
Tower Realm is a high-strategy Magic Tower RPG collection with fixed maps and stats, auto turn-based battles, and precise resource-route planning. Clear hardcore with no supplies, or use the Green Key to lower difficulty. Earn clear points to unlock custom challenges.
Modeled estimate, not a reported figure. How we estimate →
About
Tower Realm is a strategy RPG collection built around the classic “Magic Tower” gameplay formula. Here, you will challenge a variety of Magic Towers with distinct rules and styles: fixed stats, fixed maps, and fixed enemy setups, making every decision transparent and calculable. Resource allocation, route planning, and combat trade-offs will determine whether you can reach the end.
The towers included in this game are designed to be challenging, making it ideal for players who enjoy “thinking over grinding.” You can take the pure hardcore route and clear without any extra supplies, or use the Green Key to gain additional resources, lower the difficulty, and progress steadily.
We ensure that every tower has at least one clearable solution without using the Green Key.
After clearing a tower, you can earn points for Custom Mode. By spending points to adjust challenge conditions, modify enemy attributes, and alter stage experiences, you can explore strategy solutions that differ completely from the standard flow, continually gaining freshness and replay value.
After purchasing Tower Realm, you will unlock the standard content and launcher. Future tower content will be released continuously as DLC, all of which can be launched and experienced in a unified way within Tower Realm.
Core Features:
A collection of multiple Magic Towers, offering diverse strategic gameplay modes
Fixed maps and stat systems that emphasize deep, inferable strategy
Hardcore strategy at heart, with dynamic difficulty reduction so anyone can enjoy the game
DLC expansions with a large amount of continuously updated content
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Simplified Chinese
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 108 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
给旋律补票
기본으로 마탑겜이 3개 들어있는데 현재 하나만 클리어햇지만 이것만으로도 돈값은 한다고 생각합니다. 재밌어요~ 그런데 엑스트라 모드랍시고 처음에 좀더 강하게 스타트할수있는 모드가 있는데 이걸 이게임을 하는사람들이 원하는지는 모르곘음
目前已靠绿钥匙通关所有内容,单就玩法本身而言是挺好的,使用godot重构原有的rm魔塔模板,并将各个魔塔统一为一套现代化的魔塔系统(临界计算、自动撤回、更好的上下层跳转、自动清怪收资源换装备、咸绿,以及更亲民的阻击怪等等),使得游玩体验上会比老塔好上不少。 但在游戏内容完整性上体验就不佳了。虽然首发的本体+dlc的四座塔加起来有几百层之多,但除了宿命的旋律这一重制版老塔以外,其他三个全部都只有一章或两章,完全不够玩。虽然能理解高层塔的制作周期较长,做完整个魔塔再发布dlc会有各种困难,但毕竟付费游戏就会有不一样的标准和要求。 希望未来能有更多的dlc和游戏内容,也希望未来能有更多的重制版经典塔,比如宿命系列的后续几部、炒鸡蛋等等。
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Hours played at review time, across 108 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
好玩
这土著好强悍,一下就把人丢进了锅里
战斗 爽
挺好的
引擎和塔都不错 需要类似罪途箱庭的一键跳过剧情,鱼塔的动画太多Ctrl非常不好用
这区谁做的
只玩了宿命的旋律,剧情挺有趣的,标准模式难度有点过低了,感觉就是随便乱撞。个人比较菜一般贴吧的魔塔只玩第二个难度。虽然现在可以自己调整怪的血量啥的吧,不过也不知道要怎样调整才算是正常难度。个人建议,初始就送10加点,然后进行模式分级会自动使用加点,总之就是帮玩家控制一个相对合适的难度并分级。还有希望别用地图上的绿门约束来控制难度谢谢(打标准难度打出自信了)~~来自一个菜鸟的建议
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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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