Two players, one couch, one tower that talks back. Climb an endless roguelite tower in split-screen co-op or solo - your weapons fire themselves, so you fight with positioning. Evolve 20 weapons, rank up transformations that never cap, and face a Warden every fifth floor while the Tower mocks you.

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“TOWERMOUTH is a climb with no top floor, on purpose: the Tower is meant to keep going. What you get today is the whole loop - solo or two-player split-screen, five zones, a Warden every fifth floor, transformations that keep ranking up - and it is fully playable from the first floor.

What it needs now is people climbing it. Our difficulty and pacing come from our own playtests and automated test runs. A couch co-op roguelite only gets truly balanced when real solo players and real pairs show us where the tower is too soft, too cruel or too samey. Early Access lets us tune it with you while we keep adding depth to the floors most climbers have not reached yet.”

Approximately how long will this game be in Early Access?

“About 6 to 12 months. We will leave Early Access when the deep zones have monsters of their own and more of the Wardens have their own look - not on a fixed date. We will announce the 1.0 date on Steam ahead of time.”

How is the full version planned to differ from the Early Access version?

“The core stays the same: an endless couch co-op climb where your weapons fire themselves and the Tower talks back. What we plan to add during Early Access (plans, not promises):

- New enemy kinds for the deep zones. Today all 14 enemy kinds have appeared by floor 61; past that, the Tower should keep surprising you.
- More Wardens with their own models. 20 of the 150 named Wardens have their own model today; the rest reuse their zone's model, resized and crowned.
- The last old-style pick screen (choosing which hand a new weapon replaces) moves to the new stone-tablet card style.
- Balance passes based on what Early Access players run into, solo and co-op.

The tower stays endless at 1.0. The full version is a deeper tower, not an ending.”

What is the current state of the Early Access version?

“Fully playable from floor 1 with no top floor, solo or in two-player split-screen co-op on one PC:

- 5 zones and 150 named Wardens - one every fifth floor, each with signature attacks. From floor 15, every fourth Warden is THE COLLECTOR: it carries copies of your own weapons and gets tougher the stronger your build is.
- 20 weapons with evolutions, 11 ultimates and 39 different cards to pick from (items, augments, curses, rule-benders, partner cards and market goods).
- 5 transformations that rank up with no cap, 10 fusions, 16 synergies.
- 4 difficulties (EASY, NORMAL, HARD, CHAOS) and 4 modes (STANDARD, ONE CLUB, DAILY TOWER, DUEL couch PvP).
- 3 lives per climb. The climb saves when a floor's gate opens, so you can quit and CONTINUE from the next floor.
- Two gamepads, a gamepad plus the keyboard, or both players on one keyboard. Full gamepad support.
- 15 languages (text only).
- 37 Steam achievements and Steam Cloud saves.

Known rough edges, in plain words:
- Past floor 61, no new enemy kinds appear yet.
- 130 of the 150 Wardens share their zone's model.
- The screen for choosing which hand a new weapon replaces still uses the old style.
- Windows only. Steam Deck has not been verified yet.
- With Steam Input on, PlayStation pads show Xbox button names.”

Will the game be priced differently during and after Early Access?

“The price will not go down when we leave Early Access. As the tower gets deeper we may raise the price for 1.0; if we do, we will announce it well in advance. Everyone who owns the game gets every update at no extra cost.”

How are you planning on involving the Community in your development process?

“We tune TOWERMOUTH by what players actually run into.

- The free demo during Steam Next Fest (19-26 October 2026) is our first big round of feedback; what we learn there goes into the launch build and the first Early Access patches.
- Steam discussions are where we read bug reports and balance complaints, solo and co-op.
- Every update comes with a Steam announcement: a line from the Tower, then a plain list of what changed.
- The game has no telemetry, so what you write in reviews and discussions is how we learn where the tower is unfair, too easy or confusing.
- Co-op feedback matters most to us. If you and your partner find a moment where one of you has nothing to do, tell us.
- Contact: hello@geekzonecouch.com”
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This game is not yet available on Steam

Planned Release Date: Oct 30, 2026

This game plans to unlock in approximately 3 weeks

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About This Game

"Experiment 4051 begins. I wiped the previous 4050 into the stairwell." - the Tower

EARLY ACCESS: the climb is fully playable today - solo or co-op, five zones, no top floor. During Early Access we plan to add new monsters for the deep zones and more Wardens with their own models, and to tune the balance around your climbs. The details are in the Early Access section on this page.

ONE TOWER. TWO PLAYERS. NO PATIENCE.


TOWERMOUTH is a couch co-op roguelite climb. Two of you share one screen, one PC and one very rude tower. Every floor is a room full of things that want you gone. Clear it, take the stairs, and let the Tower tell you exactly what it thought of your performance. There is no top floor.

YOUR WEAPONS FIRE THEMSELVES

You never click to attack. Weapons pick their own targets and swing on their own rhythm, so the whole fight is about where you stand, who you body-block and when you commit. 20 weapons - CLUB, KATANA, CROSSBOW, BLUNDERBUSS, ICE STAFF, a FRYING PAN, an actual FISH - each with its own reach and cadence, and most of them leave a mark: bleed, shock, sunder or splash.

WEAPONS EVOLVE

Take the same weapon again and it does not pile up in a corner of your inventory - it upgrades. Every tier is +40% damage and a visibly bigger, meaner version of itself. A tier-3 SCYTHE looks nothing like the one you started with.

FIVE COPIES CHANGE THE RULES

Stack five copies of an effect card and it stops being an item. STORM RING becomes LIGHTNING ROD. BLAST FIST becomes FUSE FIST. VAMPIRE becomes BLOOD WEB. THORNS becomes THORN GARDEN. EAGLE EYE becomes ECHO. Then keep stacking: every five more copies is a new rank - more rods, longer echo chains, longer bomb chains, a wider web, more thorns - and once the visible upgrades run out, every rank still adds +25% damage. There is no cap.
"That is not a build anymore. That is weather." - the Tower

STAND CLOSE. FUSE.


Any two active transformations fuse: each one's trigger sets off a small burst of the other. Ten named fusions - STORM ECHO, THUNDER FUSE, BLOOD BOMB, SHRAPNEL, LIVE WIRE and more. Solo, you fuse your own two. In co-op, your partner's transformations count too while you stand within 9 m of each other - so the strongest build in the room can be the two of you, standing uncomfortably close.
"Stay close, you two. It is disgusting. It works." - the Tower

BUILDS YOU CAN SEE ON YOUR BODY

Dozens of items, augments and curses, and the loud ones change how your character looks. RED FLASK reddens your skin. STORM RING wraps you in arcane light. ROTTEN HEART trades 16 max HP for +14% damage and rots you visibly. Trade-offs are the point: GLASS CANNON, BERSERK, GAMBLER, GOLDEN SHACKLES - and rule-benders like GRAVEDIGGER'S PACT and PRANK INSURANCE that mess with the Tower's own rules. Three pieces of a family earn you its title, and 16 synergies are waiting to be found. You can read a player's build by looking at them.

PICK FAST. READ EVERYTHING.


Level-ups, ultimate picks, rewards and the market use stone-tablet card screens: one clear text size across every card, a pointer in your own color, and in co-op a full description panel for each player. Every card says exactly what it does, with its numbers, in all 15 languages. Cards show what they are building toward ("3/5 → ECHO"), weapon cards compare against the weaker weapon you hold, and the pause screen draws your whole build as a skill tree - one per player.

ULTIMATES WITH NO INDOOR VOICE

Eleven of them: BLACK HOLE, METEOR RAIN, ICE AGE, THUNDER GOD, APOCALYPSE, GHOST SWARM and friends. One button, one very large opinion.

A WARDEN EVERY FIVE FLOORS


Four fast floors, then a wall. 150 named Wardens stand between floor 5 and floor 750, each with signature attacks drawn from eight - rock rain, slams, summons, lava, volleys, novas and worse. They telegraph hard, hit harder and enrage when you hurt them. The sprint floors are the breath; the fifth is the test.

THE COLLECTOR

From floor 15, every fourth Warden is THE COLLECTOR. It turns up with copies of your own weapons floating around it, and the stronger your build, the tougher it gets. You are, in a very real sense, fighting your own choices.
"THE COLLECTOR. It liked your build so much it kept a copy." - the Tower

THE GAME TELLS YOU THE MOVE


When something is about to kill you, your half of the screen says what to do about it - one line with your own button, only in that moment, and rarely. RED RING - DASH OUT. SHIELD IN FRONT - HIT IT FROM BEHIND. When your partner goes down, the alert names the right move: dash out of the slam, drag them away from the Warden, or stay close to revive. A Warden's health bar marks where it will enrage, its enrage blast warns you before it lands, and the pad only rumbles when something on screen deserves it.

SPLIT-SCREEN THAT ISN'T AN AFTERTHOUGHT

Both players get a real camera, a real build and a real shop - not one lead and one passenger. Two gamepads, a gamepad plus the keyboard, or both of you on one keyboard - or solo when nobody is around. When one of you drops, the other stands close to revive - or grabs them and drags them away from the Warden. No online, no accounts, no netcode - but Steam Remote Play Together lets a friend join from their own couch. Sit down and play.

FOUR WAYS TO SUFFER

EASY, NORMAL, HARD and CHAOS. NORMAL starts biting on floor 2. CHAOS is where the horde is x2, everything is faster and meaner, damage is x1.6 and gold is doubled because you are going to need it - and its Wardens bring more HP, enrage sooner, call three reinforcement waves and throw their signature attacks more often. On every difficulty a climb has three lives: a wipe restarts the floor and keeps your build and level. The Tower accepts your CHAOS terms. No refunds.

A TOWER WITH FAR TOO MUCH TO SAY

More than 200 lines about your floors, your build and your deaths, delivered while you are busy not dying. Before a climb it may offer you a bargain: a reward with a price attached. Read the small print. It wrote it.
"Welcome to my stomach. Yes, this is exactly what it sounds like." - the Tower

FEATURES

  • Two-player local co-op in split-screen, or solo
  • Two gamepads, gamepad + keyboard, or both on one keyboard - plus Steam Remote Play Together
  • Full gamepad support
  • 20 weapons with multi-tier evolutions
  • Dozens of items, augments and curses that change your body, not just your numbers
  • 5 transformations that rank up with no cap, 10 fusions, 16 synergies
  • 11 ultimates
  • A Warden every fifth floor - 150 named Wardens with signature attacks
  • Five zones and no top floor
  • Three lives per climb - a wipe restarts the floor, your build stays
  • Four difficulties, from EASY to CHAOS
  • Full game: DUEL couch PvP, DAILY TOWER and ONE CLUB runs - the free demo is the first 25 floors, solo or co-op
  • Procedurally arranged floors - no two climbs are the same, except on the DAILY TOWER, where everyone climbs the same one
  • 111 medals to earn in RECORDS
  • 37 Steam achievements - no counters, no "reach floor N"
  • 15 languages
  • A Tower with far too much to say

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

Some of the visuals on our store page and some of the 2D illustrations in our game were created with the help of AI-powered tools.

System Requirements

    Minimum:
    • OS: Windows 10 (64-bit)
    • Processor: Quad-core 2.5 GHz (Intel Core i5-4460 / AMD FX-6300)
    • Memory: 4 GB RAM
    • Graphics: DirectX 12 / Vulkan 1.0 compatible GPU with 2 GB VRAM (NVIDIA GeForce GTX 750 Ti / AMD Radeon RX 560)
    • Storage: 1 GB available space
    • Sound Card: DirectX compatible sound card
    • Additional Notes: Split-screen renders two viewports at once, so co-op is heavier on the GPU than solo play. A gamepad is recommended for the second player.
    Recommended:
    • OS: Windows 11 / Windows 10 (64-bit)
    • Processor: 6-core 3.0 GHz (Intel Core i5-9400 / AMD Ryzen 5 2600)
    • Memory: 8 GB RAM
    • Graphics: 4 GB VRAM (NVIDIA GeForce GTX 1060 / AMD Radeon RX 580)
    • Storage: 1 GB available space
    • Sound Card: DirectX compatible sound card
    • Additional Notes: Targets 1080p60 in split-screen co-op.
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