I’ve always wanted a fantasy game where you build an adventuring party, take contracts, explore dangerous places, find rare loot and try to bring everyone home alive.

This is TowerWalkers. 

A party-based extraction RPG built around a mysterious 100-floor tower.

Enter together. Return with a story.

The tower calls. Bring them home.

Build your party. Brave the unknown. Only the loot you bring home is yours.

FOUR FLOORS PLAYABLE · A 100-FLOOR VISION



01 / The adventure

A whole world.
On every floor.

You are the captain of an adventuring party at the foot of a tower no one fully understands.

Find companions. Take a contract. Step into a new world of ruins, monsters, and treasure. Then make the hardest decision of the expedition: go deeper, or get everyone out alive.

Hardcore extraction. Tactical combat. Companions worth keeping.

02 / One more expedition


↳ Every return makes the next expedition possible. ↰

03 / Your company

Strangers at the guild.
Your people in the tower.

Choose your captain. Recruit adventurers with distinct roles. Shape a company whose strengths work together—and learn what it takes to keep them alive.

The recruitment board showing warriors, archers, clerics and rogues seeking work
THE GUILD REGISTER · RECRUITMENT 
01

Build the company

Warrior, Rogue, Archer, Wizard, Cleric. Every role changes how your party faces danger.

02

Find the formation

Place your frontline. Protect your support. Bring class abilities together through party synergies.

03

Invest in each other

Equip your companions, develop their skills, and earn the reputation to grow your party.

A company, shaped by you

The right ally.
In the right place.

Composition, equipment, abilities, and formation turn individual adventurers into a party that can survive together.

Party formation, class synergies, equipment and character progression
PARTY MANAGEMENT · FORMATION & SYNERGIES

04 / Beyond the gate

Every expedition.
A new set of choices.

Choose a floor. Find your route. Read the fight. Decide when to leave—and return stronger for the next journey.

I / Choose your floor

The unknown starts at the gate.

Open the Tower Atlas. Weigh the floor’s dangers, known threats, and potential rewards against the party you’re bringing.

The Tower Atlas floor-selection screen with Verdant Meadows cleared, Golden Plains open, and the party’s readiness and known threats
TOWER ATLAS · FLOOR SELECTION & PARTY READINESS

II / Explore the route

“One more location?”

Scout the route. Make camp. Follow a rumor into a ruin. Each choice takes you farther from safety—with more to lose.

A branching expedition map through Verdant Meadows with scouting, camping and extraction choices
VERDANT MEADOWS · INTERACTIVE EXPEDITION MAP
The Golden Plains expedition map showing the Watering Hole, Ruined Windmill, Wheat Sea and the roaming Gilded Bull
GOLDEN PLAINS · NEW ROUTES & A ROAMING BOSS

III / Tactical, turn-based combat

Read the fight.
Protect your party.

Read a telegraphed attack. Break a channel. Control a dangerous enemy before it reaches your back line. A good turn can save the whole expedition.

The party fights a goblin fighter and archer on the Forgotten Trail, with cleric healing and protection abilities available
FORGOTTEN TRAIL · HOLD THE LINE

Position. Let the frontline hold. Keep your vulnerable companions out of danger.

Disrupt. Interrupt abilities, manipulate positions, and control priority targets.

Coordinate. Combine class roles, healing, and status effects to turn the fight.

A fight Below the Circle with one goblin archer defeated while the remaining enemies take their turns
BELOW THE CIRCLE · CONTROL THE THREATS
Turn-based combat at a goblin warband camp with warrior abilities and enemy formations
WARBAND CAMP · BREAK THEIR FORMATION
A Crystal Sentinel battle where one party member is trapped in crystal and the cleric has rescue and healing abilities
THE SENTINEL CHAMBER · A PARTY UNDER PRESSURE

IV / Know when to leave

The haul is yours.
If you make it home.

Treasure, resources, and completed quests give you reasons to stay. Wounds and dwindling supplies give you reasons to leave. Extraction is the decision at the heart of every run.

The party escapes combat at the Overgrown Path with a wounded captain; the screen reads Escaped, the expedition is over
OVERGROWN PATH · ESCAPED

Sometimes, getting out is the victory.

V / Return & grow · The skillbook

Survive. Learn. Come back stronger.

Spend Monster Shards to strengthen abilities. Shape how your captain fights, protects, and leads the party into the next expedition.

The captain’s skillbook showing upgrade paths for Strike, Shield Bash, Defend, Taunt, Cleave and Rallying Cry
THE CAPTAIN’S SKILLBOOK · ABILITY UPGRADES

05 / A life between expeditions

And then,
there is home.

The tower is only half the fantasy. Back in the city, a new contract waits, the forge is burning, and tomorrow’s party is looking for work.

Verdant Keep town, with its church, guild, market, blacksmith, stash and tower gate
VERDANT KEEP · THE CITY BENEATH THE TOWER

The Adventure Guild

Every adventure starts somewhere.

Warm light. A table of familiar faces. Contracts on the board and adventurers looking for work. Listen to the rumors, find your company, and decide where tomorrow takes you.

The warmly lit Adventurer’s Guild hall with an adventure board, recruitment board, receptionist and tables of adventurers sharing rumors
THE ADVENTURER’S GUILD · CONTRACTS, COMPANIONS & RUMORS Expand ↗
Parchment quest notices on the Adventure Guild contract board
THE ADVENTURE BOARD · CONTRACTS

Start with a name on a board.

Take a job. Earn gold and reputation. Find companions willing to share the risk.

Spend today’s hard-won gold

Buy supplies and useful equipment. Prepare for the things you know—and the things you don’t.

A candlelit fantasy marketplace with supply stalls and an alchemist
THE MARKETPLACE

Bring back more than stories.

Smelt what you gathered. Craft, repair, and upgrade the equipment that gets you through the next run.

The warmly lit blacksmith workshop, forge and anvilTHE BLACKSMITH


06 / Those who walked beside you

Some names stay with you forever.

A downed companion can still be saved. A fallen companion may be gone for good.

◆ Towerwalkers uses XCOM-style character permadeath. Every rescue matters. Every loss becomes part of your company’s history.


The church: a place to heal the wounded and remember the fallen

The Memorial remembers.

At the church, heal the wounded and remember the fallen. Your runs, gold earned, Monster Shards, defeated monsters, and highest floor become a record of the party you built.

Progress is also the people you remember.


07 / The first four worlds

What’s on
the next floor?

Four floors are playable today. Each has its own landscape, threats, and discoveries. The long-term vision: one hundred distinct fantasy worlds.

Verdant Meadows environment artwork

FLOOR 01 IN THE PLAYABLE VERTICAL SLICE

01
FORESTS / RUINS / RIVERS

Verdant Meadows

Beauty is no promise of safety.

Old roads wind through green wilderness. Beyond the rivers and overgrown ruins, the Forest Guardian waits.

FLOOR GUARDIAN The Forest Guardian

Golden Plains environment artwork

FLOOR 02 IN THE PLAYABLE VERTICAL SLICE
02

GRASSLANDS / ANCIENT STRUCTURES / ROAMING BEASTS

Golden Plains

Something moves through the wheat.

Open grasslands stretch toward ancient towers. Out here, the horizon belongs to the roaming Gilded Bull.

FLOOR GUARDIAN The Gilded Bull

Crystal Lake environment artwork

FLOOR 03 IN THE PLAYABLE VERTICAL SLICE
03

CRYSTAL CAVES / BLUE WATERS / HIDDEN RUINS

Crystal Lake

Follow the light into the deep.

Blue water and immense glowing crystals hide caves, sunken ruins, and the mysteries of a strange lake.

FLOOR GUARDIAN The Aqua Serpent

Misty Marshes environment artwork

FLOOR 04 IN THE PLAYABLE VERTICAL SLICE
04

WETLANDS / FLOODED RUINS / POISON BOGS

Misty Marshes

The fog keeps its own secrets.

Drowned villages. Broken boardwalks. Something unseen beneath the water. Every step disturbs the silence.

FLOOR GUARDIAN The Bog Beast

Four floors are the beginning.

The rest of the tower
is still waiting to be built.


08 / Off the beaten path

A marker on a map.
A story of its own.

A point of interest can become a multi-stage adventure. Search outside, enter the darkness, find resources—and decide when you’ve taken enough.

I / FIND A WAY IN
An abandoned mine entrance with old tools, crates and tracks leading below
THE WORKINGS
II / FOLLOW THE TRACKS
An underground gallery with colored mineral veins, a loaded cart and paths deeper into the mine
THE LOWER GALLERY

Watchtowers. Shrines. Camps. Caves.
Treasure caches. Mineral veins. Hidden locations.

Authored adventures.
New decisions on every expedition.

The Forest Guardian confronting the captain and cleric at the Heart of the Meadow
HEART OF THE MEADOW · THE FOREST GUARDIAN

Some places have a keeper.

Earn the
next floor.

Ambushes and elite encounters test your preparation. Floor bosses ask everything of your party.

The tower has its own rules.

Expect the
unexpected.

Some dangers guard the way forward. Others come looking for you.

On the Golden Plains, the Gilded Bull moves across the expedition map—and can find your party. Every floor can change the rules of survival.

The party confronts the Gilded Bull in the Golden Plains, with the wounded captain holding the front line and the archer’s abilities ready
GOLDEN PLAINS · THE GILDED BULL

09 / The foundation is playable

This world
already exists.

CURRENT VERTICAL SLICE 04 PLAYABLE FLOORS

The expedition

Interactive maps · Extraction · Multi-stage locations · Treasure & mineral veins · Ambushes · Dungeons · Elites & floor bosses

The company

Recruitment · Formation & synergies · Equipment · Skills & progression · Turn-based combat · Downed-state rescues · Permadeath

The homecoming

Guild & quests · Marketplace · Buying & selling · Blacksmith · Crafting & smelting · Church healing · Memorial & run statistics

Expedition rewards with party level ups, recovered treasure and a reminder to extract successfully
A RUN IN PROGRESS · EXPERIENCE, LOOT & CONSEQUENCES

Development footage and artwork from the current vertical slice. Some assets are AI-generated, used to prototype and communicate the intended visual direction.


10 / Why I’m making Towerwalkers

I want to make the RPG where you feel like you’re actually living the life of an adventurer.

Starting with almost nothing. Walking into the guild. Taking whatever jobs you can get. Finding people to grow stronger with.

Coming back exhausted. Celebrating the narrow escapes. Remembering the people you lost. Sitting in a warm tavern, hearing rumors about places nobody has reached.

And looking up at the tower, knowing how much is still out there.

The long-term vision

Build the tower.

Expand the four-floor foundation with more worlds, monsters, bosses, quests, adventurers, equipment, locations, secrets, and stories.

100 floors.
Countless stories.
One party to get you there.

Help build the tower.

A playable beginning. A much bigger world ahead.
Follow the journey and help shape what comes next.

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