Everything we get asked about the Founder's Alpha, the game, the servers, and what happens next. If the answer you need is not here, ask us in the Discord and we will add it.
The three questions every storefront requires, answered without spin.
Everything we have built so far, and everything we build from here. The Founder's Alpha is the complete Tower's Gate client, not a demo or a slice. At this stage it plays as a third-person, character-leveling open world RPG set on the world of Claret, and it includes:
Purchases during the Founder's Alpha also include the Founder's Pack: three game keys and permanent Founder's Club membership.
Tower's Gate is a playable alpha. The core loop works end to end. You can create a character, explore the world, fight, level, loot, run dungeons, and do all of it alone or with friends on a private server.
It is also unfinished, and we would rather you hear that from us than discover it yourself:
If you want a finished, balanced, fully polished game, wait for 1.0 and we will be glad to see you then. If you want to help shape one, this is the moment to be here.
Yes. One purchase, permanent access. Early Access is not a rental, a timed test, or a trial.
Your account keeps Tower's Gate through every Early Access update and into the 1.0 release at no additional charge. There is no subscription, no recurring fee, and no re-purchase at launch. If you buy in during the Founder's Alpha, you keep everything that comes after it.
What it is, how it plays, and what it is not.
Tower's Gate is a third-person aether-punk open world RPG set on Claret, a world orbiting a gas giant in a binary star system. You build a character from nothing, hunt across an enormous open world, and descend into portal-linked dungeons.
It ships as a character-leveling open world RPG and expands into a full immersive simulation over the course of Early Access.
No. There is no persistent shared world, no server queue, and no monthly fee.
Structurally it is closer to Minecraft or 7 Days to Die: you play solo on your own machine, or you and up to seven friends play together on a server one of you runs.
Six core attributes, Strength, Endurance, Coordination, Quickness, Focus, and Willpower, feed a wide skill system. You earn experience and invest it where you want it.
Two level-forty characters can play nothing alike, and that is the point. There are no classes telling you what you are allowed to become.
Melee, ranged, and magic, and you can build a character around any of them or across all three. Melee resolves through both a physical hitbox and a skill check, so aim matters and so does the character you built.
Magic spans four schools across seven elements: fire, cold, acid, electrical, slashing, piercing, and bludgeoning.
Projectile spells do not home. They fly in a straight line and they can miss. Learn to lead your target.
One continent so far, 13 distinct biomes, and eventually three major cities: Takiara, Tūranga-Ora, and Dar Antarah.
The terrain is built from real-world elevation data rather than noise, so ridgelines, river valleys, and coastlines behave the way real ones do. Overhead, a binary star system and the gas giant Azraq drive a day and night cycle that is genuinely modelled rather than faked.
Constantly. Dungeon portals reroll weekly, so the map you memorised last week is not the map you are playing this week. Monster camps and roaming groups reroll every twenty-four hours.
There is always somewhere new that was not there yesterday.
Camps are the closest thing Tower's Gate has to a puzzle you solve with a weapon. Each camp is built around one central bonfire and a smaller fire for each pack inside it. Kill a pack and its own fire brings it back on a thirty-minute timer. While the central bonfire still stands, it relights destroyed pack fires and restores packs you already cleared.
So you cannot grind a camp down from the outside in. Destroy the central fire first, then clear the pack fires and the packs, or you will be fighting the same camp until the daily reroll takes pity on you.
Generated, on a five-tier system, with a deep floor ceiling per stage. Portals rotate weekly, so dungeon runs stay fresh rather than becoming a memorised route.
The deep, skill-based, community-driven fantasy RPGs of the late 1990s and early 2000s. The kind of game where nobody handed you a quest marker, where the world was bigger than you were, and where the people you played with mattered more than the loot.
Tower's Gate is unapologetically a love letter to that era, rebuilt with thirty years of technology behind it.
How you play with other people, and the friction we are not hiding.
Yes, and offline. Solo play runs entirely on your machine. No login round trip, no connection required once the game is installed.
Up to eight on a single server.
One of you hosts, the rest connect directly by IP address and port. Share the address however you like. Most groups use Discord for it, and ours is here.
Not in this phase. Server discovery is direct connect only.
We would rather ship a rock-solid direct connection now than a half-working browser, and public discovery arrives alongside the hosted server service.
If you are hosting from a home PC, yes, or you can rent a server box. There is no NAT traversal or relay service in the Founder's Alpha.
This is the single biggest piece of friction in the current build and we are not going to pretend otherwise. It goes away with hosted servers.
Yes, in the next phase, along the lines of Minecraft Realms: rent a persistent server, we run it, nobody port forwards anything. It is not part of the Founder's Alpha.
The server is authoritative, which means whoever hosts holds the save.
The save format is portable and versioned, so worlds and characters carry forward across updates rather than being trapped in whatever build created them.
No. Discord is opt-in and never gates a feature. Native in-game text chat is always present whether you use Discord or not.
Our Discord is where the community lives, and you are very welcome in it, but the game does not require it. You will find us here.
Not in the sense of a lobby and a mission. It is a shared persistent world that you and your friends run yourselves, and it keeps existing whether or not everyone is logged in.
What twenty-five dollars gets you, and what happens when it stops being twenty-five dollars.
Twenty-five dollars gets you three copies of Tower's Gate and permanent Founder's Club membership. One key for you, two to hand out.
Because a private server with nobody on it is a lonely thing. Tower's Gate is at its best with people you know, so we would rather put copies in your friends' hands than charge you three times for the same evening.
They are your redeemable keys to do with as you wish.
Founder's Club is the permanent mark on your account that says you were here first, before the roadmap, before the polish, before anyone knew whether this was going to work.
Members are our first stop for playtests, feedback, and announcements, and from time to time we do things for Club members that we do not do for anyone else. We are deliberately not publishing a bullet list of guaranteed perks, because we would rather surprise you than pad a marketing page.
Yes. The first 100,000 Founder's Packs are twenty-five dollars with three keys, which is $8.33 a copy. When those sell through, the Plankowner tier seals forever and the next tier, Keybearer, opens at forty dollars.
Keybearer still carries three keys, so the format continues. What does not come back is this price and this membership. $8.33 a copy is the least expensive Tower's Gate will ever be, and Plankowner is the only tier that will ever have been first.
Directly from us on the Tower's Gate storefront, and on the Epic Games Store.
Tower's Gate is part of Epic First Run, a six-month PC storefront exclusivity on the Epic Games Store. In exchange we keep dramatically more of every sale, and every dollar of that goes straight back into building the game.
For a studio this size that difference is the difference between shipping the roadmap and not. Steam comes after that window closes.
If you buy through the Epic Games Store, yes.
If you buy direct, you get a Tower's Gate account that handles your purchase, your keys, and your library. It uses passwordless login, so there is no password to remember, reuse, or lose.
Windows, disk space, and the honest reason it is that big.
Windows PC. There is no Mac, Linux, or console version at this time.
DirectX 11 is the minimum, DirectX 12 recommended.
Disk space is the requirement to pay attention to: 180 GB minimum free, 200 GB recommended.
Because the world is not faked. Claret's terrain is built from real elevation data at high resolution across a 107,000 square kilometre continent, with per-region ground textures instead of a handful of tiled materials stretched over everything.
That fidelity has a size cost. We looked hard at the trade and decided the world was worth the disk.
Only to purchase, install, and patch. Once installed, solo and LAN play require no connection at all.
Through the launcher. Start the game from the launcher and you are on the current build. Patches are incremental, not full redownloads.
Yes. Epic Games Store achievements are supported.
Host a listen server from the game client, or run it on a rented box and connect by address. Setup instructions are in the Discord.
Where this goes, how long it takes, and who is building it.
We expect Tower's Gate to be in Early Access for approximately 36 months. That is a real estimate rather than a hopeful one.
The roadmap is large, the team is small and deliberately so, and we would rather take the time and ship the game we described than cut it short to hit a date.
In rough order: a full art revamp, the full character creation system, a substantially expanded creature roster with full animation coverage, deeper combat and spell effects, hosted servers with public discovery, and the progressive build-out from open world RPG into full immersive simulation.
Specific dates get announced when they are real and not before.
The current build is deliberately plain. Function came first and the visual pass comes next.
Where we are heading is a stylised, hand-crafted look: characters and creatures rendered like painted wooden figures brought into three dimensions, with visible carving, deliberate proportions, and paint that reads as applied rather than photographed. The closest reference points are the animated Star Wars series, Clone Wars and The Bad Batch, which pair strong sculptural shapes with a tactile, illustrated finish.
Tower's Gate is not chasing photorealism. It is chasing a world that looks made.
Possibly. Early Access is exactly the phase where a systems change can invalidate old characters.
If a wipe becomes necessary we will announce it ahead of time with as much notice as we can give, and we will explain why.
Discord, and we do read it. A small team has one real advantage over a large one, which is that the person who wrote the system is the person reading your report.
Yes, and enrollment is open to anyone. Creators earn a flat twenty percent revenue share on sales through their code, which is higher than what anyone else in this business is paying.
We do not gate it behind a follower count, because we would rather be wrong about who is going to break out.
Tower's Gate is one piece of something larger, and specific unit milestones unlock announcements we are not ready to make yet. Some of them are not about the game.
The first one lands at fifty thousand units.
Hayabusa Studios, part of Kruse Entertainment Group. The team behind it has spent twenty-five years shipping games at Disney, Blizzard, EA, Nintendo, and Sony, and decided to go build the one nobody else was going to make.