TowerFall Ascension

The Last Great Argument for Sitting on the Same Couch

by Maddy Makes Games Inc., Extremely OK Games, Ltd.

Action gameSteamSwitchPlayStationXbox$14.99

Reviewed by the Rankeno Action DeskUpdated Oct 2026

TowerFall Ascension is an Action game for Steam, Nintendo Switch, PlayStation and Xbox. Its one real cost is assuming you have friends within arm's reach. It scores 8.3 out of 10 — Great.

8.3Great#249 of 785 Action games

How it scored How we score

  • Design9.0
  • Innovation8.5
  • Value8.0
  • Utility7.0

Each of the four criteria is scored out of 10. The headline score is our editorial verdict across them — weighing all four rather than taking an arithmetic average — and every review publishes the breakdown so you can see where the verdict came from.

How this score compares with every review we publish — Score atlas.

In one line

TowerFall Ascension is one of the sharpest local multiplayer designs of the indie era — lean, readable, and built so that every loss makes sense.

Released Mar 11, 2014

The verdict

Its one real cost is assuming you have friends within arm’s reach.

What we liked

  • The arrow-catch mechanic creates genuine risk-reward tension rare in the genre
  • Instantly readable for newcomers, endlessly deep for veterans
  • Variant system keeps long-term groups from going stale
  • Switch version adds six players, Dark World, and Celeste guests

What could be better

  • No official online multiplayer — the best content requires bodies in the room
  • Quest and Trials modes thin out quickly for solo players
  • Keyboard controls on PC are an afterthought; controllers required
  • A decade old, and the base Steam SKU sells the expansion separately

Cheaper than 64% of the 732 Action games we price-check.

Is it for you?

Best for

  • Couch-multiplayer households — roommates, siblings, game nights, dorms. This is the game those rooms deserve.
  • Smash Bros. groups seeking a palate cleanser with faster rounds and zero character-matchup homework.
  • Celeste devotees on Switch curious about the studio's DNA (and Madeline's archery career).
  • Not for: solo players expecting a full campaign, or anyone whose multiplayer life is exclusively online.

More reviewed in Action

Overview

Before Maddy Thorson made Celeste and became indie royalty, there was TowerFall — a game that launched on the doomed Ouya console and somehow became the only reason anyone remembers that hardware existed. TowerFall Ascension is the definitive expansion of that original, developed by Maddy Makes Games (formerly Matt Makes Games, now operating alongside Extremely OK Games), and it remains the studio’s clearest statement of design philosophy: strip everything away until only the decisions remain.

The premise fits on an index card. Up to four archers — six on Nintendo Switch — occupy a single screen. Each carries a handful of arrows. You shoot, you dodge, you stomp heads, and critically, you catch enemy arrows out of the air with a well-timed dash. Matches last seconds. Sessions can last hours. That gap between match length and session length is where TowerFall lives, and it’s the same gap that made Bomberman and Super Smash Bros. generational touchstones.

Ascension isn’t a remaster; it’s the game the Ouya original was sketching toward. It adds a 1–2 player co-op Quest mode, a Trials time-attack mode, unlockable archers, new towers, and dozens of rule variants. The Switch release goes further, bundling the Dark World expansion and adding Celeste‘s Madeline and Badeline as playable guests — a victory lap the game earned.

Market positioning is unambiguous: this is a couch game in an online era. That was a bold bet in 2013 and it’s a defiant one now. The bet mostly pays off, and the game’s long-standing critical standing — a Metacritic score of 87 — reflects how well it has held up.

Key features

  • Arrow Economy: Every archer starts with a finite quiver. Arrows stick in walls and can be scavenged — or caught mid-flight by the person you fired them at. Ammunition isn’t a resource; it’s a conversation.
  • Quest Mode (1–2 players): A wave-defense co-op campaign across the towers of the game’s world, fighting monsters and enemy archers. It’s the answer to “what if nobody’s over tonight” — a partial answer, but a real one.
  • Variant System: Dozens of togglable rules — bomb arrows, drill arrows, laser arrows, shields, wings, screen-wrap tweaks — that let a group tune chaos to taste without breaking the core game.
  • Switch-Exclusive Extras: Six-player battles, the Dark World expansion bundled in, and Madeline and Badeline from Celeste as guest archers.

Analysis

The Catch Is the Whole Game

Most versus games are built on offense. TowerFall is built on the catch. Dash into an incoming arrow at the right moment and it’s yours — the projectile meant to kill you becomes your ammunition. This single mechanic transforms every exchange. Firing an arrow is no longer a safe bet; it’s a wager. Against a skilled opponent, a panicked shot is a donation.

This is what separates TowerFall from the pile of pixel-art party games that followed in its wake. The design doesn’t just reward skill — it makes skill legible. When someone catches your arrow, spins, and puts it through your skull, everyone on the couch sees exactly what happened and exactly why. There’s no damage math, no frame-data spreadsheet, no hidden state. The screen is the whole truth. That readability is why matches between a veteran and a first-timer should stay entertaining: the newcomer loses, but they understand their loss, which is the precondition for wanting a rematch.

The Loop

A round of TowerFall runs maybe twenty seconds. Spawn, scramble for position, trade shots, someone dies, reset. Treasure chests punctuate the rhythm — crack one open and you might get bomb arrows that reshape the terrain, drill arrows that punch through walls, or a shield that buys you exactly one mistake. Screen-wrapping stages mean there are no corners to hide in; the arena is a torus, and the player who internalizes that geometry first owns the match.

The variant system deserves specific praise because it solves the party-game death spiral: staleness. When the group’s meta calcifies — when everyone knows who wins straight matches — you flip on wings, or infinite arrows, or no-dodging, and the hierarchy scrambles. It’s not content in the DLC sense. It’s re-randomization of skill, and it’s why TowerFall groups should stay engaged past the honeymoon.

Quest and Trials: Necessary, Not Sufficient

Here’s where the critical eye earns its keep. Quest mode looks good on paper — genuinely tense in co-op, with enemy archers that use your own toolkit against you. But it’s a side dish. The wave-defense structure runs out of surprises before it runs out of levels, and solo players will likely see the bottom of the content well within a weekend. Trials, the time-attack mode, is a leaderboard-chaser’s diversion built on the same movement tech, and it’s fine. Fine is the word.

The structural problem is unavoidable: there is no built-in online multiplayer. Thorson designed the game around the latency-free, trash-talk-rich environment of a shared room, and that purism produced a better game — but it also produced a game that a meaningful chunk of buyers can’t play as intended. In 2014 this read as principled. Today, with fan-made netplay workarounds filling the gap, the absence reads as a moat around the game’s best content. If your social life doesn’t include regular physical proximity to three other people who own controllers, you’re buying a Ferrari to drive in a parking garage.

Visuals & performance

The pixel art is disciplined in a way that most retro-styled games misunderstand. Every sprite exists to be parsed at speed — archers, arrows, and hazards read instantly even in four-player chaos, because Thorson treats visual clarity as a gameplay system, not an aesthetic garnish. The towers themselves carry more atmosphere than a party game strictly needs: sacred ruins, moonlit ramparts, a melancholy that hints at the storytelling instincts that would later bloom in Celeste.

Technically, the design asks very little of hardware. It’s a 2D single-screen title from 2014, light on any system it targets, and built for the instant restarts that “one more round” demands. Precision games live and die on input latency, and TowerFall’s design — short rounds, single-screen action, direct controls — is the kind that keeps that concern off the table. When you lose in TowerFall, the game is never the reason.

Platform nuances

Nintendo Switch is the platform to buy it on, and it isn’t close. The bundle includes the Dark World expansion, raises the player cap to six, and adds Madeline and Badeline. More importantly, the hardware is the use case: a Switch in tabletop mode with Joy-Cons split among four people is TowerFall’s natural habitat. The game was practically waiting for this console to be invented. Six-player matches tip from tactical into gleefully unmanageable, which is the correct direction to tip.

Steam is the value play and the tinkerer’s home. Controllers are effectively mandatory — keyboard play is possible in the way that eating soup with a fork is possible — so budget for gamepads. The PC version benefits from frequent deep discounts and an active community that has built unofficial workarounds for the online problem, though relying on fan infrastructure for a game’s core mode is a caveat, not a feature.

Final verdict

TowerFall Ascension is what happens when a designer trusts subtraction. No unlock treadmill propping up thin mechanics, no netcode compromising the feel, no visual noise obscuring the read — just four archers, a handful of arrows, and one of the purest competitive loops of the indie era. The lack of online play is a real cost, and the solo modes are supporting acts that occasionally forget their lines. But judged on what it sets out to be — the game that fills a living room with shouting — it still stands near the top of its field. We recommend it without hesitation to anyone with a couch and company: buy it on Switch, hand out the Joy-Cons, and watch a room full of adults revert to twelve-year-olds in under a minute.

Reviewed by the Rankeno Action Desk. Scores are out of 10; the overall score is the desk’s editorial judgement, informed by the four sub-scores above. How we review

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Quick facts

Developer
Maddy Makes Games Inc., Extremely OK Games, Ltd.
Publisher
Maddy Makes Games Inc.
Released
Mar 11, 2014
Price
$14.99
Genres
Action, Indie
Metacritic
87

Questions about TowerFall Ascension

Is TowerFall Ascension worth it?

TowerFall Ascension is what happens when a designer trusts subtraction. Our editors scored TowerFall Ascension 8.3 out of 10, which puts it in our Great band.

Why does TowerFall Ascension score 8.3 out of 10?

With a score of 8.3 out of 10, TowerFall Ascension lands in our Great band. Design is its strongest category at 9.0 out of 10. Utility is the weakest at 7.0.

What do our editors like most about TowerFall Ascension?

The arrow-catch mechanic creates genuine risk-reward tension rare in the genre. Instantly readable for newcomers, endlessly deep for veterans.

What do our editors say is TowerFall Ascension's biggest weakness?

No official online multiplayer — the best content requires bodies in the room. Quest and Trials modes thin out quickly for solo players.

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