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- Store status
- Coming soon
- Scheduled release
- 12 November 2026
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- Release date
- 12 November 2026
24-hour and 7-day views use hourly peaks from ten-minute samples. Longer views use retained daily peaks. Up to 24 recent event markers are shown per layer.
Recent views use Steam's daily review activity. Longer views use weekly totals, retained by SteamWatch.
Key Art / Capsule Illustration by MLC Studio.
Build the Legendary Ski Resort you've always dreamed of.
You start with just a ticket office and a bit of cash. Transform an empty mountain into a Legendary Resort in this management tycoon game from an industry veteran and passionate skier.
No rigid grid system. Paint trails directly onto terrain built from real LiDAR data from around the world.
You need a variety of trails for all types of skiers: green circles for beginners, black diamonds for the brave.
Build cozy ski villages with lodges, restaurants, après bars, shopping, and more!
See to the needs of thousands of guests as they arrive at your resort - everyone wants something different, so make sure to keep them happy. Some are there to chill, others are there to shred. Watch a Jerry wipe out on an expert trail he had no business entering! And make sure you have enough Ski Patrol hired to help him out after you’re done laughing.
Not everyone came to ski! Place buildings that satisfy a variety of guests, from waffle stands to spas, warming huts to five-star hotels.
Every peak is built from real-world elevation data: the actual ridgelines, fall lines, and the weather that comes with them.
Snow falls, settles, melts, and drifts on a GPU-simulated snowpack, and skiers carve real grooves into the powder as they go.
An El Niño year turns the storms warm and wet. Snow turns to rain and wipes out your trails.
Drought means running snowblowers around the clock just to stay open.
A big dump buries your buildings before the lifts even spin.
A cool summer keeps your peaks soft and fluffy for the next season.
The East is cold and icy, with little natural snow. Run your snowmakers to keep your guests from wiping out.
Utah serves up light, consistent powder, the most forgiving place to build.
The Sierras flip between massive blizzards that bury your mountains and stubborn dry spells that melt what's there.
The Colorado Rockies pair dependable snowfall with brutal, high-altitude cold that tests how warm you keep your guests.
And the Pacific Northwest never stops dumping deep, heavy snow, keeping your groomers working overtime.
Play across every major ski region on Earth - from the five US regions to Japan, the Alps, the Andes, Canada, Australia and New Zealand, and China.
- Pressing A on panel buttons works every time now, including Assign a Liftie in the tutorial.- B closes Advanced Settings on the New Game screen.- Start pauses the game without taking the last point off a trail you're drawing.- Info panels like Staff, Hubs, Weather, the event calendar, Reputation and guest happiness free up the cursor, so you can steer to their buttons with the stick.- The green check for trails, fences, ropes, park features and queue lines is easier to hit. Pressing A close to it counts.- Lifts and buildings are easier to select. No need to line the crosshair up exactly on a station or cable.- Dialogs confirm with A reliably.- Holding A on a slider or lever when a report pops up no longer leaves it stuck.- In Report a Bug, A ticks the attachment boxes and Start sends the report.- X in the grading tool only removes a point now, and X won't remove trail points behind...
Read full update on Steam ↗- The Staff menu got a cleanup. Unassigned staff now sit at the top with a glowing Assign button, and assigning opens a dropdown grouped by hub that shows how full each building is. The old click-on-the-map assign mode is gone.- Staff you send to an event by hand now stick with it until it's done.- Lifties standing at their own lift handle trouble there on the spot.- Within a hub, staff take the direct walk to nearby jobs, and hop on a lift only when one inside that hub is quicker.- Improved staff and guest routing around some buildings and fences.- Snowmobile riders park at the tree line and walk the rest of the way.- Groomers, snowmobiles and walking staff stop more precisely at 5x and 10x speed.- Event timers show accurate times, and extra crew, Quick Fix and similar traits now speed up lift and building maintenance too.- The weather forecast counts the days until the next change.-...
Read full update on Steam ↗### Full game and demo - Placing fences, clearing trees and reshaping terrain cause much shorter hitches on large resorts. - Big crowds run smoother when lots of guests need Ski Patrol at once. Your patrollers spend less time thinking and more time skiing to the scene. - The tutorial now opens the right build category for each step and highlights the Regular trail card. Once both ends of your trail sit in hubs, the confirm check lights up so you know it's ready. - Press Enter to confirm a trail while you're still drawing or editing it. - When you add points while editing a trail, the confirm check follows them instead of staying behind. - The Warming Hut is also listed under Food & Drink in the build menu. - Opening the Landscape drawer no longer shows a tool highlighted before you've picked one. - Guests waiting on a deck stand on the deck again, instead of on an invisible snowdrift...
Read full update on Steam ↗### Full game and demo - There's a new HUD aspect ratio setting under Display (Full, 21:9 or 16:9). On a wide monitor it pulls the top bar, build dock, toasts and other edge-of-screen panels in toward the middle, while the mountain still fills the whole screen. - Save thumbnails and the loading screen photo keep their proportions on screens that aren't 16:9. - The main menu fills 16:10 and 4:3 windows now, with no black bars. - Apply in Settings stays grayed out until you've actually changed something. - Hired more staff than their buildings have room for? The staff menu now tells you which building to put up. - Lift Info's dispatch interval follows the lift speed setting. - Staff walk around fences to reach the other side instead of standing at them, waiting for the fence to move. - Fixed Ski Patrol and other staff sometimes getting stuck beside a lift line after loading a save. - Ro...
Read full update on Steam ↗- Closing time works like a real mountain now. When a lift closes, its line gets roped off, but anyone already waiting still gets their ride. Nobody new joins. - Guests heading home after close can always ski down, even on runs without night skiing. They'll take a lit run when there is one, and after dark they'd rather ride a running lift down than feel their way down an unlit trail. - Guests on their way home walk down snowy trails instead of getting stuck at the top. - Fixed guests sometimes taking a run that was too hard for them, or closed for the night, when getting from one base area to another. - Base areas whose squares overlap are now always one base area. Guests won't set off for a lift or building they can't actually walk to from where they're standing. - The Upcoming expenses forecast includes your next payroll now, so Staff shows up there. - Guests like runs that match th...
Read full update on Steam ↗- Scenarios can be picked with a controller now. The D-pad moves through the list and A starts the one you've chosen. - The snowblower's coverage marks only show up while you're placing a snowblower, not every time you place a building. - The Patch Notes window is easier to read, with more room between bullets, larger text, and older releases folded away until you open them.
Read full update on Steam ↗- Guests no longer settle on one home base for the day. At the top of each run they pick the lift they want next, based on their terrain, fresh snow and how busy each lift is, so the far corners of a big resort finally see some riders. - The game now speaks German, French, Japanese, Russian and Simplified Chinese. - Click the build number on the main or pause menu to read the patch notes in game. - A trail that runs into another one at a shallow angle now carries guests on at its end, instead of leaving them standing there wondering where the rest of the run went. - AZERTY and QWERTZ keyboards are detected at startup, and you can switch layout from a new dropdown at the top of the Keybinds menu. On AZERTY, the camera moves on Z/Q/S/D. - The number row works by position on any layout, so game speed and overlays sit on 1-9 even where those keys type something else. - Brush size and phot...
Read full update on Steam ↗### Full game and demo- New "Local lights" graphics setting. Fire pits, torches, heaters and building lights can now cast real shadows, with a budget that scales from Low to Cinematic. Shadows fade in instead of popping, and lit runs stay visible when you zoom out.- Sunrise and sunset now follow your resort's latitude and the time of year. Guests, light fixtures and the sky all go by the real day length. Your operating hours don't change.- String lights glow properly now, and each span lights the ground beneath it.- Groomed snow has proper corduroy: fine ridges that follow the groomer's path, with alternating lanes catching the light differently. It holds up on terrain park features too.- Staff now ride lifts and ski trails to get to jobs and back home, instead of hiking across the whole mountain. If one ever gets truly stuck, they're sent back to their post.- Staff earn XP for handli...
Read full update on Steam ↗### Full game and demo - Guests now treat a trail as ending exactly where you drew its end, not somewhere near it. They'll ski all the way down, start and join runs anywhere there's real room to ski, and get stuck a lot less around junctions. - Fixed the regular freezes and hitches at big, busy resorts. Twenty-lift mountains should run smoothly now. - Fixed bowls losing all their entrances and exits after loading a save. Your bowls are open for business from the first chair. - Guests heading home after closing will ski a run with night skiing off if it's the only way down, instead of waiting at the top of the lift for a sunrise. - Fixed guests getting kicked out of long switchback lift lines partway along. They were just walking to their spot, honest. - Fixed a whole lift line deciding at once that the other chair looked shorter and stampeding over to it. A lift line change also no lo...
Read full update on Steam ↗# Patch CL6119 - Pave paradise, put up some festoon lights. ## Painted paths, decoration styles and powder days ### Full game and demo **New: Painted paths** Walkways are now painted straight onto the ground. Use a brush, a straight-line tool or the eraser, and pick from Dirt, Gravel, Cobblestone or Heated Brick. Your old walkways have been converted to paint for you. - Painting a path clears the snow down to the ground, and guests stick to a path even when it's the long way round. - The line tool snaps to a grid and to angles, with an option for square ends. - Buildings can sit on top of a path, and the paint is still there if you bulldoze them later. **New: Decoration styles** Many decorations now come in several styles. Press Tab (R3 on a gamepad) while placing to cycle through them, or pick one from the Style chips in the details panel. Pumpkins and Jack-o-Lanterns arrive with nin...
Read full update on Steam ↗Welcome back! This week I'm bringing the much-awaited Terrain Parks to Ski-E-O! In case you missed it, here's the devlog I released yesterday, taking you behind the curtain to see how the mountains are made. Check it out:Full game and demoNew: Terrain parksYou can now build terrain parks. Drop features along your trails and watch your guests go big. Three of them are in the demo: the Flat Box (unlocks at Small Hill), the Small Kicker (Hidden Gem), and the Mini-Pipe (Local Favorite). Pipes go together piece by piece, so make one as long as your trail allows.The build tool previews every line a rider could take, so you can see when a building or the trail edge is in the way.Guests throw spins and flips sized to the feature and hang in the air as long as a real jump would.Bail, and most riders just dust themselves off. Bigger features and hard landings are where the injuries come from.A...
Read full update on Steam ↗### Full game and demo - Lift tickets are worth more now. Prices at every reputation level went up by about a third, and guests are just as keen to come. If you already have a resort, your saved price was raised to match, so the same crowd shows up and each guest pays more. - New Afternoon Half-Day and Night passes, each with its own price and its own demand. - Some guests who head home early are replaced by afternoon half-day skiers arriving between noon and 3 PM. - About one guest in seven arrives as a big spender with three times the usual budget. They're the ones booking the hotel rooms and the ski lessons. - Building upkeep is cut in half, and the Ticket Office no longer costs anything to run. - Guests can buy the same item again sooner. - Warming huts now sell hot cocoa. Nobody has complained. - The tutorial's first year brings a bigger crowd, with reputation adjusted so you sti...
Read full update on Steam ↗### Full game and demo- Guests spread out across the whole mountain instead of piling onto the same few runs. They pick areas based on what's there, notice crowds and lift lines, and new arrivals favor the ticket offices with room to spare.- Skiers use more of the trail width, so busy runs look less like a single-file conga line.- Guests keep a proper day now. Lunch pulls them in around midday, après picks up in the late afternoon, and the lot empties after close instead of lingering into the night.- Night skiing gets its own rhythm: day skiers still head home at 4:00, a fresh wave shows up around 5:30, and the night crowd leaves at last close.- Tutorial resorts run a slightly lighter crowd in their first year, so there's room to learn before the rush.- Skiers stop at the building they're heading for instead of riding the trail all the way to the bottom and wondering where the Pub wen...
Read full update on Steam ↗- Fixed long freezes mid-game on big mountains, including one when clicking a building in the Build menu. Snowcat route planning and guest pathfinding happen in the background now.- Placing buildings near the edge of a large map no longer hangs the game.- Saving can no longer hang forever on a busy mountain. If the snow can't be read in time, the save is skipped and your previous file is kept.- Busy late-day saves are smaller and load much faster. Older saves still load as before.- The game uses less memory while you play, thanks to lighter menu and map artwork.- Beginner snowboarders ride faster. They only falling-leaf down the steeper pitches and carve like everyone else once the ground flattens out, and they no longer crawl across the flats.- Fixed a flicker on beginner boarders when they side-slipped past a tree or another guest.- A long lift line can send guests off to grab food...
Read full update on Steam ↗Hi everyone! I'm excited to share the latest update with you, but first, a huge thank you because:We have reached 10,000 Wishlists on Steam! 🥳This is a massive milestone for my humble project, and this couldn't have happened without every one of you. Here's to more growth together! 🥂Patch Notes - CL4679Snowboarders have arrived!At a very popular request, Snowboarders finally got the invitation, and now it's time to get tricky (hehe).Snowboarders have arrived. Some of your guests now ride a board instead of skis, and they leave a single groove in the snow instead of two tracks. Beginners work their way down in a slow falling leaf, edge to edge across the hill.Boarders can't skate or pole, so a long flat cat track will leave them standing. They'll unstrap and walk to steeper ground, and they'll let you know that flat section could use more pitch.Core AdditionsBowls are drawn now. Clic...
Read full update on Steam ↗Guests who ride to the top of a lift are offered every run that actually starts up there, with no hidden distance limit on which ones count. A summit's worth of riders could end up with nowhere to go and quietly give up on the day. A lift whose top station has no run beginning inside it now stops and says so. A trail you can't drop into reads "No way in" and names the hub to drag its start inside of. Guests who already gave up get a second chance. Fix the layout and they pick themselves back up where they're standing, instead of staying lost until closing. Broken lifts and trails wear a warning symbol out in the world, so a problem is something you notice rather than something you go looking for. A buried lift keeps its icon, too. It used to disappear at the exact moment you wanted to click it. Staff go to whichever job is genuinely fastest to reach, counting the walk, the ride up, an...
Read full update on Steam ↗Fixed guests freezing at the top of a lift. They'd start down one run, decide the neighboring one looked better, turn back, and do it again until closing. Riders get off the lift at the lift, not twenty meters out in the flats. A few unlucky ones were being set down where there's nothing to ski to, and they'd stand there until they gave up on the day. Lift lines move again. Guests mid-line no longer settle in place well short of their spot, and whoever's at the front actually gets a chair instead of watching them all go by. Joining a line looks like joining a line. Guests walk up to the back and shuffle forward, rather than blinking to the front the moment they commit. Guests at the tail of a line have stopped swiveling between facing the rope and facing the lift. Your most-skied run and guests' opinions on trail variety are counted off runs they actually skied. Patrollers' laps don't...
Read full update on Steam ↗Lift lines work like real lines. There's one place to walk up, you join at the back, and nobody walks through the person in front of them to get there. Guests stop lining up for a lift once it's finished running for the day. They used to collect at a dead lift after close, get shooed off, and wander right back. A guest who can't actually walk to a lodge or a bar now picks somewhere else. Before, some of them would give up on the walk and turn up inside the building anyway. Fixed guests getting stuck bouncing between two places they couldn't reach, burning the whole day on it. When nothing on the mountain works for them, they head home. Guests walking up to a lift line stop at the front of it instead of sailing past and doubling back. The guest inspector names what rattled someone. "Overwhelmed by the moguls" and "Out of their depth in the trees" replace the one catch-all line that cov...
Read full update on Steam ↗Guests find their own way into a bowl instead of funneling through one spot on the rim. They pick a fresh line each lap, so a crowd spreads across the face rather than wearing a single rut into it. Skiers who slipped out the side of a bowl used to end up parked in a far corner of the map for the rest of the day. A bowl run ends at the rim now, and anyone who drifts off it gets collected instead of setting off for the horizon. Guests no longer pace back and forth at a lift line without ever joining it. Loading a save was reshuffling everyone mid-walk, so the guest about to step into line could get sent to the back of the crowd. They keep their place now. A full lift line means full. Guests won't keep crowding toward a lift that's already at capacity, and if nothing else on the mountain suits them, they'll call it a day and head home. The queue warning is your cue to build more capacity...
Read full update on Steam ↗Guests walk around a lift line's rope instead of straight through the middle of it. It showed up most often right after you dropped a new building next to a lift. A fence is just a fence again. Drawing one no longer invents a named area of its own out in the middle of nowhere, and it won't stretch one across ground nobody can walk. Walkways still extend where people can go, since that's the whole point of them. The safety net fence is solid from both sides now, instead of disappearing when you walk around behind it. Reputation and staff XP keep pace with the calendar on a longer fiscal month. With Days per Month turned up, milestones, blueprint unlocks and staff promotions arrive on schedule instead of ahead of it. Guests stop asking for things your resort has no way to provide yet. When the game can't work out what's actually within reach, they keep their opinions to themselves. In t...
Read full update on Steam ↗Guests Fixed guests boarding a lift that only serves runs above their level and then white-knuckling down the steepest thing on the mountain. If a lift can't reach anything a guest is ready for, they'll wait at the bottom instead of riding up into trouble. A skier zipping past a junction in the middle of a trail no longer gets mistaken for heading the wrong way, so a good run doesn't get flagged. Guest alerts Skill-level warnings say what they mean now. A run that's over guests' heads reads "N guests find \ harder than they expected," and a short-on-easy-runs crowd reads "N guests want more beginner runs connected to the \ hub." Guests stuck by a lift that only reaches terrain too hard for them now ask for the beginner or intermediate runs they need, instead of milling around.
Read full update on Steam ↗New A new Gear Boutique joins the lineup of shops for your guests to browse. Guests Fixed guests who'd trudge up a ski face on foot just to point their skis downhill and slide back to a lodge a few steps from where they started. They resolve their route down the mountain instead of up it. Guests skiing through a bowl or crossing a busy junction no longer get mistaken for stuck. The system that rescues genuinely stranded skiers stopped grabbing perfectly happy ones by mistake, so good runs don't get flagged and nobody bails on a trail they were skiing fine. Running the resort Groomers hold off a couple of hours after a trail closes before they roll out, standing in for a patrol sweep, so a snowcat isn't nosing through the last few skiers still working their way down. Day-only trails now start grooming at 6pm, night runs at 11pm. Visuals The Tower Light's footprint reads as a filled poo...
Read full update on Steam ↗New You draw a lift's queue line yourself now. Set it to Limited and the length you draw becomes the line's capacity; leave it Unlimited and it's just the path guests file along. Rope-and-post stanchions preview exactly where it'll sit, and turn red where the line would fold back on itself or run through a building. Avalanche control runs itself as ski-patrol work. A loaded slope sends your patrol out to prime charges spot by spot along the trail, and blowing the last one drops the slab. No more clicking to set the dynamite yourself. A new Tower Light floods a wide stretch of piste for night skiing. Guests Guests spread out across the mountain more evenly, steering around jammed lifts and crowded trails instead of all funneling onto the same few. A skier crossing a hub partway down a run can peel off for it: hopping a lift toward terrain they like, or walking over to a building when t...
Read full update on Steam ↗Resorts Every mountain's terrain window got redrawn around the actual ski area, checked against real trail and lift maps. One of them sat on the wrong drainage and barely had any skiable ground on it. A few now take in the neighboring area across the ridge. Ground moved on Silver Queen Peak, Mount Millicent, Mount Mansfield, General Stark Mountain, Hidden Peak, Jupiter Peak, Granite Chief, Bear Mountain, Compass Peak and Tumalo Summit. Van Norden Ridge, Mt. Judah, Storm Peak, Game Creek Bowl and Shuksan Arm didn't change. Old saves on those mountains tell you the ground moved instead of loading your resort onto terrain that isn't there anymore. The save isn't deleted and it stays in the list. Running the resort The ticket office panel has an open/close control with three settings. Open for skiing is normal. Closed for skiing parks the lifts and stops day-pass sales, but the lodge, foo...
Read full update on Steam ↗Goals Finish the tutorial and you get a goal ladder. Three at a time, top-left corner. Pull 200 guests in a day, groom 4 trails in a night, get $50k in the bank. Each one pays XP. Clear one and the next shows up after a breather. Harder goals wait on your reputation, so nobody asks you for a gondola on day two. Guests complain and you get a goal out of it. When a need spikes you're told what's short, where, and roughly what it'd take to settle it. One goal type wants average happiness held steady for a while, not hit once. It carries over the night. Let it dip and the clock restarts. Load up an old resort and the ladder works out where you already are. You won't get handed twelve goals you cleared last season. Bars fill while you play. Nightly grooming ticks as each cat finishes. Daily net income climbs through the day. Both used to sit at zero and then jump. Staff Staff on break go s...
Read full update on Steam ↗Staff & ski patrol This one's been the worst bug in the game for a while. Staff would walk somewhere, stop, and never do another thing all season. Several separate causes, all fixed. Patrollers, lifties and everyone else no longer get stuck on break inside a food venue. They'd walk in, the break would never end, and you'd find them standing in a cart marked Idle for good. A break actually ends now. Workers you sent on a short break come back when the timer says so, and a worker whose building you demolished mid-break isn't stranded on break forever. Staff stop piling up on top of each other at lift terminals and orbiting them. They walk to the queue entrance and the drop-off apron like guests do, each with their own spot to stand. Ski patrol heading out on a call board the right lift and take the right trail down instead of adopting whatever run was nearest the terminal. Staff who wer...
Read full update on Steam ↗Grooming A snowcat now moves straight from one trail to the next instead of driving home between every run. It picks up the nearest pending job from wherever it finished, so a night that used to cover two or three trails now covers most of the hill. Deep snow slows a cat down based on the fresh stuff on top, not the packed base underneath. Mid-season no longer means every groomer crawling at minimum speed on hard corduroy for the rest of the year. Snowcat sheds hold four groomers instead of three, and the build menu card says so. The morning briefing tells you how the night went — "2 / 2 trails groomed", alongside the avalanche danger, in amber when you came up short. The shed panel lists its grooming hours and last night's result. Grooming orders nobody picked up expire at dawn instead of rolling over, so a snowcat can't wander out through the morning crowd. A cat already on a trail...
Read full update on Steam ↗Food & Drink Two new food trucks: the Burger Truck (Powder Stash, $4,000) serving burgers and fries, and the Chicken Truck (Regional Hotspot, $4,500) serving fried chicken and tenders. Regional Hotspot was a thin unlock — it isn't anymore. The Taco Stand is now the Taco Truck, and all three trucks got a materials pass. Guests Fixed guests piling up at a hub and never leaving. If the first step of a route aimed at ground a few metres off the walkable surface, a trail head, a lift terminal, a doorway: the whole route was thrown away, every time, for every destination. Crowds could freeze in place with maxed-out hunger and warmth needs and no way to act on them. Trails that start on steep ground now send guests to reachable ground beside the head instead of the head itself, so nobody stands around steering at a spot they can't stand on. Guests skiing to a spot on a run no longer get quie...
Read full update on Steam ↗Snow The six snow types now look different from each other. Powder, packed, chopped, groomed, wet and icy each have their own surface shape, not just a slightly different white. Snow has real texture on it. Grain, lumps and a fine normal break up the surface instead of a flat wash of colour. Sparkle needs sun. Glints don't fire at night, in shadow, or through a storm, and they stay put on the ground as you move the camera instead of sliding around. Sparkle thins out with distance, so a far-off face reads as a sheen rather than a field of stars. Powder sparkles the most. It's a cue you can read from the lodge. Landscape tools Smooth is its own tool again. It pulls the ground under the brush toward the local average without dragging it out of its difficulty band. New Roughen tool: the opposite of the groomer. It builds moguls at a fixed size, so painting the same spot deepens them inste...
Read full update on Steam ↗Weather Snowfall is calibrated against thirteen years of real season totals for each region now. The figure on the New Game screen is what the winter actually delivers. Each mountain gets its own snowfall instead of sharing one regional number. General Stark Mountain and Mount Mansfield sit in the same region, and one of them gets over twice the snow of the other. Storms run for a set length. Before, a storm was as likely to end one minute in as six hours in, so you got a 6-inch dusting or a 156-inch monster and not much between. Season totals now vary about as much as they do on real mountains. El Niño and La Niña work by region. A winter that's good for Tahoe is bad for the Pacific Northwest. The Rockies barely notice either way, and the Alps hardly respond at all. Plain, uneventful winters are back. Every year used to get a named climate pattern. Most don't now. Rewrote the region...
Read full update on Steam ↗Steam currently lists 12 Nov 2026 as the release date.
- Pressing A on panel buttons works every time now, including Assign a Liftie in the tutorial.- B closes Advanced Settings on the New Game screen.- Start pauses the game without taking the last point off a trail you'r…
- The Staff menu got a cleanup. Unassigned staff now sit at the top with a glowing Assign button, and assigning opens a dropdown grouped by hub that shows how full each building is. The old click-on-the-map assign mod…
### Full game and demo - Placing fences, clearing trees and reshaping terrain cause much shorter hitches on large resorts. - Big crowds run smoother when lots of guests need Ski Patrol at once. Your patrollers spend l…
### Full game and demo - There's a new HUD aspect ratio setting under Display (Full, 21:9 or 16:9). On a wide monitor it pulls the top bar, build dock, toasts and other edge-of-screen panels in toward the middle, whil…
- Closing time works like a real mountain now. When a lift closes, its line gets roped off, but anyone already waiting still gets their ride. Nobody new joins. - Guests heading home after close can always ski down, ev…