Towerborne, an eagerly anticipated game by Stoic Studio, was showcased at Gamescom, offering attendees a glimpse into its starting classes and combat mechanics. The game is set to be released on Xbox Series X/S and PC later this year. In-depth details about the classes were shared via Xbox Wire, highlighting the differences and unique abilities each class brings to the table. The gameplay allows for a variety of strategies, catering to both novice and seasoned players.
Diverse Starting Classes
Towerborne features four initial classes: Sentinel, Shadowstriker, Pyroclast, and Rockbeaker. Each class starts with different weapons: the Sentinel wields a sword and shield, the Rockbeaker uses gauntlets, the Pyroclast carries a warclub, and the Shadowstriker employs dual daggers. According to lead combat designer Isaac Torres, these classes are designed to be accessible yet offer depth for advanced play.
“The best way to think about this is having a low skill floor but a high skill ceiling. There are always new ways to optimize and new things to discover. Players using the same weapon can still have different Focus Skills equipped. You could have three players on one team using Sword and Shield that provide drastically different experiences.”
Players can execute unique combination attacks by leveraging their class-specific skills. For instance, a Rockbeaker can launch an enemy into the air, allowing a Pyroclast to deliver a powerful knockback, culminating in a devastating finisher. Additionally, enemies exhibit Break states, providing opportunities for coordinated team attacks.
Weapon Tradeoffs and Customization
Each weapon within Towerborne has inherent tradeoffs. For example, the Warclub features a Heat Gauge that must be managed to optimize performance. Torres notes that while charging the Heat Gauge manually can be risky in combat, there are techniques to mitigate this risk, such as canceling recovery frames. This design philosophy ensures that players have a variety of options to suit their play style.
“The weapons are all designed in a way that allows players to either discover or unlock ways to optimize their abilities. Warclub, for example, allows players to manually charge up their Heat Gauge. This may not be a very safe option in the middle of a battlefield. However, you can also cancel the recovery frames of your attacks to charge up your Heat Gauge, which significantly minimizes that risk.”
Future updates for Towerborne promise additional content such as new bosses, biomes, and seasonal updates. This continuous support aims to keep the gameplay experience fresh and engaging for players long after the initial launch.
Information gathered from previous reports on Towerborne indicates that the game has been in development for several years, with Stoic Studio iterating on its unique combat mechanics and class systems. Earlier insights pointed toward a more traditional action RPG, but recent details emphasize a more collaborative and skill-based approach. The introduction of classes with distinct starting weapons and abilities marks a significant evolution in the game’s design.
Comparison with past information reveals that Stoic Studio has consistently aimed to create a game that offers depth and replayability. The introduction of a high skill ceiling and collaborative gameplay mechanics appears to be a direct response to feedback from early testers and community members. This shift highlights the studio’s commitment to delivering a product that resonates with both casual players and hardcore enthusiasts.
Towerborne’s release later this year is eagerly awaited, with its combination of accessible yet deep gameplay likely to appeal to a wide audience. The emphasis on collaboration and customization ensures that players can find their own unique way to enjoy the game. As Stoic Studio continues to refine and expand upon these features, Towerborne could potentially become a standout title in the action RPG genre.