
Dive in Project Tower, a third-person shooter mixing intense bullet hell combat with a unique morphing ability. Imprisoned by the "Hiks", fight to the top of their deadly tower for freedom. Will you outsmart them and make your way out ?
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About

Project Tower is a third-person shooter set in a science fiction universe. The story begins with the Hiks, an alien race, invading Earth to capture human survivors as prisoners. The Hiks want to conquer the universe and for this, they have created a program: Project Tower. This program forces prisoners to fight their way up through various towers, so the Hiks can build up their army from the tries of the prisoners. You play as one of these inmates, with the sole chance of regaining your freedom being to reach the top of the tower.

Be smarter than them. Metamorph yourself to better surprise your enemies. Use this unique mechanic to get out of all sorts of situations.

Immerse yourself in visceral combat that will engage all your senses in this shooter. Adapt your playstyle with an arsenal of new weapons as you ascend floor by floor. Sharpen your skills to reach the top and reclaim your freedom. No matter the cost, keep climbing.

Explore the different floors of the tower, face hordes of fearsome enemies and solve complex puzzles. Utilize your arsenal to unlock the secrets of the tower and regain your freedom.
Dive into the adventure and immerse yourself in this new universe. Are you ready to take up the challenges of the tower?
An exciting Third Player Shooter. Play a game that is both dynamic and satisfying. Game sensations are a priority. Sharpen your senses to overcome your enemies.
An innovative metamorphosis mechanic that multiplies the possibilities of gameplay.
A rich universe. Discover the secrets of this tower and regain your freedom!
Unlock new weapons and skills. Tame alien technologies to achieve your goals.
Cutscenes in sequence shot for a perfect immersion.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Simplified Chinese, French, Italian, German, Spanish - Spain, Korean, Japanese, Polish, Portuguese - Brazil, Russian*languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
An interesting game, but it's frustrating that the developers forget about the mechanics from the beginning of the game, and the sharp increase in the difficulty of bosses, where everything goes from the fact that you receive damage because you are AFK, and the boss can't do anything, to such a level that with all the desire you don't understand where to dodge this attack. The idea of the game is interesting and even the plot interested me, but the balance needs to be worked on
Project Tower is an ambitious indie action title developed and published by Yummy Games that blends third-person shooting, bullet-hell intensity, and light puzzle elements within a science-fiction prison narrative. Rather than playing it safe as a conventional shooter, the game aims to carve out its own identity by combining constant forward momentum with overwhelming enemy patterns and experimental mechanics. From the outset, it establishes itself as a tense, hostile experience where survival depends as much on movement and awareness as it does on aim. The narrative framework is simple but effective in setting tone. Humanity has been conquered by an alien race known as the Hiks, and survivors are imprisoned inside a massive, ever-shifting structure called the Tower. Forced to fight for survival as part of cruel experiments, the player assumes the role of one such captive, climbing floor by floor in pursuit of freedom. Storytelling is mostly environmental and contextual, conveyed through brief sequences, visual cues, and the oppressive architecture of the Tower itself. While the plot does not delve deeply into character development or emotional storytelling, it functions well as a backdrop that justifies the relentless escalation of danger and difficulty. Combat is the centerpiece of Project Tower and is where the game is most confident. Shooting is fast and demanding, frequently pushing players into situations where the screen fills with enemy fire reminiscent of classic bullet-hell games. Standard encounters already require constant repositioning, but boss battles take this intensity even further, layering complex projectile patterns with aggressive enemy behaviors. Success depends on mastering movement, dodge timing, and spatial awareness rather than relying solely on raw firepower. Weapons feel varied enough to encourage adaptation, with different guns excelling at crowd control, sustained damage, or close-range bursts, even if the impact feedback can sometimes feel lighter than expected. One of the game’s most talked-about mechanics is its morphing system, which allows the player to temporarily transform into different alien forms encountered within the Tower. Each form grants unique abilities that can influence combat or traversal, such as enhanced mobility or specialized attacks. Conceptually, this system adds variety and reinforces the theme of experimentation and survival through adaptation. In practice, however, these transformations are more situational than transformative, often tied to specific encounters or puzzles rather than freely integrated into moment-to-moment gameplay. While still enjoyable, this limitation prevents the mechanic from fully reaching its potential as a core pillar of the experience. Level design balances narrow corridors with wide, arena-style combat spaces. Tight passages heighten tension and emphasize careful positioning, while larger rooms serve as showcases for enemy swarms and bullet-heavy confrontations. Puzzles and traversal challenges are sprinkled throughout to vary pacing, usually requiring observation and light interaction rather than complex problem-solving. These sections provide welcome breathing room between combat-heavy sequences, though they remain secondary to the shooting and rarely challenge the player in the same way boss encounters do. Visually, Project Tower presents a sleek but harsh science-fiction aesthetic. The Tower itself feels alien and oppressive, with shifting biomes that introduce new color palettes, lighting styles, and environmental hazards as the player ascends. Particle effects and projectile visuals are especially prominent during combat, creating striking spectacles during intense encounters. While some environments can feel sparse or repetitive over time, the overall presentation effectively supports the game’s atmosphere of captivity and constant danger. Sound design plays a crucial supporting role in maintaining tension. Music swells during major encounters, reinforcing urgency without drowning out gameplay cues. Enemy attacks and boss abilities are accompanied by recognizable audio signals, helping players react to threats amid visual chaos. Weapon sounds and environmental effects contribute to immersion, though certain feedback elements—such as damage indicators—could be clearer, particularly during the most intense firefights. Difficulty is a defining aspect of Project Tower. The game does not shy away from punishing mistakes, and repeated deaths are part of the learning curve rather than a sign of failure. Players are expected to internalize enemy patterns and refine their movement over time. This design will strongly appeal to those who enjoy challenging action games and pattern-based combat, while players seeking a more relaxed shooter experience may find it overwhelming or exhausting. In terms of length, the game offers a focused experience that can be completed in several hours, depending on skill level and persistence. This relatively compact structure helps maintain momentum, ensuring the game does not overextend its mechanics. However, it also highlights areas where deeper exploration—particularly of the morphing system and narrative—could have added further depth and replayability. Overall, Project Tower stands as a bold and energetic indie shooter that thrives on intensity and ambition. Its blend of third-person gunplay and bullet-hell design creates a distinct rhythm that rewards mastery and perseverance. While not every mechanic reaches its full potential and some elements feel underdeveloped, the game succeeds in delivering a memorable, high-pressure climb through a hostile sci-fi gauntlet. For players who enjoy demanding action games with experimental ideas and are willing to embrace a few rough edges, Project Tower offers a challenging and distinctive experience that reflects the creative risks at the heart of indie development. Rating: 6/10
It has an interesting story, beautiful and diverse settings, and it runs well on my aging computer, but after a while the boss battles became too annoying. I guess this is a souls-like game so the developers feel obligated to put annoying boss fights in there. After a while all the lasers and energy balls flying around trying to kill you became too much of a chore for me. If you like that kind of game you'll probably enjoy it, but I watched the ending on YouTube and asked for a refund.
Overall this game was pretty good but I do wish that there was more to the morphing aspect of the game. Some morphs give you different abilities that can be helpful for obstacles throughout a floor but that's it. You use them for maybe 30 seconds and rarely use them at all. I also feel like some of morphs do way less than damage than our standard weapons, it could just be me but after you unlock the morph of Ayden, it hits like feather to other enemies while if I unmorphed I do way more damage than morphed. I feel like there should be more bosses, especially more bosses that get up close and personal. If the studio ever plans on it, I would love to see DLC for this game or a sequel because it feels like there are a lot of unanswered questions, especially about what happens after the end of the game.
the game has alternating difficulty playing vs mobs and bosses. in playthrough enemies are way too easy nut in boss fights you need to concentrate hard. if you like soulslike thats a bonus if you can endure the long and painful fights. but real problem lies in bugs. in halfway i got caught in a bug where i spawn in death near water so my game doesnt even start anymore. so until there is some patch and dlc to update the bugs i dont recommend
On dirait un jeu toujours en early access, il faut bien prendre cela en compte avant d'acheter et pas plus de 10€ ! Le gameplay est simple à prendre en main et le jeux quand meme exigeant mais les approximations du gameplay rendent par moment la difficulté frustrante ! C'est rudimentaire mais ça reste prenant ! 4 armes a distances et une au CAC tres peu utile Le scénario est intriguant, de la SF, du mystere, où l'essentiel est traité pour comprendre les grandes lignes, ça aurait mérité plus de profondeur vu l'idée vraiment interessante La durée de vie est comme vous pouvez le voir tres faible, trop faible mais au vue de ce que le jeu propose il ne pouvait en etre autrement de toute façon Les graphismes sont sympa sans plus et l'optimisation pas térrible du tout, il y a 4 developpeurs je sais mais certain seul ont pu faire mieux et surtout le jeu est sorti depuis un moment mais plus grand chose s'y passe. 50IPS en 3240P DLDSR ultra quality Je recommande a la limite, limite parceque j'ai quand meme passer un bon moment mais franchement c'est pas foufou, c'est dommage ça aurait pu envoyé avec plus de boulot 10/20
Интересная игра, чем-то напоминает Control, только с навороченными боссами. Они забросают вас шарами и лазерами так, что вы потеряетесь у себя на мониторе. Впрочем, терять себя - изюминка этой игры. Ползать червём, парить насекомоподобной медузой, пердеть чернильным спрутом, сигать через пропасти динозавриком - всё это будет доступно вкупе с незатейливыми головоломками. Если не обращать внимания на дизайн карт и не пытаться сменить управление, то вполне себе годнота.
Could have been moderately good, even with its simplistic environments, if it was not so brutally hard—especially during the attrition-heavy boss fights. Why not difficulty options? And why punish your customers? Plus, the settings did not stick from one play session to another, and I had to edit the "GameUserSettings.ini" file to properly run it on a PC. It basically needed more time in the oven.
Una Vez mas dando una Reseña de un Juego y esto es lo que me parece: 💖 Gráficos: Que te puedo Decir de los Gráficos? Son una Locura, es el mejor juego con gráficos ultra, se ven todos los detalles, super bien optimizado, los colores, los monstruos, me enamore en serio 🔥 Jugabilidad: Es Muy parecida al Returnal, hasta tiene los jefes que te tiran bolas de poder y esas cosas, si te gusta returnal este juego te va a encantar 🍁 Bugs: No tuve ningún bug hasta el momento, así que vamos bien ⚔️ Recomendación: 10/10 Es un juego perfecto, que mezcla los gráficos hermosos con una jugabilidad muy distinta a cualquier otro juego, ya digo si te gusta returnal este juego te va a encantar PD: También Subo vídeos Editados a Youtube de todos los juegos y próximos que salgan, también hago streams 💜 Twitch: https://www.twitch.tv/gianiix2 💖 Youtube: https://www.youtube.com/@Gianiix2
estuvo bueno
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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