Twisted Tower Beginner’s Guide
Cross-referenced against official Steam listings and patch notes by the Twisted Tower Guide editorial team. Last updated September 5, 2026.
Twisted Tower is a BioShock-style carnival horror FPS from Thomas Brush (Pinstripe, Neversong) and 3D Realms. You blast your way up an abandoned 1950s theme park full of corrupted fairy-tale mascots. This page covers the confirmed basics, a first-evening plan, and a table that maps 15 of the game’s 18 Steam achievements onto the route.

The Basics
| Fact | Detail |
|---|---|
| Genre | Action / Adventure FPS with horror, described as "BioShock meets Disney World" |
| Developer | Atmos Games (Thomas Brush) |
| Publisher | 3D Realms |
| Release | August 18, 2026 on Steam (PC) |
| Price | $14.99 USD when checked against the Steam store API on 2026-09-03; confirm on the store page before buying |
| Players | Single-player only |
| Language | English (interface, audio, subtitles) |
| Controllers | Full support for Xbox, DualShock 4, and DualSense, wired or Bluetooth (checked September 9, 2026). The listing carries no Steam Deck compatibility rating. |
Your First Evening, in Order
The tower does not require an optimized opening, but a few decisions made in the first hour save repeat trips later. Each step below leans on a confirmed system.
- Set subtitles, volume, and camera comfort before Floor 1. The options are all confirmed on the Steam feature list, and changing them mid-fight is a worse time than changing them now.
- Mainline the quest on the first run. A focused climb lands well under the four-hour Speedy Spree mark, and every floor stays open for a return trip through Adventure Plus.
- Open the Journal each time you clear a zone. It lists a found/total secret counter per area, so you always know what you left behind.
- One exception to step 2: clear the Giggle Coaster secret before leaving the Clown Casino. Players report it as unreachable once you move on.
- Spend tickets in small steps: each new weapon, then its alternate fire. Bank the hoard toward 100 and then 2,000 before spending down, because both totals feed achievements.
The Five Levels
The climb runs through five themed floors, each broken into named journal areas. In order:
- The Hotel, from the opening Beach to the Honeymoon Suites, where the mascots teach you the combat loop
- The Waterpark, flooded halls and vertical chases through Mermaid Palace, the West Poolrooms, and The Crimson Pearl
- The Clown Casino, a rigged casino floor feeding the ticket economy
- The Carnival Forest, rides and traps through the woodland and the Godmother Maze
- The Space Station, the surreal final level at the top
The zone-by-zone detail lives in the Full Walkthrough.
Movement & Toys
You collect bizarre toys that unlock movement abilities: jumping, dashing, and grappling. Four named tools deliver them over the climb: the Harpoon, Fairy Wings, Bouncy Boots, and the Twisted Jet Pack. Movement matters as much as shooting, because every tool also reopens ledges and shortcuts on floors you have already cleared. The collectibles guide maps each tool to the routes it reopens.
Difficulty & Accessibility
Twisted Tower ships with a full set of options, all confirmed on the Steam page:
- Adjustable Difficulty, changeable at any time
- Subtitle options and camera comfort settings
- Contrast controls and custom volume controls
- Playable without quick-time events and at your own pace
- Full controller support for Xbox, DualShock 4, and DualSense
Every Named Achievement, Placed on the Route
The game lists 18 Steam achievements. The table below places the 15 that the route documentation names, in rough climb order, so you can see which ones a first clear collects automatically and which ones need a plan.
| Achievement | Requirement | Where It Happens |
|---|---|---|
| Harpoon Hero | Unlock the Harpoon, your first movement tool | Early in the climb, during the opening stretch |
| Dashingly Handsome | Unlock Fairy Wings | Part of story progression |
| Bouncy Boot Bonanza | Unlock Bouncy Boots | Part of story progression |
| Jet Pack Joe | Unlock Twisted Jet Pack | Late climb |
| Tickets, Tickets, Tickets! | Accumulate 100 tickets | Reachable from normal pickups on the opening floors |
| Ticket Titan | Hoard 2,000 tickets | A full-run economy project; spend down only after the count |
| Alt Fire Fiend | Upgrade every available alternate fire | Grows with the roster; buy each new weapon’s alt fire as you go |
| Weapon Wizard | Push all weapons to max | Late-climb or Adventure Plus project |
| Secret Spectacle | Uncover your first secret area | The Beach hides two; the Journal counts them |
| Secret Safari | Find every secret area in a single playthrough | All 18 journal zones; the Giggle Coaster one is missable |
| Charlotte’s Hero | Scale the entire tower, start to finish | The story-completion trophy, first clear |
| Speedy Spree | Scale the tower in under four hours | A replay-tier speedrun; learn bounce and glide shortcuts first |
| No-Death Daredevil | Complete the quest without a single death | A replay-tier challenge; leave risky secret hunting out of it |
| Adventure Plus Antic | Dive back into the tower with your loadout | Starts after the credits |
| Plus Mode Pandemonium | One more full clear on top of Adventure Plus | The final replay tier |
The three achievements not named here are not tied to the documented route in any source this site checks; the in-game achievement list is the authority for them.
Editor’s Synthesis
Read the table above one way and the whole game falls into two runs. The first run collects the story trophy and, without extra effort, the four movement-tool achievements, the first-secret trophy, and the 100-ticket mark. The second run, Adventure Plus with your upgraded arsenal, is where the expensive projects live: Ticket Titan’s 2,000 hoard, Weapon Wizard’s maxed roster, Secret Safari’s full sweep, and the two challenge trophies if you want them. Players who try to do both runs at once tend to stall in the Clown Casino checking counters while the quest waits. Decide before Floor 1 which run you are in, and let the Journal tell you what the other run will owe you.