
Towerwalkers
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

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.
Build the company
Warrior, Rogue, Archer, Wizard, Cleric. Every role changes how your party faces danger.
Find the formation
Place your frontline. Protect your support. Bring class abilities together through party synergies.
Invest in each other
Equip your companions, develop their skills, and earn the reputation to grow your party.
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.
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.
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.
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.
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.
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.
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.
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.
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 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.

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

FLOOR 02 IN THE PLAYABLE VERTICAL SLICE
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

FLOOR 03 IN THE PLAYABLE VERTICAL SLICE
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

FLOOR 04 IN THE PLAYABLE VERTICAL SLICE
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.
Watchtowers. Shrines. Camps. Caves.
Treasure caches. Mineral veins. Hidden locations.
Authored adventures.
New decisions on every expedition.
Some places have a keeper.
Earn the
next floor.
Ambushes and elite encounters test your preparation. Floor bosses ask everything of your party.
09 / The foundation is playable
This world
already exists.
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
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.
Follow Towerwalkers on itch.io · Support development · Join discord · Follow on X
| Published | 2 days ago |
| Status | Prototype |
| Platforms | HTML5 |
| Author | skilldiffgames |
| Genre | Adventure, Role Playing |
| Tags | 100floors, 2D, extraction, Fantasy, party-management, quests, tower, Turn-Based Combat |
| AI Disclosure | AI Assisted, Code, Graphics, Sounds, Text |










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