
Tower Escape is a reverse tower defense game, where instead of defending against incoming enemies, you play the baddies and guide your minions to the exit. Recruit a team of minions, and collect powerful gems and relics that make each run unique.
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About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, German, Japanese, Korean, Simplified Chinese, Traditional Chinese, Portuguese - Brazil, Spanish - Latin America, French
Engagement
Hours played at review time, across 43 reviews with recorded playtime.
Reviews
Themes across 43 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
Tower Escape is really fun, has fantastic character variety and high build potential. However, in the mid-to-late game, the core systems meant to support deep deck-building actively undermine a cohesive strategy, the store basically becomes a wall to progression as it is this game biggest friction point. As the card pool grows, finding key combinations requires constant rerolling, but the cost scaling is so steep that the feature becomes financially prohibitive after few attempts. This discourages deck refinement. Map reliability is also frustratingly low; stores advertising specific clan cards should guarantee a 90%+ chance of rolling them. Seeing the wrong cards, especially after expensive rerolls, makes careful pathing pointless. To improve this, developers should significantly reduce reroll price scaling and introduce "card bans." Banning low-value relics would make rerolls worthwhile. Relics like the Gold Tooth, Death's Teeth, and Death's Fingers are cool additions but are only effective in extremely specific decks. Given the current high RNG and limited choices for customization, the game lacks the autonomy needed to build these specific strategies, making these unique relics feel frustrating during an expensive reroll. The game needs a mechanism to remove purchased relics (like the "Shroom of Us" example), as an early-game boost can quickly become a late-game nuisance that the player has no agency to discard, things like turning relics on/off or selling them back tot hes tore should be allowed. The store could also offer a slightly larger card selection per visit, or at least increase to 6/8/10 as you progress the tower. The champion-only upgrade system is flawed. Since the champion is often merged early (floors 3-4), the buffs are immediately lost. The system should be more engaging: upgrades should apply to the entire minion type and persist through merges. Increasing the low cap of three upgrades would reward dedicated clan runs, allowing for the creation of truly powerful, specialized monsters. I would love to do an all undead run for example. I also feel like there should be a very late game option to play only clan-less creatures, this would make playing with curses much more rewarding. The socket system promises infinite depth, but gem scarcity cripples it. I rarely find more than one/two gem store per run and acquire about one Gem per floor. This limited access over 15 floors makes realizing complex, high-synergy builds nearly impossible as the best gems are only available once you merge a few of them. The scarcity of both gems and affordable rerolls severely restricts the player's ability to utilize powerful card combinations. Spell descriptions lack clarity (e.g., the "shield spell", I've got all achievements and still have no idea how shield and repai work). Also, range-affecting spells have too narrow time window for decks over 10 cards, their effect should last longer or cover a larger area. Separately, the cool, rare Lovecraftian cards are non-viable. They are extremely hard to acquire, and their high price vs. poor stats (e.g., Yellow Cultist's low speed) means players usually have superior decks before they can safely afford them, relegating them to unreliable novelty status. Overall, Tower Escape is built on a strong, fun foundation with great character variety and has potential. However, it suffers from lack of player autonomy. The combined issues of gem scarcity, prohibitive reroll costs, high card variance, and the inability to manage unwanted relics actively prevent the creation of satisfying, cohesive, and "whacky" builds. Addressing these resource limitations and adding reliable deck-building tools (card bans, relic removal, reliable store routes) would significantly make the gameplay experience more fun and engaging.
3/10 minimalist twist on tower defense games - this is not a TD game
It's fine. The game does exactly what it looks like: reverse tower defense, where you get to pick your monsters (like deckbuilding) and path through each level. The screenshots and content preview seem entirely accurate. It is cuter than most games doing the same thing and not bad. If you haven't played a game like this, this is an entirely competent one. I just don't see anything especially new, original, or top tier in its implementation of mechanics in a very crowded marketplace for rogue-lites, "rogue-like deckbuilders," and tower defense games. Maybe the gameplay gets deeper or more interesting further in, but it seems like a relatively shallow puzzle. It is using the currently popular technique of procedurally generated content with rogue-like reward selection to extend the replayability of limited mechanics. If you like this sort of gameplay and want more of it, this seems competently executed, but there are stronger games attached to each of the tags for this game.
Just seen this game in my library while looking for another, sadly did not get the refund. Bought in Apr 23 requested in Aug 23. Reason why I wanted a refund was update v1.11.3 and its forced change, stupid update and responses from Dev. Besides that it just felt like an early access game heavily reliant on RNG, that got stale quick(look at the 1hr mark). Also is somehow asking for 8$???
A ideia é direta e fácil de entender. Você precisa escapar da torre passando por diferentes andares, lidando com inimigos e obstáculos no caminho. O jogo não tenta complicar muito, e isso acaba sendo um ponto positivo pra quem quer algo mais rápido de jogar. O gameplay é básico, mas responsivo. Dá pra pegar o ritmo rápido e ir avançando sem muita dificuldade, principalmente nas fases iniciais. Com o tempo, o jogo começa a exigir mais atenção, mas sem ficar pesado demais. A progressão é simples e não tem muita profundidade, o foco aqui é mais na execução e em completar os desafios do que em evolução de personagem ou builds mais complexas. Visualmente ele é bem minimalista, mas combina com a proposta. Não chama muita atenção, mas também não atrapalha. Por outro lado, justamente por ser mais simples, pode cansar mais rápido dependendo do quanto você jogar de uma vez. Falta um pouco mais de variedade pra segurar por muitas horas. No geral, é um jogo ok, bom pra sessões curtas e pra quem quer algo mais direto.
This is a genuinely made reverse TD game with a novel premise... the towers are the enemy, and you need to run the gauntlet to escape. The idea is that you're a necromancer trapped at the top of a tower by elves, and you need to draw your own path through each level (in the form of a "snake") then send your minions to the exit... getting the right path drawn is crucial, giving this a puzzle/strategy element to compensate for not being able to put down your own towers. I think it's an interesting idea and it might have worked but the technical presentation was phoned in to an insulting degree. Worse, the developers wasted a huge amount of time building (admittedly welcome) features like various army types you can use and a progression system, but all of that is pointless when they spent probably less than a day on the godawfully bad visuals. On the upside, the game does feature customisable controls and resolution, so at least some of the basic, minimum requirements have been met. Unfortunately there's a number of other technical defects and shortcomings which contribute to the game being difficult to recommend to gamers. A choice was made to use obsolete, decades old retro pixel "art" as a substitute for contemporary PC graphics. It's unclear if this is due to lack of budget or talent, regardless, the overall visual quality of the game is extremely low as a result. While there are options to change the resolution for the game, all this does is scale up the simplistic 2D art assets used to make the game, which makes little or no difference to the graphics quality. Without any other substantial graphics tweaks, it's not possible for gamers to improve the lacklustre 2D visuals. The game features no proper level design or game/story flow/plot, as they opted to try to use samey repetitive procgen algorithms as a substitute for adding such content to the game, to avoid doing the important job of level/map design. As a result, the game doesn't actually have any content worth mentioning, just endless, boring, repetitive, soulless algorithmically generated sameyness. Developers must learn that procedural generation is not an acceptable substitute for content. This looks and feels like a mobile app, but I wasn't able to find it on the app stores. Maybe it was removed, maybe it was rejected by Apple and Google (they do have more rigorous quality standards than Valve does for Steam, after all). Regardless, for all intents and purposes Tower Escape might as well be a mobile app, it has the same limitations and dumbed down qualities. It's impossible to recommend such a game to PC gamers. We don't spend all this money building gaming rigs so we can pretend they're iPhones and play games that might as well be mobile apps. Those technical issues put this game beneath what is expected from a contemporary, professionally developed PC game. Next is pricing and value. Is this game worth buying from among the 140,000+ games on Steam? Tower Escape has the ridiculous, laughable price of around $8 USD, it's not worth it given the defects and shortcomings with the product, especially considering the sheer number of completely free, much higher quality games on Steam. For comparison, the $8 asking price for this game could get you games like "Wolfenstein - The New Order", "Bioshock Infinite" or "Far Cry 5". Quality, professionally made games like those are frequently on sale cheaper than this. No pixelcrap is worth $8. If amateur developers want to get paid the same kind of money as real, professional developers, they need to learn how to do real, professional video game graphics.
Pretty fun concept of "tower defense avoidance". Few factions to choose from, bunch of interesting synergies and of course bunch of decisions to make to maximize income. Also quite neat energetic music. The only minus for me is the key/enemy RNG, sometimes like 2 keys spawn near swarm of enemies and almost all minions die and then, during next pass when enemies upgraded, keys are basically free and you escape with 90+% keys.
还行,不太多见的反塔防类型,虽然做得比较粗糙,但玩起来也还有点意思。
[code]玩法獨特的小遊戲,成為塔防怪物的一方, 規劃路線,撿資源並跑到終點。 雖然是比較特別的題材,但遊戲性卻一般般 [/code] [h1]優點[/h1] [list] [*]獨特的題材 [*]多款怪物可選 (卡組?) [/list] [h1]缺點[/h1] [list] [*]重玩性一般 [*]玩家的操作對勝負影響不大 [*]隨機性(運氣)影響太大 [/list]
Little game? I see nothing little about it. Yes, it has a compact loop and doesn't waste your time with micromanagement fluff and narrative bull. But the vast array of cards to unlock, synergies to explore, and strategies to try! This game stands to me on equal terms with masterpieces like Rift Wizard, Gnomes, He Is Coming, and Slay the Spire, all of which I consider, each in its own genre, among the greatest modern roguelikes—nothing little about them. And, by the way, I like this game so much that I also purchased it on GOG. Hats off to the developer.
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Trends
Concurrent players on Steam, sampled daily since tracking started.
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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