A downloadable game
THIS IS THE AMIGA VERSION OF THE GAME!
If you would like to purchase the game on PC or Mac please refer to our STEAM PAGE.
The game files have been updated with a fix for the flicker bug which could affect some screen-modes / monitor setups.
If you have been experiencing this bug, please download the files again.
Sorry for the inconvenience and thank you for your understanding!
MINIMUM SYSTEM REQUIREMENTS:
AmigaOS 4.1 FE Upd1, >= 600 MHz, Gfx-card with Compositing support
MorphOS >= 3.9 + SDK >= 3.10, >= 600 MHz, Gfx-card with TinyGL support
x86 (e.g. Icaros Desktop >= 2.2), Gfx-card with Mesa3D support
IMPORTANT NOTE: If you wish to play with a joypad or in 2-player mode, you will need an OS supported dual-stick joypad.
TOWER 57 IN A NUTSHELL
In a dystopian, dieselpunk world, where Megatowers are the only enclaves of civilization, a group of extraordinary individuals is sent to infiltrate the reclusive Tower 57. Their skills, clips' capacity & the ability to cooperate will decide on their fate.
Tower 57 is a TOP-DOWN TWIN STICK SHOOTER with 16-bit inspired pixel art, destructible environments and heavy focus on CO-OP. It is also a modern take on what made AMIGA games so great back in the days.
FAST-PACED ARCADE GAMEPLAY
There is no school like the old school. Shoot everything that moves and don’t get killed in the process. Tower 57 offers complex situations arising from simple systems interacting with each other - and it does it the hard way. Number of lives is scarce, respawns limited and difficulty skyrockets when you least expect it.
TOOLS OF DESTRUCTION
Choose from a roster of six particular characters with different skillsets, number of upgradable weapons and gadgets. And if you happen to lose an arm or leg during your mission - you can always replace it with a new, better one! Master these combos and you will never get bored on your way to the top of the Tower 57.
Mayhem tastes the best when it is shared. Tower 57's main campaign is designed for both single player & local CO-OP. Flank your enemies, bait them into an ambush, leverage co-op specific weapons, or combine your regular weapons for increased firepower and new effects!
Find your way through a maze of floors connected by elevators, a central hub filled with shops and terminals, and a multitude of secret walls and uncharted passageways leading to forgotten parts of the tower. Times of randomly generated levels are gone - everything in Tower 57 is carefully designed and pixel-crafted with the highest attention to detail.
Smash them, crash them and destroy everything. Reload. Repeat. Because everyone likes when things go BOOM. Everything - from debris and shell casings to bloody footprints - will mark your destructive trail through the Tower.
Each enemy features its own distinct spawning mechanism, movement & attack patterns, as well as some weaknesses. And you'd better learn those vulnerabilities if you don't want to end up dead very quick.
|Published||Mar 13, 2018|
|Tags||16-bit, Arcade, Dystopian, Kickstarter, Local Co-Op, Pixel Art, Post-apocalyptic, Retro, Top down shooter, Twin Stick Shooter|
|Average session||About a half-hour|
|Languages||German, English, Spanish; Castilian, French, Korean, Polish, Portuguese, Russian|
|Inputs||Keyboard, Mouse, Joystick|
|Player count||1 - 2|
|Links||Steam, Kickstarter, Steam, Twitter|
In order to download this game you must purchase it at or above the minimum price of $11.99 USD. You will get access to the following files:
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Lovely game and fantastic to see this on the NG Amiga platform(s)!
Running perfectly fine on my MorphOS 3.10 machine but cannot get it to work with any of my gamepads; "Logitech Dual Action" and (PS4) "Wireless Controller" - any hints on how to configure the game accordingly? Both controllers show up in Prefs, but the game does not react to any input from neither of those gamepads.
I've tried to specify both [Logitech Dual Action] and [Wireless Controller] in controllers_mos.ini (i.e. the names that they show up with in Prefs), but to no avail.
Works fine with keyboard and mouse though =)
Best regards, Linus
glad you like the game, sorry you are having issues with your gamepads though... As I just replied below to Trekiej, could you also get in touch with me via email (benitosub at hotmail.com).
Will there be a Win-uae version for OS4.1FE Classic?
When I ran it, it had blank screen and some sound.
edit: This is on OS4.1FE Classic on Amiga Forever 7.
sorry for the super late reply, somehow I did not get a notification that a new comment was posted :( I will get in touch with Daniel and check back with you, do you think you could email at benitosub at hotmail.com?
Hello. I understand that there is an update for the game locking up when the player tries to Continue in the menu.
Where can I get updates.
I wasn't aware of this particular issue (the previous updates addressed a flickering issue in some specific screen-modes and another issue specific to the AROS version).
Could you contact me by email (benitosub at hotmail.com) with your configuration, OS, and a description of the problem? I will forward it to Daniel and hopefully we can get it fixed ASAP so you can enjoy the experience you paid for!
Sorry for the inconvenience :(
Great game, only made possible by a massive effort from Daniel! There is absolutely no way pixwerk could have pulled this off without him. Congratulations to all.
This wouldn't run in FS-UAE, right?
Sadly not :(
What framework is the linux version based on? XNA? Unity?
In case it's not obvious, I'm trying to gauge if this indie gem will be able to run on OpenBSD one day... You might be interested with your penchant for obscure operating systems :D
well the original PC / Mac version is written in c++ around SDL 2 which conveniently has a Linux port, so that's mainly what I'm basing the Linux version around. Last I heard SDL 2's OpenBSD support was pretty broken, but that was a couple of years ago.
Soooo... maybe ^_^#?
We're at the cutting edge on soon-to-be-released Open BSD 6.3 with SDL2.0.8. I'm the new maintainer of that port.
The only function that's not working is SDL_GetBasePath. Seems to be used rarely and usually can be worked around.
OpenBSD's API/ABI and the libs are updated regularly, so bundled libs usually don't work (short lifetime until they would need recompiling/relinking).
If Tower 57 is written in c++/SDL2, the best (only?) chance for us OpenBSD folks would be an open-source version of the game engine (assets an still be sold). We have a few examples, like Tales of Maj'Eyal (in ports) or Eldritch (port in development)... I know that's probably not the right thing at the moment - maybe keep it in the back of your head...
It does, when I tried it ran on FS-UAE but was way too slow. *BUT*:
it runs in latest WinUAE 3.6.1 (earlier versions had broken sound here) under AmigaOS4. Right now fullscreen-mode doesn't work (at least not with the std. PicassoIV emu, I will change that soon though), but window-mode works flawlessly.
In fact, when running the game inside that WinUAE in a 480x270 window, then it runs almost as fast as the native official PC Steam version on my same PC (i7 4790K), which should give you a nice hint by how much I accelerated the original code...
I'd like to try this in FS-UAE (there's no WinUAE on my OS of choice). Is there an AmigaOS4 kickstart, or should I just get the 3.x?
It won't run playable in FS-UAE, only WinUAE 3.6.1 so far.
An A4000 3.1 40.68 Kickstart is good. But as being said: forget it with FS-UAE.
But why not use Wine? Dunno if their PC version works, but:
While I developed the Amiga version and completely minced the original code I also created a Win32 "waste product" en passant.
It's practically identical to the Amiga version (e.g. software rendering, OpenAL for sound, all fixes and optimizations I made) and uses the techniques I also used for other games I wrote before - which all work flawlessly via Wine.
Besides that: that Win32 build runs circles around the official PC version performance-wise (~ 850 to more than 1000 fps on my Windows machine, or even better: more than 300 fps on my i5 notebook in situations where the official Steam version drops to 15 fps on that machine... ). Only drawback: like the Amiga versions it's based on version 19.44 of the game.
Who knows, maybe Pixwerk donate me enough to get it :D
Well, maybe use case is unusual in that I'd like to explore if it can run on OpenBSD, and there's no wine on OpenBSD (and based on prior discussions/efforts never will be), but there's fs-uae. I understand it likely won't be playable based on your description. Would try it anyway just to see - maybe one day computers and/or FS-UAE get faster.
We are essentially limited to open-source games, whatever can run in an emulator, and (lately) FNA games. Tower 57 would be an interesting entry if one day it actually runs okay inside FS-UAE.
bought and tried it, runs quick on my 1,25ghz morphos machine. Awesome!
Bought! Thanks for the best amiga game since 1995! Would love to have some collectible edition on my shelf - with t-shirt, poster and bottle with Diesel oil in it :-)
Thank you so much for buying it! There will be a boxed edition later on (it was one of our Kickstarter reward tiers), hopefully we will eventually be able to offer it to everyone (the Diesel bottle is a great idea by the way, never would've thought of that)
Awesome! This game looks simply marvelous! I bought it and I hope I can play it this weekend on MorphOS! :)
Thank you for buying it! Fingers crossed that you will like it :)
Wow! F***ing WOW! I've extracted the archive now on my Mac Mini MorphOS system and tried it. I have no words which describe my feelings about it! Even "awesome" is too bad to describe it. I LOVE IT! Please believe me: I haven't played a game like this for many, many years! Thank you so much for this fantastic work! :) Greetings from Oldenburg in Lower Saxony in Germany! :)
Thank you so much for the kind words! The reaction has been nothing short of amazing, I can't explain how uplifting it is to read comments like these. I don't think I can even make another game without having an Amiga version ^_^#
Great news! I will buy MorphOS version tomorrow (I am waiting for cash transfer to PayPal). Thank you for support of AmigaOS4/MorphOS/AROS.
Thank you for buying it! If I'm somehow able to carry on as an indie dev I would love to bring more games to the system(s) ^_^#
Playing it under MorphOS, lovely game!
it's just digital or there will be a physical edition?
Right now it's just digital, but we do have a boxed version planned as a reward for some of our Kickstarter backers.
Well done for supporting Amiga OS4 and to Daniel for the port
Thanks! Even though Daniel gets 100% credit for the Amiga version, it's still a dream come true for 10-year-old me :)