TOWERMOUTH
Demo verfügbar
About the game
Zwei Spieler, ein Sofa, ein Turm mit loser Zunge. Erklimmt einen endlosen Roguelite-Turm im Splitscreen-Koop oder allein - eure Waffen feuern von selbst, ihr kämpft mit Positionierung. Entwickelt 20 Waffen, steigert Verwandlungen ohne Obergrenze und stellt euch alle fünf Etagen einem Wächter.
Originalbeschreibung auf Steam
"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.
"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
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.
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.
"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.
"Welcome to my stomach. Yes, this is exactly what it sounds like." - 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.
ONE TOWER. TWO PLAYERS. NO PATIENCE.
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.
YOUR WEAPONS FIRE THEMSELVES
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.WEAPONS EVOLVE
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.FIVE COPIES CHANGE THE RULES
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
STAND CLOSE. FUSE.
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
BUILDS YOU CAN SEE ON YOUR BODY
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.PICK FAST. READ EVERYTHING.
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.
ULTIMATES WITH NO INDOOR VOICE
Eleven of them: BLACK HOLE, METEOR RAIN, ICE AGE, THUNDER GOD, APOCALYPSE, GHOST SWARM and friends. One button, one very large opinion.A WARDEN EVERY FIVE FLOORS
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.
THE COLLECTOR
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
THE GAME TELLS YOU THE MOVE
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.
SPLIT-SCREEN THAT ISN'T AN AFTERTHOUGHT
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.FOUR WAYS TO SUFFER
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.A TOWER WITH FAR TOO MUCH TO SAY
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
FEATURES
- 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






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Steam-Demo, Playtest und Early Access: Was ist der Unterschied?
Informationen und Bilder: Steam · Zuletzt geprüft UTC