Build & Design
Construct floors, walls, rooms, doors, windows, utilities, furniture, ambulance access, and specialized clinical spaces.
Discuss the system →
VitalCore HospitalSTUDIOS
DEEP HOSPITAL MANAGEMENT SIMULATION
Design, operate, and expand a modern hospital campus. Coordinate patient care, staffing, surgery, critical care, specialties, teaching, research, finance, and long-term growth.
COMMUNITY MILESTONE / ENTRY NOT OPEN YET
VitalCore Hospital is in active alpha testing. When the community reaches both 1,000 Discord members and 1,000 TikTok followers, we will open a free giveaway for ten alpha access keys.
No purchase necessary. Following or joining does not create an entry. Eligibility, entry dates, winner selection, and complete official rules will be published when entry opens.
THE VISION
VitalCore Hospital is a healthcare institution simulator. Start with a single hospital campus, build every department, manage real operational pressure, and develop the organization into an advanced teaching and research center.
The Early Access focus is one city, one hospital campus, and a deep hospital-management loop. Multi-facility networks and a living city simulation are reserved for future expansion.

CURRENT GAME SYSTEMS
Every system creates pressure somewhere else. Build with intent, read the operation, and make the institution work as one living whole.
Construct floors, walls, rooms, doors, windows, utilities, furniture, ambulance access, and specialized clinical spaces.
Discuss the system →Track patient flow, queues, staffing pressure, capacity blockers, emergency activity, inpatient care, and throughput.
Coordinate perioperative readiness, theatre scheduling, surgical execution, handoff, ICU requests, and step-down planning.
Develop diagnostic, treatment, ward, surgery, ICU, specialty, administrative, and support service lines.
Monitor payroll, operating pressure, billing, reimbursement, affordability, inventory, quality, reputation, and growth.
Build academic capacity, project learner cohorts and rotations, evaluate accreditation, and develop research.
Support returning patients, chronic conditions, medications, referrals, recovery assessment, and longitudinal history.
Use searchable catalogs, placement feedback, persistent tools, authoritative undo history, and save/load support.
BUILD MODE
Browse categorized rooms, structures, furniture, utilities, and access infrastructure through visual cards with thumbnails, search, costs, requirements, and diagnostics.

AUTHENTIC GAMEPLAY
This October 14 capture shows Cedar Grove Hospital at night with live operations, patient flow, critical-patient alerts, staffing, finances, departments, and the news feed visible. Every image here is authentic work-in-progress gameplay.





DEVELOPMENT PROGRESS / OCTOBER 15, 2026
Alpha 0.9.183 is live on Steam for alpha testers — apply on Discord for a key. New in 0.9.183: patients sent on to a bigger hospital leave by ambulance — lights and siren, a crew that wheels the gurney out, lowers it to load them and wheels them aboard; surgery is its own department, like Project Hospital, once you have an operating room, a surgeon and an anaesthetist; walkways in five surfaces on the OUTSIDE shelf; buses pull into bus bays; prices on every build card; room pins carry the room’s name; plants and pictures calm waiting patients. New in 0.9.182: the alert bar drops down to each alert and jumps the camera to it. New in 0.9.181: rooms that are not finished glow amber until they work. New in 0.9.180: staff walk the last step to the bedside instead of sliding. New in 0.9.179: mild walk-ins skip the front desk and go straight to the waiting room. New in 0.9.178: the reception screen stands to the receptionist’s side so the lobby sees her. New in 0.9.177: reception counters sit lower so the receptionist works at desk height. New in 0.9.176: families — relatives of earlier patients arrive with the same surname, the same home and their family history on the chart. New in 0.9.175: holiday pieces at the hospital entrance stand clear of the canopy and draw whole. New in 0.9.174: a waiting room on every floor — patients bound upstairs wait upstairs, and a floor with clinic rooms but no waiting room is pointed out. New in 0.9.173: parents waiting for a child in a scanner or the lab take a chair in that department’s waiting room. New in 0.9.172: department waiting rooms the Project Hospital way — patients sent for a scan wait in radiology’s room and bloods in the lab’s, and a small waiting room beside a department’s rooms is that department’s on its own. New in 0.9.171: returning patients bring their allergies and earlier diagnoses with them, and a condition that comes back in life is often why they are back; parents wait outside the scanners, the lab and the staff rooms instead of following their child in. New in 0.9.170: patients come back over their lives — older by a year for every hospital day away, with a complaint that fits their age, and their chart remembers the earlier visits. New in 0.9.169: the town dresses up for the holidays — pumpkins and gravestones outside homes from 18 October, Christmas trees and snowmen in December — staff pull their chairs in to the computer, and bench-top lab machines go on the benches. New in 0.9.168: the city lights up at night — glowing windows, street lamps down every street, cars with their headlights and tail lights on — and a new sky with a moving sun, drifting clouds that turn pink at sunset, stars, and the moon in its real phase. New in 0.9.167: rooms hold what a real hospital room would — each room’s build list offers only what belongs there, the MRI room takes nothing metal, the ICU needs a defibrillator and crash cart, and all 28 ready-made rooms were rearranged by hand; the CT and MRI scanners show their right models. 0.9.166 fixed a new game started after loading a hospital. New in 0.9.163 to 0.9.165: the clock shows a real date, and the seasons follow it — trees on the grounds, along the streets and in the forest turn with the calendar; a suburb of family houses rings the town; every patient and member of staff has a home address and drives home to their own driveway or the car park by their flats; four city bus lines with stops all over town, which patients and staff ride to work and home again; children arrive with a parent, and family visit patients on the wards; and cars and buses speed up when you speed up the game. New in 0.9.160 to 0.9.162: the grounds — trees with autumn and winter looks, shrubs, hedges, flower beds, benches and street lamps that light at night; rebuilt room kits with eleven new room types; one double door instead of two, and far fewer windows; triage weighs and measures patients on the scales; vending machines that sell snacks, with a short line when busy; and staff chatting on their breaks. New in 0.9.111 to 0.9.159: blood on the floor from bleeding patients that the janitor cleans; diagnosis is a puzzle now — each test reveals only what it can show, illnesses that no longer fit are ruled out, and a wrong final call makes the patient worse until you look again; the Care Desk lays out four columns on the tablet, shows the presenting complaint, flags what is off in the results, lets you consult a colleague and gives the usual medicine and a take-home prescription; nurses place a cannula before an IV and the bag drains on the pole; monitors show patients getting better or worse live; a trauma alert with a crash cart when someone crashes; speech bubbles above heads; staff take breaks and sit down for them; desk chairs roll out; a UI size slider; a lift room joins the storeys; and a long list of tester fixes — stuck blood work, lost exam tables, patients kept overnight, cars piling up, invisible patients. The cafeteria kitchen now uses a pack that matches the hospital’s look. From 0.9.110: triage takes the first vitals on the triage table, vitals match the illness, the chart names real medicines and reads like a real chart, doctors print prescriptions, and rooms get visibly dirty until a janitor cleans them. From 0.9.109: the game has a story, “The Last Hospital in Town”, told in news reports and letters and read aloud, with a new chapter at every rank. From 0.9.108: loading a save puts every patient back where they were, with their illness, triage level and allergies. From 0.9.107: you can sit at the admin desk again when its computer stands at the back of the desk. From 0.9.103 to 0.9.106: restocking a pharmacy medicine now costs a little money, nurses give medicines from the cabinets when the pharmacy technician is off shift, a patient resting between check-ups is no longer shown as stuck, and a few medicine course lengths were corrected against NHS advice. From 0.9.100 to 0.9.102: reception no longer loses a patient’s turn while they walk in, medicine orders name the real medicine and a pharmacy keeps a shelf of each one, and 28 more illnesses show their usual first medicine. From 0.9.99: a car park that sat at a traffic light is moved along the street for you, and a hospital with no pharmacy technician now gives medicines properly. From 0.9.98: you place your own car parks before the first opening, and a driveway can no longer join the street at a traffic light; doors are easier to walk through in first person; and a new game no longer keeps wall pieces from the last hospital. From 0.9.96: patients can have allergies, and the game holds an unsafe medicine until a doctor chooses another one; patient records now say why someone was sent to a bigger hospital and what treatment they need, and the family’s public review costs you reputation; triage calls patients in turn when a nurse and a triage room are free; and supplies can no longer be over-ordered. Many tester reports were fixed too. In 0.9.74 you could already build an Administrator Office, sit at its desk in first person, and run the hospital from its computer: patients, staff, hiring, money, prices, supplies and the news. Rooms now say when they are ready, new hospitals no longer ask you to open the doors too early, and the city streets are busier and no longer jam. Since 0.9.72: name your hospital, a cafeteria with a kitchen, supplies you can see, staff and patients who drive in from the city, and real-sized cars. Next up: screens that come alive, a body in first person, and a big speed sweep.
EARLY ACCESS ROADMAP
Navigation verification, ceiling-light placement, construction regression testing, save management, and long-session reliability.
Main menu polish, save deletion, onboarding, starter scenarios, clearer feedback, and UI consistency.
Large-hospital profiling, long-session testing, visual acceptance, bug triage, and scope freeze.
Multiple facilities, patient transfers, shared specialists, EMS systems, air medical transport, and a deeper living-city ecosystem.
FAQ
A deep hospital-management and healthcare-institution simulator combining construction, clinical operations, administration, academic medicine, research, and strategic growth.
One city, one fully buildable hospital campus, and a deep single-hospital simulation. Multi-hospital and living-city systems are reserved for later development.
Yes. Images labeled real gameplay were captured directly from the current low-poly VitalCore Hospital build. Development visuals, interface elements, balance, animation, and layouts may change.
VitalCore Hospital development updates are published weekly on this website, Steam, and Discord. Authentic gameplay videos are posted on YouTube, with shorter clips and development posts on TikTok.
JOIN THE JOURNEY
Follow development, share feedback, report issues, and watch VitalCore Hospital grow from a hospital simulator into a complete healthcare institution experience. Weekly updates will be shared on this website and in the VitalCore Hospital Discord community.
Interested in alpha testing? Join the Discord and post in #alpha-test-applicants to apply.