A lone swordsman climbs a stone tower of a hundred floors, and he doesn't wait for you. You don't steer him. You design how he fights.
Tower of Echoes is an idle auto-battler. The hero walks, fights and climbs by himself, through slimes and kobolds, skeletons and golems, fallen knights and gargoyles. Above floor 40 the tower starts to repeat itself: the same monsters return as echoes of frost, ember, blight, storm and gold. Every tenth floor a Floor Guardian blocks the stairs, and sooner or later one of them is a wall he can't pass.
Your work is the build. Gold from every kill buys skills in a tree with four branches: Blade for damage, Body for survival, Mind for gold, loot and rules, and Dragon for your companion. Rules change what the hero does (drink a potion at half health, leap over spike traps, hunt down archers) and can be switched off again.
The dragon at his shoulder is yours. Tap the tower and it spits a fireball that costs an ember. Embers come back over time, so a tap is a choice, not a race.
When the hero has climbed as high as he can, retire him. The tower pays out echoes, which buy upgrades that last forever, and the next hero starts stronger. The hero retires; the dragon stays, and grows.
Higher up, the Guardians pay in choices. From floor 50 each one that falls leaves a keystone: a choice of two, and both give something up. Ride the dragon's fire or run it down the blade. Swing slow and heavy, or fast and light. A choice lasts until that hero retires, so no two climbs need to be the same.
Every month is a season. On the 1st everyone begins a fresh tower and races up two boards: the highest climb and the fastest Keeper. Begin as many towers as you like to find the best build; only your best attempt counts. The top three of every season stay in the hall of fame.
Someone is watching the climb. From the tenth floor a voice follows every hero up the tower, and on floor 100 its owner is waiting: the Keeper. One meeting will not be enough.
• 63 skills in four branches, ten of them rules you can switch on and off
• Six sword skills that fire on their own by the rule you pick, or at once when you tap
• Gear in four rarities, from common to legendary, in ten metals from iron to voidglass
• Ten regions of ten floors, sixteen monsters and their echoes, nine Floor Guardians, and the Keeper on floor 100
• Five Guardian keystones, each a choice of two that reshapes the build
• A golden wisp to catch for a short boon
• An ending, and a play time to beat
• Monthly seasons with leaderboards for the highest climb and the fastest Keeper, badges and a hall of fame
• A Chronicle of the tower: its record, and everything the Keeper has said
• 18 permanent upgrades to buy with echoes, from a ghost companion to a start on a higher floor
• Gold while you're away, for up to 8 hours
• Portrait, one hand, made for short visits or for watching the climb
Free to play. Plays offline. No account needed.
A lone swordsman climbs a tower of a hundred floors. You design how he fights.