
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
작년 얼리 할인할 때 사서 할 땐 정말 노가다성이 심하고 뺑이 돌리고 투자한 시간 대비 성장이 너무 안되어서 답답해 죽겠다 싶어서 유기했었는데 오랜만에 돌아오니깐 싹 바뀌고 새로운 층 새로운 컨텐츠 생겨서 어느정도 밸런스를 잡은거 같음. 아직 10시간밖에 안 해봐서 많은 평가는 불가능하지만 재밌게 즐기는 중이고 더 해볼 예정 확실히 초창기에 비해 성장이 10배는 빨라져서 템먹고 스킬 강화하는 재미가 쏠쏠함 엔드컨텐츠까지 달려볼 예정
Спорная игра. Вроде бы наиграл 30 часов и было достаточно интересно, но после часов 15-20 тебе самому приходится придумывать, что делать. Ендгейм сырой и пустой, сами механики действительно слишком простые, никакого синтеза умений нет, а все умения по факту бесполезны, так как ты никогда не сможешь выдать урон (именно постоянный) выше, чем базовой атакой. Пункты, где игра прям проседает. 1. Сюжет или контекст этого мира. Тут особого ждать не приходится, да и жанр игры не продполагает, но как-то совсем пусто, а финал вообще оставляет больше вопросов, нежели интересует. 2. Разнообразие каждого отдельного уровня. Визуально уровни действительно отличаются, но по факту - это просто визуальные эффекты. Если бы нас поместили чисто в белую комнату с тёмным полом - ничего бы не поменялось. Добавить каких-то коридоров, закрытых комнат, каких-то мини-эвентов - было бы какое-то разнообразие. Как в тех же Vampire Survivors. 3. Лут. По началу радуешься получению лута, но это уходит буквально через полчаса игры. В первом же бою тебе могут выпасть 4-6 легендарных вещей, редкость вообще ни на что не влияет. Белые и синие вещи становятся буквально мусором, так как ты их никогда не наденешь после первого забега, жёлтые нужны, чтобы скрафтить легендарки. А сами легендарки выпадают часто и не несут какой-то разрушительной силы. Тут надо бы добавить какие-то уровни предметов и убрать уж откровенно бесполезные вещи. Необходимо вернуть интерес и предвкушение к получению лута. 4. Крафт - интересный, но однообразный, а также ты ни на что повлиять не можешь. То есть, тебе не удасться найти какой-то редкий элемент, который прокачает твою экипировку, а просто гринди осколки/жетоны/души/очки - что угодно. 5. Баланс. Билды дисбалансные и 90% будут мусором. Надо хоть как-то забалансить или хотя бы добавить интереса в геймплей. 6. Метапрогрессия интересная, но часто бесполезная, так как смотри 5 пункт. То есть, между увеличением силы базовой атаки и силой на 3% урона от каких-то навыков, даже думать не стоит. 7. Навыки - одна из худших частей игры, как по мне. 60% навыков - бесполезный мусор, а оставшиеся 40% хороши, когда синхронизируются с базовой атакой (добавляют дебафы на противников в том или ином виде). Тут надо перерабатывать вообще всю систему навыков, так как качаться через них у вас банально не выйдет и они не несут никакого ощутимого импакта на прохождение уровней. Да и разнообразие их можно было увеличить... 8. Ендгейм - по факту отсутствует, как таковой. То есть, если ты в 2026 году делаешь ендгейм, где РОВНО те же самые боссы и мобы, только у них добавляется хп/количество/сила удара/пробитие брони, то это прям плохо. Никаких новых карт, никаких новых режимов, никакого нового способа убийства, НИ-ЧЕ-ГО. Просто появляются карты, где можно заработать больше бесполезного лута, появляется карта, где есть не ОДИН босс, а два (ничего себе разнообразие), а также появляется моб, который может улучшить вашу легендарку в последний раз, не добавляя ей ничего качественно нового. Тут буквально можно добавлять что угодно и будет лучше, чем сейчас. Единственные, кому интересно играть в ендгейм в данной игре - это люди, которые любят увеличивать цифры характеристик своего персонажа, без какого-либо качественного изменения. Ничего против не имею, но не думаю, что таких много, так как я при своём низком уровне умудрился забраться на 1100 место в рамках ендгейма. Итого - игра определённо с потенциалом, но я бы это назвал базой, на основе которой надо строить нормальную игру. Сейчас в игру можно играть только если нет ничего по-интереснее и вам нравится разбираться в цифрах характеристик. Годик разработки и должно стать лучше, а пока не рекомендую, слишком сыро и пусто. Из плюсов замечу очень приятный визуал в стиле Darkest dungeon - лучшая часть этой игры.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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
뱀파이어 서바이벌 할빠에 이걸 하세요 디아블로 처럼 파밍하는 맛이 상당히 재밌습니다.
我很少给差评,我想请问一下职业有什么区别?我本来以为测试版只有50%-60%的玩法,没想到正式版也是这种半成品,纯粹的逼肝,用数值强行拖玩家时间,你这个样子上正式版我一定要给差评的。 四不像游戏,暗黑like的精髓没有,职业没区分度,吸血鬼幸存者like的精髓也没有,只有爬塔,成型也不爽
할인해서 구매했고 일주일간 아주 재밌게했습니다만. 고점이없는 킬링타임용 게임입니다. 가성비는 매우 좋으나 깊이가 매우 낮습니다. 본게임 21층의 바벨탑을 오르고나서 카오스던전과 투기장이 열리는데 본인이 원하는 빌드를 짜는 과정까지만 매우 재밌습니다. 천장없는 시스템과 목표가 더 좋은템 이라는거 하나만 보고 무한 파밍만 해야한다는게 여간 머리아픈게 아닙니다. 현재 카오스던전 100층까지 밀었지만 70층을 편하게 도는것과 100층을 똥꼬쑈하면서 도는게 메리트 차이가없습니다. 결과적으로 카오스던전 100층을 깨면 보스 투기장까지 난이도가 상승하여 굉장히 불쾌한 경험을 합니다. 게임의 깊이가 없다는것은 방어기제와 딜을 잘 챙겨서 밸런스를 잡아가면서 등반하며 등반할수록 더 강해지거나 더 좋은템이 떨어져야 더 높은 층을 등반하려는 동기부여가 되는데 저같은경우 50시간을 넘게했지만 아직도 유효옵3줄 목걸이를 못먹었습니다. 그래서 추천하냐 라고한다면 업데이트를 보고 사셔도 될것같다는 생각입니다. 무작정 시간만 갈아서 넣기에는 더 재밌는 게임들이 많습니다.
エンドコンテンツ突入後はカオスダンジョンでAというアイテムを集め、Aを使って歪み階層でBというアイテムを集め、Bを使って闘技場に挑んで装備を最終強化するためのCというアイテムを集める。というのが基本の流れになる。そこに不満はない。しかしカオスダンジョンはどんな階層レベルに挑んでも取得できるAの数は変わらず、また難易度もかなり高めに設定されているので低レベル帯で半放置稼ぎするのが一番楽な攻略方法になってしまっている点が残念。さらに無理にカオスダンジョンの階層を進めてしまうと、同時に闘技場の難易度も上がってしまう仕様も相まって、現状カオスダンジョンの攻略を進める意味がほとんどない。せめて高レベルの階層ほどもらえるAの数が増えてくれれば挑戦する意味も出てくるのだろうけど、1階層でも60階層でももらえるAの数は固定なので虚無
Yes, this is absolutely worth $13 and is fun to play! Strongly recommend as there's a lot more value offered than one expects at $13. This game doesn't deserve a mixed review, it should be positive. This is a fantastic game if you enjoy min/maxing or fine tuning skill trees, builds, gear, and skills to push the difficulty higher. It has the foundation of a survivors-like, but the build tweaking (min/maxing) is the real sweet spot for this game. If you look throughout the reviews since it's launch you'll see they're kind of all over the place. I believe this is due to a combination of people's expectations or genuine dislikes and changes made by the devs in response to these complaints. Lastly, some people just have a straight skill issue if they're saying the game is too easy or too hard. How can both be true? Ultimately the game is fun and it's worth your time and money. My mixed and negative comments below are something I hope the dev team considers as they continue to improve their game. +Pleasing aesthetic (menus, graphics style, enemies, skills) +Unique mechanic where you can have meta updates/progression for class skills and universal skills; so when they pop up in a round they may come to you with stats equivalent to 4 levels ups rather than baseline. Really unique and enables huge power scaling rewards for meta purchases +Bless mechanic (increase odds of seeing a skill card during levelup) +Satisfying movement, hitboxes, and skill impacts against enemies +Very in-depth loot similar to ARPGs like Diablo or Path of Exile +Legendaries can evolve or completely revamp certain skills with affixes (ie. dragon breath becomes a summoned dragon head that shoots a massive aoe fireball instead of a steady 'breath' stream from your character) +You can fully customize your loot in terms of affixes, scalable improvements, gem sockets just like seen in other ARPGs +Lots of steam achievements +Gemcrafting, socket crafting +5 playable classes (skullcrusher, warrior, monk, wizard, demon hunter) each with a basic attack and special ability +Each class has diverse skill trees (like Diablo 2 or Diablo 4's reworked trees) that can improve or change your playstyle such as enhancing or completely changing both primary and special abilities (ie. your spear poke can become a throw or a sweeping aoe in both primary or special attacks) +Class skill trees can fundamentally change or enhance your desired play style depending on the class +Universal powers usable by all classes (ex. fireball, god rays, throwing blades, chain lightning, etc.) +Good soundtrack +Various modes such the classic tower levels, endless modes, chaos modes +Customizable difficulty for level. (increasing enemy HP, dmg, increased loot as a result) +elites, minibosses, and bosses +Unique enemies that will provide challenges or force you to adapt outside of the usual survivors-like of just kite and dps enemies +Loot goblins, mimics +Lost gear mechanics +Gear actually changes how your hero looks, not just the stats +/-Very clean and appealing looking menu; however some details such as defensive stats are locked behind a lengthy scroll menu; mid run this is too cumbersome and easily forgettable +/-Skill cards are very easy and straight forward to read. I like that, but I'd be nice to know at a glance the total dmg reduction i'd have if i picked this card giving me +5 dmg reduction; even if its only an option or hold to display hotkey +/-Bosses are a combination of bullet sponges and unique movesets that require you to avoid the big red circles +/-Lots of useless gear that essentially becomes gold farming (which is fine), but you cannot 'melt' them into other materials that could be use in things like gem crafting +/-I didn't play until the latest patch (turbo update) which adjusted timers and enemy difficulty or density. As it is right now, I think it's great. Depending on the level, mode, or modifiers you choose level timers can range from 6 to 20 minutes. Just right, IMO. Not too long. Not too short. +/-Maps do change looks and match themes with their enemy spawns, but there's no real reason to explore the map for any reason. You can just run circles in the same spot to pick up dropped loot, gold, and XP crystals. -After a level completion, regardless of the modes or modifiers, i'd wish i could convert this to endless or something else in order to test the build even further. Or just more mindless chaos and destruction. -No dash; it's replaced with a passive evade mechanic based on your evade % chance -Some ability VFX are way too distracting (ie. Phoenix & reapers); options to adjust this would be nice to have -"Diablo hack-and-slash" is misleading for the gameplay. The only active ability you truly have is your special attack which is unique to each class. Other than that, you're combat is just like every other survivors-game. -You cannot click and drag items as you'd expect you'd be able to with such pleasing menus or what they emulate (Diablo, POE2, etc); You have to right click and things instant moving and auto sorting so it can be easy to lose track of your gear -Encountered very few bugs, but some skills in character skill trees completely missing their description and stats is a bit of a weird one to not catch (skullbreaker rapid spin).
Кривой склад.. ПОЧЕМУ я не могу просто подойти к кузнецу и вставить руны. Я должен посмотреть какие нужны, хреначить в сундук из хреновой тонны видов, выбрать те которые мне нужны. Идти обратно. Сделайте кузнецу доступ к сладу. !!!!!!
Deadly slow and wildly repetitive. The grind is neverending, and the loot is constantly useless. I'm over it.
序盤だけ面白い!徹夜しちゃった★ (絶賛レビューでも24時間ていどで音沙汰なしになってるの散見されます) 難易度調整は他所様がたの書き込みからすぐわかるように、 開発側「簡単にクリアされたら悔しいじゃないですか(笑)」精神を具現化した代物でした。 ■中盤以降は古のネトゲ並に一時間狩って0.1%増えたてきな金貨稼ぎプレイ強制になる。 ローグライクにそういうの求めてた人ならウレション垂れ流す仕様だと思われるのでご堪能ください! 【余談/おかしい】 ・全身の防具合計800ぐらいの階層で詰まった際、奇跡的にOP防御+700付いた防具を一つ拾え そのまま次のボスまでひとっ飛びできた(そんな調整で大丈夫?) ・近接物理で殴ると遠距離魔法のカウンターが槍ぶすまのように展開されて蒸発する(そんな調整で大丈夫?)回避無双対策で魔法カウンターが実装されたらしいけど、また1から遠距離キャラ育ててねってことかしら。そんなヤリたくない作業を強制されるのマヂつらいッス!! 【良いところ】 ・キャラやMOB外見のデザインセンスに一目惚れ♪ 【気になるところ】 ・武具改良システムが説明不足すぎる! 外部情報もないのでシステム理解するために手探りでレアドロップアイテム素材を ムダに消費して結果を見ていく作業が虚無。 ・音楽BGM… 良いけど同じ曲ばかり聴かされる仕様で飽きる。 →解放済み曲だけでシャッフル機能とかほしい。
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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