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Tower Walker: MMO Grind Simulator

Tower Walker: MMO Grind Simulator

by Raptor Claw Games, Millendream

★ 78%
Price $9.99
Avg Players 5
Reviews 271
Released Feb 8, 2023
2D FighterAuto BattlerAutomationCasual
View on Steam ↗

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About this game

What players are saying

▼ Not recommended 101 hrs
Nearing 100 hours playtime, I am wondering, what game all the positive reviewers were playing and behind which door in the tower it is hidden.

My issues with the game:
- the only action you really get to do is to choose which floor to fight on. The fight itself is completely automatic, the skills that you level are all used automatically.
- so far it was far more viable to sell pretty much everything you find, then buy the respective best item from the trader.. which works at least till Tier B.
- There is no selection of skills to make, you just grind for the money and always buy them all.
- The rules do not allow you to switch any equipment anywhere other than in camp. Not even rings.
- Crafting can be done without being in camp... so why does it even take time at all?
- many times, the only reason to stop grinding on a level is to return to camp, report quest as finished, get new quest (automatically), go to trainer, buy all without even looking what it is, then port back to the tower to do the exact same thing 1-2 floors further up. There is no tactical refinesse required... which probably is a good thing, as you cannot control your chars action in any way other than moving from floor to floor.
- having more than one character does not seem to have any reason. The chars cannot group up with each other and the gameplay is basically the same... as it does not matter, if you are watching your char automatically using mage skills, or daggers or swords or whatever.
- race choice does not really matter, so I see no reason to spend money on the race-DLCs.
- class choice also does not really matter, and I do not see that change with Lich or Warlord.
- and finally... this game is NOT an idler, as there is no progress while the game is closed. You cannot even quit while in the tower, you are forced to retreat to the camp first.

If the "real" game unfoldes later, then I wonder, why the game requires you to waste dozens of hours, before the fun starts. So far, I can only describe it with one word: boring.
28 found helpful Steam ↗
▲ Recommended 0 hrs
First view of the game, as a huge idle game fan, I can say that everything so far seems great, I like the balance between what to control and what goes auto so far, of course I will update my review as I put more time in.

Edit: so after a few more hours & even tho I like everything about the game so far, but I can say that it's not finished yet, more QoL updates needed to be a real idle so we don't have to baby sit the game all the time.

For example some buttons for sell-all, auto-sell options combined with auto return to town when inventory full, maybe even some options to go back to fight in a lower-dungeon-level after dying & returning back to base.
19 found helpful Steam ↗
▲ Recommended 381 hrs

Brief Review of Tower Walker: MMO Grind Simulator



Discover the joy of character progression while you tackle life’s hectic seasons.

This game is a whole heap of fun. Gear up, level up, and conquer the tower.

As I write this, I have a level 100 Undead Tyrant. He started off as a lowly warrior and hacked his way up to berserker and then slashed his way up to Tyrant. Although his Doom Helmet is only B-Grade, his enchanted Majestic Armor and +4 Ancient Crystal Blade are both A-Grade. I am looking forward to kitting him out with even more swag. And I cannot wait to try out some of the other classes.

I am in an unquestionably hectic season and appreciate that my character can make headway while I work on other matters.

But there is a lot more happening here than the auto-grinding. You can level up three companions to get you through troublesome spots. There is a basecamp to upgrade, and a shared stash to transfer items between characters. There is weapon, armor, ring, and potion crafting. You can enchant items, fight bosses, engage in heroic quests, and earn some lore.

It’s a yes from me. The game is simply enjoyable.

 “In the midst of chaos, I found there was within me an invincible grinding spirit.” - Albert Camus, The Stranger (well, he sort of said that).
17 found helpful Steam ↗

Reviews are by Steam users, hosted on Steam.

Latest updates

The legacy of Tower Walker

17 days ago
Today we are going to talk about identity, targeting, combat feeling and lore. 7 years in the making since the first prototype v0.01 (inhouse name "GS-grind") was baked in 2019 and then launched a few years later on Steam, Tower Walker is now about to enter a new era and evolve again. Many of you that supported us early and bought the first game at launch is absolute legends in our book today giving so much good feedback over the years. You know who you are! One of you made it into the game as an item name for a rare artifact (Myrillians Gem) that drops in a dungeon. We must also talk about the wierd phrasing of the name with -"MMO GRIND SIMULATOR" attached to it, (the reason for the branding was to make TW stand out and find audience from scratch to a new concept - and it felt right to name it this way). But now the name is part of history and should remain as it is. We will respect our past and the origins of TW even though it is a pure singleplayer game with the letters "MMO" right next to it. Keeping the formula... So TW launched 2023 and 60+ patches later, working so closely on the game for so long made us realize that we should keep our identity at all costs when making the successor and not conform to known genres or other games, just stick to our own thing and let it grow natural from within and not outside influence when it comes to core gameplay. The entire focus has always been.. how can we make the game better today in our own way. IDENTITY The journey has led us to understand that the core of the TW formula is the races and the differences between them. This became very important. Of course the classes are also a vital part of the game (the soul of TW is class-based) but for the foundation we feel that the game has evolved beyond just being a normal idle RPG game. We have something special here... and we should embrace it and let the game become what it suppose to be. The identity of the game is shaped from the races and their ancestry first before pick...

4 differences between Tower Walker and Mushi

68 days ago
There is many differences between Tower Walker and Mushi. Today we wanted to list 4 of them. The racials, boggin companions, loots in dungeons and the world map. 1. The racials and ancestry In Tower Walker there is not much depth around the racial abilities. In Mushi we wanted to put more focus into adding more depth to racials. All races now have their own talent tree "Ancestry" with special unique abilities. The game will have 24 different races at launch with a total of 95+ new skills tied to these talents. {STEAM_CLAN_IMAGE}/42896979/96326e7bb96b80808eeedeff9a64287181e3b274.jpg For example: Human has "Royal Heritage" which increases crit chance just as it did in Tower Walker, but now in Mushi with the added "Ancestry" tree there is a choice between "Ferocity" or "Momentum" - these bonuses has a chance to proc everytime you crit. "Ferocity" - Gain an extra bonus of crit power for 5 seconds "Momentum" - Gain movement speed for 10 seconds. And further down we have a powerful talent "Warpath" which has a chance on hit to grant 100% crit chance for 5 seconds. Stats in Mushi such as Crit and Dodge has been reworked and rebalanced. 2. Party companions In Tower Walker it costs gold coins to unlock and level up party companions. In Mushi this has been reworked to be talents for a new set of companions called "Boggins" in the "Traveler" tree. It now costs skillpoints to improve their support instead of gold. Boggins can have synergy with certain races and classes. For example "Fungi" has a special bond with the "Boggin Seer" that plants mushrooms to bring support in combat. The racial ability can boost and greatly improve these types of "Windy Shroom" and "Frenzy Shroom". With boggins there is also new features around gear and special equipment. {STEAM_CLAN_IMAGE}/42896979/67bd35d64c5675b839e64c82c7dcdce50ae59a83.jpg(This screenshot is from a dungeon called "Deep mines") 3. Looting in dungeons Dungeons is much different in the next game than in Tower Walker. We wanted Mus...

Mushi Demo is OUT NOW!

110 days ago
The Mushi demo has arrived and is officially out today! From now get a headstart with 3 available classes and max level 40! All your characters and items can be fully transfered to the full game. {STEAM_CLAN_IMAGE}/42896979/f3fc8979d1ab413f996ba873e2232e724a88635e.jpg Special reward during Steam Next Fest Demo completion award is active for all players that can manage to reach max level during the event. Enjoy! https://store.steampowered.com/app/4192770/Mushi/ Hit that download button today! To all Tower Walker supporters: "Mushi is the successor and a continuation of the TW (Tower Walker) formula where the aim is to add more depth and gameplay in a brighter fantasy world setting. We don't seek to conform the game to fit any known genre, our focus is to stay true to our own formula and keep improving on it. We are looking forward to all of you testing out our next game." Characters from demo will transfer to full game? - Yes, all characters and your shared storage can be fully transfered to the full game later with local offline savefiles. Mushi will be a fullprice game? - Yes, one-time payment around $10 and you own the full game. TLDR... This is the successor to Tower Walker? -Yes! Stay awhile and grind! {STEAM_CLAN_IMAGE}/42896979/12047c9e087e2a52f4b9d2415a3c957ecec8889d.png

Posts come from Steam's official announcements feed.

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