The Tower
Climb upward. Stone battlements give way to cloud fortresses and golden parapets. Knights, beasts, and elemental wardens guard the way to the summit.
A Painterly Tactical Roguelike
Hand-painted isometric battlefields. Real terrain, real turn order, every decision yours to make. A tactics RPG that respects your time.
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Two complete campaigns. One hundred themed floors each, twenty distinct biomes between them. Heroes raised in either mode carry into the other — there is no PvE wall between casual and endgame.
Climb upward. Stone battlements give way to cloud fortresses and golden parapets. Knights, beasts, and elemental wardens guard the way to the summit.
Descend deeper. Haunted tunnels, sunken crypts, and obsidian depths. Different bestiary, darker palette, the same roster — heroes raised above carry below.
Every battle is a puzzle. Height, facing, terrain, and turn order all shape the outcome. No timers — think as long as you need.
Command a 6-slot, 2×3 formation — three front, three back — across painterly isometric grids. Height, facing, and turn order all shape the outcome of every fight.
Four core classes — Warrior, Rogue, Mage, Cleric. Three of them branch at hero level 5: Warrior into Paladin or Berserker, Rogue into Assassin or Ranger, Mage into Elementalist or Chronomancer. The Cleric stays a Cleric.
Burn lingers. Frost slows the turn order. Bleed compounds with each strike. Status interaction is the language of late-game play.
Six perks. Five team-wide artifacts. A choice every five floors. The same roster runs different every time.
Designed per floor, loaded from disk. Ten Tower themes from Crown Spire to Golden Parapet. Ten Abyss themes from Haunted Tunnels to the Forgotten Undercroft.
Optional Google Sign-In. Your hard-won roster syncs across devices. Local play is fully supported — no account required.
Manual play is the design center. Auto-battle is opt-in, and speed is gated by progression and the optional Monthly Pass — never required, never the only way.
The Monthly Pass is optional, never required, and grants no PvP advantage — it's a quality-of-life lane for repeat farming. The story, the floors, and the endgame are all reachable without it.
33 summonable heroes at launch. Pity counter visible in the summon screen, not buried in a TOS. Pull rates published openly.
Free summons through campaign progress and event rotations. Story content is never gated by energy.
Mastery of one path is half the answer. The split-loot endgame asks for both.
Earned at the summit. Floor 100 of the Tower yields a relic of ascension that no descent will ever reach.
Earned in the deep. Floor 100 of the Abyss yields a relic of depth no climb will ever touch.
Both crowns combine into a class-locked legendary tied to the hero who carried you there. Beat both 100s and Nightmare Mode opens — re-tuned bosses, new map palettes, re-earned stakes.
The aesthetic of an illuminated manuscript turned upright — ink, parchment, gold leaf, restraint. Western fantasy without the gloss filter.
We hold maps to the same craft level as our sprites. Painterly accumulation, architectural type, filigree as restraint never decoration. The page is a sigil, not a banner.
Free to download. No paywalled difficulty. Strategy is your only advantage.