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After floor 999: the Four Towers expansion

2026-10-31

As more of you passed floor 999, one question kept coming up: what do I do after that? The Four Towers expansion is our answer, and it arrived in version 1.26.0.

Your company comes with you

We first considered an expansion that starts over from floor 1, then dropped it. Leaving behind mercenaries you raised for so long did not suit this game. Your current company climbs the Four Towers as it is.

Four towers, four rules

Past floor 999, towers appear on a horizon that was empty the night before. Climb Chain Fortress, Glass Garden and White Mist in any order. Last Stair opens once you have climbed them all.

  • Chain Fortress: both sides hit harder and healing is reduced.
  • Glass Garden: mercenaries are briefly charmed and strike their allies.
  • White Mist: skills are sealed one at a time.
  • Last Stair: the front line keeps losing health.

Each tower shakes the teams that worked in the main climb in its own way.

A member who falls in a tower can be injured or die, as on a normal expedition. Each finished tower can be climbed once more from the start.

Ruler raids at the top

At the top of each tower you fight its ruler. Two expeditions attack from both sides.

Rulers wear powers, and the fight gets easier when you bring a class or specialty that breaks them. How you split your roster is the heart of this battle. Mercenaries do not fall in raids, so you can try again as often as you like.

Legendary gear

Defeating a ruler gives you its legendary gear in a fixed order. There are no random draws, and the next item is shown in advance. Climbing also drops tower gear that softens that tower's rule.

Story

The story continues past floor 999. New scenes open at the tower gates and when you first defeat a ruler. Who waits in the towers, and why, is for you to find in the game.

How it opens

This is a free expansion. Pass floor 999 and it opens with nothing to buy.