See a run
45 seconds · no soundRecorded 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.

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.

Signature card
Stone Driver
Focus counts triple on this cast. Stack it, loose once, end the fight.

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.

Signature card
Shed Weight
Slow, expensive, clears the floor. Pair it with Scorch stacks and pressure flasks.

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.

Signature card
Blight on the Edges
Every attack leaves Blight behind. The big ones wither out in eight turns.

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.

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

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.

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
Pick a route
Branching ascent, 15 floors per act. Fights, elites, quiet sanctums, pedlars' stalls, sealed vaults, encounters.
Fight
Three pressure a turn. Play cards, read their intent, time your Ward. Fights run 4-8 turns.
Draft
Win → take a card or walk away. Elites and chests also drop arcana. Pedlars take glimmers.
Take the prize
One of four per act, drawn when you set out. Repeat for the next act. Three acts to the Crown.
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.