Play at 📱Google Play

Magic Tower: Key of Fate is a turn-based puzzle roguelike. There is no reflex, no timer — only the floor in front of you and the question of whether you can survive it.

EVERY MONSTER HAS AN ANSWER Mace beats Skeleton. Wand beats Slime. Bow beats Bat. Cross beats Ghost. Bug Spray beats Spider. Fire beats Plant. Fight without the right weapon and it costs 1 HP — sometimes that is the correct trade, sometimes it ends your run. Elites demand every weapon on their list before you can touch them.

PLAN THE WHOLE FLOOR Five key colors and five door colors. Counter doors that open only after enough kills. Cracked floors that break under you. Arrow tiles that slide you until something blocks the way. Paired portals. A Golden Goblin that flees if you are too slow. Read the layout, then commit.

FOUR DUNGEONS The Crypt (7 floors), Catacombs (14 floors), and Abyss (21 floors) each end. The Descent does not — climb until the Tower takes you, and put your best floor on the leaderboard.

CHOOSE WHO CLIMBS Six characters — Apprentice, Warrior, Magician, Cleric, Rogue, Berserker — each with their own ability and their own way of solving a floor. Level them up between runs.

TWENTY-FOUR ARTIFACTS Phoenix Feather, Time Glass, Glass Heart, Banker’s Charm, Skeleton Key and more. Buy them from the goblin merchant mid-run. Some reshape the run entirely; a few ask for something in return.

WHEN TO LEAVE Take the upstair and keep 50% of your coins, or push for the final floor and keep all of it. Green exits lead to easier bonus floors. Red exits lead to elite floors and bigger rewards. Greed is a mechanic.

ALSO INSIDE

  • Three chapters with a story that unfolds as you climb
  • Daily and weekly quests and awards to chase between runs
  • A codex that fills in as you meet monsters, items, and scraps of the Tower’s record
  • Global leaderboard for endless mode
  • Available in English, Korean, Japanese, Simplified Chinese, and Traditional Chinese

The Tower is not counting you yet. Start climbing.