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.
Getting Started
You begin with $450, a small plot, and a reception. A few first moves set you up well:
- Lay Paths from the road so your buildings have access — most buildings do nothing until they connect.
- Build a couple of Basic Rooms to start earning nightly income.
- Add Parking — guests arrive by car and need a bay.
- Hire a Cleaner and a Bellhop from the Staff House early; they are cheap and make a big difference.
- Place your starter Sun Deck amenity near your rooms for a per-visit income and an adjacency boost.
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.
| Room | Cost | Unlocks at | Size | $/Night | Stay | Comfort | Accepts |
|---|---|---|---|---|---|---|---|
| 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.
| Amenity | Cost | Unlocks at | Size | $/Visit | Room 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.
| Building | Cost | Unlocks at | Size | What 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.
| Decor | Cost | Unlocks at | Room bonus | Notes |
|---|---|---|---|---|
| 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).
| Guest | Spend | Notes |
|---|---|---|
| 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.
| Quirk | Effect |
|---|---|
| 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.
| Role | Hire cost | What 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:
- Nightly income — every occupied room pays out each night, scaled by the guest’s spend multiplier and the room’s furnishings.
- Per-visit income — amenities earn a fee each time a wandering guest uses them during the day.
- Adjacency bonus — amenities and decor raise the income of rooms placed next to them. Layout matters: a room surrounded by a Pool and decor earns far more than an isolated one.
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.
- Tourists arrive at any rating — they are your baseline.
- Influencers begin arriving around 2 stars and reach full numbers by 3 stars.
- VIPs stay rare below 3 stars and only arrive in force as you approach 4.5 stars.
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.
| # | Chapter | Focus | The 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
- Hire cleaners early. Without one, every room idles for 6 seconds between guests — pure lost income.
- Build for adjacency. Cluster rooms around a Pool and ring them with decor; the same rooms earn far more.
- Chase your rating, not just room count. A higher rating unlocks Influencers and VIPs, who out-spend tourists many times over.
- Don’t over-build one type. Each copy costs 20% more — spread your spending across building types.
- Match rooms to guests. Luxury Rooms and Penthouses are what bring VIPs; basic rooms alone cap your ceiling.
- Keep a Waiter once you build a Restaurant, or you lose half its room bonus.
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