Beach Resort Tycoon Wiki

Everything in Beach Resort Tycoon, in one place — every building with its real in-game cost, all three guest types, the four staff roles, how the economy works, and the 100-day campaign. Stats are pulled straight from the game.

Overview

Beach Resort Tycoon is a management game where you turn an empty stretch of beach into a thriving five-star resort. You build rooms to house guests and amenities to entertain them, hire staff to keep everything running, and reinvest your profit to grow — all across a structured 100-day campaign that then opens into an endless sandbox.

Genre
Tycoon / Management
Platform
Web & Mobile
Campaign
100 Days
A day lasts
60 seconds
Starting cash
$450
Buildings
25 types

Getting Started

You begin with $450, a small plot, and a reception. A few first moves set you up well:

Rooms

Rooms house guests overnight and pay nightly income. Every room sleeps 2. Higher tiers earn more and attract wealthier guests, but cost more and must be unlocked through the campaign. “Stay” is how long, in seconds, a guest occupies the room.

RoomCostUnlocks atSize $/NightStayComfortAccepts
Basic Room $180 From start 1×1 $8 12s 3 Tourist, Influencer
Luxury Room $590 $770 2×1 $22 14s 8 Influencer, VIP
Beach Hut $770 $1,205 1×1 · on water $13 13s 5 Tourist, Influencer
Penthouse Suite $10,465 $14,670 2×1 $40 16s 14 VIP, Influencer

Basic Room. Your starter room and the cheapest way to add capacity. Tourists are perfectly happy here. Five furnishing tracks take it from bare to comfortable.

Luxury Room. A plush two-tile suite with a real sitting area. Earns far more per night than a basic room and is the first room VIPs will accept.

Beach Hut. An over-water hut just off the bank, linked by a bridge. Needs no path access and earns a comfortable middle income.

Penthouse Suite. The top-tier suite and the strongest VIP magnet in the game. Expensive, but the highest nightly income of any room.

Amenities

Amenities are what guests do during the day. They earn a per-visit fee when a wandering guest uses them, and most also raise the income of neighbouring rooms — the “room bonus” (adjacency bonus). The Restaurant works differently: diners eat in and pay for meals rather than a flat visit fee.

AmenityCostUnlocks atSize $/VisitRoom bonus
Sun Deck $150 From start 2×1 $5 +12%
Garden $90 $140 1×1 $6 +15%
Pool $375 $590 1×1 $9 +50%
Café $475 $710 1×1 $8 +12%
Restaurant $1,050 $1,450 2×2 meals +30%
Gift Shop $840 $1,280 2×1 $10 +10%
Spa $1,365 $2,000 2×1 $14 +20%
Gym $1,810 $2,640 2×1 $11 +15%
Game Arcade $2,415 $3,355 2×1 $12 +15%
Cinema $3,355 $4,735 2×2 $17 +25%
Bar & Lounge $4,300 $6,005 2×1 $18 +25%
Nightclub $6,695 $9,605 2×2 $22 +30%
Conference Hall $14,030 $20,335 2×2 $30 +20%
Water Park $27,800 $38,490 2×2 $26 +40%

Sun Deck. Your starter amenity — a wooden deck with loungers, available from day one. Guests relax here and pay per visit.

Garden. A grass plot that earns a small per-visit fee and boosts neighbouring rooms. Two upgrade tracks raise the bonus.

Pool. The best adjacency booster for its size — +50% to neighbouring rooms — and an influencer magnet. A core early build.

Café. Coffee and snacks. Three upgrade tracks — coffee, kitchen, seating — each lift the per-visit spend.

Restaurant. A 2×2 sit-down restaurant where diners eat in (meals from $8). Upgrade tables, food variety and ingredients separately, and hire up to 3 chefs. Its adjacency bonus is halved without a Waiter on staff.

Gift Shop. Souvenirs and treats — guests buy gifts for family back home.

Spa. Massages and saunas — a relaxing, reliable earner with a solid adjacency bonus.

Gym. A fitness suite where guests work out.

Game Arcade. Arcade machines — a guest favourite.

Cinema. A 2×2 screening venue that draws a crowd.

Bar & Lounge. An evening drinks earner.

Nightclub. A 2×2 venue — the resort comes alive at night.

Conference Hall. A 2×2 hall that hosts big-ticket events — the highest per-visit price in the game.

Water Park. A 2×2 splash park with slides — the largest adjacency bonus of any building.

Support Buildings

These keep the resort functioning — access, parking, hiring, marketing, and VIP arrivals. They earn no income directly but most are essential.

BuildingCostUnlocks atSizeWhat it does
Path $5/tile From start 1×1 Connects buildings to the resort entrance. Most buildings need a path link to the road to function. $5 per tile — and unlike other buildings, the price never rises.
Parking $65 From start 1×1 Holds 2 cars; two upgrades add +2 bays each. Guests arrive by car, so you need bays for them — and a Valet doubles effective capacity.
Staff House $115 From start 1×1 Tap it to hire staff. Only one Staff House is allowed per resort.
Advertising Office $325 $375 1×1 Run advertising campaigns to draw more guests to the resort.
Helipad $18,105 $24,340 2×2 A 2×2 pad that flies wealthy VIP guests straight into the resort.

Decor

Decor pieces are placed around the resort to raise the income of adjacent rooms. They are cheap and stack — a room ringed with decor earns far more than a bare one. The Bin is the exception: it fights litter instead.

DecorCostUnlocks atRoom bonusNotes
Tree $70 $160 +20% A shady tree — the strongest single decor bonus.
Palm $40 From start +15% A palm tree; two upgrades raise its bonus further. Needs no path.
Beach Chair $50 $120 +12% A recliner where guests stop to sunbathe.
Flower Vase $40 $70 +10% A vase of flowers.
Bench $25 $90 +8% Simple seating.
Bin $35 $70 Cuts littering within 3 tiles, protecting cleanliness and your rating.

Furnishings & Upgrades

Almost every building can be upgraded, and upgrades get steeply more expensive at each level — maxing a building is a long-term goal.

Room furnishings

Each room has five furnishing tracks (windows, art, TV, lighting and trim on a Basic Room; grander versions on suites), and each track has three levels you buy independently. Furnishings raise the room’s nightly income and comfort, and lift its review score.

Amenity upgrades

Amenities each have three upgrade tracks of three levels — every level lifts the per-visit spend. The Pool and Garden are special: their upgrades raise the adjacency bonus they give nearby rooms.

The Restaurant

The Restaurant has its own upgrade lanes — buy Tables for capacity, and Food Variety and Better Ingredients to raise spend per meal. You can also hire up to three chefs (the 2nd costs $2,200, the 3rd $5,500). Keep a Waiter on staff or the Restaurant’s room bonus is halved.

Guests

Three guest types visit your resort. Each has a spend multiplier applied to the income they generate — wealthier guests are worth far more, but only arrive once your resort is good enough to attract them (see Ratings).

GuestSpendNotes
Tourist ×1.0 The common guest and the backbone of early income. Happy in a Basic Room.
Influencer ×1.6 Spends 60% more than a tourist. Drawn to pools and good views, and starts arriving in numbers once your rating climbs past about 2 stars.
VIP ×3.0 Triple a tourist’s spend. Only stays in Luxury Rooms and Penthouses, and only arrives regularly once you are approaching five stars.

Guest quirks

About 55% of arriving guests carry one quirk — a small personality trait that nudges how much they spend.

QuirkEffect
Big Spender×1.35 spend
Loyal Fan×1.15 spend
Photographer×1.10 spend · loves views
Early Bird×1.05 spend
Picky Eater×0.95 spend · dislikes mess
Penny Pincher×0.75 spend

Staff

Staff are hired from the Staff House for a one-time fee — there are no recurring wages. Hiring more of the same role costs progressively more. Each role automates a job that otherwise slows the resort down.

RoleHire costWhat they do
Cleaner $35 Cleans rooms between guests. Without a cleaner, every room sits idle for 6 seconds after a guest checks out.
Bellhop $30 Carries luggage when guests arrive and gives a popularity boost on every arrival.
Valet $90 Parks guests’ cars and doubles your effective parking capacity.
Waiter $300 Delivers food from restaurants. A restaurant’s adjacency bonus is halved without one.

The Economy

Beach Resort Tycoon runs on a hybrid economy:

Two costs to plan around: each additional copy of the same building costs 20% more than the last, and selling a building refunds only 50% of what you spent on it.

Ratings & Reputation

Your resort has a star rating driven by guest reviews — comfort, cleanliness, furnishings and service all feed in. Rating does more than look good: it gates which guests arrive.

Because higher tiers spend far more, lifting your rating is one of the strongest ways to grow income — not just adding more rooms.

The 100-Day Campaign

The campaign runs for 100 days, split into five chapters. Each chapter has its own focus and a one-line rule that changes how the resort behaves. Reaching Day 100 brings a finale screen — after which you can keep playing endlessly.

#ChapterFocusThe rule
1 Grand Opening Occupancy Fill every room — guests arrive easily, so just open the doors.
2 Word Spreads Reputation Reputation bites now — picky guests turn away and your rating drives growth.
3 Rising Resort Monetization Guests now crave amenities — build them out to earn far more per guest.
4 The Hotspot Scale The brakes are off — crowds pour in, so build wide and handle the rush.
5 Five-Star Icon Prestige VIPs now rule the resort — only true five-star luxury keeps them coming.

Unlock order

You start with Paths, Parking, Basic Rooms and the Sun Deck. The rest of the buildings unlock as you complete campaign goals, in this order:

Pool → Café → Advertising Office → Luxury Room → Restaurant → Garden → Beach Hut → Gift Shop → Spa → Game Arcade → Gym → Cinema → Bar & Lounge → Nightclub → Penthouse Suite → Conference Hall → Water Park → Helipad.

Strategy Tips

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