Construct a towering fortress and fortify it against relentless waves of attackers, then strategically demolish and reconstruct it with enhanced defenses after each siege. The cycle of building, defending, destruction, and escalating upgrades forms the core loop. This suits players who enjoy tower defense mechanics combined with incremental progression and the satisfaction of watching their defenses incrementally outpace enemy forces.
About this game
Build an impossible tower. Defend it against endless sieges. Watch it crumble — and rebuild stronger.
Players, last 34 days
Peak 0 · Low 0
Daily peak concurrent players, sampled once a night from Steam.
Here comes a short & sweet update on where things are at: Release dateThere's a decision on the launch date and the next update here will likely announce it - so I hope that gets you all excited! PlaytestIf you want to test the new biomes, enemies, bosses, game modes already now - and help shape the game with your feedback - ping me or just join the Discord and let me know there so I can hook you up with a key!Next milestonesAs I said previously, the next major event will likely be Steam Next Fest in October. I've decided that I won't be making any huge changes to the demo for it - mostly because I don't want too much distraction from the work thats needed for release. I'm thinking about ways to give you all something exciting for it, but I do think the most exciting thing will be to not delay the release :P That's all for today - expect the next update to be a lot juicier! /Ben
My last game, Idlewood Outpost, shipped with 600 wishlists. Suffice to say it didn’t turn out a success - by really any definition of the word.That was less than a year ago - and here I sit to celebrate 10,000 wishlists on The Tower Must Fall. That’s more people than live in a lot of small towns. Absolutely unreal - and it feels so, so good. For anyone who knows a bit about game development and the business side - you’ll know that success is very relative. I did Idlewood Outpost on nights and weekends, so financial success was kinda irrelevant. Right now I’m a full-time indie dev, so my hopes for Tower are of course that it succeeds enough for me to keep doing this. 10k wishlists doesn’t guarantee that - but it’s a damn good milestone to have hit, it all but guarantees more prominent featuring by Steam for the release, and it keeps my indie dev dreams very much in play.So that was a tiny window into my mind right now - but more importantly for ya’ll: I’ve more or less finished the second biome and its upgrade tree section now, the next three biomes are specced out and work on new mechanics and art has started. And… *drumroll* … there is a release date! Not ready to share it just yet, so keep your eyes peeled :)We’ve also started inviting to the Playtest, which we’re kicking off this week! Slots will be limited, but you’ll get to play the full game with no holdouts. If you’re keen on that, join the Discord and we’ll provide keys there!Thank you so, so much for supporting the game so far - it means more than you can imagine!Ben
The State of the Tower Opening thought: I’ve been hard at work since our major art overhaul and the introduction of the new perk system. Seeing the game’s visual identity click into place has been super fun, and I feel the new perks are starting to add that secondary layer of strategic depth and choice that you’ve been asking for. Next up for me is to open the gates to the second biome - more on that below! I'm also thrilled to announce the game’s participation in the upcoming Tiny Teams event (August 6–13)! This is my first-ever participation in a curated Steam festival (meaning there’s games getting accepted and declined) so I’m really pumped for that and grinding hard to ensure the game is in peak form for the festival.Featured work in progress developments: Cloudward Canyon!!! the next biome in line!In this new biome, the meta changes completely. It forces players to rethink their defensive foundations - literally. The environment and new enemies will challenge the very structural integrity of your builds.The Slinger is back! One of the new enemy types is a moving catapult that some of you might remember from the earlier demo. These hulking units bring a slow, rhythmic approach to the battlefield. Their arrival creates a fresh tactical challenge, forcing you to prioritize long-range threats before they can systematically dismantle your tower from afar.NEW BOSS: After the Kraken is defeated, a new shadow looms. Or is it maybe also someone we’ve met before? This mysterious entity represents a true 360-degree threat, attacking from above, below, and every side. I won’t spoil the surprise just yet, but prepare to defend every inch of your construction.Exploding sheep! Do they exist? Yes. Do they help you? Not at all :DKeep you eyes peeled for when this is done!!more in DevelopmentFinishing the skill tree upgrades for Cloudward Canyon.Laying foundations for the third biome - I think this one will be a banger!Localization: The Tiny Teams demo update has full localizat...
Posts come from Steam's official announcements feed.