
Bullet Heaven x Endless Loot! Create Your Own Build in this Roguelite Action RPG.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 1.71/day in the week to Sep 8 → 3.14/day in the week after.
About

Blending Vampire Survivors' and Diablo's hack-and-slash action, roguelite survivor elements, and loot-based mechanics, Tower of Babel is a single-player action-RPG experience.
Battle relentless waves of enemies, acquire new skills, and upgrade your abilities. Become stronger with new gear and weapons. With a unique character build and numerous item combinations, your goal is to ascend to the top level. Join forces with heroes who have gathered for their own missions, defeat the swarming monsters, and reach the top of the Tower of Babel. Though its origins are shrouded in mystery, legend says that those who reach the top can obtain everything they desire.

Monsters infest every floor, and you have limited weapons and gear at your disposal with language barriers surrounding you. Despite these obstacles, your sole aim is to reach the summit, pushing yourself to acquire items and grow stronger.
What awaits you at the pinnacle of the Tower of Babel? Will your journey conclude with happiness? Discover the truth for yourself.
At the start of the game, hordes of monsters converge to claim your life. Defeat them and earn experience to unlock new skills and upgrade your abilities. Craft a unique build using various combinations to overpower the monsters.
Collect items dropped after defeating enemies. For rare items, slay more monsters and ascend to higher floors.
Take the looted gear to the lobby to inspect, equip, and upgrade. With high-grade items and random abilities, infinite growth is achievable. Equipping new weapons and armor will also alter your character’s appearance.
Gorgeous Hand-Drawn 2D Dark Fantasy Graphics
Intense Survival Combat Action
Build your own style with various skills and abilities
Loot Hundreds of Items
Rare unique items with random options
Gather resources and upgrade
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 164 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
It's fun, for the price. Grindy but satisfying. However, veterans of the genre beware - this is a converted mobile game, and was clearly designed with a more... 'managed' experience in mind. Over time you come to realise that, under the hood, the gameplay is less Poker and more Blackjack against a cheating AI - you're not building an effect stack with chance involved, you're pressing a button with a managed chance to open a lootbox. Effect stacking is made improbable by some effects not existing on certain level ups. Just go again until you get the seed you want, right? If you're like me, who would be happiest with a literal spreadsheet of damage done/damage taken by source, and systems that encourage creative effect stacking, you will be ultimately disappointed when the core design weaknesses start showing. It's disappointing to realise these weaknesses are probably an intentional replacement for a probability- and maths-driven game. Also, this is very much not a 1.0 release by general standards - any pivot from mobile exclusive probably forced an early release for budget reasons. This is understandable, however some core loop adjustments would be necessary for this game to reach its potential in the new format, and the likelihood of this happening post-1.0 is small. Systems including damage reporting, power gains for gold, and the talent tree need reworking from the ground up for this game to be what it could be. They have also immediately spun off a separate deck builder. This was probably part of the original game - and will absorb much of their development time. I appreciate that funding for games in SK comes with a big sign that says 'make a profitable gacha', and that this game is good enough for general release. There's some good effort here, and I did enjoy a few evenings with it. But 'good enough' leads to a disappointing sense of time poorly spent, and it's probably unlikely to become the excellent powergrinder it could be. Thumbs down for now.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Reviews, worldwide (the counter carries no country): 1.75/day in the week to Jul 21 → 2.2/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Korean, French, German, Spanish - Spain, Japanese, Simplified Chinese, Traditional Chinese, Italian, Russian, Thai, Portuguese - Brazil +2 more
Hours played at review time, across 164 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Poorly thought out but has potential. The last update, Turbo Run Update, is an example of "poorly thought out". Some people complained about long runs so they shortened ALL runs, Chaos Dungeon now no longer has the option for a 20 minute run, max is now 10. This might cause players to be unable to get a/some achievement(s). Why remove longer runs? No ideas on how to implement both short and long runs? Short and long is subjective. For example to me 10 minutes is too long when I only have 2 minutes of time, but 10 minutes is short when I have an hour. More Loot, great if you can pick it all up (which you can't). A suggestion I have would be to end the run by not spawning enemies and opening a 'portal' thru which the player has to go thru to go back to the lobby, giving players the option to pick up items laying around, replacing the current very short timer. Some other examples of what I think is poorly thought out: - The enemies that change visibility, it's indistinguishable from an enemy dying. - The loot goblin stealing items when you fail a run, to me it's kinda useless when you can buy back the loot. You usually have enough gold from a failed run to buy back an item you would want.
グラフィックスがキレイで最初は面白かったのですが、やりこむに連れて評価が一変しました。 その原因は敵の飛び道具と特攻自爆キャラ。どちらの攻撃も最高レベルの防具と武器を揃えていても即死レベルの大ダメージを受けます。 飛び道具は遠距離からのものは移動速度を上げれば避けられますが、至近距離から反撃で打ってくる敵がいて対処不能です。 また、特攻自爆キャラは四方八方から湧き、自キャラめがけて突っ込んでくる上、自爆キャラとは思えないほど固いのでなすすべもなく死にます。 自キャラのビルドや能力、所持スキルとは関係ないので、自分の場合は爽快感よりイライラが勝るようになったので、もう遊びません。
弾幕避けがしたい訳じゃない DPSを出して敵を倒しきるか囲まれて終わりなのが醍醐味だと思っているのに 不動を許さない為か敵から弾での遠距離攻撃をしかけてくる しかもその弾の威力が強くて避けざるを得ない 移動スピードも遅いので弾避けも面倒 なんで敵を倒せる火力は出てるのに遠くで止まった敵の弾を避けなくてはいけないのか アーマー回避特化もありぬるめになるがそれに頼るとそこが固定になってしまってハスクラの意味がない もっと数の暴力で押し寄せて 倒せたらこっちのレベルも上がりやすくビルドのレベルも上がって 倒せなかったらそのまま押しつぶされる そしてハスクラでわくわくする それくらいでよかった 簡単にはしたくないという運営の嫌がらせが至るところに見える ヴァンサバライクのハスクラということで アーリーからはじめて辞めては期待してまたする 徐々に緩和しているようなアプデの文言は見受けられるが やはり思ってるいるようなプレイ感はなかったのでもうすることはないです
不给时间捡物品?就那么几秒?作者着急投胎是吗?
i get this game is RNG in terms of drops but ive maxed out everything with gold at the alter i now have 35 million and still waiting on RNG to give me a weapon 500+ hours now being shelved cause of some mechanic not in my control
Game makes fun to grind and the overall system is really cool. Some adjustments that must be made: - give players the ability to have longer runs (e.g. 20min) - much loot but it does not make sense as you do not have time to pick it up. Either extend the time to e.g. 1min (and give users the ability to go to the lobby back if they dont need 1min) or use a portal or auto pick up all items
When you took mechanics from popular games that people really liked and made this game, it worked. But when you decided, post release, that this game now can be iterated on with your own ideas, and have its own way of doing things, and tried to establish its own identity - It's ruined. So that leaves us with the fact that you're good at copying, not iterating. Simply put: If the release version played the way it it is now, I would not have bought it.
The game was good before they do that crapy patch i miss already the 20minutes run ,why nerf enemies so much ! .... game is to easy now.. boring and to easy :steamthumbsdown: this i now a game for noobs
塔18とカオス35まで来て 金とか装備の関係でだいぶ早い段階から面白くもない格下周回するしかなくなってきてもういいかなって思っちゃった
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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