A building is a kind of community.
Tenants, visitors, days, a tower.
A simulation in development.
The Project
A space to experiment with what a tower simulation can be. Tenants and flow at the core; a building that holds itself together, or doesn't. Each version peels back a little more of what's possible.
Inspired by Sim Tower, Will Wright's whole catalogue, Project Highrise, Mini Metro, and the long quiet tradition of games where a system breathes on its own and you're invited to lean in.
The score is called Standing — it rises when the people inside are doing alright. The building has 15 floors, two elevator shafts, a staircase, and a steady rhythm. Beyond that: traits, moods, events, time of day, and more to come.
The Maker
Jared Kuvent — creative technologist, photographer, and lifelong tinkerer. Building Apartmenthood from a desk in Maine, slowly, the way the best games tend to want to be built.
He's been making things on computers since the days when "computer" still mostly meant a beige box under a desk. Slow simulations are the ones he keeps coming back to.
Versions of Apartmenthood
The first version that's a game — a building you watch hold itself together, with the start of moods, traits, and time of day.
The original prototype — a small four-floor tower with a single elevator and dots walking through. Where the idea started.