Tower of Babel: Survivors of Chaos
NANOO · Fighting, RPG, ARPG, Action
Overview
Battle hordes of monsters, acquire new skills, and upgrade your abilities. Customize your build with hundreds of item combinations and reach the top to fulfill your deepest desires. Conquer the tower in this thrilling roguelite hack and slash survivors game!
THE GAMEQ VERDICT1,517 reviews analyzed
What players are actually saying
1. Summary
Players describe Tower of Babel as a survivors-style horde game with a Diablo-style loot layer on top: you clear timed floors of a tower, pick random skills as you level, then go back to town to identify gear, socket gems and buy permanent upgrades. That mix is what fans recommend it for. They like legendary items that change how skills behave, the art (a few compare it to Darkest Dungeon or Don't Starve), and a low price that buys dozens of hours. The ones who call it addictive say it suits short sessions or switching their brain off.
Opinion splits over the grind. Some bought the game for a long chase and enjoy it. Others hit walls where a floor demands hours of replaying earlier ones for gold, while permanent upgrades move stats by fractions of a percent. Other complaints: level-up offers ignore the build your gear supports (the Bless system meant to fix that gets called weak), maps are empty with nothing to do but circle, some floors and enemies feel unfair, and most loot is vendor fodder. Regular early access patches won goodwill, though some updates (an XP and gold cut, ranged enemies that hurt melee builds, shorter runs) drew their own backlash. Reviews written in the weeks after 1.0 were the least positive stretch, and the ratio recovered later in 2026. This verdict reads English reviews, which Steam rates Mostly Positive; Steam's all-language rating is Mixed.
2. What keeps coming up
What players praise
Diablo-style loot on a survivors-like coreHigh
"It's like Diablo and Vampire Survivors had a love child," one player wrote. 35% of the longer reviews make some version of that comparison, naming Diablo, Path of Exile, Vampire Survivors, Halls of Torment, Death Must Die or Brotato. They like that gear shows up on the character, that legendary affixes rewrite skills (a dragon's breath turning into a summoned dragon head, a skill casting extra beams), and that there are sockets, gems, runes and a blacksmith to tinker with. A few say its itemization beats the games it borrows from. Critics turn the comparison around, saying the systems were copied without the depth of the originals, and some dislike the stat-heavy Diablo 4 style of items.
Lots of game for a low priceHigh
Price or value comes up in 21% of the longer reviews. Reviewers who paid $8 to $15 describe getting far more hours than they paid for: "Yes, this is absolutely worth $13 and is fun to play!" Some add that it is best bought on sale. The pushback comes from players who gave up on it, such as one who called it "13$ way over priced for what little is actually here," and others who say cheaper or more polished genre peers exist.
Art style and presentationHigh
19% of the longer reviews bring up the art, graphics or visuals. A few compare the look to Darkest Dungeon or Don't Starve; one called it "like mini Diablo with the graphics of Don't Starve." Several call the animations smooth and the effects satisfying, and even some negative reviews concede the art is the best part. The sound gets less praise. A few call the music loop short and some effects (the blacksmith, enemy footsteps, the Brawler's attack) grating.
Addictive, easy to pick upMedium
Some reviews describe a one-more-run pull and lost evenings, down to a one-line review that reads "I forgot to sleep." Players say it suits 20-minute sessions, podcasts in the background, or unwinding after work, and that it is easy to start even if the systems run deep.
Plays well on Steam DeckLow
Handheld players report it running smoothly with a controller: "Runs like a dream on Steam Deck too." A couple of Deck and Linux users hit resolution or auto-aim toggle problems, and a few PC players had controller drops early in early access.
Where players are split
How much grinding it asks forHigh
Grinding comes up in 31% of the longer reviews, from both sides. Some players want exactly this: "This is an extreme grind and I'm here for it." They like farming lower floors for gear, compare it to classic Diablo, and say the slow climb makes progress feel earned. Others say the grind outweighs the reward. Gold upgrades get expensive fast ("when you have over 200k to pay for just 1 upgrade, it soon loses that edge!"), progression was per character in early access, and players describe replaying the previous floor over and over before the next one opens up. A small group reads the pacing as mobile or gacha design; one long review described the late game as "less Poker and more Blackjack against a cheating AI". Players with only a few hours rarely mention the grind; it comes up far more once people get past the opening floors.
Patches and balance changesMedium
The update stream comes up in 10% of the longer reviews, for better and worse. In early access, players credited daily hotfixes and regular content updates; a launch-month reviewer noted that "Many complaints that people had 2 weeks ago at launch are no longer relevant," and later reviews mention shared gold and other quality-of-life fixes arriving. Other patches turned players against the game. Reviews single out patch 1.4 for cutting XP and gold ("Most recent patch 1.4.0/1 killed progress in the levels"), the ice update's projectile-firing enemies as punishing melee characters, a removed and later restored ultrawide resolution, a January 2026 update that made basic-attack builds far stronger than skill builds, and an altar rework at 1.0 that left some veterans weaker than before. A handful objected to paid DLC arriving during early access.
Run length and the loot timerLow
Some players found 20 to 25-minute floors too long ("20 minutes for one run is way too long."). After the post-1.0 Turbo Run update shortened runs, others complained in turn: "Some people complained about long runs so they shortened ALL runs." Several want both options. The short window to grab loot after clearing a floor also annoys players on both sides, who ask for a portal or an auto-pickup instead.
What frustrates players
Random level-up offers that ignore your buildHigh
18% of the longer reviews bring up RNG, randomness or the Bless system, and the complaints center on what the game offers at level-up. Players gear around a skill with legendary affixes and then never see that skill in the run: "Whenever I don't get offered the spells that I have built my items and blessings around its just such a frustrating slog." The Bless system is supposed to make a chosen skill appear more often, and 27 reviews say it barely works, with blessed skills showing up rarely or never; one short review just asks, "What does Bless Skill even do?" Bans and rerolls are too scarce to steer a run. Some reset any run that doesn't offer their key skill or a revive early. A minority likes the ban, bless and reroll tools and the chance of multi-level upgrades.
Empty maps and runs that feel the sameMedium
"A huge map with no interaction. You can literally stand in one place from the very start." 11% of the longer reviews say the maps give no reason to move or that runs blur together. They ask for events, shrines, side objectives, chests worth breaking, a minimap, more enemy variety and floors that look different. Some players who like the game raise it as well.
Difficulty walls and unfair enemiesMedium
Difficulty spikes or specific enemies come up in 10% of the longer reviews. Players report hard walls at certain floors (5, 6, 12, 14 and 15 come up by name), with lines like "18 hours in and over 15 hours of it stuck on level 6." The enemy complaints are concrete: fast crows that auto-aim can't hit, exploding ticks that spawn right next to you ("Exploding ticks are BAD game design."), ice skeletons that burst into shards, elites that kill you if not killed in time, and dense ranged waves at the end of a floor. A smaller group argues the walls are learning checks and that farming the floor below solves them, and a few found the game too easy after later rebalancing.
Loot that is mostly vendor fodderMedium
8% of the longer reviews say most drops are useless. Grey and blue items are outgrown at once and the important rolls (weapon power in particular) decide everything, while most other stats are small. One player gave up asking why they were sifting gear for the best percentage when "the damage bonus is little more than a rounding error". Each run ends with a pile to sort and sell: "The sheer number of loot items that drop is too much to go through after every level." Some add that legendaries drop too often to feel special, while others say the right legendary is too rare. Players who do enjoy the loot say the excitement lives in legendary affixes.
Crashes, frame drops and lost savesMedium
Technical problems show up in 8% of the longer reviews. Crashes and freezes mid-run, especially in boss fights or at high enemy counts, come up most ("This game crashes 1/3 runs I do, sometimes it freezes the whole PC."), and one long-time player reports a memory leak that was later fixed. Others report frame drops in effect-heavy late runs, made worse because the level timer slows with the frame rate. A few lost all progress to save or cloud-save problems ("My data was deleted after one shutdown"). Several players say the game runs fine for them, including on low-end laptops.
Inventory, crafting and stash frictionMedium
7% of the longer reviews raise inventory and crafting chores: no search or sort in the stash, gems that can't be removed once socketed, identifying every item in town, runes and jewels filling slots, and an item comparison that is hard to read. One reviewer put it plainly: "Looking for good item/jewel rolls gets really tedious with the amount of loot you get and lack of search function in stashes or inventory."
Permanent upgrades worth fractions of a percentMedium
6% of the longer reviews object to upgrades that cost a lot and change little: 0.1% crit per level, a 1 to 2% better chance of a multi-level skill offer per purchase, blacksmith upgrades that add a decimal. The complaint overlaps with the grind one above.
Classes that play alikeMedium
5% of the longer reviews say the characters only differ by their basic attack and special, since every class draws from the same skill pool: "All the skills are the same, so your warrior is shooting ice bolts and chain lightning." A related complaint is that upgrading the basic attack beats investing in skills, which narrows builds further. Skill trees added later helped for some.
Stats and systems nobody explainsMedium
Requests for tooltips, a tutorial or skill tags come up in 5% of the longer reviews. Players can't tell what area, range, cast speed or persistence affect, how dust and gem crafting work, or whether bonuses add or multiply. "The game is very poor at explaining the various boons and buffs your characters can get." A few defenders say it is easy to learn by experimenting.
Visual clutterLow
Some players can't see enemy attacks through their own spell effects, especially when enemies use the same elements: "Enemy projectiles and AoE indicators are very hard to see with all the bogstandard screen clutter." The skill transparency setting added in early access helped, but late-game reviewers still ask for more options.
No dash and slow walking in townLow
Some players want a dash or dodge for every class, and several find the hub too slow to walk around: "There's no reason for the movement speed in town to be that slow".
The in-game review requestLow
A handful of reviews mention the pop-up asking for a Steam review. A few answered it happily, and others marked the game down for it: "Review nag screens are always intrusive, annoying, and deserve anti-recommendations."
3. The player conversation
Launch week of early access produced 411 reviews at 83.5% positive, and players have argued about the game ever since. 57 positive reviews push back against the negative ones or the Mixed rating, most of them in the first month, pointing to early access and the low price. Negative reviews list balance and progression problems in detail, and some promise to revisit. Some critics sound disappointed: several say outright that they wanted to like the game, and others praise the foundation before explaining why they stopped.
Players with only a few hours write short reviews about first impressions, the art and the Diablo comparison. Grind comes up far more once players pass five hours, and those with 25 hours or more talk most about endgame loot, Bless and RNG, Chaos dungeons and legendary affixes. Early complaints about gold and upgrades not being shared between characters faded after the first patches (7% of longer launch-month reviews, none after 1.0).
Sentiment dipped twice. The four weeks after launch week came in at 75% positive, and the five weeks after the 1.0 release in late May 2026 were the lowest point at 56% (38 of 68); reviews from those weeks cite the altar rework, lost saves and the Turbo Run update. Later in 2026 the ratio recovered to 85%. Post-1.0 longer reviews talk more about run length and useless loot (9 of 60 for each) than earlier ones did.
4. What the developers could do
- Cut the grind with bigger, account-wide permanent upgrades and more gold per run. Grind comes up in 31% of the longer reviews, and some players who quit describe paying hundreds of thousands of gold for fractions of a percent.
- Make Bless, bans and rerolls actually steer level-up offers. Players build gear around a skill and then never see it in the run, and 27 reviews say Bless barely works.
- Give maps a reason to move: events, shrines, objectives and loot worth chasing. Players say you can stand in one place for a whole floor because the maps hold nothing to do, and they ask for events, shrines and side objectives.
- Smooth the difficulty walls and retune the worst enemies. Players name exploding ticks, crows, ice shard skeletons, instant-kill elites and spawns on top of the player as the deaths that feel unfair.
- Drop fewer, better items and add stash search, sorting and gem removal. Reviewers describe sorting a pile of useless items after every floor and ask for loot filters, search and a way to unsocket gems.
- Fix mid-run crashes, frame-rate-bound timers and save loss. Crashes at bosses cost players whole runs, frame drops slow the level timer, and a few lost every save.
- Give each class its own skills or bonuses so they stop playing alike. Players say characters differ only by a basic attack and a special, and that basic attacks outscale the shared skill pool.
- Explain stats and skill tags in tooltips and replace the loot timer with a portal or auto-pickup. Players ask what area, range and cast speed affect, and want to collect a cleared floor's loot without racing a timer.






