue where Whales and Mantas could twitch at the edge of the map in certain situations.
- Fixed an issue where clicking the "View Damaged Buildings" button in the top right corner could cause an error in the rebuild tool.
- Fixed an issue where the Research Station UI could overflow when displaying a large number of items.
- Fixed a localization error on some systems caused by the script file's encoding format.
- Cargo Collection can now set "Required Quantity" and "Locked Quantity": Porters will haul goods from other Layers to meet the Required Quantity, while the Locked Quantity can only be used on this Layer and will not be shipped elsewhere.
- When building the Miracle Tower body, all parts from the second layer upward will now be forcibly aligned with the first layer.
- Added a notice in the Tower Body UI if the Miracle Tower Body is not functioning due to construction order or misalignment.
- After constructing a tilted tower body, the "Build New Tower Body" button will now follow the offset of the topmost layer.
- Improved the description of Residence work range: "Within 3 Layers (covers 7 Layers in total)".
- Improved the descriptions of some Wishes, such as \: "If two Meditation Halls could be built on the same Layer I live on…".
- Added clarification for "Nature's Conquest Score": The more population in each atmosphere zone, the higher the score. Harsher atmospheres yield higher boosts.
- Fixed an issue where UI Scale Multiplier setting would reset after reopening the game.
- Fixed a bug where Demo saves could still be "Continued" in main menu despite being incompatible, causing load failures.
- Fixed an issue where the Wish \ might not complete even after reaching the required amount.
- Fixed a problem where items stored in a building could not be retrieved after the building was shut down.
- Added a notification button for destroyed buildings in the top right corner of the game interface, allowing players to click and focus on each destroyed building one by one.
- The camera can now be moved up and down while building a Tower Layer.
- Added a description for the countdown to the next Disaster.
- Fixed an issue where items could pass between two adjacent Pipe ends.
- Fixed an issue where the recipe switch icon prompt sometimes displayed incorrectly during building construction.
- Fixed an issue where numbers in the construction window could overlap when there were many building materials.
- Fixed an issue where two Balloons could depart simultaneously.
- Fixed an issue where shadows on scaffolding during construction were not displayed correctly.
- Fixed an issue where, when the UI scale is not set to 1, dragging Ritual Cards in the Ritual Panel caused incorrect display positions.
The parable of Babel speaks of fractured communication and divided civilizations—yet the towers you build stand as the most powerful reply. Each structure that rises from the ground is a unique declaration of order, an eternal interplay between function and beauty along the vertical dimension: a testament to what it means to Tower Up.
As builders of Babel, we invite you to share with us the story of your Haven Tower —to leave a ever-lasting silhouette in the flow of history! ❤️️
⚙️Is it a tightly-woven network of logistics, or a gravity-defying spectacle suspended in the air?
🤔Perhaps it holds unexpected beauty born from unplanned “mistakes,” or clever solutions forged through challenges within the system?
👀Does each level of your tower record a struggle of spatial planning, a moment of resource crisis, or the triumph of weathering a disaster?
No matter the current state of your creation, we wish to witness the story that only your tower can tell.
So Tower Up! Let us build boldly, and join us in raising a new Babel—one built from endless possibilities.
Now, we invite all players to share your memorable moments in Haven Tower. You can post screenshots, videos, or create graphic or video guides.
New players are welcome to showcase your elegant layout designs—like the beautiful scenery on a certain floor, the cozy life in residential areas:
Or a full panoramic view of your completed tower.
Veteran players can share your practical experiences, such as construction processes, planning concepts, logistics networks, or strategies for dealing with natural disasters.
After October 26, we’ll count all qualified submissions under that hashtag on each platform and award:
Tower Miracle Award: We’ll pick 5 standout, creative entries and award each a $50 Steam gift card.
Mystery Gift: From all participants, we’ll randomly draw 5 additional winners to receive a $10 Steam gift card each.
Thank you for guiding your towertizens toward the stars and inspiring all of us with your creativity!
Original Work: All submissions must be your original creation. Plagiarism or reposting others' content is strictly prohibited.
Required Tag/Flair: To ensure your entry is counted, please use the hashtag #STARIOTOWERUP (for X or TikTok) or the "Events" post flair (on Reddit). Entries without the correct tag or flair will not be eligible for judging or the prize draw.
Prize Eligibility: Each submission can only win one prize category (either the "Tower Miracle Award" or the "Mystery Gift").
Content Standards: Submissions must not contain content that is offensive, discriminatory, or harassing towards others.
Submission & Feedback: After posting, you may also send your entry link directly to a Discord moderator via DM. We also welcome you to share any bugs or issues encountered during gameplay on our server. We look forward to your posts and feedback!
Also, join our Discored to share your gameplay with others!
Hello, everyone!
As September draws to a close, Stario is finally ready to meet you all! 👏👏👏
The EA version is priced at $13.99 USD, with a 10% launch discount ($12.59 USD).
📢 We’ve also teamed up with Fabledom to bring you the Fairytale Haven Bundle. We hope everyone can build their very own ideal kingdom.
We’re deeply grateful for your support of the game. Over the past months we’ve received many questions, and we’d like to take this opportunity to answer them.
As shared in the earlier post, the EA version will feature:
The EA version unlocks the full tower, with six distinct atmospheric zones, four natural disasters, the complete tech tree, and a climactic ending at the very top of the tower.
Each atmospheric zone now features a unique Miracle Tower. Building one will challenge how well you’ve planned your production layout in the zone. But once you succeed, even disasters themselves may be subdued by the light of hope.
The tower may be a spectacle for the post-apocalyptic world, but for your Towertizens it is home. Now there is a Wishboard, where Towertizens will leave their heartfelt wishes. By helping fulfill them, you may receive unexpected rewards.
Unlock and construct a Ritual Platform to hold a variety of rituals. Some can alter the weather, others can influence Towertizen states. As all rituals require resources to sustain, whether you use them for long-term buffs or short bursts is up to you.
The EA version also introduces a trading system. Build the Turtle Port, and giant turtles from other towers will periodically dock. You’ll be able to trade goods for equal value based on your inventory.
We’ve adjusted the default UI scaling and added an option in settings for manual scaling. Sandstorm and mist visuals have been fully reworked.
The tutorial has been redesigned in more detail, and the arrival of the first disaster has been delayed, giving new players more time to learn core mechanics and get comfortable.
As we mentioned previously:
The EA version will feel very different from the demo right from the start. So, if you’ve already completed the demo, don’t worry about having to replay the same flow. The new version will offer a fresh journey!
We’ll do our best to ensure save compatibility in future updates. If there are cases where saves cannot be carried over, we’ll inform everyone right away. Still, since the game may continue to add new features or have major balance adjustment, we always recommend starting fresh for the best experience.
Please let us know! Suggestions or complaints, your feedback is always invaluable.
You can leave comments on Steam or join our official Discord server and chat with other players. If you run into issues while playing, feel free to message our Mods directly.
Recommended: GTX 2060 / 16GB RAM / 8GB available space
Minimum: GTX 750 Ti / 4GB RAM / 4GB available space
The game currently does not support controllers or Steam Deck. We haven’t fully evaluated controller interaction yet, but if we plan to add support in the future, we’ll let you know immediately.
Since the EA version already includes complete game progression, we don’t yet have a final decision on exactly what will be added in V1.0. But here are some ideas we’re considering:
A more open sandbox mode
New logistics buildings for more vertical transportation strategies
Statistics panels for easier resource and population tracking
More decorative elements to craft your own landmark tower
Further optimization in interaction and performance
…and more
As said before, we believe Stario holds endless potential. We’re eager to hear your suggestions after launch, and we’re sure new sparks of inspiration will arise from our communication with you. Let’s witness the growth of the game together!
For those who want to dive deeper into the details, here are links to our past dev blogs:
See You at BitSummit + A Peek at What’s Next for Stario: Haven Tower
Devlog#2 Ritual Platform & Vertical Garden Spoiler
Devlog #3: From Sketch to Skyline - How does concept art turn into a real game?
Stario: Haven Tower to Reveal Early Access Release Info on September 18
Stario: Haven Tower launches in EA on Sept 25 | New Content Preview Pt.1
One Day to Launch! | Early Access Preview Pt.2
From the biblical tale of the Tower of Babel, to ancient skyward monuments around the world, to humanity’s modern ventures into space, “what lies at the end of the sky” may be one of mankind’s oldest mysteries.
👉For anyone who missed the previous post, here’s a quick reminder on pricing: the EA version will launch at $13.99 USD (launch discount $12.59), with a 10% launch discount for two weeks.
🥳Since the demo first went live at the end of March, more than 51,000 players have tried it out. Thank you all for your incredible support! With the demo having completed its mission, we’ll be taking it offline today.
📣As mentioned before, Demo save files will not carry over to the EA version. But don’t worry — even if you’ve already built a full 12-layer tower, the new EA build is heavily reworked and won’t feel repetitive. We’ve made big changes to early progression, so the experience will feel fresh and rewarding.
✨In our last post, we previewed the Miracle Tower system. If you missed it, check it out here:
♟️In EA, players won’t just endure disasters, you can summon them. The key is the Ritual Platform, unlocked through the Tech Tree.
Build one, and you’ll gain access to three categories of rituals:
Aether Rituals: Influence climate and environment. Yes, you can deliberately call down endless Blizzards or perpetual Mist. (Of course, not every Aether Ritual is about summoning Disasters, we’ll let you discover the rest in game.)
Vita Rituals: Affect your Towertizens directly. For example, the Migrana Ritual expands their working range, while the Ignira Ritual increases cold resistance. But each benefit comes with a cost, it’s up to you to decide if it’s worth it.
Fabrik Rituals: Temporarily change how your tower functions. For instance, during the Ourophira Ritual, storage between the base and top layer becomes fully connected, allowing automatic transfers.
Rituals consume resources to stay active. When supplies run out, the Ritual ends. Whether you maintain long-term buffs or opt for short bursts is up to your strategy.
🐢Even in this collapsing world, travelers still roam the skies on the backs of giant turtles.
By building a Turtle Port, you can unlock the Trade system.
When a turtle arrives, you can barter based on your current inventory. Choose between manual trade, carefully planning each exchange, or automatic trade, letting turtles become long-term partners who always exchange goods upon arrival.
🧗Not all Towertizens were born in the tower. Some once lived in the underground cities and remember the vast lands of old. But for many born here, the tower is their only home.
As their sense of belonging grows, Towertizens will leave requests on the Wishboard. These wishes range from small personal comforts to quirky dreams:
A quiet hermit longing for solitude.
A food lover willing to give up everything for better meals.
An eccentric, who only wants a unique pet...
Fulfilling these wishes not only shapes your tower into a true home but may also earn you precious gems as thanks.
🔡EA also introduces three difficulty modes, adjusting material costs, disaster intensity, and resource efficiency. Choose the pace and challenge that suit your playstyle.
🎪And yes, there’s also a brand-new achievement system. We won’t spoil the details here, but we hope you enjoy discovering them for yourself.
🎆We’re also happy to share that Stario: Haven Tower will be at Tokyo Game Show 2025. From September 25 to 28, players can try out the EA version at our booth: Hall 11, C51. If you’re attending, come by and say hi!
We’ve shared plenty of development details and inspirations in past updates. If you’d like to explore more, here are some links:
If you’d like to share your thoughts, feel free to comment below or join our official Discord to chat with fellow Tower Masters!
Hello, everyone! Thank you for waiting!
At today’s Convergence Showcase, we finally revealed the release date for Stario: Haven Tower:
The game will launch in Early Access on September 25 at 8:00 PM PDT, priced at $13.99 (launch price $12.59), with a 10% launch discount for two weeks.
The Demo is scheduled to close on September 25. If you haven’t tried it yet, there is still a chance to give the game a try:
Please note that Demo save files will not carry over to the Early Access version. In our previous post, we explained in detail why we had to drop save transfer support. While we truly wished to preserve your progress, the game has gone through multiple major balance adjustments. After evaluating the compatibility between versions, we ultimately decided to let go of supporting save transfer.
That said, with all the optimizations and overhauls we’ve made, the Early Access version you’ll soon play is a significantly improved experience. We believe it will be more fun and more polished than the Demo, and we sincerely hope you enjoy exploring this carefully refined world!
The Early Access version will include the entire main storyline, unlocking the full Tech Tree and Tower Construction Progress, along with three difficulty modes and dozens of hours of gameplay.
But we know many of you may still have questions, such as: What exactly does the full tech tree contain? How high can the tower reach? And aside from the content already teased in the Demo, what brand-new features will the Early Access version bring?
To answer these, here is an overview summarizing all the new content included in Early Access. We’ll go through each of these points in detail together!
Disasters may shatter the buildings, but it is often the endless unknown that truly inspires fear. To keep their faith from eroding, people must record distance from the earth, and the achievements along their ascent.
That’s why we’ve designed the Miracle Tower: a way to build lasting milestones throughout your long journey toward the sky.
Each atmospheric zone features its own unique Miracle Tower. Once completed, it not only strengthens the faith of your Towertizens, but more importantly, an activated Miracle Tower forces disasters to retreat.
In the Early Access version, the game will feature six atmospheric zones. Beyond the Sand Zone and Mist Zone already seen in the Demo, players can now ascend into the Rain Zone, the Frost Zone, the Clear Zone, and ultimately reach the journey’s end in the Star Zone.
Each zone carries its own climate and resources to uncover: mantas will drift through the Rain Zone, while great whales will roam the Clear Zone.
Yet just as the whispers of mist gnaw away at willpower in the Mist Zone, new crises will surface as you climb higher, threatening the lives of the Towertizens. Unlocking new technologies will certainly help, but how you arrange production layouts, manage logistics, and keep Towertizens safe will still depend on optimizing your own strategies.
At the same time, we’ve made major adjustments to resource production. In the Demo, many resources could only be obtained in specific zones. For example, Quartz could not be harvested from Jellyfish Bay in the Sand Zone, yielding zero efficiency.
For the Early Access version, we completely overhauled this system to offer players greater freedom and more diverse options. All resource-gathering buildings can now be freely constructed at any altitude. However, each zone still retains its own specialties, with certain resources only reaching peak efficiency in specific atmospheric zones. How to plan and optimize your layouts will once again be left in your hands.
The tech tree, already introduced in the Demo, will now allow players to ultimately unlock more than seventy buildings. But this isn’t simply a matter of opening every node at once.
As one of the game’s core mechanics, the tech tree shapes both pacing and strategy, and so in the EA version we have not only expanded its content but also rebalanced its structure.
Unlock orders and prerequisites for each tech have been carefully reconsidered. Nodes in the tech tree have also been adjusted. For instance, during the Demo, Tower Rebuild was locked behind a late-game tech, but after hearing your feedback, we’ve decided to remove it from the tree altogether and make it available from the start. This way, players can freely adjust their production layouts throughout the game and face early decisions with lower cost.
The disaster system, also previewed in the Demo, has been redesigned based on community feedback. We’ve refreshed the visual design of the four disaster totems, adjusted their stats, and rebalanced their duration and effects on the Toweritizens.
As the game’s central challenge, disasters should not merely break players’ flow. Rather, they would be woven into the experience itself. From barely surviving them in the beginning, to gradually mastering them, and eventually even learning to summon disasters on purpose.
As for how exactly you may summon a disaster… we’ll leave that story for next time.
Due to space limits, we’ll save many of the brand-new systems and mechanics for the next post. However, we’ve already shared some development previews in earlier updates, and we’ve put them all together here for those who are interested:
If you have any thoughts or feedback, feel free to leave a comment below, or join our official Discord server to chat with fellow Tower Masters!
Hello everyone,
Since the Steam Next Fest, we’ve been hearing the same question again and again across different platforms: “When will the game finally launch?” As a small indie team, we’re truly grateful for all the love and attention you’ve shown Stario: Haven Tower!
Over the past months we’ve been fully focused on wrapping up development—working day and night on the final stretch of testing and polishing. And now, the moment has finally come to share some exciting news: Stario: Haven Tower will be featured on September 18 at the Convergence Showcase, which will also be streamed on IGN. During the Convergence Showcase, we’ll premiere a brand-new Early Access trailer and announce details on the EA release date and pricing. We’ll save the rest of the surprises for the event itself, so please stay tuned!
In the meantime, from Sept 15 to Sept 29, Stario: Haven Tower will also be featured in the Steam Publisher Sale by XD. If you haven’t tried our demo yet, this is a great chance to download it and give it a spin before launch:
We know that in recent years, the tag “Early Access” hasn’t always carried the most positive impression. Honestly, we also had doubts at first about whether choosing Early Access might affect how people see our game.
But after much discussion, we decided to stick with this path. Not only because we believe the game has room to grow, but also because we want to shape it together with you, our community. With your feedback and support, we hope to refine and expand the tower into something closer to everyone’s ideal vision.
That said, “Early Access” doesn’t mean cutting corners. The EA release already includes the full main storyline, three difficulty modes, and dozens of hours of content. You’ll be able to unlock the complete tech tree and tower progression, and climb all the way to the very top.
For us, Early Access represents both our vision and our honesty: Stario: Haven Tower still has a long way to go before it becomes the “perfect version” we imagine (if such a thing even exists for any developer). There are still many possibilities waiting ahead—and we’d love to explore them together with you.
Unfortunately, save data from the demo will not be compatible with the EA version. This was a tough call—we really wanted to keep everyone’s progress, but the game has gone through major changes based on both our internal testing and feedback from the community.
Sometimes we added new features; other times, we realized that a system simply wasn’t working and had to rebuild it from scratch. Since Next Fest, we’ve also made extensive changes to balance: recipe formulas, resource ratios in each area, buff types and values for different tower sections, and more. As a resource-management and city-building game, these numbers are central to the overall experience. Adjusting them is key to making the game more diverse and giving players more freedom in how they approach the climb.
Because of all this, we had to let go of save compatibility—but we hope you’ll find that starting fresh in the EA version makes for an even richer and more rewarding experience.
We’ll be sharing more details on what the EA version includes, along with the new features we’ve been working on, in our September 18 update post.
If you run into any issues while playing the demo, or if you’d like to chat with other players, feel free to join our official Discord server: https://discord.com/invite/sfXVUFRzP7
We also share dev logs and behind-the-scenes updates on our socials—follow along if you’d like to see more ⬇️⬇️⬇️
Hello, everyone!
Today, we’d like to share a glimpse into the design of some of the buildings you’ll encounter in the game.
From the simplest Hut to the many varieties of Brick Factories, bringing these structures from concept art to what you finally see in-game is never a straightforward copy-and-paste—it’s all about trial, adjustment, and finding balance.
The Hut’s roof went through many experiments in concept: fabric, bamboo, even worn bricks. In the end, we settled on a clean, unified tile design—easier on the eyes, and more in line with the game’s overall art style.
Its upgraded version—the Brick House—also went through several design passes. We wanted it to have its own character without looking out of place. After multiple iterations, the version you see in-game today was finally chosen.
Brick Factories are one of the key industrial foundations in the Vertical Kingdom. Their colors were fine-tuned across many rounds of testing: How should we bring out the metallic texture of certain parts? How bright should the base tones be so that each type feels distinct yet visually comfortable? After plenty of tweaks, we landed on a palette that felt just right.
One of the biggest challenges in turning concept art into in-game models is ensuring smooth performance. Overly intricate decorations may look stunning on paper, but they also drive up polygon counts and risk slowing things down. Simplify too much, however, and you lose the beauty that gives each building its charm. Finding the right balance meant countless tests and adjustments.
Every building you see in the game—each tower segment, and even the strange little creatures drifting in the sky—has gone through its own series of unseen iterations, all in pursuit of harmony between aesthetics and performance.
And this is just the beginning! The EA version will bring even more distinctive buildings for you to discover—so stay tuned!
Hi folks! The game’s development has now entered its final stages, and we’re really hoping to get it into your hands soon!
In our last post, we gave you a brief sneak peek at some of the new content coming in the EA version — today, we’d like to share a more detailed look with you.
The Tower has more secrets to share, and today’s reveal is… the Ritual Platform!
In our last post, we mentioned that the EA version will unlock the “Ritual Platform,” allowing you to change the gameplay through rituals and Faiths.
You’ll be able to unlock the Ritual Platform fairly early in the game. Like the Jellyfish Bay, it’s a special structure converted from your existing tower — but unlike it, the Ritual Platform requires three vertical floors.
By unlociking the Platform, you can freely select and combine different types of rituals to match your city-building strategy.
Three Ritual Categories:
Aether Rituals (e.g., Levia Ritual): Lightens gravity, allowing buildings to extend farther and carriers to work with ease.
Vita Rituals (e.g., Migrana Ritual): Enables citizens to work across greater vertical distances.
Fabrik Rituals (e.g., Pendara Ritual): Boosts production the farther structures are built from the core.
Rituals can be combined for layered effects — but watch out! Many come with “reasonable” trade-offs.
For example, Levia Ritual weakens gravity, but also slows down pipeline transport efficiency. A blessing for manpower-focused towers, but perhaps not ideal for logistics-heavy builds.
Each ritual consumes a specific amount of Faith and items.
Once activated, a ritual runs in cycles:If required resources are available at the start of the next cycle, it will continue automatically.
If not, it will pause until supplies are replenished.
Tower Masters, make the most of these systems and explore all the possibilities this towering vertical world has to offer!
In the haven tower, a Towertizen’s Spirit determines their quality of life—and can even change the home they live in.
When a Towertizen’s Spirit reaches the upgrade threshold, their entire home will be transformed from a humble Hut into a sturdy Brick House, increasing its capacity and expanding its Work Range.
Spirit is made up of six different needs. While fulfilling any of these needs can raise Spirit, in the early days—when resources are scarce—the most cost-effective approach is to improve the Environment in residential areas.
This is where the Green House shines: not only does it quickly raise residents’ Spirit, but with clever placement, multiple Green Houses can stack their Environment bonuses for maximum effect.
And as a little EA sneak peek, we’re also revealing the upgraded version of the Green House—check out the in-game model and concept art for the Vertical Garden!
That’s all for today’s update! We’re heading back to our work, but if you have anything you’d like to discuss — or chat about with other Tower Masters — feel free to leave a comment below, or join our official Discord Server:
https://discord.com/invite/sfXVUFRzP7
Follow us to stay tuned with us! ⬇️⬇️⬇️
Hello, Tower Architects!
We have some exciting news to share. Stario: Haven Tower will be playable at BitSummit 2025 in Kyoto, Japan (July 18–20)!
To celebrate, we have added full Japanese localisation! You can already switch to Japanese in the current demo.
Since our first demo launch, we've been working intensively on developing new content. We've also gathered a lot of feedback from players and have been optimizing and expanding the game based on the suggestions we've received.
If you have not tried the demo yet, you can try it out here:
We’ve noticed some recurring questions from the community and wanted to take a moment to address a few of them here.
This is easily the most common question we receive, and we’re grateful for the enthusiasm 🥰! While we’re still deep in development and haven’t locked down a final date yet, we’re currently aiming for an Early Access launch this fall. We’ll let you know the moment we have something firm to share.
Since the demo went live, we’ve collected a ton of thoughtful feedback, both through surveys and community discussions. Based on that, here are some key areas we’re focusing on:
We received a lot of comments around font size, color contrast, layout, and clarity. In earlier updates, we introduced a new UI category filter that lets you view different tower data (resources, citizens, food, etc.). For the EA version, we’ll continue refining the visual design, adding clearer icons, and improving overall usability.
We know that getting started can feel overwhelming, so we’re reworking the tutorial to better explain core systems step-by-step, with clearer guidance and language based on common areas of confusion.
Some of you have already pushed the demo to its limits, and we’ve noticed the strain it puts on performance, especially when many UI elements are active. We’re working on several improvements to help the game run more smoothly in later stages of tower construction, so your creativity can really shine.
Here’s a quick preview of what’s being added:
A brand-new ritual system will allow you to shape your gameplay through faith and discovery. By collecting ritual cards in three categories: Aether, Vita, and Fabrik. You’ll unlock powerful effects through the ritual platform.
Examples include:
Levia Ritual (Aether): Lightens gravity, allowing longer horizontal expansion and easier cargo movement.
Migrana Ritual (Vita): Enables citizens to work across greater vertical distances.
Pendara Ritual (Fabrik): Increases production as the farther structures extend away from the core.
Rituals can also be combined, letting you fine-tune your tower’s strengths and adapt to any challenge.
In the face of skyborne disasters and the unknown above, your towertizens may feel lost, but beauty and meaning await. Miracle Floors are special structures that mark key milestones in humanity’s climb. Each one represents not just progress, but a step forward in the shared journey toward the divine.
For example, the Fountain of Heaven transforms the heavy rains of storm zones into valuable energy to help your tower push higher.
Ever wonder what your towertizens are really thinking? In EA, we’re introducing a Wish Wall system where citizens post personal desires. Fulfilling these wishes will raise overall happiness and sometimes unlock a few heartfelt surprises.
More than just workers or production units, your citizens are the soul of each tower. Beyond the strategy and systems, we hope players feel the human warmth that binds everyone together in this vertical nation.
If you run into any issues while playing or have suggestions for the game, we’d love to hear from you. Feel free to leave a comment or join our Discord server to chat directly with the dev team and other players. We’re always happy to hear your thoughts!
The Stario Dev Team
Fixed a bug where save files from versions prior to 0.1.9 allowed buildings to produce without consuming materials after the update.
Fixed several localization errors.
Added \: Easily assess the Spirit level of all residences through color-coding.
Layered Statistics UI now supports multiple view modes:
\: Views material quantities per floor.
\: Displays population/jobs/available workers/homeless count per floor.
\: Monitor food reserves and manually set consumables per floor (custom menus).
\: Views buff effects on each tower section.
Homeless Towertizens can now work and will retain their job status when moving into housing.
Default construction priority changed to Medium.
Added camera rotation with Q/E keys.
Shift+Click now enables copy-placement of buildings under construction.
Fixed abnormal material returns when demolishing Brick Houses.
Fixed Brick Houses not downgrading when residents' basic needs fell below the threshold.
Corrected stability miscalculations for floating structures causing purple tint in Stability Mode.
Added an "Open Save Folder" button to save/load screen.
Removed framerate options from resolution settings (resolution-only now).
Standardized red warning text colors across all UI.
Optimized item ordering in key remapping panel.
If you encounter any issues during the demo, or you have any idea that you want to share with us, feel free to join our Discord for support and feedback:
https://discord.com/invite/sfXVUFRzP7
Btw, we're holding a Giveaway Event! Share your skyward tower, for chances to receive Steam gift card!
Click the post for more detalis:
Hi everyone!
The June Steam Next Fest has officially come to a close—how tall did your Tower get?
If you haven’t had enough yet, don’t worry! The demo will remain available for the time being, so you can keep building to your heart’s content!
Let’s rewind to eight days ago—our game was featured in the PC Gaming Show, one of the world’s biggest showcases for PC games. Nearly 100,000 viewers tuned in live to watch the reveal trailer for STARIO: Haven Tower!
As an indie team, it was a huge honor to introduce our game to players around the globe at such a major event. Although the spotlight was brief, the response during Next Fest exceeded all our expectations—STARIO: Haven Tower received a 94% positive rating from players!
Your support is our greatest motivation. We’ll continue refining the game and working hard to deliver an even more exciting and satisfying tower-building experience!
Concept Art of Jellyfish Bay Extension
Our goal is to create a tower-building experience like no other—and your feedback plays a huge role in that.
During the festival, we received tons of helpful suggestions and bug reports. Thanks to your feedbacks, we’ve already rolled out a patch last Friday that improved several UI elements and adjusted the population recovery mechanic, which was a hot topic among players.
If you’ve got more ideas or suggestions, we’d love to hear them! Just click the link below and fill out the feedback form—we read every single submission carefully:
https://forms.gle/gCmUcU3Qqc3LYNcm8
Or leave your thoughts directly on the demo’s Steam page!
Since the demo’s release, we’ve been amazed by how creatively players have been experimenting with the building system. From clever vertical layouts to unique resource setups, your towers never fail to surprise us!
cr.@6仍OL
cr.@6仍OL
Some of you even stumbled upon hidden Easter eggs—we love seeing these discoveries. It feels like a silent nod between developers and players, a shared spark through the screen.
To celebrate your creativity, we’re also hosting an ongoing community content event! Share the moments that stood out to you, whether it’s:
A breathtaking Kowloon Walled City-style mega-structure
cr. Community submission
A beautifully layered modern building
cr. @FuzePlays
A quirky or touching moment from towertizens' daily life
A hard-earned snapshot of rare wildlife
No matter how grand, hilarious, or subtle—if it’s memorable to you, it’s worth sharing with the community!
Want to know more about prizes and how to participate? Check out our earlier post here:
In our very first devlog, we shared the inspiration behind STARIO: Haven Tower. In the future, we’ll be revealing even more about our development plans and design process. Don’t forget to follow, wishlist, and stay tuned for more updates!
Join us as we ascend toward the skies!
---
Stargate Games
About
This page aggregates Steam news feeds, patch notes, and developer announcements for STARIO: Haven Tower, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main STARIO: Haven Tower statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.