
A new kind of RPG awaits you. A story-rich dungeon crawler with innovative real-time combat that lets you pause or slow time. Tactical thinking is essential to succeed. Now with RPGlite and Permadeath for fast-paced game.
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.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
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.
About

Tower of Time is an incredible adventure packed with over 50 hours of gameplay, hand-crafted levels, and a rich story told through cinematics. Taking classic RPG gameplay to the next level, Tower of Time features flexible character development, thousands of pieces of loot and equipment and the complex and tactical Arrow-Time real-time combat system.
Important note: Combat in Tower of Time is different. Each battle is designed like a tactical puzzle. If you want to enjoy combat, you need to pick the difficulty which is adequately challenging to you skill set and adjust it as you progress. On highest difficulty level it is very demanding and requires you to find the synergies between classes, skills and the equipment.
Immerse yourself in a world where technology meets magic with devastating consequences. Gather a group of diverse champions and lead them through the tower. Hundreds of lore books and scattered pieces of information slowly reveal the history of Artara as your party of adventurers approach their fate.
Take ultimate strategic control of each battle with the Arrow-Time combat system that slows the action down to a crawl or pauses it. Plan ahead and position your party where you need them for ultimate effect. Use Arrow-Time to react to new threats, deploy devastating new spells and attacks and counter enemy attacks. No two encounters are ever the same. On harder difficulties - look at each battle as a tactical puzzle.
For those who do not like or have time for typical long cRPG and prefer fast-paced combat oriented games - RPGlite mode cuts down the story content and lets you focus on party building and tactical combat. With Permadeath option for those who appreciate a really tough challenge and want to test their skills. Compare yourself with others via Score and DPS Race leaderboards.
7 Unique character classes, each with different strengths and weaknesses.
Complex skill system with two exclusive enhancement trees and multitude of options.
Skill Gestures - draw some of the skills as you want.
Gravity manipulation – leap large distances to scatter your enemies or draw them in.
Rich equipment system.
150 enemies with unique skills and tactics.
Face 50 Bosses wielding a diverse range of skills and spells.
Five difficulty levels, including Epic difficulty (not recommended for new players).
Multiple combat modes ensure that there's plenty of variety and fresh challenges ahead.
Travel through hand-crafted levels that have been carefully designed to challenge you.
New character progression system.
Unique Party Alignment system.
Combat Challenges, designed to test your tactical and party-building skills.
Crafting, enchanting, legendary items.
Upgradeable city.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; GOG, PlayStation, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $1.74−93% | 2.7Kreviews | 82% | — | $102.6K |
| $2.49−90% | 581ratings | 80% | — | not modelled | |
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 85 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
No. I have been playing with the hope the game gets better later on: As the characters level up, the items get more powerful, new spells, abilities and companions show up, thinking that surely I am only at the start and the game will get better as I progress... No, it doesn't. Every step of progression is dull, boring and underwhelming. Your characters don't level up with exp, they don't get any exp from fights. You search for building upgrades that raise your max level cap and gather gold to promote them to the next level. Every blueprint I think only raises the level cap for two levels. The stat leveling has no depth, every attribut (Might) raises a single attribute, (Damage) and after reaching a 10 point milestone putting more points in it gives one additional stat point (Armor Penetration) with points invested afterwards. Half the time you don't even know how obscure stats like Mastery affect your spell with bonus (extra healing per second on healing spell aura, extra arrows on arrow volley but how many?) until you lock in, and even then the difference is miniscule and underwhelming. Every ability/spell has two branches but you can't mix them up and the game re-inspecs your abilities when you want to try branching out. Your fire arrow ability can either do explosion damage and turn into aoe or have bonus critical chance, not both, the next level up branch adds something like 0.5 splash radius or 3% crit chance respectively. The loot is underwhelming, I check my inventory after picking up 4 or 5 pieces because everything sucks, 7 hours in the game the first dungeon clear reward is better than all the drops of the 10 bosses I have slayed ever since. The legendary drops have green starter item stats or are slightly weaker than the blue rarity items at best. There is no item sauce, no descriptions for lore to get you immersed. Your party is there to fill in the time with bickering dialogues and illogical choices: Do you want to let your idiot companion offer his blood to an undead deity without knowing what will happen to him? -Yes: (Outcome+ the idiot is happy because you let him do his thing +Idiot relationship. The logical companion is unhappy because the idiot put them in danger -1 Normal person relationship. -No (Outcome, + Normal person, - Idiot. -Let them decide (Outcome, + - relationship depending on the outcome. You support a companion's bad ideas, you build up affection with them to get a party bonus like +3 damage or 3 armor or 0.1 mana regeneration and the bonus is lost when they dislike you. Come companions have better bonuses than 0.1 mana regen. Will you support them for the bonus or sacrifice the story choices for minimum profit? Your choice. In leveling up the spell explanation is minimal and the UI confusing as it fuses the reinforcements of abilities, so the tab says this will give your spell 15% critical chance, but the game means 12% base +3% from this upgrade 15% crit chance, your power up fora ccumulating all those level up points is a measly +3% stat. Also there is no text dialogue in combat so you can survey your damage from all sources, you have no idea if your abilities and auras are stacking. Do you do 15 physical +2Earth companion aura +10 fire ability + 5air damage from your side weapon per hit? Do you get all those sources of damage with projectile fast bow firing abilities that add air damage? Your only chance of understanding is trying to catch the flying colorful numbers in a milisecond as the attack lands and count how may different color numbers landed and what number was each one. Same with other boosts and defensive auras, it is difficult to know if an when your party members are buffed or not, especially with proximity auras... The item forging and enchantment system was interesting at first until I realized I could spend all my resources to triple critical chance from 8% to 24% or use all the upgrade slots to add + 6 damage to it, and then get a better item from an easy chest the next second. Plus there are limitations of forging and enchanting slots scaling with rarity, so your green weapon will have 3 to 4 forging slots to get 4 +2 damage, but no enchantment (8% of damage dealt heals you for example) Your random purple epic on the other hand has 1 forging slot for +2 damage but 1 enchantment slot for 8% of damage dealt heals. Both are anticlimatic, both are just pure underwhelming stats with minimum improvement after hours of no level up and no exp bar searching for building upgrades to get your character to level 4. The game is full of combat encounters, but you get no combat exp and low quality loot that just clatters your inventory, and after a while I put the game on story mode difficulty just to speedrun the combat and explore the levels, but the level feel too wide and also empty, criptic notes, bad loot and building blueprints scattered on a huge level with winding paths as your party members pause and freeze in place to commet about everything they see in mini text cutscenes and argue about progressing. The story: I started skipping the dialogues of the party members arguing over obvious things and bad takes that felt like actors trying to act out their roles in low budget B movies. Yada, yada, very mysterious, should we press on? The world depends on us! Fine but I don't like that. Care, the dungeons will get more dangerous, heroes! Let's press on for world peace... The one thing the game has going for it are the beautiful enviroments and bright color pallete, but the quality goes down the more your zoom to take in the details, and the sceletons look like playmobile sceletons with chuncky c shaped hands and wide blocky ribcages and I feel like some tilting camera control is missing as you can't see the items even when highlighted due to the enviroment being on the way. The game has no free camera scrolling to click at a distant place on the map and move there with the cursor, althoguh there are teleporters scattered around the levels. And the pathfinding is terrible, clicking at a locked door next to a party member has them traversing the entire map to try approaching them from a different angle. How is it possible that Icewind Dale a 1999 game has better camera and pathing than this?! That was my experience with the game. I miss Icewind Dale compared to this "modern" isometric rpg I dared to try. You can put it on easy and play mindlessly if you want, but if that's the case why not play Diablo? The loot is a ton more plentiful, the equipment more interesting and the fights aren't interupted by cutscenes of enemies walking up to you, loading screens putting you into an arena, accepting the fight, then fighting enemies in waves spawning from the corners of the room, to claim a single underwhelming item.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Aug 16: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Reviews, worldwide (the counter carries no country): 0.29/day in the week to Jul 24 → 0.86/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*, German, Polish, Russian, French, Turkish, Simplified Chinese, Traditional Chinese, Italian*languages with full audio support
| $24.99 |
| 52ratings |
| 81% |
| — |
| not modelled |
| $24.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 85 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Oh boy, where do I even begin? Everything from the interface to the combat and the overall gameplay loop is, at best, passable for a mobile or tablet auto-battler. There’s no way this can honestly be called a cRPG. Visually, the game leans heavily into an “asset flip” aesthetic, which is forgivable for an indie studio. That said, it actually succeeds at conveying the atmosphere of a mysterious, ancient ruined dungeon. The developers market this as a dungeon-crawler RPG with tactical combat, but it’s neither. You’ll navigate level after level of a highly linear dungeon, fighting through tons of repetitive, wave-based encounters. Boss fights are a major letdown — despite having different ability sets across phases, they feel completely impotent to deliver challenge. There’s zero resource management between battles (no food, no mana, no consumables), just a flood of semi-useless, randomly generated gear. The writing is, frankly, terrible. It lacks any semblance of consistent tone, and while I can forgive awkward phrasing from non-native English speakers, I can’t overlook the complete lack of final editing and proofreading. The premise starts promisingly, but the plot quickly devolves into a mess, delivered through sudden narration with zero buildup. You just walk into a corridor, pick up a journal, and boom — sudden plot twists that your characters barely react to, despite their importance. The ending is even worse: you speak to an NPC, they take a MacGuffin from your party, and the game just ends. It gives off vibes of a D&D Dungeon Master who’s in love with their own lore and uses the players as mere backdrop for a story that sounds cool in their head but falls completely flat in execution. Speaking of characters — the party members are equally disappointing. They’re simultaneously one-dimensional, boring, and wildly inconsistent — their worldviews flip-flop from one dialogue to the next. This is especially ironic given a quest specifically about aligning thought and action, which the writers utterly fail to practice themselves. At this point, I genuinely doubt the developers played their own game through to completion. The rough edges are everywhere. Pressing ESC during the intro inexplicably opens the menu. You can’t set abilities to autocast on the character screen and have to do it manually in every single combat. The friendly AI, despite being ordered to attack freely, just idles and stares at walls. If the game were 10–15 hours long, this might be acceptable. Even 20 hours would be pushing it. But 40 hours of this is simply too much. All in all, it’s fine for a couple of evenings if you catch it on sale, but don’t expect a polished cRPG or a compelling narrative. I hope the devs take this feedback constructively. I really wanted to like this game because of its atmosphere, but the execution let me down
Я так и не понял, а где Рейден с обложки игры?
Помимо сражений, игра наполнена текстовыми диалогами, поиском секретных комнат и разгадыванием несложных загадок.
It was free, who am I to say no! ⣴⣿⣦⡀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ ⣼⣿⣿⣿⣷⡀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ ⣼⣿⣿⣿⣿⣿⣿⣿⣦⣄⡀⠀⠀⠀⠀⠀⠀⠀⠀⠀ ⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣷⣶⣤⣤⣶⣶⣿⣿⡗ ⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠟⠀ ⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠃ ⣿⣿⡇⠜⠙⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠀⠀Got a cat here ⣿⣿⣿⣶⣿⣿⣿⣿⣿⠋⡹⠙⣿⣿⣿⡇⠀ Friends passing ⣿⣿⣿⣿⣿⣿⣿⣿⣿⣷⣶⣾⣿⣿⠛⠀⠀by can touch her ⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡟⠛⠁⠀⠀and click Like to pet ♡ ⣿⣿⡿⠻⠿⠿⠿⠿⠛⠹⠑⠀⠀ Award for good luck, Take My Points for infinite pets ♡ ⠟⠁⠀
I found this game to be very repetitive and boring. There is a lot of reading involved and the story loses its interesting mystery soon enough. The battle system is extremely boring and repetitive, you essentially do the same thing over and over and fight the same horder with different skins over and over. I think the devs knew this so they put a fast forward option there to try and mitigate the boring battles. The rest of the game is simply walking around, finding gold and items, uncoveirng secrets which are as cumbersome to uncover as the battle system. Overall I couldnt continue playing this game as my interest weaned with each passing battle and long narrative text to explain something which could be explained in one or two lines. I honestly can not recommend this mind numbingly bring game to anyone.
its like reading a book that isn't good while playing a walking simulator that doesn't go anywhere. I played for an hour and literally nothing happened.
I really enjoy the story, setting and build up. The graphics are decent and the pick ups/challenges are not too frequent enough to be exciting. I'd love to play more. I find the battles repetitive and boring and just makes me stop playing. You just basically do the same thing each time and the enemies come in 'waves' but you can see their % at the top of the screen, so you know when to use your last mana etc. There is very little jeopardy. A real shame as I do genuinely like the setting and not in battle time - even though there is quite a bit of reading, it is good.
Really underrated CRPG with a surprisingly addictive real-time-with-pause combat system. The class customization gets wild later on, and positioning actually matters instead of just stat-checking enemies. Story starts a bit slow, but the worldbuilding and dungeon atmosphere kept me hooked. If you miss old-school party RPGs but want smoother combat flow, this one's worth a shot.
Legitimately one of the best stories I've ever seen in a game. It's absolutely a must play if you are into cRPGs. Forget any criticisms from others about gameplay style or whatnot. This game is about the story and my word it is fantastic. Whether you choose slow motion or pause mode, it's great. I had no issues with gameplay, no bugs, etc... But get it for the story. It's incredible.
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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