TowerFall Ascension is the definitive version of the hit archery combat game. Inspired by classics from the golden age of couch multiplayer, it's a 4-player local party game centering around hilarious, intense versus matches. The core mechanics are simple and accessible, but hard to master and combat is fierce.
User reviews: Very Positive (842 reviews)
Release Date: Mar 11, 2014

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Recommended By Curators

"A single-screen platform brawler that’s about as good as the genre has ever been—in versus or wave-survival mode."
Read the full review here.

Recent updates View all (6)

July 8

1.2.2 - Trigger Arrow Changes + Keyboard Config

We just uploaded a new update for everyone on Steam, tying up loose ends after the release of the Dark World Expansion.

The biggest change, by popular demand, is that Trigger Arrows now have a dedicated detonate button. There's also a new keyboard configuration menu. It lets you rebind the keys from in-game, assign multiple players per-keyboard, and saves your settings in Steam Cloud!

The full changelog is below. Thanks for playing :)

Gameplay Changes:

  • Alt shoot button (B on xb360 controllers) now detonates trigger arrows rather than primary shoot button
  • Added a screen explaining how to detonate trigger arrows to Darkfang. It will only show once per play session, and you can disable it by disabling tips in the Options menu
  • Catching a flaming arrow now lights you on fire
  • Rebalanced a few Twilight Spire stages
  • Added [???]

  • Added an in-game Keyboard Config menu
  • The config menu allows for multiple keyboard players, but be warned that most keyboards will drop keypresses when multiple players try to use them at once!
  • Moved keyboard config data to tf_savedata, so that it works with Steam Cloud
  • If you have no gamepads connected when you start the game, the menu will show you the keyboard controls
  • Even if you have 4 gamepads connected, you can now still use the keyboard to navigate the menus
  • Added option to disable all DirectInput gamepads on Windows

  • Fixed 'Ghost Friend' bug
  • Fixed depth issue with the King on King's Court in Versus mode

6 comments Read more

May 12

1.2 - Dark World Update!

We've just released the largest update yet to the game, coinciding with the launch of the Dark World Expansion DLC! There's a ton of improvements and fixes here. In fact there's so much to list that I couldn't even fit it all in this post! Check out this forum thread for the full changelog.

Thanks for playing! :)

Dark World DLC:

  • New Versus towers:
    • The Amaranth
    • Dreadwood
    • Darkfang
    • Cataclysm (with procedurally generated levels)
  • New 1-4 player Dark World co-op mode, with four unique boss battles
  • New playable red archer, the Vainglorious Ghoul
  • 9 additional playable ‘alternate archers’
  • New Powerups:
    • Trigger Arrows
    • Prism Arrows
    • Speed Boots
  • New variants:
    • Team Revive - In Team Deathmatch mode you can resurrect your friends
    • Treasure Draft - Everyone picks a powerup at the start of each round
    • Clumsy Archers - Drop an arrow every time you dodge
    • No Quivers - Archers can only hold one arrow
    • Double Jumping - You can jump again in the air
    • Arrow Shuffle - Randomly picks 2 special arrow types to spawn this match
    • No Hazards - Removes all environmental elements that can kill you
    • Start with Trigger Arrows
    • Start with Prism Arrows
    • Start with Speed Boots (renamed from old variant ‘Speed Boots’)
    • No Trigger Arrows
    • No Prism Arrows
    • No Speed Boots
    • 2v2 Tournament Rules preset
  • 12 new Trials

Other New Stuff:
  • Added a new alternate “end of match” music track
  • You can now save up to 5 custom variant presets at once (was previously 3)
  • New Versus awards:
    • Happy Accident Award
    • Mastermind Award
    • Web of Lies Award
    • Gravedigger Award
    • Reanimator Award
    • Exorcist Award
    • Speed of Light Award
    • Hyper Booper
    • Hyper Martyr Award
    • Ally Oop Award
    • Bomb Squad Award
    • Nerves of Steel Award
    • Prism Warden Award
    • Special Delivery Award
    • Too Fast Too Furious
    • Caged Animal Award
  • Added more Team Deathmatch levels to the existing Versus towers. Every tower now has 6 Team levels. Most are modified versions of free-for-all maps, but Sunken City got a brand new level which is also playable in other modes
  • Added the “Session Stats” page to the Archives, which shows stats from the current play session and resets when the game is closed

  • Merged FFA and 1v1 Tournament Rules into one ruleset simply called Tournament Rules. This ruleset contains only No Autobalance and Symmetrical Treasure
  • Slowed down the final “push” of the miasma as it closes in to encourage more kills before it consumes all the archers, and to make center-stage a more advantageous position
  • Sudden Death variant now starts with miasma 1 second into the match instead of 5 seconds
  • Rebalanced a lot of Versus arenas in the original levelsets
  • Jumping on a teammate’s head now shares arrows the same as bumping into them from the side
  • You can now hold the dodge button to extend your dodge time by 5 frames. This is known as “dodge stalling”
  • You can now catch arrows when you have a shield, but only if the arrow is not in a dangerous state (ie it would not hurt you anyways)
  • Arrows are no longer destroyed when crushed by moving solids
  • Arrow inventories are now visible during the round intro
  • Treasure changes:
    • Decreased the chance of no treasure spawning
    • The chance of getting special arrows out of a treasure chest is now normalized. In most towers, there is a 60% chance each chest has a special arrow pickup, chosen from the possible types for that level
    • No more than one of each orb pickup can spawn per level now. If the Chaos Orb spawns, no other orbs will spawn
    • The amount of each upgrade powerup (Wings, Looking Glass, Speed Boots) that can spawn per round is now capped by the amount of archers
  • Added a particle effect for hyper jumping to make it more readable
  • Archers will now slip off ledges while ducking, if they’re on the ledge by 3 or less pixels. Slipping starts 4 frames after you start ducking
  • You can now shoot the falling orbs in Twilight Spire to destroy them as they fall
  • Max Treasure variant now caps the amount of chests spawned per level to the amount of players + 2
  • Return as Ghosts variant improvements:
    • The delay from the last kill to the end of the round is doubled when there are ghosts alive
    • Ghosts can no longer kill for 30 frames after they finish spawning
    • Players can now control their ghost a bit during the spawn animation
    • The shoot button now triggers the ghost’s dash attack (was previously just the dodge button)
    • Ghosts can now open treasure chests. Chests will always spawn bomb traps when opened this way
    • Added some controller rumble cues to ghosts to remind players they’ve respawned
    • Ghosts are now drawn above other gameplay elements so they’re easier to spot
  • Electric shocks now destroy brambles
  • You can now use dodge slides to pick up hats
  • Spinning spikeballs now pick a random spin direction when the level starts

Quest Mode Changes:
  • Players are now revived at their corpses, like in the new Dark World co-op mode
  • Level completion time is now tracked on Hardcore mode
  • Removed the old score system
  • The ‘Level Complete’ screen now awards the crown to the player who performs better (based on kills, deaths, and combo). That player wears the crown in the next level
  • Mimic archers now have the corpses of the archer they’re disguised as
  • Ghost enemies can no longer hurt you while they’re stunned
  • Added super jump pads to Twilight Spire
  • Cultist enemies can now hop up one-tile-high ledges
  • Red crystal enemies now only shoot one arrow at a time (blue ones still shoot twice)
  • The final boss’s beam attack now lights players on fire

...see this forum thread for the full changelog!

9 comments Read more


“The new gold standard in the local multiplayer renaissance”
9.5 / 10 – Polygon

“Aggressively focused, humbly spectacular, and nearly unimpeachable in its design”
10 / 10 – EGM

“Destined to be remembered as one of the best multiplayer games of all time”

About This Game

TowerFall Ascension is the definitive version of the hit archery combat game. Inspired by classics from the golden age of couch multiplayer, it's a 4-player local party game centering around hilarious, intense versus matches. The core mechanics are simple and accessible, but hard to master and combat is fierce. Loot treasure chests for game-changing power-ups, master the art of catching arrows out of the air, or descend on your foes and stomp them into submission. TowerFall is best played competitively with friends, cross-legged on the floor within punching distance of each other.

New in Ascension is the 1- or 2-player co-op Quest mode. Players work together, fighting off a variety of monsters and enemy archers across the land of TowerFall. It's a new adventure to explore when you don't have more friends handy to square off against.

New features in TowerFall Ascension include:
  • Brand new 1- or 2-player co-op Quest mode
  • 50 additional Versus arenas, for a total of 120 unique maps
  • More game-changing power-ups, such as Drill Arrows that burrow through walls
  • 4 new unlockable, playable archers, for a total of 8
  • A huge list of variants to customize your matches - a total of 75 ways to mix things up
  • Plenty of hidden secrets and surprises to discover with your friends

System Requirements

Mac OS X
SteamOS + Linux
    • OS: Windows Vista or newer
    • Processor: Intel Core i3 M380
    • Memory: 2 GB RAM
    • Graphics: Intel HD 4000
    • DirectX: Version 10
    • Hard Drive: 400 MB available space
    • OS: Snow Leopard 10.6.8, 32/64-bit
    • Processor: Intel Core i3 M380
    • Memory: 2 GB RAM
    • Graphics: OpenGL 3.0+ (2.1 with ARB extensions acceptable)
    • Hard Drive: 400 MB available space
    • OS: glibc 2.15+, 32/64-bit. S3TC support is NOT required.
    • Processor: Intel Core i3 M380
    • Memory: 2 GB RAM
    • Graphics: OpenGL 3.0+ (2.1 with ARB extensions acceptable)
    • Hard Drive: 400 MB available space
Helpful customer reviews
155 of 195 people (79%) found this review helpful
1 person found this review funny
278.1 hrs on record
Posted: May 12
If you have controllers and friends this is the finest local-co-op game you can get your hands on. If you don't have controllers and friends, this game makes it worth the cost to buy both of those things.

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35 of 36 people (97%) found this review helpful
7.5 hrs on record
Posted: August 26
TowerFall Ascension is an arena type game. This game was released in March 2014, after initially being released as an Ouya exclusive in 2013 (snarf). It is now on PC, PS4 and Mac/Linux.

TowerFall's arena type gameplay focuses heavily on archery. The game has two modes; firstly the single player - the aim is to kill targets around each stage either by stomping on their heads, or by shooting them with your bow before a timer runs out; this leaves to plenty of replaying of levels in order to better your score and to beat your best time.

Where TowerFall really shines is in the multiplayer mode. Up to four players will fight in a battle royal environment. Your aim is simple, kill or be killed. Each player has a limited amount of arrows to do it in too, so you can't just spam fire and hope you get lucky. You are able to replenish your ammo by picking up rogue arrows shot by yourself and the others though, meaning things can get very frantic. Throughout the stage, there will also be various different power-ups spawn, such as special effects on your arrows or shields - these all add to the extremely fast paced gameplay.

The graphics and art style, yet again have the pixelated theme, but they are still all really well drawn out and it looks very pleasant. Each of the arenas that you are fighting in also look amazing too, some will be set in the jungle, others in a poorly lit cave, they all look gorgeous.

Single player in TowerFall Ascension is easy; you can easily clear the stages in less than an hour. Where the difficulty ramps up like most games is the multiplayer. It will only be as difficult as your opponents are, as they are they only thing that can kill you; you don't need to worry about the environment playing tricks against you. It will take you a few hours to get to a point where you are competent in games; it can be very frustrating though.

I have been playing TowerFall for almost eight hours now; I would say that this is a game to play in small chunks. Bring it out when you have friends over for an hour of almost archery style Super Smash Bro fun, but any more than that, and you may find yourself getting a little bored. This is certainly a game to keep installed due to the replay-ability though.

The game supports resolutions up to 1080P, which I suppose is all you need for a pixel style game like this and it is highly recommended you play this game with a game pad; keyboard controls would be a nightmare.

To conclude, I am going to simply recommend TowerFall Ascension; its a game that not everyone will enjoy, and is almost certainly made with couch multiplayer in mind. If you don't have friends who also own this game, don't get it, the single player is not worth it. If you can find a group to play with, sure its worth the £10,99 because of the fun fast paced gameplay you'll get out of it.

Tom's Score Card
1) Stay away
2) Only recommended when on sale
3) Recommended
4) Highly recommended
5) This is a must play

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36 of 50 people (72%) found this review helpful
1 person found this review funny
7.7 hrs on record
Posted: May 26
This is a super fun party game if you have 3 other friends, single player is meh but who cares.

HOWEVER, BE WARNED if you're not using xbox 360 controllers you are screwed, the key/button bindings don't match up on ANY of my game pads, the buttons are all wrong and it makes it seriously difficult to play.

PLEASE devs, know that your community is CRYING OUT for you to put in bindable keys!! Let me select what controller I'm using, then let me select the keys/buttons I want to use for what abilities. And allow us to bind multiple keys/buttons to the same ability.

This is a CRUCIAL feature, if you have any way of contacting the developers please remind them of what the community is desperately asking for, I'm fumbling through third party key binding programs trying to figure out how to change things to mine and my friends preferences. It's 2015! This is not on!
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35 of 55 people (64%) found this review helpful
1 person found this review funny
127.9 hrs on record
Posted: March 13
First off, the elephant in the room: This game is local multiplayer or single player only and essentially requires controllers to play. That being said, if you're interested and that's not a problem - it's worth it.

It's well designed to cater to both those who prefer casual play and those who want to master it. While new players will certainly feel less skilled, after getting a hang of the controls even they can get a few good shots in. Everyone I've played it with has enjoyed it after only a few rounds.
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6 of 7 people (86%) found this review helpful
271.6 hrs on record
Posted: May 16
Dark World Expansion DLC Review

I've been playing Dark World a lot. I've cleared all stages on Legendary without continues. Going to try for no death runs next.

I love everything about it. I've mostly only played solo but I'm glad there's 4 player co-op now. My only request would be that the two campains are merged allowing for 4 player in the Ascension Quest. The problem would be unifying the difficulty system and reseting everyones achievements so I can see why it wasn't done, I still think it would be a nice addition.

I don't miss the scoring system. All the stages have an achievement for clearing the highest difficulty with no deaths, this being the highest achievement pretty much made the scoring superfluous. Additionally the game now tracks fastest times which I think is a much more easily understood and meaningful measure of skill. Speed runners rejoice! The Dark World campaign isn't overly long and be cleared on the easier difficulty in around an hour, but those who enjoyed playing for gold skulls in the Ascension Quest will get a lot out of playing for the harder achievements.

Prism arrows I think are designed to affect high level competitive play, where no one misses a dodge catch, in which case it makes a significant change to the meta game. Trigger arrows are fun but damn is it easy to SD with. There is such a huge number of arrow varieties now that adding more might start to subtract from what makes each arrow interesting, as well as increasing the barrier of entry for newcomers. Haven't had a chance to play much versus yet but the Dark World content should make a great addition.

Also love the additional Trials stages. It's a part of the game I didn't expect myself to take so much pleasure in, but once you start aiming for the red pearl dev times the mode becomes a kind of rewarding puzzle game, though it does play havoc on my RSI and I fear my controller will crumble in my hands before I ever clear them all.

All in all I love every bit of TowerFall and can't wait to see what Matt works on next, TowerFall or otherwise.
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