Inside the Tower: Tower Trials in Motion
3 min read
You play as Nibs, a goblin scavenger climbing a hundred-floor dwarven tower where something at the summit promises to change what you are — if you survive long enough to reach it. Every run is a new deck, built floor by floor from five archetypes that each play nothing like the others. Here's what that actually looks like on screen.
Miner, Tinker, Brewer, Wall, and Runes — commit to one for a powerful synergy engine, or splash between them. Plus a look at the reworked Dice Battle, new in 1.0.4. (Footage captured with HP boosted for clean, uninterrupted takes — the real goblin runs a lot squishier.)
Miner
Tinker
Brewer
Wall
Runes
Dice Battle
118 Cards. 132 Monsters. A Tower Worth Exploring.
None of it is filler. Every card is hand-authored with its own effect, every monster has its own attack pattern worth learning, and every relic changes how a run actually plays. A few pages from the in-game Compendium:
At a glance
- 100 floors across 6 difficulty tiers, Normal through Impossible
- Five archetypes, each a genuinely different deck — no two runs build the same
- A real branching Tower map — 3 paths per floor that split and merge
- Permadeath runs, with meta-progression that carries between them
- Common mobs, elite guardians, and unique per-floor bosses
- Free to play — one ad per floor cleared or on death, and a single one-time purchase that turns ads off forever
Start climbing