Few games change direction as dramatically — and as successfully — as Towerborne. Originally introduced as an always-online free-to-play experiment during Early Access in 2024, Stoic’s cooperative brawler has undergone a fundamental transformation ahead of its full 1.0 launch. Now a premium buy-to-own title with offline support and a simultaneous PlayStation 5 debut, Towerborne feels less like a finished Early Access project and more like a confident relaunch.
Best known for The Banner Saga, Stoic pivots here towards fast-paced action, combining classic side-scrolling beat ’em up combat with modern loot-driven progression. The result is what the developers call a “looter-brawler” — a hybrid that sits between Streets of Rage, Castle Crashers, and Diablo.
It’s an ambitious blend, and while not every system lands perfectly, Towerborne ultimately succeeds by understanding one crucial truth: great combat is the foundation of great co-op.
The Belfry: Humanity’s Last Stand
The world of Towerborne centres on the Belfry, a towering sanctuary that protects humanity from a corrupted wilderness. Players take on the role of an Ace, an immortal warrior reborn to defend civilisation from encroaching darkness.
Stoic’s storytelling DNA remains evident. While the tone is lighter and more action-focused than in The Banner Saga, the setting carries a melancholic undertone — a world already partially lost, held together by stubborn hope.
Story progression unfolds through missions launched from the Belfry hub, where survivors gather, vendors offer upgrades, and new narrative threads slowly emerge. Dialogue scenes and character interactions add welcome texture without slowing the pace.
The story never overshadows gameplay, but it provides enough context to make progression feel purposeful rather than purely mechanical.
Combat: Where Towerborne Truly Shines
At its core, Towerborne is a side-scrolling brawler — and an exceptionally responsive one.
Combat centres on combo chains, dodges, aerial juggling, and crowd control, echoing arcade classics while layering RPG depth. Every strike feels weighty, animations are clean, and enemy reactions provide satisfying feedback.
What elevates the system is weapon-based class flexibility.
Instead of choosing a fixed class, your identity depends entirely on your equipped weapon:
Warclubs deliver slow, devastating crowd control.
Dual Daggers emphasise speed and mobility.
Sword and Shield enable defensive team roles.
Other weapon archetypes introduce unique rhythm and positioning strategies.
Switching weapons fundamentally alters how the game plays, encouraging experimentation without punishing commitment. It’s a refreshingly flexible system that avoids the rigidity common in RPG class design.
Combat encounters escalate naturally as players learn enemy patterns and optimise combos. Timing dodges, coordinating abilities, and managing spacing become increasingly important at higher difficulty levels.
Simply put: fighting feels good — consistently, reliably good — and that carries the entire experience.
Loot Progression Done (Mostly) Right
Where Towerborne diverges from traditional brawlers is its ARPG-inspired progression loop.
Enemies drop gear with varying rarity, perks, and stat bonuses. Builds gradually form around equipment synergies rather than character levels alone. Legendary gear introduces meaningful gameplay modifiers, pushing players towards specific playstyles.
The Danger Level system adds welcome player agency. Increasing mission difficulty improves loot quality and enemy aggression, allowing players to control the pace and reward intensity.
This system works especially well in co-op, where teams can tailor challenges to group skill.
However, progression occasionally leans towards repetition. Missions reuse environments frequently, and grinding for optimal gear can feel familiar to anyone experienced with looter games. The difference is that combat remains engaging enough to offset the repetition more often than not.
Umbra Companions: Solo Play That Actually Works
Although clearly designed for multiplayer, Towerborne surprisingly respects solo players.
Umbra companions act as customizable spirit allies, offering abilities such as healing zones, explosive attacks, or defensive buffs. These companions add tactical depth and compensate for missing teammates without trivialising encounters.
Unlike many co-op-focused games, solo play rarely feels like a compromise. Difficulty scales intelligently, and newly added offline functionality for 1.0 ensures accessibility regardless of connection stability.
This shift away from always-online design is arguably the smartest decision Stoic made during development.
Co-op: Controlled Chaos at Its Best
While solo play works well, Towerborne unmistakably thrives in four-player co-op.
Combat becomes energetic chaos as players juggle enemies across the screen, chain abilities, and rescue each other during intense encounters. Team synergy emerges organically — a shield user protecting allies while dagger players dive into crowds, with Umbra abilities overlapping in spectacular fashion.
Cross-platform play between PlayStation, Xbox, and PC ensures a healthy player ecosystem at launch, a crucial advantage for cooperative longevity.
Local couch co-op is another welcome inclusion, reinforcing the game’s arcade roots. Few modern action RPGs capture the joy of shared-screen chaos, and Towerborne benefits immensely from it.
Presentation: Stylized but Purposeful
Visually, Towerborne adopts a painterly, comic-inspired aesthetic that blends fantasy warmth with post-apocalyptic melancholy. Characters are expressive, enemies distinct, and environments colourful without sacrificing clarity.
Animations are particularly strong — fluid combat motion reinforces responsiveness, making every action readable even during busy multiplayer moments.
The soundtrack complements gameplay with energetic orchestral themes that avoid overpowering the action. Sound effects emphasise impact, giving attacks a satisfying punch.
Performance on PS5 remains smooth and stable, maintaining consistent frame rates even during large-scale encounters.
Longevity and Endgame
The 1.0 release significantly expands endgame content compared with Early Access versions. Higher Danger Levels, gear optimisation, and challenging bosses provide long-term goals for dedicated players.
Still, the game’s structure leans towards iterative improvement rather than dramatic late-game reinvention. Players expecting sprawling RPG complexity may find progression loops familiar after dozens of hours.
Yet for a mid-priced title, the replayability feels generous — especially with friends.
Pros & Cons
Pros
- Exceptionally satisfying combat system
- Flexible weapon-based class design
- Strong co-op gameplay with cross-platform support
- Offline play greatly improves accessibility
- Stylish visuals and smooth performance
- Umbra companions enhance solo play
Cons
- Mission variety can feel repetitive
- Loot grind occasionally predictable
- Story takes a backseat to gameplay
- Endgame depth may not satisfy hardcore ARPG fans
Final Verdict
Towerborne is a rare success story of a game finding its identity through evolution. By abandoning its original free-to-play structure and embracing a premium, player-friendly model, Stoic has delivered a focused, confident action RPG that honours both arcade traditions and modern progression systems.
Its greatest triumph lies in combat — fast, flexible, and endlessly enjoyable whether played solo or with friends. While repetition and familiar looter mechanics can dull its edge, the sheer responsiveness of its gameplay keeps momentum alive long after the novelty fades.
More importantly, Towerborne feels designed for fun rather than monetisation — a refreshing shift in today’s multiplayer landscape.
It may not redefine the genre, but it absolutely refines it.













