TowerFall

An archery duel staged on a single screen, where three arrows and a roomful of friends are enough to produce hours of escalating chaos.

The TowerFall title logo
TowerFall logo Fair use (used under fair use), via Wikipedia

TowerFall is an archery combat platformer for up to four players, a single-screen local multiplayer game in which players control archers who attempt to kill one another with bows and arrows or by stomping on each other’s heads.177 Created by Matt Thorson — later known as — it was first released exclusively on the microconsole on June 25, 2013, before being expanded and ported to other platforms as TowerFall Ascension.4710 The game pairs simple, accessible mechanics with deep competitive play, and has been favorably compared to .13 It is best played competitively with friends, as the developer puts it, “cross-legged on the floor within punching distance of each other”.17

The core combat centers on a strict economy of ammunition: each archer begins a round with only a few arrows, which persist in the game world and can be retrieved from walls or the bodies of fallen foes by any player, making careless shooting risky.1117 Because arrows are scarce, the design discourages camping and keeps players in constant motion as they scavenge spent shots.11 Arrows seek lightly toward opponents, a deliberate concession meant to give players more leeway and reinforce the fantasy of being a master archer from the outset.1712 Players can dodge in eight directions on the ground or in the air, and dodging an incoming arrow at the precise moment it arrives allows an archer to snatch it out of the air; the dodge can also function as a second jump, leaving the player briefly vulnerable afterward.711 The only way to kill an opponent in the middle of a dodge is to leap onto their head, which encourages a race for the high ground.11

Maps wrap around so that a player leaving one side reappears at the opposite edge, making the screen’s borders as important to watch as the area immediately around one’s character.11 Chests scattered through the stages yield power-ups such as explosive darts, wall-piercing drill arrows, bouncing laser arrows, shields, and magical wings.11117 Dozens of adjustable variables let players tailor and save custom match types, from the number of starting arrows to the power-ups that spawn; saved configurations can be stored to one of three slots.1 At the end of each match the game rewinds and shows an instant replay of the final kill, which can be saved as an animated GIF and which lets newcomers study the victor’s technique.117

Development

TowerFall originated at the Full Indie Game Jam in Vancouver in June 2012, where Thorson and a team that included composer had 48 hours to build a game around the idea of shooting arrows.123 It began as a single-player Flash game intended to make the player feel like a master archer; Thorson deliberately removed the charge-up mechanic common to archery games, made arrows seek slightly toward targets, and limited aiming to eight directions to simplify snap decisions.12 The earliest concept, inspired by , was a single-player platformer in which a chubby archer climbs a tower, dying and retrying, before facing a boss at the top.3 The pair planned to add a range of weapons, but the first one they coded, the bow and arrow, felt so good that they went no further.3 After the jam, Thorson prototyped a multiplayer version that tested far better, and multiplayer gradually took over the project to become the game’s defining mode.123

Maddy Thorson photographed against a blurred background
Maddy Thorson, the game’s creator, at ACMI in Melbourne This is a retouched picture, which means that it has been digitally altered from its original version. The original can be viewed here: Noel Berry and Maddy Thorson at ACMI, Melbourne.jpg: .   This file was derived from: Noel Berry and Maddy Thorson at ACMI, Melbourne.jpg by Alison Newman / CC BY-SA 4.0, via Wikimedia Commons

Thorson later identified several competition games as influences on the mechanics: the arrow-catching was drawn from the item-catching in Super Smash Bros. Melee, the arrow-shooting recalled egg-throwing in Yoshi’s Island, the one-hit kills and heightened tension came from Bushido Blade, and the emphasis on battlefield positioning from Team Fortress 2.12 He took the playful, goofy tone from GoldenEye 64, wanting TowerFall not to take itself too seriously, an attitude reflected in its variants and match-end awards.12 The medieval setting of stone-walled castles and lava-filled dungeons was chosen as a companion to the arrow mechanic and was inspired in part by the Game of Thrones book series, which Thorson was reading at the time and which led him to make the characters realistic archers rather than wizards.1222 Each archer was given a unique title hinting at a backstory, and Thorson intended to develop that lore further, at one point planning to confine it to an old-school NES-style instruction manual before considering a single-player campaign instead.12

The game was developed in part within “Indie House,” a three-bedroom home in the Vancouver suburb of Richmond, British Columbia, that Thorson shared with Holowka, Noel Berry, Hannah Boyd, and Chevy Ray Johnston.36 Holowka, who joined as co-designer after a visit from Winnipeg, suggested that without a steady stream of housemates and visitors to play it, Thorson might never have made the game multiplayer at all.6 Holowka later left the co-designer role to let Thorson lead the project, but contributed the music.34 Graphics were by Studio Miniboss and sound by Power Up Audio.4 Thorson had been making games since the late 1990s, when his mother helped him find the Game Maker software, and by college in 2006 he was paying his tuition and rent with browser-game contracts; TowerFall became his first commercial standalone game.6

Release and ports

secured a six-month exclusivity window in exchange for development funding, a deal arranged by the console’s head of developer relations, Kellee Santiago, the former president of Thatgamecompany and a partner in IndieFund, who signed the game after a demo at PAX East.1012 Because the $99 Ouya required an additional $50 per extra controller to enjoy the four-player mode fully, Thorson added support for PlayStation 3 and Xbox 360 controllers.124 The original release sold only around 5,000 copies, but it drew critical praise and was cited by some reviewers as a reason to buy the console.10 Thorson brought the game to the Evo 2013 fighting-games tournament, where he expected high-level players to expose flaws in its competitive design but found that it held up well.12

Launch trailer for TowerFall: Ascension GameSpot / Watch on YouTube

In November 2013 Thorson announced an enhanced version, TowerFall Ascension, for and Windows PC, a move he described as a necessity for distributing an indie game.10 Released on March 11, 2014, Ascension added a single-player Trials mode of target-practice puzzles and a Quest mode that repurposes multiplayer stages as Horde-style wave-survival challenges for one to two players.715 The new modes were promoted to Ouya owners as free additions.10 Ascension later appeared on Mac, Linux, PlayStation Vita, and, on January 25, 2017, , alongside a substantial Dark World expansion adding a four-player campaign, new power-ups, levels, and bosses.511

A Nintendo Switch version, released under the original TowerFall title on September 27, 2018, was the first on a Nintendo console and bundled the content of both the Ascension and Dark World expansions.214 It added a six-player mode, with each stage given a slightly wider variant, and, exclusively, cameo appearances by Madeline and Badeline from , the subsequent game by the same studio.214 The studio was originally Matt Makes Games, later renamed Maddy Makes Games and then Extremely OK Games.167

Reception

TowerFall was widely praised as a local multiplayer game, with critics emphasizing the joy of its couch play while lamenting the absence of online multiplayer.11114 TowerFall Ascension holds a Metacritic score of 87 on PlayStation 4, based on 31 critic reviews, with EGM awarding a perfect score and calling it the best game in the PlayStation 4’s early library.15 Edge described it as among the most feature-rich of the single-screen brawlers, though it noted that watching the wrapping edges of the map could diffuse a player’s focus.11 Polygon’s Griffin McElroy wrote that the game “is never not fun,” and the same outlet’s Chris Plante named it multiplayer game of the year.117 Kotaku called it the most fun its writer had at E3 2013, likening it to Smash Bros. bred with Spelunky or Nidhogg.9 The Nintendo World Report reviewer, who had reached the game through Thorson’s later Celeste, called it “complete local-multiplayer mastery” and one of his favorite local multiplayer games of all time.14

Sources

1www.polygon.com

Polygon review praising TowerFall Ascension as an endlessly exciting multiplayer arena game with customizable rules and engaging solo modes.

polygon.com · retrieved Jun 30, 2026
2www.polygon.com

Announcement that TowerFall is coming to Nintendo Switch in September 2018 with all DLC content and exclusive Celeste character cameos.

polygon.com · retrieved Jun 30, 2026
3www.polygon.com

Profile of creator Matt Thorson and the Indie House collective, exploring his journey from childhood game design to TowerFall's breakout success.

polygon.com · retrieved Jun 30, 2026
4web.archive.org

Archived report from 2013 about TowerFall's exclusive launch on Ouya, supporting Xbox 360 controllers and featuring multiple game modes.

web.archive.org · retrieved Jun 30, 2026
5www.eurogamer.net

Announcement of TowerFall Ascension and Dark World expansion arriving on Xbox One in January 2017.

eurogamer.net · retrieved Jun 30, 2026
6web.archive.org

Archived profile of TowerFall creator Matt Thorson and his indie game collective's anticipation of commercial success with Ascension.

web.archive.org · retrieved Jun 30, 2026
7web.archive.org

Archived Polygon review of TowerFall Ascension detailing its multiplayer mechanics, customization options, and solo quest and trials modes.

web.archive.org · retrieved Jun 30, 2026
9web.archive.org

Kotaku article from E3 2013 calling TowerFall the most fun experience at the event, comparing it to Smash Bros and Spelunky.

web.archive.org · retrieved Jun 30, 2026
10www.polygon.com

Article discussing TowerFall's move from Ouya exclusivity to PS4 and PC as validation of the Ouya platform's indie incubator role.

polygon.com · retrieved Jun 30, 2026
11web.archive.org

Edge Online review praising TowerFall Ascension's precision archery combat and single-screen multiplayer design with varied game modes.

web.archive.org · retrieved Jun 30, 2026
12www.polygon.com

Interview with creator Matt Thorson about TowerFall's competitive design, inspirations from classic games, and development at a game jam.

polygon.com · retrieved Jun 30, 2026
14Towerfall Review - Review - Nintendo World Report

Nintendo World Report review of TowerFall on Switch, highlighting its excellent local multiplayer with new six-player mode and Celeste crossover content.

nintendoworldreport.com · retrieved Jun 30, 2026
15TowerFall Ascension Reviews - Metacritic

Metacritic aggregation of critical and user reviews for TowerFall Ascension across multiple platforms with scores and commentary.

metacritic.com · retrieved Jun 30, 2026
16Save 80% on TowerFall Ascension on Steam

Steam store page for TowerFall Ascension describing the archery combat platformer as a four-player local party game with accessible mechanics.

store.steampowered.com · retrieved Jun 30, 2026
17TowerFall

Official TowerFall game website showcasing core gameplay mechanics, featuring quotes praising it as multiplayer game of the year.

towerfall-game.com · retrieved Jun 30, 2026
22Development History - TowerFall Wiki

Wiki development page noting medieval castle setting inspired by Game of Thrones book series.

towerfall.wikidot.com · retrieved Jun 30, 2026

Lineage / Influences

Influenced by

shortearliest single-player concept inspired by The Legend of Zeldashortarrow-catching drawn from the item-catching in Super Smash Bros. Melee

Influenced

shortlater game by the same studio, whose characters cameo in the Switch version
Written and cited by Lemma. Every claim above is tied to a source in the margin — follow them to verify. Generated reference text; check the sources before relying on it.