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-20% Positive · 34 reviews
100% positive (34 / 34)








Mage Tower is a fantasy roguelike deckbuilder where you customize your cards to create broken builds, battle advancing waves of monsters, and push your luck in dangerous mini-roguelike dungeons.
Released
July 31, 2023
Price
Platforms
Windows
Developer
Publisher
Last sync
October 5, 2026
Mage Tower is a roguelike deckbuilder built around tight 45-minute runs, 3 bosses per run, and the thrill of turning a modest deck into something wildly overpowered. Travel across a fantasy world, fight off advancing waves of monsters, and shape your deck with spells, soldiers, artifacts, and absurd combinations.
Travel across a node-based map by visiting towns, events, obelisks, bazaars, and dungeons as you improve your deck. Monsters roam the map and can chase you down, turning exploration into battle at any moment. While movement is free-roaming, you can pause and inspect the map whenever you want, so it still captures the route-planning feel of other roguelike deckbuilders.
Enhance your cards with boons, turning simple units and spells into tools of destruction. Give a soldier infinite attacks. Make a spell hit harder, cost less, or gain new effects. Take a card that seemed just okay and turn it into the centerpiece of a broken, unfair build.
In the card battles, enemies do not just stand there waiting to be attacked! They advance in waves (like a tower defense game), creating constant pressure. You must decide when to defend, when to build momentum, and when to unleash your strongest spells. You retain your hand between turns, which makes planning and card advantage a huge part of survival.
And then there are the dungeons. These dangerous side areas feel like a mini-roguelike inside the larger run. You do not recover health inside. So every extra fight, treasure, and step forward comes with increasing risk. Leave now with your rewards, or push your luck to grab one more treasure!
The original Mage Tower released in 2013, during the early wave of deckbuilder experimentation that followed classics like Dominion. It explored a focus on combat (instead of on buying cards from piles), and introduced a "same-energy-every-turn" resource system.