Project Highrise

Project Highrise

110 ratings
Room sizes
By minamikaze
This guide may help you to better plan your tower layout.
   
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Introduction
Hi all!
Project Highrise is a cool game, but it may be a hell for a perfectionist. Almost all rooms are growing bigger with level and most of the time they do not grow predictably. Let's say, a small office space is only 4 cells wide, whereas medium is 10 cells. So you can't fit a medium office space where you previously had two small offices. What's worse, there is no ingame indication of how wide a room will be. And you can't select rooms you haven't unlocked yet, so planning ahead is impossible without prior knowledge.
This guide is meant to help in planning your tower. Initially I've collected all this information for myself, but I'm willing to share it.
At the moment only sizes and limits are covered, as everything else is stated in the game even if you hadn't unlocked a specific room.
In future I'll add some quirks such as tenants' need for services and utilities.
Hope this guide helps you to enjoy the game!
Construction and Infrastructure
Infrastructure
Build floor: 1 cell.
Stairs: 4 cells.
Elevators: 3 cells (have to start from ground floors).
Upgraded elevators: 3 cells (may be built wherever you like it).

Building Staff
Maintenance office: 4 cells (limit: 2).
Large maintenance office: 6 cells (limit: 2, need at least one simple Maintenance office).
Construction office: 4 cells (already built).
Large construction office: 8 cells (limit: 1).

Trash
Trash bin: 2 cells.
Recycling bin: 1 cell.
Trash room: 5 cells.
Recycling room: 5 cells.

Store rooms
Store room: 10 cells.

Transit
Metro station: 12 cells.
Utilities
Utilities cover electricity, phone, tv, water and gas. To move line up you should construct appropriate closets. Production room count as a closet, but only for their respective utility (e.g. electricity transformer may move up electricity, but not phone or tv). It is advisable to have a closet on each floor - at the edges of the building, as they're not interactable. There are only two closets one cell wide each so they won't take much place and it's better to have them in advance to avoid rebuilding whole floors and paying hefty sums for evicting your tenants.
All utility production rooms are 2-3-4 cells depending on size. It is advisable to plan ahead and have extra space when placing utility production rooms as you may not upgrade existing ones and simply deleting them won't do much as workers have to clean room first. Depending on workers' workload and the distance this may mean your tenants will complain and leave.
UPDATE. As of version 1.06, utility production rooms may be placed on unfinished floors and do not leave garbage behind if you delete them. So this warning is pretty much outdated. You only have to watch that the floor is clean in the first place.

It should be noted that sometimes your tenants' need for utilities may vary. For example, small accounting office may or may not require phone line. Look at the rent. If it is considerably higher/lower than goes for the same tenants, that's a cue.
Offices
Small office space: 4 cells.
Medium office space: 10 cells.
Large office space: 15 cells.
HQ suite: 10 cells, 2 floors.

Small offices have no special requirements, do not generate smell and noise and may be placed as a buffer zone between more sensitive tenants. Only thing they're dependent on is availability of small cafes and restaurants - but they can be placed everywhere and do not impact planning.
All subsequent offices may be divided in two uneven groups.Medical offices (medium and large) do not really care about anything except they like to be placed on lower floors (preferably up to 10). All other offices like to be placed on higher floors and generally dislike noise/smell whilst generating some noise themselves (look in the description: if they do not hate noise it means they generate it). Some of them like to be close to elevator, but that's individual. Highest level HQs are understandably require absolute silence, cleanliness and absence of traffic.
Apartments
Studio space: 6 cells.
Small one-bedroom apartment: 8 cells.
Small two-bedroom apartment: 10 cells.
Large two-bedroom apartment: 16 cells.
Duplex two-bedroom apartment: 10 cells, 2 floors.
Expansive loft apartment: 15 cells, 2 floors.
Restaurants
Restaurants can be placed anywhere in the tower. Seeing as they generate noise and smell, that may be a useful strategy.
Small cafe/court food vendor space: 4 cells.
Medium diner/restaurant space: 8 cells (+2 cells trash bin somewhere on the floor).
Large restaurant space: 16 cells (+2 cells trash bin somewhere on the floor).
Gourmet restaurant: 14 cells (+2 cells trash bin & +1 cell recycling bin somewhere on the floor).

All restaurants and cafes generate very much noise and some smell so consider a buffer zone of sort. For noise it shall be at least two floors, for smell one floor is quite enough. Also take note that there is no deep noise/smell mechanic in the game, so all negative vibes start accumulating from the moment you've signed the contract.
Retail
All retail stores require 1 empty bay (from 4 possible) in the Store room, so plan accordingly. Just like restaurants, they can be placed anywhere in the tower.
Small store space: 7 cells.
Medium store space: 12 cells.
Large store space: 12 cells, 2 floors.
Luxury store space: 8 cells.

Most retail stores of medium size and up dislike smell, so consider a buffer zone of small stores who don't care about anything. It is advisable that you gather all stores in one place to generate high traffic area.
Deluxe stores are very annoying. They hate noise and smell but like high traffic area. On the other hand, they like decorations so maybe consider a buffer zone of artwork items.
Office Services
These services may be placed anywhere in the tower:
Courier: 5 cells.
Office supply: 5 cells.
Bottled water: 5 cells.
Janitorial: 5 cells.
Copy: 5 cells.
Computer and IT: 9 cells.
Commercial printing: 9 cells.
File storage: 9 cells.
Catering: 9 cells.
Professional auditing: 12 cells.
Corporate communication: 12 cells.
Temporary staffing: 12 cells.
Security: 12 cells.
Fitness and health: 12 cells.

These services may be placed only above ground floor:
Executive club: 8 cells.
Helicopter charters: 8 cells.
Limousine: 8 cells.
Residential Services
These services may be placed anywhere in the tower:
Handyman: 5 cells.
Plumber: 5 cells.
Laundromat: 5 cells.
Dog walking: 9 cells.
Housekeeping: 9 cells.
Dry cleaning: 12 cells.
Floral arrangement: 12 cells.
Tailoring: 12 cells.
Daycare: 12 cells.
Dog sitting: 12 cells.
Personal training: 12 cells.
Yoga: 10 cells.
Home decor: 10 cells.
Wealth adviser: 10 cells.
Consultants
Interior decorator: 4 cells.
Art dealer: 10 cells.
Art gallery: 12 cells.
(Thanks to Wicked Mouse)

Lobbyist: 10 cells.

Building manager: 8 cells.
Artworks and decoration
There is no rooms, only individual items. So you may put them as you like. One thing should be mentioned, however: do not make your building as wide as your lot permits. Leave at least 5 cells for the public plaza as it will be required for an upgrade. Better to know this in adwance, not when your building is already 20 floors tall...

EDIT
Actually all is not lost even if you've hogged all available place. You may circumvent lockers and delete ground floor spaces like I did at this screenshot:
Closing words
That's all for the time being. As I said above, I'll fill up some valuable info for tenants as this may be crucial in planning. Also I'm planning to have Russian version of this guide if the game gets Russian language in the future.
Some information may be missing, but I'll add it soon.
If you have something to add or correct, please write in the comments section.
Thanks for reading!
28 Comments
minamikaze  [author] Nov 4, 2017 @ 9:45am 
Thank you!
I'll try to find some time to add these values in my guide.
Kirboh Nov 4, 2017 @ 8:47am 
Large Store Room: 10 tiles, 2 floors
Bus Station: 5 tiles, 2 floors
Commuter Train Station: 14 tiles, 2 floors
Food Stall: 3 tiles
One Bedroom Apt. W/ Balcony: 9 tiles
Mall Security: 6 tiles
Mall Customer Support: 4 tiles
Mall Directory: 2 tiles
All demo booths (art, car, knife, and wine): 4 tiles, needs to be placed in a tall lobby.
name Jul 28, 2017 @ 10:48am 
Hotel rooms
Single = 3 tiles
Double = 6 tiles
Suite = 8 tiles (Why?)
Large Suite = 12 tiles

Lobby = 6 tiles
Large Lobby = 9 tiles, 2 floors

Resort Manager = 9 tiles

Bar = 12 tiles
Nightclub = 15 tiles
Large Nightclub = 12 tiles, 2 floors
etc.
Kirboh Jul 6, 2017 @ 1:22am 
I can happily say that, room size-wise, the DLC is more accomodating than the rest of the game. A Basic Single Room takes up 3 tiles, and most placable things added in the DLC will take up 3n tiles, including the Basic Double Room (which takes up 6 tiles). The most glaring exception is the freight elevator, which is 4 tiles, but since every hotel room needs, at least, electricity and water, you can simply add Circuit and Plumbing Closets next to the elevator to round it out to 6 (and a regular elevator, of course, counts as three).
Beep Apr 30, 2017 @ 8:20pm 
Please update for the DLC
Old Hunter Dempsey Apr 4, 2017 @ 1:49pm 
Thanks for the info. This will make things easier for me.
Marco Schepper Oct 26, 2016 @ 3:04pm 
Thank you. Found your note after I wrote down almost everything o.O Should be ingame somewhere.
Loken Oct 4, 2016 @ 6:24am 
Thanks for this information dude, this should be inside the game :D
minamikaze  [author] Sep 29, 2016 @ 12:19pm 
Then it should be wiring. The exact placing should not matter – be it side or middle of the building. In my screenshots there are no communication lines and the plazas do work. It worked just as well in any part of my ground floor, I just decided to hide it at the side of the building.
redunzl_gw Sep 29, 2016 @ 12:15pm 
Yes, I deleted the cells. And yes, you *can* have a plaza in the middle of a floor (or, at least, the ground floor) with occupied space on either side of it. I know, I've done it. I just can't remember *how* I did it. Maybe I started the plaze from "outside" (i.e., the outer edge of the building), then deleted the outer portion and built new floor space to fill in the gap, but I can't remember.

I do know that, so far, even though my building has "steps" at the edges (both at the ground floor and higher floors), it won't let me build any "outside" objects on those "ledges". I must be missing something obvious, somewhere! ;)