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Ski-E-O! Ski Resort Tycoon

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Ski-E-O! Ski Resort Tycoon screenshot 1
Ski-E-O! Trailer trailerWatch trailer on Steam ↗

Ski-E-O! Ski Resort Tycoon

Falling Damage Games · Published by Falling Damage Games · Official site ↗

Last updated 28 Sept 2026

Build the cozy ski resort of your dreams in this management game where no two winters are the same. Paint trails onto real mountains, connect lifts, and place the lodges and après bars that keep thousands of skiers warm, fed, and happy.

Free to PlayComing SoonDJCTQ 12Full Controller Support

Free

View on Steam

Prices can lag the live Steam store — always confirm before buying.

Simulation, Strategy, Early Access · 2026 · More free games

About this game

Key Art

Key Art / Capsule Illustration by MLC Studio. 


About the Game

You're the Ski-E-O.

Paint trails onto real mountains, connect lifts, and place the lodges and après bars that keep thousands of skiers warm, fed, and happy.

It all starts with just a ticket office and a bit of cash. Transform an empty mountain into a Legendary Resort, one skier at a time.

Design Your Perfect Mountain

No rigid grid. Paint trails directly onto real-world terrain. 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.

Keep Your Guests Happy

Thousands of guests hit the slopes, each with unique needs and a personality.

Powderhounds chase the freshest snow, wherever it falls.

Ski Bunnies chill at the warm lodges and après bars.

Watch a Jerry wipe out on an expert trail he had no business entering.

Not everyone came to ski! Some are here for the hot cocoa, the ski shop, the happy hour.

Build what keeps them warm, fed, and happy.

No Two Winters Are The Same

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.

Real Mountains, Real Weather

Every peak is built from real-world elevation data: the actual ridgelines, fall lines, and the weather that comes with them.

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.


All five US regions are playable at launch. Over time we will add more, like Japan, the Alps, the Andes, Canada, Australia and New Zealand, China, the Himalayas, and a few fictional peaks no real mountain can match.

Become Legendary

Every guest has feedback. A well-groomed run, a warm lodge after a long day, a season that actually delivers snow. It all feeds your reputation.

Grow from a one-star local hill to a five-star Legendary Resort, one satisfied skier at a time.

You're the Ski-E-O. Build the Legendary Ski Resort you've always dreamed of.

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • Requires a 64-bit processor and operating system
  • OS: Windows 10 64-bit (version 2004 or later)
  • Processor: Intel Core i5-8400 / AMD Ryzen 5 2600 (6-core)
  • Memory: 16 GB RAM
  • Graphics: NVIDIA RTX 2060 / GTX 1660 / AMD RX 6600 / Intel Arc A750
  • DirectX: Version 12
  • Storage: 10 GB available space
  • Additional Notes: SSD strongly recommended. Requires a GPU supporting DirectX 12 Shader Model 6.6 with 64-bit atomics.

Recommended

Recommended:
  • Requires a 64-bit processor and operating system
  • OS: Windows 11 64-bit
  • Processor: Intel Core i5-12400 / AMD Ryzen 5 5600X (6-core)
  • Memory: 32 GB RAM
  • Graphics: NVIDIA RTX 3060 (DLSS) / AMD RX 6600 / 6650 XT (FSR)
  • DirectX: Version 12
  • Storage: 10 GB available space
  • Additional Notes: SSD strongly recommended. Requires a GPU supporting DirectX 12 Shader Model 6.6 with 64-bit atomics.

Supported Languages

English

Latest news

  • Patch NotesOfficial

    Nobody lives at the top of the lift anymore

    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, and the wait in line. Grooming jobs are measured from the shed, wherever the driver happens to be standing. Fixed staff restarting the same snow-clearing job over and over. Automatic snow clearing is switched off for now while the digging behind it gets sorted out. Buildings still get dug out before they're buried. Snowblowers deposit snow reliably again, including off-camera and right after loading a save. The snow quality overlay agrees with the rest of the game now. Groomed runs had been flipping to packed in big square patches as the morning crowd spread out. Guests complain about the sign, not about their own ambition. "Harder than expected" now means the run is tougher than its posted rating, so re-rating it or grooming it will settle them. A run marked expert can't be harder than expected, which is the kind of thing a guest would still say. Marketing campaigns end when they're meant to. One could get stuck running forever and block every new campaign for the rest of the save, through reloads. Stuck saves sort themselves out on load. Sandbox keeps applicants on the board. Hiring no ...
    Read full article on Community Announcements (Sicarius)
  • Patch NotesOfficial

    Fixes for lift lines, drop-offs, and guests who can't commit

    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 pad the numbers either. Starting a sandbox game gives you the mountain, not the tutorial. The opening popup offers Start and Skip only when there's a tutorial to start. Guests asking for "more luxury venues" use the same word the Resort Profile does. The complaint said "upscale" while the panel said "Luxury", which left you nothing to search for.
    Read full article on Community Announcements (Sicarius)
  • Patch NotesOfficial

    Guests have stopped teleporting into the bar

    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 covered every case.
    Read full article on Community Announcements (Sicarius)
  • Patch NotesOfficial

    Everyone was squeezing into the bowl through the same door

    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. Reset Queue lets go of the people standing in the old line. Redrawing a queue line used to leave guests rooted where the rope used to be, waiting on a lift they couldn't reach anymore. Fixed a freeze that could catch you when the game saved while the snow layer wasn't ready. A save that can't capture your snowpack no longer goes out quietly empty, either. "More ungroomed runs" now means what it says. The complaint tracks how much of your mountain is tree runs and bowls, so cutting one answers it right away. Guests pining for old-school trails only bring it up once your resort is old enough to have some.
    Read full article on Community Announcements (Sicarius)
  • Patch NotesOfficial

    Turns out the lift line rope was there for a reason

    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 the demo, Sandbox still hands you every blueprint you can reach, but no longer lets you place one from a tier the demo doesn't climb to. Welp's review star got a fresh coat of white.
    Read full article on Community Announcements (Sicarius)

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