
Bullet Heaven x Endless Loot! Create Your Own Build in this Roguelite Action RPG.
Modeled estimate, not a reported figure. How we estimate →
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About
Blending Vampire Survivors' and Diablo's hack-and-slash action, roguelite survivor elements, and loot-based mechanics, Tower of Babel is a single-player action-RPG experience.
Battle relentless waves of enemies, acquire new skills, and upgrade your abilities. Become stronger with new gear and weapons. With a unique character build and numerous item combinations, your goal is to ascend to the top level. Join forces with heroes who have gathered for their own missions, defeat the swarming monsters, and reach the top of the Tower of Babel. Though its origins are shrouded in mystery, legend says that those who reach the top can obtain everything they desire.

Monsters infest every floor, and you have limited weapons and gear at your disposal with language barriers surrounding you. Despite these obstacles, your sole aim is to reach the summit, pushing yourself to acquire items and grow stronger.
What awaits you at the pinnacle of the Tower of Babel? Will your journey conclude with happiness? Discover the truth for yourself.
At the start of the game, hordes of monsters converge to claim your life. Defeat them and earn experience to unlock new skills and upgrade your abilities. Craft a unique build using various combinations to overpower the monsters.
Collect items dropped after defeating enemies. For rare items, slay more monsters and ascend to higher floors.
Take the looted gear to the lobby to inspect, equip, and upgrade. With high-grade items and random abilities, infinite growth is achievable. Equipping new weapons and armor will also alter your character’s appearance.
Gorgeous Hand-Drawn 2D Dark Fantasy Graphics
Intense Survival Combat Action
Build your own style with various skills and abilities
Loot Hundreds of Items
Rare unique items with random options
Gather resources and upgrade
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Korean, French, German, Spanish - Spain, Japanese, Simplified Chinese, Traditional Chinese, Italian, Russian, Thai, Portuguese - Brazil +2 more
Engagement
Hours played at review time, across 52 reviews with recorded playtime.
Reviews
Themes across 52 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
Poorly thought out but has potential. The last update, Turbo Run Update, is an example of "poorly thought out". Some people complained about long runs so they shortened ALL runs, Chaos Dungeon now no longer has the option for a 20 minute run, max is now 10. This might cause players to be unable to get a/some achievement(s). Why remove longer runs? No ideas on how to implement both short and long runs? Short and long is subjective. For example to me 10 minutes is too long when I only have 2 minutes of time, but 10 minutes is short when I have an hour. More Loot, great if you can pick it all up (which you can't). A suggestion I have would be to end the run by not spawning enemies and opening a 'portal' thru which the player has to go thru to go back to the lobby, giving players the option to pick up items laying around, replacing the current very short timer. Some other examples of what I think is poorly thought out: - The enemies that change visibility, it's indistinguishable from an enemy dying. - The loot goblin stealing items when you fail a run, to me it's kinda useless when you can buy back the loot. You usually have enough gold from a failed run to buy back an item you would want.
It's fun, for the price. Grindy but satisfying. However, veterans of the genre beware - this is a converted mobile game, and was clearly designed with a more... 'managed' experience in mind. Over time you come to realise that, under the hood, the gameplay is less Poker and more Blackjack against a cheating AI - you're not building an effect stack with chance involved, you're pressing a button with a managed chance to open a lootbox. Effect stacking is made improbable by some effects not existing on certain level ups. Just go again until you get the seed you want, right? If you're like me, who would be happiest with a literal spreadsheet of damage done/damage taken by source, and systems that encourage creative effect stacking, you will be ultimately disappointed when the core design weaknesses start showing. It's disappointing to realise these weaknesses are probably an intentional replacement for a probability- and maths-driven game. Also, this is very much not a 1.0 release by general standards - any pivot from mobile exclusive probably forced an early release for budget reasons. This is understandable, however some core loop adjustments would be necessary for this game to reach its potential in the new format, and the likelihood of this happening post-1.0 is small. Systems including damage reporting, power gains for gold, and the talent tree need reworking from the ground up for this game to be what it could be. They have also immediately spun off a separate deck builder. This was probably part of the original game - and will absorb much of their development time. I appreciate that funding for games in SK comes with a big sign that says 'make a profitable gacha', and that this game is good enough for general release. There's some good effort here, and I did enjoy a few evenings with it. But 'good enough' leads to a disappointing sense of time poorly spent, and it's probably unlikely to become the excellent powergrinder it could be. Thumbs down for now.
不给时间捡物品?就那么几秒?作者着急投胎是吗?
The game was good before they do that crapy patch i miss already the 20minutes run ,why nerf enemies so much ! .... game is to easy now.. boring and to easy :steamthumbsdown: this i now a game for noobs
When you took mechanics from popular games that people really liked and made this game, it worked. But when you decided, post release, that this game now can be iterated on with your own ideas, and have its own way of doing things, and tried to establish its own identity - It's ruined. So that leaves us with the fact that you're good at copying, not iterating. Simply put: If the release version played the way it it is now, I would not have bought it.
塔18とカオス35まで来て 金とか装備の関係でだいぶ早い段階から面白くもない格下周回するしかなくなってきてもういいかなって思っちゃった
Yes, this is absolutely worth $13 and is fun to play! Strongly recommend as there's a lot more value offered than one expects at $13. This game doesn't deserve a mixed review, it should be positive. This is a fantastic game if you enjoy min/maxing or fine tuning skill trees, builds, gear, and skills to push the difficulty higher. It has the foundation of a survivors-like, but the build tweaking (min/maxing) is the real sweet spot for this game. If you look throughout the reviews since it's launch you'll see they're kind of all over the place. I believe this is due to a combination of people's expectations or genuine dislikes and changes made by the devs in response to these complaints. Lastly, some people just have a straight skill issue if they're saying the game is too easy or too hard. How can both be true? Ultimately the game is fun and it's worth your time and money. My mixed and negative comments below are something I hope the dev team considers as they continue to improve their game. +Pleasing aesthetic (menus, graphics style, enemies, skills) +Unique mechanic where you can have meta updates/progression for class skills and universal skills; so when they pop up in a round they may come to you with stats equivalent to 4 levels ups rather than baseline. Really unique and enables huge power scaling rewards for meta purchases +Bless mechanic (increase odds of seeing a skill card during levelup) +Satisfying movement, hitboxes, and skill impacts against enemies +Very in-depth loot similar to ARPGs like Diablo or Path of Exile +Legendaries can evolve or completely revamp certain skills with affixes (ie. dragon breath becomes a summoned dragon head that shoots a massive aoe fireball instead of a steady 'breath' stream from your character) +You can fully customize your loot in terms of affixes, scalable improvements, gem sockets just like seen in other ARPGs +Lots of steam achievements +Gemcrafting, socket crafting +5 playable classes (skullcrusher, warrior, monk, wizard, demon hunter) each with a basic attack and special ability +Each class has diverse skill trees (like Diablo 2 or Diablo 4's reworked trees) that can improve or change your playstyle such as enhancing or completely changing both primary and special abilities (ie. your spear poke can become a throw or a sweeping aoe in both primary or special attacks) +Class skill trees can fundamentally change or enhance your desired play style depending on the class +Universal powers usable by all classes (ex. fireball, god rays, throwing blades, chain lightning, etc.) +Good soundtrack +Various modes such the classic tower levels, endless modes, chaos modes +Customizable difficulty for level. (increasing enemy HP, dmg, increased loot as a result) +elites, minibosses, and bosses +Unique enemies that will provide challenges or force you to adapt outside of the usual survivors-like of just kite and dps enemies +Loot goblins, mimics +Lost gear mechanics +Gear actually changes how your hero looks, not just the stats +/-Very clean and appealing looking menu; however some details such as defensive stats are locked behind a lengthy scroll menu; mid run this is too cumbersome and easily forgettable +/-Skill cards are very easy and straight forward to read. I like that, but I'd be nice to know at a glance the total dmg reduction i'd have if i picked this card giving me +5 dmg reduction; even if its only an option or hold to display hotkey +/-Bosses are a combination of bullet sponges and unique movesets that require you to avoid the big red circles +/-Lots of useless gear that essentially becomes gold farming (which is fine), but you cannot 'melt' them into other materials that could be use in things like gem crafting +/-I didn't play until the latest patch (turbo update) which adjusted timers and enemy difficulty or density. As it is right now, I think it's great. Depending on the level, mode, or modifiers you choose level timers can range from 6 to 20 minutes. Just right, IMO. Not too long. Not too short. +/-Maps do change looks and match themes with their enemy spawns, but there's no real reason to explore the map for any reason. You can just run circles in the same spot to pick up dropped loot, gold, and XP crystals. -After a level completion, regardless of the modes or modifiers, i'd wish i could convert this to endless or something else in order to test the build even further. Or just more mindless chaos and destruction. -No dash; it's replaced with a passive evade mechanic based on your evade % chance -Some ability VFX are way too distracting (ie. Phoenix & reapers); options to adjust this would be nice to have -"Diablo hack-and-slash" is misleading for the gameplay. The only active ability you truly have is your special attack which is unique to each class. Other than that, you're combat is just like every other survivors-game. -You cannot click and drag items as you'd expect you'd be able to with such pleasing menus or what they emulate (Diablo, POE2, etc); You have to right click and things instant moving and auto sorting so it can be easy to lose track of your gear -Encountered very few bugs, but some skills in character skill trees completely missing their description and stats is a bit of a weird one to not catch (skullbreaker rapid spin).
할인해서 구매했고 일주일간 아주 재밌게했습니다만. 고점이없는 킬링타임용 게임입니다. 가성비는 매우 좋으나 깊이가 매우 낮습니다. 본게임 21층의 바벨탑을 오르고나서 카오스던전과 투기장이 열리는데 본인이 원하는 빌드를 짜는 과정까지만 매우 재밌습니다. 천장없는 시스템과 목표가 더 좋은템 이라는거 하나만 보고 무한 파밍만 해야한다는게 여간 머리아픈게 아닙니다. 현재 카오스던전 100층까지 밀었지만 70층을 편하게 도는것과 100층을 똥꼬쑈하면서 도는게 메리트 차이가없습니다. 결과적으로 카오스던전 100층을 깨면 보스 투기장까지 난이도가 상승하여 굉장히 불쾌한 경험을 합니다. 게임의 깊이가 없다는것은 방어기제와 딜을 잘 챙겨서 밸런스를 잡아가면서 등반하며 등반할수록 더 강해지거나 더 좋은템이 떨어져야 더 높은 층을 등반하려는 동기부여가 되는데 저같은경우 50시간을 넘게했지만 아직도 유효옵3줄 목걸이를 못먹었습니다. 그래서 추천하냐 라고한다면 업데이트를 보고 사셔도 될것같다는 생각입니다. 무작정 시간만 갈아서 넣기에는 더 재밌는 게임들이 많습니다.
エンドコンテンツ突入後はカオスダンジョンでAというアイテムを集め、Aを使って歪み階層でBというアイテムを集め、Bを使って闘技場に挑んで装備を最終強化するためのCというアイテムを集める。というのが基本の流れになる。そこに不満はない。しかしカオスダンジョンはどんな階層レベルに挑んでも取得できるAの数は変わらず、また難易度もかなり高めに設定されているので低レベル帯で半放置稼ぎするのが一番楽な攻略方法になってしまっている点が残念。さらに無理にカオスダンジョンの階層を進めてしまうと、同時に闘技場の難易度も上がってしまう仕様も相まって、現状カオスダンジョンの攻略を進める意味がほとんどない。せめて高レベルの階層ほどもらえるAの数が増えてくれれば挑戦する意味も出てくるのだろうけど、1階層でも60階層でももらえるAの数は固定なので虚無
Deadly slow and wildly repetitive. The grind is neverending, and the loot is constantly useless. I'm over it.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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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