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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.

Five Decks, Five Different Fights

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