Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Sums Steam only; Nintendo publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $4.99 | 131reviews | 87% | — | $16.3K |
| $7.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
Started out pretty good, but it just doesn't end.
we need chinese. 不过这游戏不好翻译吧? 202309,fanatical,steam,steam掉卡抵扣,indie gala,daily indie game,t a o宝,支付宝红包,hxxxx,杉果,它处自定义包入的本体约9元。爱人如己,目前就这,看以后追评。有中文的游戏请耐心自研体验乐趣,攻略指南尽量不用。不建议使用外挂,插件,作弊之类的,游戏都要这样搞,那现实里那更是如此了。兄弟萌,强烈建议不要第三方平台的小店买y u额,通过饰品等挂steam市场转的,高概率red信乃至封号,且行且珍惜。
Gra nawet niezła... ...ale nie ukończyłem - później staje się nużąca i powtarzalna. Losowanie literek (RNG) jest irytujące, bywa że nie da się ułożyć dłuższych wyrazów i nici z osiągnięć, albo powtarzamy poziom do skutku. Poza tym są poziomy na czas, co w grze logicznej według mnie jest pomyłką...
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Hours played at review time, across 40 reviews with recorded playtime.
Highrise Heroes: Word Challenge, developed and published by Fallen Tree Games Ltd, is a cleverly constructed word puzzle game that elevates traditional vocabulary mechanics by embedding them within a light narrative framework and a steadily escalating set of strategic challenges. At first glance, it resembles familiar tile-based word games where players connect adjacent letters to form valid English words. However, it quickly distinguishes itself through its structure, objectives, and story-driven progression. Rather than presenting isolated puzzle boards, the game situates its challenges inside a collapsing skyscraper, where a group of survivors must descend floor by floor to escape. This premise gives context and urgency to each level, transforming simple word-building into a mission with stakes. The core gameplay revolves around a grid of letter tiles that players link together to create words. Once a word is formed, the selected tiles disappear, causing the remaining letters above to fall into place. This falling mechanic is central to the game’s design, as it allows players to manipulate the board in deliberate ways. Levels often require more than just scoring points; players must clear paths to exits, free trapped character tiles, eliminate hazardous blocks such as fire or glass, or manage limited oxygen supplies. These additional objectives introduce layers of strategy that go far beyond simply forming the longest word available. Each move must be carefully considered, as clearing one section of the board may trigger chain reactions that either help or hinder progress. As players advance through the skyscraper’s many floors, new mechanics are gradually introduced. Timed challenges, turn limits, and environmental hazards demand adaptive thinking. Certain levels incorporate special tiles that require specific word formations to remove, while others introduce numeric puzzles where letters are replaced by numbers and players must form valid mathematical equations. This constant introduction of new rule variations prevents repetition and keeps the experience engaging across its substantial number of stages. The learning curve is generally well managed, allowing players to build confidence early on before facing more demanding scenarios later in the game. A defining strength of Highrise Heroes is its integration of narrative elements between puzzles. Short dialogue exchanges flesh out the personalities of the survivors, adding humor and charm to the journey downward. While the story remains lighthearted and does not dominate the gameplay, it provides motivation and continuity. Characters feel distinct, and their interactions inject personality into what might otherwise be a purely mechanical experience. The sense of progression through the building, combined with these narrative beats, creates the feeling of a cohesive adventure rather than a disconnected series of word challenges. Visually, the game adopts a colorful and accessible art style that prioritizes clarity. The interface is clean, ensuring that players can easily identify available letter combinations and objectives without distraction. Character illustrations add expressiveness during story segments, while the board layout remains intuitive and readable even as complexity increases. Sound design complements the experience with upbeat music and satisfying audio cues when words are successfully formed or objectives completed. The presentation does not aim for realism or high-end graphical effects; instead, it supports the puzzle-focused design with functional polish. Replayability is another key aspect of the game’s appeal. Many levels offer optional bonus objectives and star ratings, encouraging players to revisit earlier stages to optimize performance. Achieving higher scores often requires deeper strategic planning, as random letter distributions can alter possible word combinations. This element of variability adds freshness to repeat attempts, although it can occasionally introduce moments of frustration when luck influences tile arrangement. Nonetheless, the balance between skill and randomness generally favors thoughtful play over pure chance. Highrise Heroes: Word Challenge ultimately succeeds by blending accessible word-building mechanics with layered puzzle design and a light narrative thread. It appeals both to casual players looking for engaging vocabulary challenges and to puzzle enthusiasts who appreciate strategic depth. While it may not reinvent the genre entirely, it refines and expands upon classic word game formulas in meaningful ways. The combination of varied objectives, character-driven progression, and steadily increasing complexity makes it a standout entry within the word puzzle category, offering an experience that is both mentally stimulating and consistently entertaining. Rating: 8/10
This is a surprisingly good word game That second to last monkey puzzle level had me fumin' tho
If you enjoy Boggle-like word games, you'll definitely enjoy this one. An intriguing story moves you from one game board to the next, the word creation game play continues to evolve and get more challenging and you're encouraged to try a level a few times to 1) get all 3 stars OR 2) do better on the world/friend leader boards. You can also just chill out and see how quickly you can plough through the levels. Most of the levels aren't timed (which I really like) so you can really search for the biggest scoring words. Some levels ARE timed and they're quick and fun. This game uses mouse controls. I play on a laptop with a touch pad and occasionally this can be annoying because you score by linking letter tiles together and then double tapping the last letter to submit the word for scoring. The touch pad sometimes just double taps itself so I end up submitting smaller words before I'm ready. That's my only beef. I haven't looked into it, but I'm guessing there might be a touch screen version of this game in which case joining letters would be even faster.
challenging word game
нет
A fantastic word puzzle game with a fun story. I would definitely recommend! It plays very well on the Steam Deck.
[u]Recommendation[/u]: [i]Bookworm[/i] with a story, additional mechanics, and an ending. It's brilliant. [u]Critique[/u]: I am a tremendous fan of the classic Popcap game, [i]Bookworm[/i]. It is very nearly the perfect word game. This game is just as good, and it's different in interesting and engaging ways. For one thing, there's a story: an [i]in media res[/i] mystery that you are trying to solve in dialog scenes in between levels (the levels being the protagonist moving from one level of a high-rise building to the next). What's going on? Who are all these people? Who am I? The answers to all these questions are discovered as the adventure continues. As with [i]Bookworm[/i], each level is an array of [i]Scrabble[/i]-like letter tiles; you form words by selecting a starting letter and then dragging a path through contiguous tiles that spell that word. Click again and you submit the word: the tiles disappear, the remaining tiles drop down to fill the gap, and you score points based on the letters used and the length of the word. What makes [i]Highrise Heroes[/i] stand out from [i]Bookworm[/i] are the little differences in special tiles that appear in the levels. Unlike [i]Bookworm[/i], you do not get "burning" tiles that cause you to lose the level, and you can't play a level forever (I once played a single [i]Bookworm[/i] level that lasted multiple days of game time, played whenever I could over [u]weeks[/u] of real time). Instead, you have a limited number of moves on most levels, with a goal (usually score) that needs to be attained in that many moves or less. You also have "bomb" tiles that explode to destroy themselves and every letter tile in a radius around them. "Bomb" tiles appear randomly, but they also appear when you make words of 4 or 5 letters or more (7 or more gets you a more destructive bomb tile), so you have a measure of control over the outcome of the game that is unthinkable in [i]Bookworm[/i]. As you play, more and more special tiles and little rules are added to increase the challenge and alter the considerations of the puzzle in interesting ways. In most levels, you are trying to clear a vertical path to get people to escape from the bottom of the screen (they're descending a highrise building, so they need to go down - get it?). In some levels, you have to feed the people air (by drawing a word path that connects the people with "oxygen" tiles), for an example of additional mechanics. A further tactical consideration is that each person in a level has a special ability that can be activated (by spending moves, decreasing the remaining total available for the level) [i]only as long as that person is still in the level[/i]. Rescue a given person too soon, and you might not have the ability you need later on. It's a pretty tidy mechanic, and adds a lot to the formula of "spell the best words you can." This really is a brilliant word game.
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