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- Store status
- Coming soon
- Scheduled release
- 30 October 2026
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- Release date
- 30 October 2026
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"Experiment 4051 begins. I wiped the previous 4050 into the stairwell." - the Tower
EARLY ACCESS: the climb is fully playable today - solo or co-op, five zones, no top floor. During Early Access we plan to add new monsters for the deep zones and more Wardens with their own models, and to tune the balance around your climbs. The details are in the Early Access section on this page.
TOWERMOUTH is a couch co-op roguelite climb. Two of you share one screen, one PC and one very rude tower. Every floor is a room full of things that want you gone. Clear it, take the stairs, and let the Tower tell you exactly what it thought of your performance. There is no top floor.
You never click to attack. Weapons pick their own targets and swing on their own rhythm, so the whole fight is about where you stand, who you body-block and when you commit. 20 weapons - CLUB, KATANA, CROSSBOW, BLUNDERBUSS, ICE STAFF, a FRYING PAN, an actual FISH - each with its own reach and cadence, and most of them leave a mark: bleed, shock, sunder or splash.
Take the same weapon again and it does not pile up in a corner of your inventory - it upgrades. Every tier is +40% damage and a visibly bigger, meaner version of itself. A tier-3 SCYTHE looks nothing like the one you started with.
Stack five copies of an effect card and it stops being an item. STORM RING becomes LIGHTNING ROD. BLAST FIST becomes FUSE FIST. VAMPIRE becomes BLOOD WEB. THORNS becomes THORN GARDEN. EAGLE EYE becomes ECHO. Then keep stacking: every five more copies is a new rank - more rods, longer echo chains, longer bomb chains, a wider web, more thorns - and once the visible upgrades run out, every rank still adds +25% damage. There is no cap. "That is not a build anymore. That is weather." - the Tower
Any two active transformations fuse: each one's trigger sets off a small burst of the other. Ten named fusions - STORM ECHO, THUNDER FUSE, BLOOD BOMB, SHRAPNEL, LIVE WIRE and more. Solo, you fuse your own two. In co-op, your partner's transformations count too while you stand within 9 m of each other - so the strongest build in the room can be the two of you, standing uncomfortably close. "Stay close, you two. It is disgusting. It works." - the Tower
Dozens of items, augments and curses, and the loud ones change how your character looks. RED FLASK reddens your skin. STORM RING wraps you in arcane light. ROTTEN HEART trades 16 max HP for +14% damage and rots you visibly. Trade-offs are the point: GLASS CANNON, BERSERK, GAMBLER, GOLDEN SHACKLES - and rule-benders like GRAVEDIGGER'S PACT and PRANK INSURANCE that mess with the Tower's own rules. Three pieces of a family earn you its title, and 16 synergies are waiting to be found. You can read a player's build by looking at them.
Level-ups, ultimate picks, rewards and the market use stone-tablet card screens: one clear text size across every card, a pointer in your own color, and in co-op a full description panel for each player. Every card says exactly what it does, with its numbers, in all 15 languages. Cards show what they are building toward ("3/5 → ECHO"), weapon cards compare against the weaker weapon you hold, and the pause screen draws your whole build as a skill tree - one per player.
Eleven of them: BLACK HOLE, METEOR RAIN, ICE AGE, THUNDER GOD, APOCALYPSE, GHOST SWARM and friends. One button, one very large opinion.
Four fast floors, then a wall. 150 named Wardens stand between floor 5 and floor 750, each with signature attacks drawn from eight - rock rain, slams, summons, lava, volleys, novas and worse. They telegraph hard, hit harder and enrage when you hurt them. The sprint floors are the breath; the fifth is the test.
From floor 15, every fourth Warden is THE COLLECTOR. It turns up with copies of your own weapons floating around it, and the stronger your build, the tougher it gets. You are, in a very real sense, fighting your own choices. "THE COLLECTOR. It liked your build so much it kept a copy." - the Tower
When something is about to kill you, your half of the screen says what to do about it - one line with your own button, only in that moment, and rarely. RED RING - DASH OUT. SHIELD IN FRONT - HIT IT FROM BEHIND. When your partner goes down, the alert names the right move: dash out of the slam, drag them away from the Warden, or stay close to revive. A Warden's health bar marks where it will enrage, its enrage blast warns you before it lands, and the pad only rumbles when something on screen deserves it.
Both players get a real camera, a real build and a real shop - not one lead and one passenger. Two gamepads, a gamepad plus the keyboard, or both of you on one keyboard - or solo when nobody is around. When one of you drops, the other stands close to revive - or grabs them and drags them away from the Warden. No online, no accounts, no netcode - but Steam Remote Play Together lets a friend join from their own couch. Sit down and play.
EASY, NORMAL, HARD and CHAOS. NORMAL starts biting on floor 2. CHAOS is where the horde is x2, everything is faster and meaner, damage is x1.6 and gold is doubled because you are going to need it - and its Wardens bring more HP, enrage sooner, call three reinforcement waves and throw their signature attacks more often. On every difficulty a climb has three lives: a wipe restarts the floor and keeps your build and level. The Tower accepts your CHAOS terms. No refunds.
More than 200 lines about your floors, your build and your deaths, delivered while you are busy not dying. Before a climb it may offer you a bargain: a reward with a price attached. Read the small print. It wrote it. "Welcome to my stomach. Yes, this is exactly what it sounds like." - the Tower
Two-player local co-op in split-screen, or solo
Two gamepads, gamepad + keyboard, or both on one keyboard - plus Steam Remote Play Together
Full gamepad support
20 weapons with multi-tier evolutions
Dozens of items, augments and curses that change your body, not just your numbers
5 transformations that rank up with no cap, 10 fusions, 16 synergies
11 ultimates
A Warden every fifth floor - 150 named Wardens with signature attacks
Five zones and no top floor
Three lives per climb - a wipe restarts the floor, your build stays
Four difficulties, from EASY to CHAOS
Full game: DUEL couch PvP, DAILY TOWER and ONE CLUB runs - the free demo is the first 25 floors, solo or co-op
Procedurally arranged floors - no two climbs are the same, except on the DAILY TOWER, where everyone climbs the same one
111 medals to earn in RECORDS
37 Steam achievements - no counters, no "reach floor N"
15 languages
A Tower with far too much to say
"Oh. You found the one I hid. Fine. Take it." — The Tower A small update built from two playtests, mostly about one thing: seeing what just happened. ON SCREEN Notifications no longer cover your knight. Announcements are a small card in a corner of the screen (your half in co-op), and the game's cues sit under the top bar. A slimmer XP strip and a shorter HP bar in solo. Chests show what they gave: "+10 GOLD +HP +XP". "LEVEL UP!" appears over your knight before the card screen opens, and the card you pick shows its effect, like "+13% DAMAGE". The shop uses the same gold coin as your gold counter, shows your gold in co-op too, and shows the gold leaving when you buy. Under your HP bar: your dash key and one bar per dash charge. FIXES Low blocks and crates no longer shove the camera forward. If one covers your knight, it turns see-through. After a wall, the camera eases back out instead...
Read full update on Steam ↗"CHAOS terms accepted. No refunds. I am going to enjoy this." — The Tower Everything since 0.9.4 in one update. The three big ones first: new card screens, a game that tells you the move the moment you need it, and Wardens that hit as hard as the difficulty you picked. NEW CARD SCREENS Level-up, the ult pick, the free reward and the market now use new stone-tablet screens. Every card on a screen uses the same text size. On the level-up screen no text is cut off: checked in all 15 languages, at all three text sizes, solo and duo. Your pick is easy to follow: corner brackets in your color slide between the cards, the highlighted card lifts and the rest dim. While you choose, a band along the bottom shows your HP and your build. In duo, the cards sit as compact tiles on your half, and the full text of the highlighted card opens in a panel below. Card chips say where a card leads: "1/3 →...
Read full update on Steam ↗"I redecorated. Leave the bodies where they fall. They're part of the look." — The Tower Everything since 0.9.1 in one update: a new look for the whole tower, a real door with a stair behind it, an opening cinematic, and a long list of control fixes. A NEW LOOK The tower has been relit from the first floor up. Light travels with you, and the edges of the room fall into real dark. Strong colour belongs only to you, the wardens and attack warnings, so the thing that can hurt you is the thing you see first. Two looks: LEGENDARY, a coarse pixel look (the default), and MODERN, the same scene smooth at full resolution. Same light, same effects. Switch instantly in Settings › Atmosphere, even mid-run from the pause menu. Each tier of the tower has its own light, fog and colour. Reach a new tier and the room starts dark, then lights up in a wave from the door. When a warden wakes, the room di...
Read full update on Steam ↗"You came back. Good. I was getting hungry." — The Tower The TOWERMOUTH demo has been rebuilt from the inside. Here is what changed. STACK THRESHOLDS Five effect cards now have a threshold. Collect five copies of the same effect and it changes shape: Lightning Rod, Fuse Fist, Blood Web, Thorn Garden or Echo. The more copies you hold, the more often that effect is offered, so a committed build gets there, but not on floor 2. A SLOWER, DEEPER CLIMB Level-ups come less often and cards show smaller numbers, so floor 5 still has something worth taking. Stat caps are now visible (MAX on the panel and on the card) and they rise as you reach new tiers. Crit past the cap turns into crit damage instead of disappearing. FLOORS WITH A SHAPE Chokepoints, cover and hidden alcoves. From floor 3, a dim chest waits behind a low wall and lights up when you get close. Replay a floor and its layout stays...
Read full update on Steam ↗Steam currently lists 30 Oct 2026 as the release date.
"Oh. You found the one I hid. Fine. Take it." — The Tower A small update built from two playtests, mostly about one thing: seeing what just happened. ON SCREEN Notifications no longer cover your knight. Announcements…
"CHAOS terms accepted. No refunds. I am going to enjoy this." — The Tower Everything since 0.9.4 in one update. The three big ones first: new card screens, a game that tells you the move the moment you need it, and Wa…
"I redecorated. Leave the bodies where they fall. They're part of the look." — The Tower Everything since 0.9.1 in one update: a new look for the whole tower, a real door with a stair behind it, an opening cinematic,…
"You came back. Good. I was getting hungry." — The Tower The TOWERMOUTH demo has been rebuilt from the inside. Here is what changed. STACK THRESHOLDS Five effect cards now have a threshold. Collect five copies of the…