Game review
Arctic Motel Simulator
6.5 / 10
- Developer
- One Slice of Pizza Games
- Publisher
- One Slice of Pizza Games
- Released
- 11 February 2025
- Platforms
- Windows
- Genre
- Simulation
- Players
- Co-op
The short version
Biggest strengths
- A genuinely unusual kitchen-sink premise — running a motel while also fishing, farming, retailing and cleaning, all set against an Arctic backdrop of auroras and blizzards — that surprises reviewers with how much depth it packs in
- An extremely wide achievement spread (88.9% down to 0.5% across 100 achievements) confirms real long-term content for players who push past the early hours
- A demonstrably active, responsive developer, including a specific documented case of adding a requested FOV slider within a day of a player raising it in the Steam discussions
Biggest weaknesses
- A long, intrusive tutorial demands excessive one-at-a-time resource gathering before releasing players to play freely, with one reviewer specifically citing a "build 5 igloos" requirement needing 200 individually-harvested ice blocks
- Room decoration controls are widely criticized as clunky, requiring players to cycle through key pairs just to switch between painting floors, walls, and ceilings
- The in-game day cycle is reported to move too fast even at its longest setting, several reviewers say, leaving too little time to manage guests, restock, and decorate in the same day
6.5 / 10
Everything simulator, but set at the top of the world
Arctic Motel Simulator's pitch, according to one reviewer's paraphrase of its own creation story, amounts to: "why is there only a hotel OR farming OR store OR cleaning sim... then made a game and threw it all in it." That's an accurate summary of the actual scope on offer — you're running a run-down Arctic motel, but the loop stretches to fishing, hunting, farming, retail management, room cleaning, and full interior decoration, all wrapped in a distinctive polar setting with auroras, blizzards, and genuine day/night cycles that reviewers say sets it apart visually from the generic "Something Simulator" crowd it might otherwise blend into. Several reviewers explicitly say they went in expecting shovelware and came away surprised: "at first glance, this seems like just another Something Simulator game thrown together with store-bought assets," one detailed review opens, before describing a genuinely more considered game underneath that first impression.
Players who push through to a full build-out describe real satisfaction in the breadth on offer. One reviewer who reached what they consider a natural conclusion — over 100,000 in-game currency, every room type built, everything upgradeable maxed out — reports a "great time," listing fishing, hunting, till operation, reception, cooking, cleaning, and decorating as genuinely distinct activities rather than reskinned versions of the same task.
A tutorial that overstays its welcome
The most consistent early complaint concerns onboarding. Multiple reviewers describe the tutorial as too long and too demanding of tedious, repetitive resource gathering before the game opens up. "I stopped at 'build 5 igloos'... each igloo requires 40 ice, so that's like saying 'harvest 200 ice one at a time.' No thanks," one reviewer writes, and this specific complaint — busywork gating access to the actual game rather than teaching it efficiently — recurs often enough to be a real first-hours problem rather than a one-off frustration. For a game whose broader systems reviewers say are genuinely rewarding once accessible, a tutorial this front-loaded with grind is a real barrier to letting new players discover that.
Controls that fight the decorating fantasy
A second consistent thread concerns interface friction, specifically around room decoration — arguably one of the game's central creative hooks. "The controls for room decorating are extremely clunky feeling," one reviewer writes, and a separate, more detailed complaint spells out the specific mechanism: "to switch between painting the floor, walls, and ceiling, you have to cycle through different key pairs," turning what should be an intuitive creative task into a fight with an awkward control scheme. Compounding this is a structural limitation several reviewers flag independently: there's currently no way to delete or fundamentally redo a room once it's built, meaning early, inexperienced layout choices become a permanent visual clutter problem as the motel expands. Time pressure compounds both issues — the in-game clock reportedly moves too fast even at its slowest setting, leaving barely enough time to manage arriving guests before the day ends, let alone also decorate thoughtfully.
Performance and reliability worth checking before buying
A specific, checkable technical complaint concerns default settings: multiple reviewers report the game automatically selects an "ultra" graphics preset on first load regardless of hardware, which can heavily strain non-high-end systems for what one reviewer calls "pretty pitiful graphics" in return, leading to excessive loading times eating into limited playtime. Separately, at least one reviewer reports a game-breaking bug on the very first quest that persisted across multiple restart attempts, compounded by being unable to secure a refund despite the game being unplayable for them.
One specific claim is worth directly correcting: a reviewer asserts the developer "abandoned" the game after three to four months of silence. The developer's own public events history contradicts this directly — twenty separate update posts are on record spanning from launch through a recent "Update 5.0.1" release adding a new room type and bug fixes, an actively-maintained cadence rather than an abandoned one. That correction matters because a specific, well-documented case of responsiveness sits right alongside it: one reviewer describes raising a lack of an FOV slider in a Steam discussion thread and waking up the next day to a developer response and the feature added, a level of direct engagement worth crediting plainly.
What "shallow" actually means here
One reviewer's blunt assessment is worth engaging with directly: "if you can get this on sale for $5 or less then go for it. otherwise, its a pretty shallow game. 15hrs max and then you're just grinding achievements... basically its all the time wasting simulators packed into one." That's a fair description of one honest way to experience the game — the core systems can be understood and largely mastered within a defined window, after which further play is explicitly achievement-chasing rather than discovering anything new.
But the achievement data itself complicates the word "shallow" specifically. A spread running all the way from 88.9% down to 0.5% across a full hundred achievements isn't the profile of a genuinely thin game — it's the profile of a game whose core loop is learnable relatively quickly, but whose optional mastery content extends much further than the 15-hour mark that reviewer describes as a ceiling. Whether that distinction matters to a given buyer depends entirely on what they're looking for: players who want the core loop and nothing more will likely agree with the "15 hours and done" framing, while players who enjoy achievement-hunting as its own activity have a genuinely long tail here to chase.
Where this leaves it
Arctic Motel Simulator delivers more genuine variety and long-term structure than its crowded, often-interchangeable genre suggests at a glance, backed by an achievement curve that confirms real depth for dedicated players and a developer with a documented record of listening to feedback. Its real problems — a grind-heavy tutorial, clunky decoration controls, an overly fast day cycle, and rough default performance settings — are all specific, fixable friction points rather than fundamental design failures, and several have already seen patches since launch. Worth picking up for fans of the genre looking for something with more moving parts than the average, with the expectation that the first few hours ask more patience than the genuinely rewarding stretch that follows them.
Pros and cons
Pros
- A genuinely unusual kitchen-sink premise — running a motel while also fishing, farming, retailing and cleaning, all set against an Arctic backdrop of auroras and blizzards — that surprises reviewers with how much depth it packs in
- An extremely wide achievement spread (88.9% down to 0.5% across 100 achievements) confirms real long-term content for players who push past the early hours
- A demonstrably active, responsive developer, including a specific documented case of adding a requested FOV slider within a day of a player raising it in the Steam discussions
- Reviewers who see the game through to a full build-out report a genuinely satisfying sense of completion and variety across its many overlapping systems
Cons
- A long, intrusive tutorial demands excessive one-at-a-time resource gathering before releasing players to play freely, with one reviewer specifically citing a "build 5 igloos" requirement needing 200 individually-harvested ice blocks
- Room decoration controls are widely criticized as clunky, requiring players to cycle through key pairs just to switch between painting floors, walls, and ceilings
- The in-game day cycle is reported to move too fast even at its longest setting, several reviewers say, leaving too little time to manage guests, restock, and decorate in the same day
- Poor default graphics settings (an automatic ultra preset) can heavily tax lower-end PCs for a middling visual payoff, and several reviewers report long loading times as a result
- No way to delete or replace already-built rooms once placed, which several reviewers say leaves early, inexperienced layouts as a permanent visual mess
Screenshots
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Arctic Motel SimulatorImage: One Slice of Pizza Games via Steam -
Arctic Motel SimulatorImage: One Slice of Pizza Games via Steam -
Arctic Motel SimulatorImage: One Slice of Pizza Games via Steam -
How the review scores each part of the gameWanderer Editorial -
At a glanceWanderer Editorial -
The short versionWanderer Editorial