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Snow Resort SimulatorNewsAlmost There | Here's What We've Been Up To
Community

Almost There | Here's What We've Been Up To

Snow Resort Simulator · published 14 Mar 2026, 12:50 UTC

All newsPlayers around this dateRead on Steam

Hey everyone,

We wanted to give you an honest update on where things stand.

We're targeting April 8th for Early Access. We originally planned to ship before the end of March, but as we kept working, we realized we could make every part of the game noticeably better — and we owe you that effort. We're sorry for the delay.

Here's a look at what we've been pouring our time into:

Staff & Characters

The staff system was already in place, but every employee looked too similar. Now your chef looks like a chef, your bartender looks like a bartender — each role has its own distinct appearance and area-specific animations. We're also adding new employee roles so you can delegate anything you don't want to handle yourself, like ski track maintenance and snow pile management.

A Living Resort

We added benches across the map and reworked guest behavior. Visitors now wander around, sit down, and take in the scenery — not just rush to the nearest queue. This makes the resort feel alive and gives you more breathing room to manage everything.

Art & Object Polish

Our artists are doing a full pass on every object in the game — fixing missing textures, correcting scales, and refining details.

Tablet UI Overhaul

The in-game tablet UI was a rough first pass. We're now redesigning every card and button to be cleaner, more intuitive, and much better looking.

Minimap & Navigation

With a map this large, we know how critical good navigation is. Snow-covered hills, worn ski tracks, guest houses — we want you to see it all at a glance and manage your resort without feeling overwhelmed. We're putting serious work into the map system.

Lighting Improvements

We're identifying and fixing gaps in our real-time lighting — from street lamps to workspace lighting to guest room ambiance — all while making sure it doesn't hurt performance.

A Note From Our Team

We may not have the biggest wishlist numbers but every single one of our 4,450 wishlists means the world to us. We're a team of four — two artists and two developers — and we've spent almost 18 months building the best game we possibly can.

Honestly, with a team that size, we haven't been able to focus on marketing as much as we'd like, and we know that affects our ability to reach new players. We're going to try to give that more attention in the time we have left before launch.

Thank you for sticking with us. We'll keep you posted as we get closer to launch.

The Team

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