Hey, you, Tower 57 is well worth a look

You’ll have an example off the top of your head, but I’m struggling to think of the last twin-stick shooter that put a big emphasis on downtime between blasting, with NPCs, a decent chunk of story, and an RPG-style upgradeable roster of characters. That’s what Tower 57 rather modestly offers, all through very pleasing chunky 16-bit art.

The setting is a dystopian, yet rather bright and cheerful future. Tower 57 is one of many vast metropolises that have been stacked vertically, and then controlled by an oppressive regime. But this is a whimsical take on the notion, played for laughs rather than GRIMDARK -SOOTHSAYING. You’ll learn of the conditions via news terminals you can read in both combative and friendly zones, which lean heavily in the direction of silly-satirical, creating a breezy attitude that’s very welcome. You’re tasked with bringing down one of the senior meanies, and that’s going to involve surviving a series of expansive levels packed with enemies and their rather unique approach to hurting you.

You, in this case, is three people selected from a pool of six. Each have their own specialisms, including weapon types and special attacks, and when one of them dies, the next steps in to carry on. Lose all three and you’ll go back to your last save position, and indeed there are (tricky) ways to revive characters – this is no roguelite. In fact, it’s just one example of what Tower 57 isn’t that has drawn me in.

Because not only is Tower 57 not roguey, it’s also not procedurally generated. I love me a roguelite, and I love me some procedurally generated funtimes. But goodness gracious, you don’t know how much you’re missing the alternative until you’ve got one right in front of you. Here the sprawling levels are bespoke, deliberately crafted places with which you can become familiar. And on losing all three characters, I was bemused by the realisation that I didn’t now need to start the whole game again.

A rather excellent feature is the loss of limbs. Not in real life. In real life that’s quite the worst. But it appears by this point in the future it’s significantly less of a big deal. If one of the big blue beasties bites off an arm or leg mid-fight, and you survive despite this, you can hop/crawl your way forward, ideally toward a vending machine that offers “ARMS” (DYSWTDT?). Here you can replace missing appendages for reasonable prices, and further, upgrade the ones you’ve already got. In fact, it gets quite so silly that should you need a cash injection, there are butchers to whom you can sell a limb if you think you can spare it for a bit.

Combat is familiarly twin-stick, with a limited collection of weapon types that can be swapped in and out with ease. However, I rather like the way it slowly ramps its way up to something resembling the bullet hell you might expect from the genre. It starts off fairly gently, letting you play methodically against a few enemies, and even offering you a blitz-the-lot-of-them attack before things even become slightly overwhelming. Which makes the moments later on when you do find yourself in a merry hell of attacks feel much more manageable.

Beyond this, there are no enormous surprises. But I’d say the surprise of offering a format that’s become so immediately associated with permadeath and procedural generation without either is intriguing enough. It re-emphasises progress amd reintroduces a desire to see what the story’s all about, along with a willingness to take risks that aren’t viable when losing everything is on the table. I’d almost forgotten these were things in arcadey top-down shooters. That, plus calm populated areas with shops, NPCs, hotels and the like betwixt the action manages to make twin-stick shooting feel fresh, despite its faithfully traditional early 90s vibe.

The result of a successful Kickstarter, and released the traditional year later than planned, Pixwerk’s debut seems like a proper treat. And looking at the game’s screenshots on Steam, my early exploration shows I’ve seen barely any of the environments and weapons/vehicles on offer here. At less than a tenner, I’m rather taken.

Tower 57 is out now on Windows and Mac for £9/$10/10€ via Humble and Steam.


  1. Neurotic says:

    Clearly inspired graphically by The Bitmap Brothers’ classic The Chaos Engine. (Which is no bad thing). Am surprised you didn’t mention this, John, given your 16-bit heritage. :)

    • April March says:

      Yeah, from the vids it’s pretty much “What if the makers of The Chaos Engine had gone on to create Metal Slug?”

      • TΛPETRVE says:

        They should ask whatever remains of Core Design for permission to add Sven Svardensvart from Banshee as a playable character.

        (Also, there already is a top-down quasi-Metal Slug; it’s called Shock Troopers.)

    • John Walker says:

      Like you say, it’s obvious if you already know, and irrelevant if you don’t.

      • BenAttenborough says:

        If this is anywhere near as good as the Chaos Engine then I’m in. Be nice if it’s on PS4? (Am I allowed to mention consoles?)

  2. Alien426 says:

    Also available on GOG.com: link to gog.com

    • Kollega says:

      Thanks for pointing this out! I sure appreciate the options for where to buy games – and this one, with its combination of a dieselpunk aesthetic and a dystopia played for laughs? Yeah, that’s certainly something I want to look into…

  3. April March says:

    You’re too late, John, I bought it yesterday. My girlfriend likes steampunk, I like twin-stick shooters, the game’s got two-player support – it’s a match made in heaven. (Though I already admitted to her it’s closer to dieselpunk.)

  4. Sin Vega says:

    I suspected putting “Not a bloody roguelike” on a game would sell it. Good work that dev, this looks great fun. The downtime is a particularly nice thought too, give the chaos some contrast and meaning, like.

  5. Ztox says:

    Oh wow, thanks for pointing this game out John. It really does look like a love letter to The Chaos Engine (which I’m still a huge fan of even today). I’m going to buy it right now

  6. ninsei says:

    Not only inspired by classic Amiga games, but it will get a AmigaOS 4 release to.

  7. deadlybydsgn says:

    Nobody referenced Zombies Ate My Neighbors (SNES)? I’m sure that game was inspired by some of the Amiga titles folks have already mentioned, but it’s still pretty relevant.

    I’m probably going to pick this up in GoG’s Winter sale (20% off).