Towerborne - Systems
The core systems of Towerborne: hex-by-hex exploration of the City of Numbers, weapon classes that never lock a player down, the Belfry as hub and customization space, and a cooperative structure built for four players either locally or online.
We are updating the data
These pages are being expanded and corrected right now, so some entries may be
incomplete or out of date. Check back soon for the full dataset.
of 7 entries
· updated 2026-09-15
| Name | Type | Description | Source |
|---|---|---|---|
| Hex Overworld Exploration | Exploration System | The world is navigated through a hex-based overworld map. | Launch feature, available from the start of the campaign |
| Weapon Class Freedom | Combat System | Aces choose from the Pyroclast, Rockbreaker, Sentinel and Shadowstriker weapon classes, and the game deliberately avoids locking players to a playstyle. | Launch feature, available from the start of the campaign |
| The Belfry Hub and Ace Customization | Hub System | The Belfry is the game's hub world and the last safe foothold for the refugees of the City of Numbers. | Launch feature, available from the start of the campaign |
| Four-Player Cooperative Play | Multiplayer System | Towerborne supports cooperative play for up to four players, both locally on a shared screen and online, with single-player available as well. | Launch feature, single-player and co-op both supported |
| Live-Service Content Cadence | Post-Launch System | Stoic designed Towerborne as a live-service game and planned to keep introducing new content after the official launch, rather than shipping a fixed campaign and stopping there. | Stoic's stated post-launch plan |
| Offline Play Support | Access System | When the free-to-play model was dropped ahead of the 1.0 launch, the game was repositioned as a complete experience and offline play support was added, so the campaign does not require a persistent online session. | Announced January 7, 2026, shipped with the February 26, 2026 full release |
| Animated-Film Art Direction | Presentation System | The game is built in Unreal Engine with an art style Stoic describes as inspired by animated feature films, a deliberate contrast with the bleaker post-apocalyptic premise and with the studio's earlier Banner Saga games. | Stoic's stated art direction |
No matching entries
Try a different search term.