The Climb
The Tower and the Abyss
The game is named for its two directions. You can climb toward the Apex, or you can go down into the Abyss. Both run a hundred floors deep, and neither is the easy one.
Every run is a climb through a shifting world. Each mode is 100 floors; every tenth floor is a boss that banks your progress and unlocks the next stretch. The battlefield is remade every ten floors — new ground underfoot, new light, new things growing from the walls — so floor 12 is nothing like floor 22. Together the two directions make 200 floors of hand-built terrain.
Up out of the flooded crypts, through the spire's cold halls, past the cloud-line and into fire and ice — the Tower rises toward the point where every reality is said to converge.
| Floors | What you climb through |
|---|---|
| F1–10 | Cave — stone passages, flooded crypts, and the smell of old blood. |
| F11–20 | Tower — the spire's candlelit inner halls, cold and echoing. |
| F21–30 | Forest — the stone cracks open; sky-gardens push through from above. |
| F31–40 | Hilltop — open crossroads battles above the cloud-line. |
| F41–50 | Desert — scorched wastes, heat shimmering off blasted rock. |
| F51–60 | Ice — frost-locked stone; the cold is a second enemy. |
| F61–70 | Castle — contested keeps and war-torn battlements. |
| F71–80 | Swamp — the haunted mire, where the bog remembers every body. |
| F81–90 | Ruins — the great collapse; old fire still smoulders in the stones. |
| F91–100 | The Pinnacle — ice, stone, and fire converge at the top. |
A boss guards F10, F20, F30 … all the way to the Pinnacle.
Down through fresh darkness and worked stone, past drowned cities and the point where torches stop mattering, to a bottom that does not sleep. The Abyss is the Tower turned inside-out — same eight bosses, drawn in a different order.
| Floors | What you descend into |
|---|---|
| F1–10 | Crypts — fresh darkness, damp stone, and old silence. |
| F11–20 | Catacombs — worked stone corridors lined with the forgotten. |
| F21–30 | Mire — flooded dark; the black water rises every hour. |
| F31–40 | Collapsed Vaults — treasure rooms that caved in before anyone could spend it. |
| F41–50 | The Deep Bog — black water, no visible bottom. |
| F51–60 | Warrens — grimy passages dug by things that preferred the dark. |
| F61–70 | Sunken Ruins — stone cities drowned in underground lakes. |
| F71–80 | The Deep Dark — past the point where torches make a difference. |
| F81–90 | The Hollows — the walls breathe here. You are not alone. |
| F91–100 | The Nadir — the very bottom. What waits there does not sleep. |
A boss guards every tenth floor here too — the same roster, met at a different depth.
Beating Both
The Tower and the Abyss aren't two versions of one game — they're two halves of the same one. The real endgame only opens once both have fallen.
Between runs you return to camp — bank your gains, upgrade at the Forge, then push deeper than before.
Pick a direction
Apex and Abyss is a free tactical RPG for Android — collect heroes, build your party, and climb 200 floors in either direction. It's available now on Google Play, free to download.