The Tower
Climb from Crown Spire to the Golden Parapet, where stone battlements give way to cloud fortresses. A perk every five floors, an artifact on every boss clear. The same roster runs different every time.
Free on Android · July 2026
Closed beta is recruiting — play the full game free before launch
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Town Hub
Tactical Combat
Hero Summons
Deep Class Kits
Open Gacha Odds
Your Formation
Climb from Crown Spire to the Golden Parapet, where stone battlements give way to cloud fortresses. A perk every five floors, an artifact on every boss clear. The same roster runs different every time.
Descend from the Haunted Tunnels to the Forgotten Undercroft, through sunken crypts and obsidian depths. A perk every five floors, an artifact on every boss clear. The same roster, darker depths, and a full 100-floor descent awaits.
Field a 2×3 formation of three front and three back, up to six heroes as you climb, on a 12×12 tactical grid. Turn order is driven by speed: when a hero's gauge fills, move, then take one action. Height, cover, and facing decide the rest. How charge-time turn order works →
Four core classes: Warrior, Rogue, Mage, Cleric. Each branches at hero level 5 within a run: Warrior into Paladin or Warbringer, Rogue into Nightblade or Pathfinder, Mage into Elementalist or Chronomancer, Cleric into Priest or Templar. Branch choices reset when the run ends.
Burn lingers. Frost slows the turn order. Bleed compounds with each strike. Status interaction is the language of late-game play.
26 perks across four rarity tiers, from Common to Legendary. Five powerful team-wide artifacts. A choice every five floors, an artifact on every boss clear. The same roster runs different every single 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.
Every climb banks at its bosses. Clear a boss and your gains are locked in; wipe or retreat and you fall back to that checkpoint, never to zero. Class branches you pick mid-run reset when the run ends.
Faster auto-battle is a convenience for re-running cleared floors, not a power boost, and it grants no advantage in the Arena. Every floor, boss, and endgame reward is fully reachable at standard pace.
Diamonds and summon scrolls are earned through gameplay, daily gifts, and Arena placement. Stamina recharges free over time, no purchase required.
See for yourself
Don't take our word for the rates — pull them yourself, no install and nothing to buy.
Climb a ranked ladder against AI rivals, fought on your terms, with no live match-making and no timers. Each season runs two weeks; final placement pays out gems, arena chests, and titles like Apex Champion.
A fresh trio of bosses rotates in each week. Pick your fight, study its mechanics, and spend up to two raid attempts a day for materials, gear, and gold.
Clear both 100-floor climbs to unlock it. Enemies hit far harder, palettes darken, and the loot (runes, gold, and XP) scales up to match the stakes.
Upgrade and craft equipment at the Forge, then socket runes to bend a hero's kit toward your strategy. Scrap what you don't need and reinvest the materials.
Set your 2×3 formation, equip every hero, and ascend favourites using duplicate pulls. Heroes level once and carry across both the Tower and the Abyss.
Every monster and boss you face is recorded: 58 creatures in all, from fodder fiends to eight named bosses, each with mechanics and counter-tactics you can study.
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.
Carry both crown halves to the Forge and they fuse into a class-locked legendary, a unique relic tuned to the hero who earned it. Finishing both climbs also throws open Nightmare Mode.
The aesthetic of an illuminated manuscript turned upright: ink, parchment, gold leaf, restraint. Western fantasy without the gloss filter.
Menus framed like a fantasy codex: architectural type, filigree as restraint never decoration, gold on parchment. The page is a sigil, not a banner.
Apex & Abyss is a free tactical RPG roguelite for Android. You build a six-hero formation and fight through 200 themed floors, climbing the Tower or descending the Abyss, using charge-time turn order and 50+ branching skills.
It is free to download and play on Google Play. There are no ads in battle. Optional hero summons and cosmetics are available, but difficulty is never paywalled.
Apex & Abyss is coming free to Google Play in July 2026, for Android 6.0 and up.
Apex & Abyss launches on Android (6.0 and up) through Google Play. Other platforms are not announced yet.
No. Difficulty is never paywalled, gacha drop rates and the pity counter are shown on-screen, and stamina recharges for free over time. Read the full answer →
Turn-based tactical grid combat with charge-time turn order, where each hero acts when its action gauge fills, plus positioning, 50+ branching skills, perks, and artifacts.
There are 23 collectible heroes, 200 themed floors (100 in the Tower and 100 in the Abyss), 50+ skills, and 58 monster types.
Before Apex & Abyss reaches Google Play, we're running a small Android closed test, and we want real tactics players in it. Founding testers play the full game free, get their name in the credits, and help shape balance, heroes, and difficulty before everyone else.
No cost, ever. Your email is only used to add you to the test and send build updates.
Launching free on Google Play in July 2026. No paywalled difficulty. The climb rewards strategy.