See a run

45 seconds · no sound

Recorded straight off this site: pick a mage, fight up the floors, take the prize. Nothing staged — this is the game as it runs in your browser.

Five mages

Pick a mage

Each mage brings their own deck, signature arcana, and locked trophies only that element can carry.

  • Cairnward

    Standing stone and ward

    Cairnward

    Wakes the stones of the lower galleries and sets them in the way. Stack Focus, soak whatever the trial throws, and end it with a single weight nobody steps aside from.

    Stone Driver

    Signature card

    Stone Driver

    Focus counts triple on this cast. Stack it, loose once, end the fight.

  • Windreader

    High winds and reach

    Windreader

    Reads the draught through the open galleries and knows what the floor will do next. Draw deep, spend wide, and bend the turn before it arrives.

    Shed Weight

    Signature card

    Shed Weight

    Slow, expensive, clears the floor. Pair it with Scorch stacks and pressure flasks.

  • Rimecaller

    Still water and patience

    Rimecaller

    Calls the cold into standing water and waits. Stack Chill and Blight, let the trial wear itself down, and finish with strikes nobody counted.

    Blight on the Edges

    Signature card

    Blight on the Edges

    Every attack leaves Blight behind. The big ones wither out in eight turns.

  • Bloomtender

    Green vault and growth

    Bloomtender

    Keeps a garden inside a tower that was never built to hold one. Heal in the exchange, outlast the long floors, and scale Focus and Attune together.

    Elderbloom

    Signature card

    Elderbloom

    +5 Focus and +5 Attune at once. Late-run survival meets late-run burst.

  • Emberheart

    Bright flame and risk

    Emberheart

    Carries more fire than a body was meant to hold, on purpose. Stoke Heat for scaling damage, Unleash it for a burst or Ward — but reach the cap and the Backlash takes it out of you.

    Running Blaze

    Signature card

    Running Blaze

    Deals 9 damage plus your Heat. Keep the magazine hot, then give them everything.

Cards

249 ways to fight

Real art, hand-tuned numbers, three colour-coded card types (attack, skill, power). Every run drafts a new deck out of these.

The loop

What you do

  1. Pick a route

    Branching ascent, 15 floors per act. Fights, elites, quiet sanctums, pedlars' stalls, sealed vaults, encounters.

  2. Fight

    Three pressure a turn. Play cards, read their intent, time your Ward. Fights run 4-8 turns.

  3. Draft

    Win → take a card or walk away. Elites and chests also drop arcana. Pedlars take glimmers.

  4. Take the prize

    One of four per act, drawn when you set out. Repeat for the next act. Three acts to the Crown.

  5. Climb again

    Clear all three acts → unlock the next Ascension. Ten steps up, each one changes the math.

In writing

Free climb. Cosmetic robes.

All five mages and the full three-act climb are free, permanently. The shop offers optional cosmetics across nineteen categories — skins, card backs, name effects, map themes, frames, damage numbers, cursors, profile banners, combat backgrounds, stamps, card finishes, soundtracks, voice lines, profile titles, energy orbs, HP bar styles, map node themes, card borders and title-screen ambience — plus in-game ⟡ Glimmers you can also earn by playing. No pay-to-win, no loot boxes, no advertising.

Mage Towers is operated by the Operator and is currently in early access. Cloud-saved runs may be reset between major patches.

FAQ

Quick answers

  • Is it really free?

    Yes. All five classes, every card, every relic, every event, every boss, every act. Cosmetic skins / card backs / map themes are optional purchases — see the shop.

  • Do I need an account?

    No to the demo — one fight, no signup. Yes to cloud-saving runs, leaderboard submissions, and the daily challenge.

  • How long is a run?

    A full three-act run takes 45-90 minutes. A single act on its own runs 15-30.

  • Mobile?

    Plays on phones — combat has its own compact layout, hand snap-scrolls, long-press inspects any card / relic / enemy. AddMage Towers to your home screen for a fullscreen launcher.

  • Why a browser game?

    Lower friction. No download, no launcher, no install. Everything you need to start climbing is one click away. More about the project.

The towers are open.

Pick a mage. Start the climb. The first run is short, and the next one is sharper for it.