
Blast your way through an abandoned 1950s theme park crawling with fairy-tale mascots, twisted puzzles, and deadly traps. Uncover the dark secrets of your past as you race to the top to win back the love of your life.
Modeled estimate, not a reported figure. How we estimate →
About
Step right up to the Twisted Tower! Careful though! Our silly mascots may be looking for a hug, and our carnival rides might need some screws tightened…
So what do you say, chap? Are you tough enough to make it to the top of the tower and save the love of your life?
Here’s what your ticket will get you upon entering the magical resort:
Explore an abandoned 1950’s resort reminiscent of BioShock and Disney World
Get lost in 5 hauntingly beautiful levels: the hotel, the waterpark, the clown casino, the carnival forest, and the space station
Punchy, bloody gunplay with corrupted fairy-tale mascots
Immerse yourself in a mysterious and emotional story
Choose from a variety of unique paths per playthrough, ensuring the world feels like a fresh new experience
Upgrade your toyish arsenal, including: a whack-a mole mallet, rubber-band pistol, dart throwin’ Tommy Gun, fartin’ shotgun, bubblegum spittin’ chain-gun, sniper slingshot, skull-poppin’ ray gun, and more
Collect bizarre toys to assist you in jumping, dashing, and grappling your way up the tower
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Add-ons
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Reviews
Themes across 976 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Fun short adventure, I'm a sucker for anything theme-park related so this hit everything just right for me. I did feel like near the final 3rd of the game the levels were getting less interesting, and while it all is supposed to loop back to the central hub, eventually you had to either walk back or just take a spawned teleporter to the beginning. Playing on the medium difficulty like recommended worked out alright, had a few deaths near the end and started to struggle on ammo but never felt like I was sweating my ass off. All in all, I'd say this was worth $15, might play it again on the NG+ which adds a few different routes at a later time
amazing game from start to finish
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Languages: English**languages with full audio support
Hours played at review time, across 976 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Gameplay is solid. High combat arenas bookended by slower explorey bits with a nice expanding repertoire of movement gimmicks. Sound design is fantastic, but also riddled with "not enough audio channels" kinds of bugs (Sounds overlapping and cutting each other off). Each weapon plays pretty differently and I found myself using basically all of them the whole game, except the grenades which I almost never used. Feedback is fantastic, enemies visually explode when you kill them with meaty and satisfying sounds. Environments really hit the Autumn/Halloweeny vibe, the color palette is a lot of browns, oranges and purples. I especially liked the sense of scale in the outdoor areas, seeing a huge piece of masonry emerge from the fog below and rush up to fill the entire screen and then some is a cool moment. Conversely, indoor areas, especially the "puzzley" areas, all have an uncanny cubeishness to them that feels very awkward. The story starts fine, it's simple, but a boomer shooter story doesn't need to be that complicated. [spoiler]This continues until about the halfway point where your girl gets maimed by mermaids. This was such an upsetting and shockingly brutal turn in a story that was basically getting entirely ignored before. And thus, I was reinvested, if only to see where the ♥♥♥♥ this was gonna go. That kept me entirely engrossed for the next half up to the actual tower top. At which point somehow the most milquetoast possible twist occurs which also shocked me with its sheer stupidity. Star Wars did it better. At this point I only had the final boss to do so I resolved to at least finish the game and see if my lady friend still had her skin. Decent final boss fight that emphasized the movement tech we'd built up over the game, just wish it had some more phases. The ending was somehow not at all what I expected and equally as stupid as the twist. We're all a big family and look your fiancee/sister isn't brutalized at all actually oh also if you don't understand this you're stupid, is possibly the dumbest thing I could think of to leave a player with. My headcanon ending is that Mr. Twister is truly an insane Walt Disney/Orson Welles filmmaker who takes a liking to your lady friend after she pitches him a screenplay and decides to make his final movie about something "real" again, and you have just unwittingly starred in his newest snuff film that ends up getting investigated but also launches your career as a tortured theater star.[/spoiler] Overall, I think the game is worth the money if you like boomer shooters already.
The game has a very strong first half. It opens really well with a great sense of atmosphere and tone that really carries the entire game through, especially in the second half and the third act specifically. The second half of the game is a lot weaker in execution. If you don't enjoy the first 30 minutes of the game, you'll pretty much hate the entire thing because that's what it is over and over again. This feeling compounds as the game goes on and in the third act a lot more so than most. Things that were bad/weak. Story really suffers in this game. It feels like systems were built then the story was tacked on. The development struggles that were conveyed by the dev are really felt in the second half of the game. Basically, you can tell that there were budget cuts and that things kind of fell apart near the end there. This is unfortunate because there is a really great foundation here, and clearly Brush was committed enough to his vision to see it through despite the issues. Honestly, all the more credit to him for doing so. Combat at times felt really good and at other times felt really bad. Really, this comes down a handful of things. Level design, enemy design, spawn points, and hit registration. Levels felt like they weren't really theme park spaces nor were they shooter arenas, they were just kind of strange environments that were put together for the sake of giving the game space to place things like keys and TV sets (where the villain talked to the player through). This level design issue combined with the fact that some enemies are just really not great design choices made combat -at times- feel really bad. Enemies that really dragged combat down were the spiders and telephones. They were difficult to spot in the game world and in the spiders case would temporarily affect the players ability to see which made navigating the levels even more tedious than it needed to be. Spawn points were an issue at times because enemies often spawned behind the player or above them, making it difficult (more so I imagine on harder difficulties) to clear a space and feel confident to move on. There were times where I'd clear a space then an entirely new wave of enemies would spawn behind me. I think this happened because levels weren't designed to facilitate large groups of enemies, and so to compensate the devs made them spawn in during combat. This isn't a massive issue, but it did make for a few frustrating encounters. Hit registration. This one for me personally was probably the biggest issue I had with combat. When the player is hit by an enemy the screen temporarily stutters to indicate that the player was hit. This split second of stopping the gameplay made for some actual headache inducing moments. It not only hurt the pacing of combat, but it also affected my aim too because I'd be trying to aim, the screen would stop, then I'd continue to move my mouse not compensating for the stop in the gameplay causing me to overcorrect on my aiming. It was a real hassle to get used to and ultimately was the biggest issue in large firefights. Lastly the movement in the game felt strange. You can sprint, slide, double jump, and boost, but none of these things really interact that well with one another and feel kind of sluggish. I'm not sure what causes that feeling, but I couldn't shake it no matter how much I experimented with the movement. My issues with movement lie mostly with the boosting as you can't boost to the sides, only forward and backwards, and you can't boost unless you've previously jumped. For example, if you fall off a ledge or walk off a ledge without jumping you cannot boost. This got me killed a few times during some of the platforming sections and was just a bit awkward to get used to. Okay! All that is what I thought didn't really work or felt strange/bad about the game. Here is what I really liked and thought worked well! Sound design is awesome for the enemies. Killing them and getting headshots felt really satisfying. Punchy combat is great and this game achieves that in spades. It's honestly very fun to get headshots (especially when you use the bubble gun pistol where headshots get you tickets). The games atmosphere is really its strongest component. The environments, the sounds, the music, the colors, the art style, it all comes together to make a really unique and most importantly cohesive vision for the game world. It's clear that Brush knew what he wanted to see from the game and what he wanted the game to feel like, or taste like, and that comes through in all those departments without fail. Puzzles were a nice touch. I'm not huge on puzzles, so I'm glad that they weren't too mechanically cumbersome or involved. I know for some folks simple puzzles are a bad thing so this one is a bit subjective. I'm glad they were there, and I'm glad they weren't too ridiculous also. Weapon design was really cool. I liked how every gun and tool felt like a theme park toy that was modded out to be lethal. They all felt good to shoot, had really fun and clean reload animations, and they all sounded pretty cool too. The sound for weapons wasn't as punchy as I'd prefer, but I think for the toy aesthetic and premise behind them the more "clacky", plastic-y sound worked really well. Voice acting was also a great touch. A lot of indie games don't have voice acting because it's expensive so it was really cool to see this one with a lot of it. Vincent's one liners were a fun touch too. The actress that voiced Charlette did a great job also. Finding secret areas was a fun addition. I did find most of them in my play through, so I imagine if you ignored searching for them your overall playtime would be closer to 3.5-4 hrs vs. my 5.1 hrs. I like having hidden things to search for like that. I do wish though that there were more actual easter eggs. There is a backrooms easter egg but that's the only one that I noticed, so it would've been cool to see more in there. That aside though, hidden areas are a cool thing to add to the game. Overall thoughts. I really liked it, but the first half is significantly stronger than the second half. In the end it was a lot of fun and well worth the price tag. If you're looking for a good time you could do a helluva lot worse than Twisted Tower. Congrats to Brush and the team for shipping this game, I know it was a tough one to get out the door but you all did an admirable job and should be proud of what you made.
CarnEvil meets Bioshock
This game was definitely a gaming highlight of mine for 2026. It's not a long game, but it's the perfect length to do everything right. It feels like a throw back to the era of gaming between 2006-2010. Would recommend, even at full price. At first I thought a lot of the narrative was just set dressing to give an excuse for the gameplay locations, but I legit got really interested in the story and was excited to hear the next story beat.
what the ♥♥♥♥ was that ending man
"Grace changes us, and the change is painful," wrote Flannery O'Conner. This game is like playing one of her short stories. It's a fun, disturbing, short FPS romp through a twisted and ruined amusement park, complete with wacky and horrible weapons, foul enemies, fascinating settings, and enough unsettling little details to make you constantly question what is really going on in the Twisted Tower. I won't spoil the ending. Gameplay is tight, with balanced weaponry that call back to weapons from all sorts of different games, including the Halo needler, the Doom 2 Super Shotgun, and the Wolf3d chaingun except it shoots bubble gum. Jumping and parkour gets challenging at times, but never frustrating. Savepoints are in locations that don't require you to repeat too much if you're having trouble with an area. Enemies will spawn in where you aren't looking, so keep moving, Doom 2016 style. The story unfolds through letters, newspapers, and tape recordings left for you to find and it's compelling. I still have some unanswered questions that hopefully will be resolved in the "new game plus" mode which unlocks a whole new section of the tower to explore. Highly recommended if you enjoyed the Bioshock series, American gothic horror, and pummeling clowns with a hammer.
Peak gaming
very twisted
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