
It's finally here! The survival action game that pits the strong against the weak is finally on PC! Experience all the heart-thumping action with a silky-smooth frame rate and ultra high resolution. How you make the best of the weapons, armor, and items at your disposal will determine your fate in the ever-changing "Tower of Barbs!
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.

About
* Online service is scheduled to end on August 31, 2026 at 7:00PM PDT (UTC-7). An offline version of the game is planned for release in Fall 2026.
In the year 2026 AD, a large tectonic disturbance caused mass destruction around the world.
In the midst of the destruction, South Western Tokyo split off into the ocean where the seismic activity caused a large spire to rise out of the ocean piercing the island creating a tower-like structure deemed holy by some.
Under the watchful eye of Uncle Death, madness has spread across the world...
My name is Uncle Death, and I have a feeling we’re going to get along just fine...
Your task is simple, get to the top of the tower.
Fight your way to the top in this chaotic and pulp survival action taking free-to-play to a whole new level. Begin your journey in your underwear and survive by any means necessary while taking advice from Uncle Death, a skateboarding reaper.
Rumor has it that a sacred treasure awaits at the top of the Tower of Barbs for those that survive the climb. Many dangers and mysteries remain hidden from the eyes of mankind and await those courageous enough to dare approach the tower.
Players fight through a treacherous tower obtaining various types of weapons and armor while finding creatures and mushrooms to eat in order to stay alive.
Pry weapons and armor from the cold dead grasp of your fallen foes or craft even better gear. Eat mushrooms, frogs, and other odd creatures to keep your strength up or activate special abilities. Strategize when it's best to fight or sneak away to fight another day.
You may lose your belongings upon death, but death doesn't always have to be the end...
When hacking and slashing your foes just isn't enough, you can use ultra violent Rage Moves or Goretastics to finish them off with style!
Haters
Upon death, a player’s “death data” is circulated among other player’s games where they will appear as formidable opponents called Haters.
Hunters
Need some loot but don't have the time to go exploring the tower yourself? Send one of your Fighters to an unsuspecting enemy, and they will invade their world as a Hunter. These potentially lethal foes can gather up items and resources from an enemy's tower for a set period of time. If they are killed before that, they get sent home crying to their master.
TDM
Tetsuo brings the Tokyo Death Metro to a platform near you! Join a team, attack your opponents and raid their stash, but keep in mind they can return the favor!
You can also enjoy bonus rewards during the Tokyo Death Metro Battle Rush Season. We hope to see you enjoying Tokyo Death Metro's Luxury Attack Liner!
Train your body
Develop Equipment
Eat everything that can be eaten
If you’re stolen from, steal it back
...and, if you’re killed, kill them back!
Jukka Hilden
Daveigh Chase
Verne Troyer
Traci Lords
Mark Hamill
...and MORE!
A VIP elevator service will be available for maximum convenience while slaughtering your foes. Direct Hell also insures your resources if your base is raided in the Tokyo Death Metro. Sign up today for total coverage!
English and Japanese audio and text options are both available. The game also supports text for French, Italian, German, Spanish, Korean, Brazilian Portuguese, and Simplified Chinese, and Traditional Chinese.
Genres
Stats
Languages: English*, French, Italian, German, Spanish - Spain, Portuguese - Brazil, Traditional Chinese, Japanese*, Korean, Simplified Chinese*languages with full audio support
Engagement
Reviews
Themes across 47 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
im so mad at you all . like aaa ive been playing this game for 7 years just to see you all are canceling the game on the end of Aug 30th of this year i started this game on the ps4 when i was 16 so this blows specially with how much i put into this game : (
I love this game. It was made weirdly and lovingly by people. I looked forward to Inferno. I really wanted it when it was on sale for 7 bucks! But I can't support AI, and half passed love for a game that initially was made exactly for weird people by weird people. I hate that inferno used Ai on damn near everything and everyone I liked about the game so, I'll be supporting the ancient dead corpse until they at least take the AI Mess out and make it so I can play with my friends without a pay wall.
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Trends
Tracking started Jul 11, 2026 — check back soon for a trend.
Hours played at review time, across 47 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Play this instead of Let It Die: Inferno. It's a Free-To-Play grind, but the grind is fun, the combat is fair, and any ♥♥♥♥♥♥♥♥ you run into you can actually learn to work past. It's a solid game with sort of a story that blends reality and the game world, in-game. Characters are fun and the soundtrack might be one of the greatest of all time, if you love Japanese rock. Graphics get a little taxing on the framerate the higher up the tower you go, but that can be rectified by a settings change and a better computer than mine. Aesthetics is Dorohedoro on steroids. That's literally it. Every "section" of the tower has a different theme to it, which was a very pleasant surprise after the first boss. I honestly thought it was going to be nothing but sewers and ♥♥♥♥ lol. Combat is simple to learn, but difficult to master. Very similar to Dark Souls, but with more weapons variety and a much faster pace. You essentially get to earn your way up as a perpetually pants-less murder-psycho, complete with gore-finishers that really scratch that itch, if you know what I mean. It itches truly well, when you finally get past an enemy or floor that was giving you grief the whole time. Since the game is finally ending its run, you have plenty of content to play around with. And apparently, it doesn't end with the final boss, which is rare. It does have microtransactions, but ever since they added in a "3 free deaths daily" feature, the microtransactions are far less egregious and there are plenty of ways to earn your stuff back if you die high up in the tower. It is more "pay for convenience" than "pay to win" now, than it used to be. Weapons and armors are grindable, with armor/variants being accessible as skins once you upgrade every 4 tiers. You will look ridiculous starting out, but once you get an arsenal going, you'll be looking fly in no time. If you need a time sink with a challenge, give this game a try. I don't know how on God's green earth they managed to screw up this formula when they shat out Inferno.
peanut would love some pets and treats :) 🌸> フ | _ _ l /` ミ_xノ / | / ヽ ノ │ | | | / ̄| | | | | ( ̄ヽ__ヽ_)__) \二つ
Really sad to see the live service go away soon. I genuinely cannot find another game like this that is as fun as this style of a game (literally one of a kind) At least we will have an offline mode.
LET IT DIE, developed by GRASSHOPPER MANUFACTURE INC. and SUPERTRICK GAMES, Inc. and published by GungHo Online Entertainment America, Inc., is one of the most unconventional action games to emerge from the free-to-play market. Blending roguelike progression, survival mechanics, action RPG systems, and an unapologetically bizarre sense of style, it creates an experience that feels unlike almost anything else available on Steam. Equal parts brutal challenge, dark comedy, and post-apocalyptic nightmare, the game embraces its eccentricity at every opportunity and turns that uniqueness into its greatest strength. The adventure is set in a devastated future where a catastrophic geological event has reshaped the world. Rising from the ruins of southwestern Tokyo is the Tower of Barbs, a towering structure wrapped in mystery, superstition, and rumors of unimaginable treasure. Players enter this dangerous monument with little more than basic equipment and a desire to reach its summit. Guiding the journey is the unforgettable Uncle Death, a skateboarding grim reaper who serves as both mentor and mascot. His constant commentary injects humor into an otherwise harsh world and helps establish the game's distinctive personality from the very beginning. Progression revolves around climbing the Tower of Barbs floor by floor. Each level introduces new dangers, environmental hazards, enemies, and rewards. What initially appears to be a straightforward dungeon-crawling experience gradually reveals a surprising amount of depth. The tower is designed to constantly test players' resource management, combat skills, and willingness to take risks. Every expedition carries tension because valuable materials, equipment, and progress can be lost if mistakes are made. This constant risk-reward dynamic becomes highly addictive and encourages careful decision-making throughout the adventure. Combat serves as the foundation of the gameplay experience. Battles are fast, violent, and often unforgiving, requiring players to learn enemy behaviors and understand the strengths of different weapon types. The arsenal is remarkably diverse, featuring everything from traditional melee weapons to bizarre improvised tools that perfectly match the game's strange atmosphere. Each weapon category feels unique, encouraging experimentation and adaptation. As players climb higher, encounters become increasingly demanding, transforming even ordinary enemies into serious threats if approached carelessly. A standout feature of LET IT DIE is its unusual approach to character death. Rather than treating death as a simple restart condition, the game builds entire systems around failure. Fallen fighters leave behind consequences that affect future runs, and recovering from defeat becomes part of the overall progression loop. This design reinforces the game's survival-oriented identity and makes every successful climb feel genuinely earned. The tower constantly reminds players that death is inevitable, but it also provides opportunities to learn from mistakes and return stronger. The equipment and crafting systems provide substantial long-term motivation. Materials gathered during exploration can be used to improve weapons and armor, unlocking stronger gear capable of surviving the tower's higher levels. The steady pursuit of upgrades creates a rewarding cycle that keeps players invested for dozens of hours. Discovering rare resources, crafting powerful equipment, and gradually overcoming previously impossible challenges generates a strong sense of accomplishment that few free-to-play games manage to achieve. Visually, LET IT DIE fully embraces a chaotic and exaggerated style. The world is filled with grotesque enemies, eccentric characters, strange technology, and absurd environmental details. Violence is intentionally excessive, creating a world that feels both disturbing and strangely entertaining. The developers never attempt to create a grounded or realistic setting. Instead, they lean completely into surrealism and dark humor, resulting in a presentation that remains memorable long after players leave the tower. The soundtrack deserves special recognition. Featuring music from a wide variety of artists and bands, the game uses its soundtrack to reinforce its rebellious attitude and high-energy atmosphere. Whether exploring dangerous floors or fighting powerful enemies, the music consistently enhances the experience. Combined with the game's unique art direction and eccentric cast of characters, the soundtrack helps establish a strong identity that few other action games can match. Another notable aspect is the game's asynchronous multiplayer systems. While much of the experience can be enjoyed solo, indirect interactions with other players add unpredictability to the adventure. Characters left behind by defeated players can appear as dangerous foes, while various online features create the impression that countless other climbers are simultaneously struggling to conquer the tower. These mechanics add tension and variety without disrupting the primarily single-player structure. The game's biggest weaknesses stem from its free-to-play design. Progression can occasionally feel grind-heavy, particularly during later stages where stronger equipment becomes essential. Farming materials and upgrading gear sometimes requires repetition, and certain advancement systems demand considerable time investment. New players may also find the difficulty intimidating, as the game offers little sympathy for mistakes. However, those willing to embrace its demanding nature often find these systems contribute to the overall sense of achievement. What truly elevates LET IT DIE above many competitors is its commitment to originality. Every aspect of the experience, from its bizarre storytelling and unforgettable characters to its punishing gameplay systems, reflects a clear creative vision. It refuses to conform to genre expectations and instead carves out its own identity through sheer confidence and imagination. Even when individual mechanics occasionally frustrate, the game's personality remains compelling enough to keep players invested. Years after its release, LET IT DIE continues to stand as one of the most distinctive action roguelikes available. Its combination of challenging combat, rewarding progression, dark humor, unforgettable style, and unique worldbuilding creates an experience that is difficult to replicate. It is not always welcoming, and it certainly is not designed for everyone, but players who appreciate demanding gameplay and unconventional design will discover a remarkably memorable adventure hidden within the Tower of Barbs. Rating: 7/10
dead game devs gave up left this game with nothing as they moved to a trash game. say ur good byes to what was once a great game... let it die is now unplayable. I hope that 1 day they give up on that trash game, and come back or at least put our market back up bc its impossible to climb and manage space at all without death metals to increase our storage and ect... devs left us with none.bsbsbs
A superb game for what it was. Let it Die was a hardcore tower climbing game involving fast paced combat, a heavy emphasis on durability economy and build crafting, and (sorta) extraction elements. I've played this game since it's PS4 launch Day 1 and was always a big fan. I beat it on both PC and Console, and reached the first postgame shift on PC where you'd start making the 7 star fighters / gear. The good: - Grasshopper manufacture's unique touch on the game is felt in every breath of this game from gameplay to story- this ofc can be seen as a con in some bits which I'll get into. (Fun fact; some bits of LiD are canon to kill the past- iykyk) - Replayability is off the charts, with the worldgen being pretty varied- there are of course pre-crafted rooms chained together, but with the variety of enemies and loot, it doesn't feel too repetitive. In fact, the tower of barbs (the setting of LiD) changes periodically throughout the week to keep things fresh as well, offering distinct challenges and perks on different floors from day to day. + The LiD community is super passionate, and has detailed the many ways the tower of barbs changes throughout the week, allowing you to get some footing in navigating the overall rooms of the tower. - Each item your character equips has a unique presence both in the world, and on their person. Not unlike similar games where build crafting is essential, you can set and swap between dozens of armor pieces and weapons, with variants of many that provide distinct tradeoffs. The game uses a sort of 4D rock-paper-scissors with elemental and physical resistances, with many pieces having tradeoffs for both. With later updates introducing the ability to have a vanity layer, that personal touch is further expanded on by expressing yourself through your aesthetic choices in builds as well! - Post game goes unbelievably far, extending the lifespan of the game in your library if you want to test your limits. Additional gear and mechanics exclusive to postgame are drip-fed as you go through as well, so as not to overwhelm folks as they go for the absolute summit. - Boss fights are fun and unique, with gimmicks that really keep em' memorable. Each of them represents the ideals and design of their respective faction, and that design is expressed in the mechanics you'll need to navigate in both the pre-boss gimmick phase, and post-gimmick main combat phase. - [Before September 1st 2026] unique enemies called HATERS representing players who died in certain areas and their respective build at ToD present both a unique challenge and opportunity to get gear that you otherwise wouldn't have access to. This expands further into endgame, where these fellas make up the entirety of the enemy roster. + after Sep 1st, I'm guessing these'll be exclusively made up of the NPC haters/hunters made by GungHo themselves. These offer loot that not even PC Haters offer, so it's...a tradeoff, I suppose. The Bad: - Going back to Grasshopper's unique touch, there's a bit of clunkiness to the flow at times. You can feel like a speeding train in that you're REALLY FAST! (Good!) but also also have COMPLETE INABILITY TO STEER (Bad!). Some weapon animations can lock you in place for long periods of time, leading to what can feel like a bit of an unfulfilling loop if you're committed to certain weapons. There's a definite tierlist for what is an' isn't good in terms of animations and general flexibility to combat. (I'm a machete and machinegun lover myself.) - Similarly speaking, as a live-service game hosted by Gung Ho, Let it Die has been treated pretty disrespectfully by the holders, both from a monetizing POV as well as future usage of the IP. + Mechanically, there is a heavy emphasis on gachapon elements that can completely and utterly destroy the game's balance if you go for them, alongside temporary events that'd introduce gear with little to no upgrade requirements, furthering that divide in experience. Noteworthy examples were collabs such as the No More Heroes and World of Tanks sets which introduced distinct event-exclusive gear variants that could essentially be upgraded to near-postgame for minimal resources. The decals that paired with these collabs also introduced HUGE spikes in damage boosts and even chances for invulnerability. This may not be a problem if you don't mind shelling out cash (and I always go by the 60$ rule for F2P games tbf) but it can be jarring for individuals who wanted a pure F2P experience, who now have to do long and arduous tasks to get premium currency to try to keep up. + Addendum: While non-applicable to this entry, future entries of LiD have no input from Grasshopper, and generally follow a far worse monetizing scheme and gameplay loop with none of the charm that breathed life into LiD. They're practically parodies of this game. Worst still, the new game, LiD Inferno, is AI slop. - If you're not a fan of extraction-type games where death can set you back a good amount, LiD may be pretty stressful. There are plenty of moments that are basically a knowledge check they pull that you'll need to struggle through if you run without a guide. This ramps up particularly in Area 3, where the gaps between Area 2 and 3's gear become terrifyingly apparent in the number of possible OHKO scenarios before you've established yourself in that tier. Area 4 is pretty big too, but by that point players have usually wisened up from the earlier gap and prepared accordingly. + This does also extend into the grind for some of the game's stronger gear, and it's monetization- which causes lategame grinds to become a bit of a slog if you don't pay into inventory space or optimize routes to specific, rotation varied medals for equipment enhancement. This grind is fortunately eased in post-game, where routing becomes less predictable and more engaging as a result. Tragically, LiD is ending it's online service in a month. As a result, those who haven't started or are starting after September 1st won't get to experience Tokyo Death Metro and it's unique benefits / gameplay loop, or the "online hater / hunter" system that offered passive interaction between players and their bases. Admittedly, the PvP had some pros and cons, but a major facet was that for F2P players needing quick cash to roll decals or get endgame gear, the TDM was one of the easiest ways to amass huge amounts of gold and even premium currency. I'm not super certain if TDM will simply be replaced with an offline variant (I hope so, provided PVP was already unsynchronous) but if not, that'll put a lot of strain on players in the early-game who're strapped for gold and medals, making certain negative aspects more apparent. Would I recommend LiD? Of course! This game runs in my blood, I can't NOT recommend it. That being said, I'd recommend it only if you're comfortable with a bit of BS from time to time, and patient with high difficulty content. The gameplay loop is genuinely rewarding to engage in, and this game's got an aesthetic that no others of it's genre can compare to. Long live LiD.
very sad for me. i have over 1000 hours on playstation. got it for my pc just for it to not be optimized for pc. and apparently now that i look at the reviews for it on steam. I see its been an issue for a long time and never got fixed. yall made that new trash ass game instead of working on your already good and thriving game. assuming nowadays its considerably dead.
Great game for Immersion
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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