
A vertical platformer roguelike where you use your sword to pogo off obstacles and enemies and ascend the tower
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/day in the week to Jul 23 → 0.29/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
Climb your way to the top of the tower in this vertical platformer roguelike! Take up the helm of Dream Knight, and use your sword to pogo off enemies and obstacles as you make your ascent. Discover powerful items that will greatly aid you in your quest, and unlock permanent upgrades as well as cosmetics between runs. No two attempts up the tower will be the same, with a random selection of hand-crafted levels, side areas, and items.
Tight and challenging platforming
4 floors of the tower to conquer
Unlockable armor sets, abilities, and permanent upgrades
36 unique items
A game by Super Citrus
Music by Tom Sanborn
Genres
Engagement
Reviews
Control and feel is fantastic. Visuals - including art style, animation, and vfx are all top notch. Audio and soundtrack are incredible! Short and sweet with tons of replay-ability. Love the ability to choose different passive and active items each run - I found the gameplay never gets stale - any time I failed and restarted it was my own fault. Playforming gameplay is smooth and the levels and segments all fly by. Can't recommend this one enough!
Hooked in the first 20 minutes, the risk vs reward game feel has you feeling amazing.
Intuitive gameplay, fun levels design, and cute aesthetics! Big fan of the dash fruits and the crazy item builds you can have.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Hours played at review time, across 26 reviews with recorded playtime.
Excellent game! A difficult but rewarding platformer with a splash of roguelike elements, whoever did the music went hard.
Great game and hidden gem. I play many roguelikes but not one that involved platforming. Impressed by this one for sure. Don't sleep on this game! https://youtu.be/kGeQbTY2k30
You’re a knight who lives for one thing, jumping. It’s your only real ability, all mapped to a single button, yet important mechanic in the game branches out from it. The first trick is the wall jump. You can’t simply scale any vertical wall because every leap pushes you a fair distance away, so climbing efficiently means finding two walls close enough to bounce between. The second move is where the game truly comes alive. Press jump again while you’re already airborne, and your knight swings his sword beneath him, bouncing off enemies, projectiles, hazards, and various stage objects, most notably bumpers. There’s no limit to how often you can chain these moves together, so you can mash the button and keep ricocheting off the same object as much as you like. The only exception is enemies that can be killed. Once they’re gone, they’re gone, making them more of an obstacle you can remove than something you rely on to progress. Your goal is simple, climb the tower. It’s split into vertical stages that are arranged in a random order. The tower has four sections with three levels each. While the game randomizes which levels appear, the levels themselves are handcrafted. That said, the variety isn’t huge. The first section has six possible stages, each following section loses one option, and the final section draws from a pool of just three stages, so those become very familiar. Every section introduces a fresh environment along with new hazards and enemies, but the objective never changes. The stages themselves are fairly short. Gems are placed right along the natural route, so collecting them rarely slows you down. Enemies drop hearts to restore health, and you’ll occasionally find armor that absorbs a single hit before shattering. You begin each run with three hearts, though each heart is divided into smaller chunks, allowing you to survive more than three hits. There’s also a ranking system, but it isn’t based on speed. Instead, your score depends on how much damage you take. To earn the highest rank, you need to clear a stage without getting hit at all. While platforming is the main attraction, there’s also a roguelite layer built around items. These come from two kinds of pipes sticking out of the stages. One leads to a treasure chest containing a random item, while the other takes you to a shop where you can spend gems on one of three random items or pay for a reroll if none of them catch your eye. Items are divided into passive and active types. You can carry only one active item, but there’s no limit on passive ones, and duplicate copies stack their effects. Pick up two pairs of boots that create a shockwave when you land, and you’ll unleash two shockwaves instead of one. Passive items include things like a magnet that pulls nearby hearts toward you, a pickaxe that increases the chance of finding more valuable gems, or an enchanted shield that grants free armor at the start of every stage. Passive items are always active, while active items require a button press. Their usefulness varies wildly. Some are underwhelming, like shoes that let you sprint, while others can completely change a run, such as wings that grant a double jump. Thankfully, they’re reasonably priced, and you can afford one after clearing a single stage. Since both types of pipes appear frequently, it doesn’t take long to build a satisfying collection. Unlike passive items, active ones can also be sold if you find something better. Naturally, everything disappears when you die, sending you back to the hub to start another climb. One charming touch is that every failed run leaves behind a tombstone. If you make it back to that spot and smash it, you recover one random item from your previous attempt. Back in the hub, you can also visit the permanent shop and spend any gems you failed to use during your last run. Gems carry over between attempts, so your savings steadily grow over time. The shop lets you buy extra hearts and increase the number of starting items available at the beginning of a run, allowing you to choose one for free before setting off. The biggest upgrades come in the form of four armor sets, each with a powerful perk. One makes defeated enemies drop gems, another protects you from lava and spikes, a third enhances active items, and the last revives you once per run if you fall. You can have only one active per run, but each makes completing a full run manageable, which can be done in just a few minutes. That doesn’t have to be the end, though. Once you’ve conquered the tower, you can move on to a harder difficulty or chase time medals. These challenges have their own building in the hub, where you’re free to tackle any stage individually and see just how fast you can clear it.
The platforming and attacks are very satisfying, and runs buttery smooth! It rewards great rhythm, has a pumpin' retro soundtrack to play to, and I love the concept of being able to adjust the difficulty on-the-fly with the flaming mask toggle, or the armor toggles after getting them from the shop. Can be very tough at times but never feels unfair. Again, very satisfying!
Sour Lemon Studios is very responsive to community feedback, so there’s great potential here. They’ve said, “I have an active Discord server for playtesting and feedback, and will be paying close attention to the game's reception to prioritize what to work on and fix for the full release.” With this attention to community feedback, the promise of additional content, and an already fun roguelike experience, Tower of Dreams is setting itself up for a must-play game of 2025.
Feels great to play, really fun gameplay loop and the art is simple but clean and pleasant!
I sincerely enjoy this game. The gameplay has a nice pace and the level design is pretty engaging without being frustratingly difficult. My only small complaints are that it can be hard to tell when you are close enough to wall jump while trying to go fast (maybe adding a small sfx when you're close to being able to wall jump could help), and for the saws its hard to tell when there is a saw that's above you coming down. I definitely have enjoyed the time I have played so far and if you're into pogo based platforming this could be right down your alley.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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