
Oaken Tower is a synergy-heavy PvP auto battler where your tower of items fights other players. Build deadly combos and scale exponentially. Every decision matters.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
About
Oaken Tower is a synergy-heavy PvP auto battler where your tower of items fights other players. Build deadly combos and scale exponentially. Every decision matters.

Buy and combine powerful items, unlock game-changings perks and level up to discover rarer items, and build the ultimate tower.
Asynchronous roguelike PvP
Over 120+ unique items with class specific types
Gameplay progression through unlockable perks and cosmetic items
20+ game-changing NPC encounters
Deeply synergistic item system with exponential combo potential
Casual and Ranked gameplay modes with leaderboards and seasons
Endless Mode
Discover synergies between items that don't just add up; they multiply! The right combination of items and unlockable perks can create exponential scaling, enabling you to build unstoppable loadouts.
Jump into casual mode for a pressure-free experience or rise to the challenge of competitive ranked play and see how your build stacks up against the best towers.
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 692 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
*v0.5.6* Alright, this auto battler managed to keep my attention longer than many others. I genuinely really like the game. But at the moment, there is basically only one build progression that is truly viable. Others have already pointed this out, but there is one thing I'd like to add as someone who enjoys playing endless mode: Endless is really only doable with one very specific build. You can win a normal run and reach 10 trophies with plenty of different items, as long as you manage to get enough cooldown reduction and multicast - which stifles variety heavily, since although you can build different items, they all need cd and multi cast. But if you want to push past 20 wins in Endless, there is really only one build. The problem is that you have to start working towards it very early, which is obviously luck-based. If you don't get the right items soon enough, there is basically no point in continuing past 10 wins. Even once you get them, you have to develop your build very carefully. You actually don't want to become too strong too early, because a lot of your scaling relies on drawn-out fights. If you kill your opponents too quickly, you don't get enough opportunities to build up your strength for later. So even if you play everything correctly, you still need a good amount of luck. You need to face the right opponents. The joke is that if you don't get those "right" opponents, it doesn't really matter how smoothly things went before. Once you reach around 18–20 wins, you can be pretty sure you'll eventually run into someone who did. And at that point, everyone is running essentially the same build. There are three core items that you absolutely need, while the remaining three are filled with some obvious favourites, but this choice doesn't really provide any variation, since the general theme of your build won't be changed in any way. So eventually it just comes down to who managed to stack more multicast on their carry items. Whoever did, wins. That's a bit lame. Overall, I still recommend the game. It's a good auto battler and I've had a lot of fun with it, but it currently struggles quite heavily with balance, and the Endless meta in particular is incredibly stale. Every run I find myself going for the same build because I already know that anything else will eventually become worthless in Endless. Of course, you don't have to play Endless. But that's the part I enjoy.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Reviews, worldwide (the counter carries no country): 7/day in the week to Jul 31 → 8.71/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Japanese, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Spanish - Latin America, Danish, Spanish - Spain, Korean +1 more
Hours played at review time, across 692 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I had over 100 hours played on the demo. I am happy to see that the balance issues I saw there have been resolved, meaning that most builds can be fun and exciting. There are still a couple builds that are vastly stronger in endless, but balancing for endless would probably ruin the normal game balance.
No fun when you start playing and at every round your adversary is 3-15 levels/turns above you, You do single 20 damage and he/she goes 99931 damage / 5838 multi with 6 3-star items. There's something called balance, devs should learn about the term.
the game is filled with cheaters.
War mal gut. Zuvor konnte man langfristige Faktoren wählen aber seit der letzten Season einfach nur Burst und Glück
This game used to be fun before the 'update.' Now it is just 'The Bazaar' - a game that decides who wins before the fight.
Сама идея интересная, а вот баланс так себе. На данный момент в игре есть мета-билды. Не собираете их - проигрываете. Посмотрим что дальше будет. Возврат делать не собираюсь. Не самый худший представитель жанра + игра в раннем доступе. Но пока дизлайк все же. Со временем могу поменять. / The idea itself is interesting, but the balance is rather poor. At the moment, the game has meta builds. If you don’t collect them, you lose. We’ll see what happens next. I’m not going to issue a refund. It’s not the worst representative of the genre, and the game is in early access. But for now, it’s still a dislike. I might change my mind over time.
Tons of fun, really easy to play but hard to master, respects your time, you can play duos with your friend and there is a dev who constantly makes the game better with every single hotfix. Thanks Bocary for the banger!
Das Spiel an sich macht super viel Spaß und der COOP-Modus (Beta) finde ich auch sehr gut gelungen. Es gibt eine nette Menge an verschiedenen Gegenständen und man hat viele Möglichkeiten diese zu kombinieren. Bei einigen Items ist die Übersetzung leider nicht gut gelungen, aber die Effekte findet man recht schnell selber raus. Seit dem letzten Patch sind die Gegenstände leider dermaßen unausgeglichen, dass man nur mit zwei oder drei Build wirklich was reißen kann. Was mich allerdings richtig nervt ist die Gegnerzuteilung im Lategame. Da holt man sich neun Kelche, ohne das ein Lose auch nur ansatzweise mal in Sicht war und dann wird man plötzlich nur noch von Tryhardern weggehauen. Der 10 Kelch ist so fast nie möglich, egal wie gut man durch die ersten neun Siege gekommen ist. Das dämpft den Spielspaß enorm und ist mega frustrierend.
Gutes Spiel aber der Fakt, dass man ab und an gegner hat, die offensichtlich TAGE vorraus sind (=Du Level 11 - Gegner level 30-50) macht das Spiel wiederum absolut unattraktiv, was die Fairness angeht. Man steigt super schnell im Rang ab, wenn man des öfteren genau solche Situationen begegnet. Macht es fair und gestaltet es so, dass die Gegner auf dem selben Tagesniveau sind wie man selber.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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