
Tower Climbers carry amber light; allies follow through misty pagodas in an endless Eastern tower. Thousands Floors blends side-view pixel art with hands-off combat—summon, upgrade, and let them climb. Grow via allies, floor lockdown, and relics.
Modeled estimate, not a reported figure. How we estimate →
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.
Reviews, worldwide (the counter carries no country): 0.14/day in the week to Aug 16 → 0.43/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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.
About

Thousands Floors is a Chinese-inspired pixel idle tower-climbing game.
Summon Tower Climbers and fellow allies who patrol automatically through layered pavilions, battle creatures from the Classic of Mountains and Seas, and keep climbing upward along winding staircases.
Defeat enemies for gold, upgrade stats and mystic arts anytime, push to higher floors, and earn relics.
Floors stretch on forever—grow stronger even while idle. Perfect for players who love relaxed progression, crisp Eastern pixel art, and screen-filling allies fighting together.
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It all begins on the first floor at the tower's base—and the moment you first tap a floor and a Tower Climber bursts through the rain.
Welcome to Thousands Floors—
an incremental idle game built around a sky-piercing pagoda.
Here you are not only the guide who summons climbers, but the architect who keeps the entire tower running like a well-oiled machine.
Master the rhythm of "tap a floor, fight on that floor": click or hold the tower to spawn climbers from your chosen level; unlocked allies join automatically on a timer. Crash into foes, trade blows, fall back, surge forward—every collision hits crisp and satisfying. Higher floors mean fiercer fiends and juicier gold and chest drops. But walkways are limited and on-screen climbers are capped—you cannot mindlessly tap your way to a full tower. Use Floor Lockdown to seal the base and concentrate summons on the floors that actually pay.
Explore a branching tree of mystic arts: expand summon capacity, lock down lower floors to focus on the climb, and deploy active arts like Cloud-Step and Renewal to turn key battles. Every upgrade asks the same question—pour gold into climber training, or unlock the next skill line?
Unlock and train a dozen distinct allies—sword cultivators, spear guards, shield bearers, archers, talismanists, dancers, wandering monks, apothecaries, assassins, artificers… Allies have no global cap—pair relics with shorter spawn intervals to truly fill the walkways at peak.
Milestone floors and placement chests hide permanently stacking relics: attack, HP, move speed, gold, chest odds… No equip slots—only ever-growing global bonuses.
When your climber reaches sufficient mastery, trigger Rebirth: abandon this run's floors and arts progress, climb again from floor one; keep every relic earned, and with the Wish-Lamp Talisman roll fresh rewards. The loop begins anew—this time with a richer relic vault, records, and strategy.
* Unique tap-a-floor summoning + collision combat—idle play that feels tactile and punchy
* Climber cap × unlimited ally spawns × lockdown strategy—resource and space puzzles
* Mystic arts, relics, and allies—three deep progression lines
* Rebirth + Wish-Lamp Talisman reshapes every next climb
* Offline gold on return—idle income that matters
* Eastern pixel pagodas + many units on screen—a visual and numeric sense of "a thousand floors"
Engagement
Reviews
Themes across 70 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
방치형 게임 한번씩 필요한것들 구매하면서 방치하면 등반 합니다. 방치형 게임 좋아하면 추천 합니다.
The floors are in Chinese so I have no idea how far I am. Also where is the game? I just click on unlock wait, unlock, wait and then the games over? Where are the skills, items books, anything?
能不能好好把优化做一下,还有箱子开出来的法宝不能用,那我开箱子有个屁用,挂了那么久,一点提升没有
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese, English, Traditional Chinese, French, Italian, German, Spanish - Spain, Russian, Japanese, Portuguese - Brazil, Korean
Hours played at review time, across 70 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
It's just honestly really really bad. There's like 10% of a cool idea here but they're charging 500% what the price of entry should be. Then when you're in you find out that you have to purchase individual items from steam marketplace to have a good time too. Then you realize after you've done that that there isn't more to the game than you've seen in the first 20 minutes. Literally nothing changes, every prestige is the exact same with no purpose. Numbers don't even get excitingly high or anything, it just goes nowhere. It's super trash.
不行,虽然挂机游戏无聊是正常的,但是这个游戏的法宝系统太离谱了
[h1] 叫上亲朋好友,一起攻略这千层宝塔吧 [/h1] 本作是一款挂机类的增量小游戏,玩家需要带领着登塔客和各种同修一起攻略这座宝塔。游戏中有一个比较有意思的设定,那就是登塔客可以根据玩家的要求出现在需要的楼层,例如玩家想登塔客直接攻略最高层,就能够直接安排登塔客在最高层出现,但同修不同,同修必须从最底层往上爬。因此实际上,数值看似远不如同修的登塔客,才是玩家攻略最高层的核心主力。而在登塔客与同修这两个关键攻略主力外,还有法门可以辅助攻关,有的甚至可以直接帮助玩家跳过低楼层。 法宝的话算是本作的一个特色系统,游戏中攻略特定层数有机会出现带宝箱的BOSS,能够掉落带有BUFF的法宝,部分法宝对玩家的攻略提升巨大,越往后攻略难度越高,因此玩家需要经常使用转生,带着法宝从第一层重新开始攻略,积累法宝冲刺更高层。 综上所述,本作是一款挂机增量闯塔为核心的小游戏,游戏中登塔客可直接部署任意楼层,是攻坚高层主力,同修只能逐层向上推进;另有法门助力闯关、部分能跳过低层,特色法宝可通过宝箱BOSS获取提供强力buff,后期难度攀升,玩家需借助转生携带法宝反复刷取,以此冲击更高塔层。整体上还是一款合格的挂机游戏。 [quote] 关注[url=https://store.steampowered.com/curator/44791929/]游戏好声音[/url],认真品味好游戏,倾听游戏好声音。 [/quote]
Incremental, semi-idle, compact mode, adictivo, infinito, prestige system, & market. fun.
千层转生,挂机修仙,又一个击鼓传花 我很少用商品这个形容词去概括一个游戏的特征,但是毫无疑问《千层登塔》更接近于一个纯击鼓传花式的商品,好像庞氏骗局,又称“拆东墙补西墙”,“空手套白狼”。简言之就是利用新玩家的钱来向老玩家支付利息和短期回报,以制造赚钱的假象进而骗取更多的大米。 前期投入30大米,后期挂机“回本”这种说法看似美好,实则是在玩这种游戏,你不能判断自己是否先入场,这个是最难受的,其次是本作的本质就是一个增量玩法的自动挂机小游戏,锁定每日5把钥匙的产出,与挂机到百层转生重来的套路,先前版本还没有自动挂机,现在已经成了CE苟的天下了,就这样来说,我的好友最多时长是38h,算是吃到了最早的一批红利,就已经龙场悟道了。 而目前作者的水平仍然处于一种缝缝补补的状态,技术水平不足,既可以CE也可以更改后台,玩法上本质就是转生和登塔刷法宝叠buff,上500级转生,平均半小时转一次,稳定100转,速的越快,你叠的buff就越高,先速100层转生,能跑10分钟左右,就开始跑200层,层数越高,获得高质量法宝几率越大,100层只有基础款,但是转生法宝仅有一个生效,多则无用,无用也无多余的可转售物品。 朴素而寡淡,装备大多为换皮,评价是凡庸。
放置到沒有任何感覺的遊戲,完全沒有遊玩感。 內容極少,以及轉生的層數和其寶物沒有關係。
일단 가격이 너무 비쌈 번역은 잘안되어도 방치형이라서 상관이 없는데. 게임이 너무 버벅이고 끊기고 RTX5070으로 게임하는데도 버벅임. 일단 사서 어쩔수 없이 하는데 새로 하시는분들은 비추입니다.
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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