Game review
Tower of Babel: Survivors of Chaos
5.4 / 10
- Developer
- NANOO
- Publisher
- NANOO
The short version
Biggest strengths
- Hand-drawn art style and satisfying visual/audio feedback on kills, upgrades, and legendary drops draw consistent praise
- Solid Diablo-meets-Vampire-Survivors foundation: bullet-heaven crowd control layered with real gear itemization and build variety
- Runs flawlessly for many players, including on Steam Deck, at a low asking price
Biggest weaknesses
- Meta-progression currency is not shared between the game's three characters, forcing a grind many reviewers call punishing rather than rewarding
- Legendary and rare loot drops constantly but delivers marginal stat gains, leaving itemization feeling hollow at higher floors
- Skill depth is shallow — all characters unlock the same skill pool, so builds differ mainly by basic attack rather than meaningful choices
5.4 / 10
The Pitch
Tower of Babel: Survivors of Chaos wears its influences on its sleeve: take the swarm-clearing, screen-filling combat of Vampire Survivors, cross it with Diablo-style gear itemization, and set it inside an endless tower you climb one floor at a time. You pick from a small cast of characters, each armed with a distinct basic attack and special ability, then fight through waves of monsters that converge on you from every direction while your skills and equipment slowly turn you into a one-person catastrophe. Legend says whoever reaches the top of the tower gets everything they desire; in practice, most players will spend far more time in the lobby sorting through loot than they will actually fighting.
The numbers behind it are hard to ignore for a game built by a small team: it debuted at Steam Next Fest in February 2025 among the event's 50 most-played demos, hit 100,000 copies sold within about a month of its May 2025 Early Access launch, and has since crossed 200,000 copies sold ahead of its full 1.0 release in May 2026. That kind of commercial traction, combined with a review base that has ballooned past 6,400 total ratings, makes this one of the more scrutinized entries in the bullet-heaven genre right now — and the current "Mostly Positive" score, down from the more enthusiastic reception it enjoyed earlier in Early Access, tells its own story about where the game has drifted since launch.
The Bullet-Heaven Foundation Is Genuinely Good
Strip away the itemization arguments for a moment and the core loop holds up. Reviewers consistently single out the hand-drawn art style, the weight of the hit feedback, and the sheer spectacle of a screen filling up with skill effects as your build comes online — one reviewer compares the whole aesthetic favorably to Don't Starve, another calls it "Brotato meets Diablo with Darkest Dungeon vibes." The genre-blend idea is sound: instead of Vampire Survivors' pure passive-upgrade chaos, Tower of Babel wants you actively managing an inventory of dropped gear, taking pieces back to a lobby to inspect, equip, and upgrade between runs. When a run is clicking — good synergies, a favorable skill draw, gear that actually matters — several reviewers describe genuinely losing hours to it, and performance reports are almost uniformly strong, including from players running it on Steam Deck without a hitch.
The character roster is small but distinct enough at a glance to support different playstyles, and the studio deserves credit for staying visibly present after launch: quality-of-life patches have shipped steadily, and reviewers who've followed the game since its playtesting days note real, cumulative improvement over eighteen months of Early Access. A handful of reviews go further and give an outright recommendation despite everything else in this review, framing the ten-dollar-ish price tag as more than fair for a game they've still gotten dozens or hundreds of hours out of, even in its current unfinished state.
It's worth noting that not every player finds the itemization loop tedious — several describe it as meditative, a low-effort way to "turn my brain off" while chasing incrementally better gear, closer in spirit to an idle game than a twitchy action title. That reading of the game is legitimate, and it's a big part of why the aggregate score hasn't collapsed even as louder, more detailed negative reviews accumulate: for players who want a game to grind rather than master, the loop is still doing its job.
Where the Grind Turns Punishing
The recurring, and by far most damaging, complaint across the English review pool is that meta-progression — the permanent upgrades that are supposed to make repeat runs feel like they're building toward something — is walled off per-character rather than shared account-wide. Gold earned on one character doesn't help your other two, multiplying the grind by three for players who want to try the whole roster. On top of that, several long-session reviewers (many past 50, 70, even 100+ hours) describe upgrade costs scaling far faster than their actual impact: paying enormous sums for stat bumps measured in fractions of a percent. One reviewer with over 750 hours logged puts it bluntly — the community asked for more gold, the developers added more gold, and it's still nowhere near enough to keep pace with costs.
Itemization suffers a parallel problem: legendary and epic gear drops constantly, but reviewers repeatedly describe the actual stat differences as too small to feel meaningful, turning what should be an exciting loot moment into another entry in an inventory you'll mostly ignore. Skill variety takes a similar hit — since every character has access to the same skill pool and unlocks it quickly, build diversity comes down mostly to which basic attack you started with rather than meaningful choices made during a run. And a subset of reviews flags something more specific and more recent: post-launch balance patches (one explicitly named "Turbo Run") have cut maximum run lengths and reduced XP/gold drops, generating a fresh wave of negative reviews from players who felt progress they'd already earned was retroactively devalued.
Visual clarity takes its own share of criticism too — enemies and their ranged attacks aren't always clearly telegraphed against the busy map backgrounds, and once a build starts stacking area-of-effect skills the screen can get cluttered enough that reading incoming damage becomes genuinely difficult rather than part of the intended chaos. One detailed review goes as far as calling the underlying design philosophy a "converted mobile game" wearing a PC skin, pointing to the character-locked progression and drip-fed loot as evidence the systems were tuned for retention rather than for the kind of build-breaking power fantasy genre veterans expect from Vampire Survivors or Brotato.
Verdict
Tower of Babel: Survivors of Chaos has real bones — a good-looking, good-feeling bullet-heaven core wrapped around a legitimately interesting itemization idea, backed by a developer that keeps shipping patches and clearly has an audience willing to put in triple-digit hour counts. But the game's own economy is working against it: per-character meta-progression that triples the grind, gear upgrades that cost too much for too little, and skill systems too shallow to reward the hundreds of hours the loot-chasing loop is asking players to invest. The recent slide from strongly positive to "Mostly Positive" isn't reviewer fatigue — it's a direct response to balance decisions that made an already grindy game grindier. Worth a look at its low price point if bullet-heaven itemization interests you and you can tolerate genre-standard jank, but go in expecting the loot chase to feel more like a second job than the immediate power fantasy Vampire Survivors fans might expect.
Pros and cons
Pros
- Hand-drawn art style and satisfying visual/audio feedback on kills, upgrades, and legendary drops draw consistent praise
- Solid Diablo-meets-Vampire-Survivors foundation: bullet-heaven crowd control layered with real gear itemization and build variety
- Runs flawlessly for many players, including on Steam Deck, at a low asking price
- Devs are visibly active post-launch, shipping quality-of-life patches and engaging with community feedback
Cons
- Meta-progression currency is not shared between the game's three characters, forcing a grind many reviewers call punishing rather than rewarding
- Legendary and rare loot drops constantly but delivers marginal stat gains, leaving itemization feeling hollow at higher floors
- Skill depth is shallow — all characters unlock the same skill pool, so builds differ mainly by basic attack rather than meaningful choices
- Recent patches have provoked a wave of frustrated reviews over reduced gold/XP drops and shortened run lengths, souring the post-1.0 reception
Screenshots
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A build coming online mid-run — the screen-filling chaos the genre is named forImage: NANOO via Steam -
Comparing gear stats in the lobby — the itemization loop reviewers have mixed feelings aboutImage: NANOO via Steam -
Mid-floor combat, with enemy and skill effects competing for the player's attentionImage: NANOO via Steam -
Category scores for Tower of Babel: Survivors of ChaosWanderer Game Reviews