Compara los precios de Tic-Toc-Tower en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Sneaky Mammoth. Publicado por SOEDESCO. Lanzado el 28/9/2015. Disponible en PC, Mac, Linux. Géneros: Action, Adventure, Indie.

Ten seconds per room, pixel art obstacles, and a clock mechanic that quietly dares you to gamble extra time. A curiosity from a small Dutch studio that earned a mixed reception for good reason.

I went into Tic-Toc-Tower expecting a punchy little arcade throwback and came out with complicated feelings, which is at least more interesting than indifference. The concept is genuinely inventive: each room in a procedurally shuffled pixel-art tower must be cleared in ten seconds flat. Sawblades, slime patches, spikes, and ice floors all conspire to end your run in the time it takes to sneeze. A hidden clock collectible in each room offers a two-second bonus for the next room, but grabbing it is a calculated risk that can cost you the whole run. That small risk-reward wrinkle is the game's cleverest design idea, and it deserves credit. The visual side has honest charm. Rooms cycle through visual modifiers, some rendered in stark black and white, some with lights cut, and the pixel-art character roster includes a skateboarding reptile, a chicken, and a girl on a space hopper. That absurdist energy feels deliberate, and the chiptune soundtrack is a reasonable match for the frantic tempo. These are genuine strengths from a small first-effort studio that clearly had personality and ambition in the room when they built this. Where it gets harder to advocate is the controls. The player character moves very fast and the jump arc is wide, which sounds fine on paper for a speed-based platformer but in practice creates a friction between intention and outcome. You will die to mistimed jumps that felt correct in the moment. Over a short session that friction is energising; over a longer one, and with only a thin motivation loop beneath the score-attack structure, the game starts to lose its grip. Steam players landed at roughly 45 percent positive across a small sample, and that split feels honest. The community did flag an early issue with the random level pool recycling too aggressively, and the developer patched in a smarter selection system that draws from over 200 rooms, which is a mark in their favour. Local co-op for up to four players is the mode that makes the game most forgiving and most fun. Splitting paths so one player chases the clock bonus while another races for the exit is a genuinely cooperative use of the ten-second constraint. If you have a couch and bodies to fill it, the game finds its best version of itself there. The six single-player modes and four multiplayer modes give it reasonable shelf width for the price point, but solo runs can feel thin once the novelty of the timer settles in. Tic-Toc-Tower is a game where the concept outpaces the execution, but only just. It was a first release from a small studio called Sneaky Mammoth, and it carries that energy, enthusiastic, slightly rough, worth rooting for. I would not tell a solo player chasing a deep experience to prioritise it. I would absolutely tell a group looking for something chaotic and couch-friendly to give it a spin. Kai, Scout Team

Tic-Toc-Tower

Tic-Toc-Tower

28 sept 2015Sneaky MammothSOEDESCO
GamerScout opina

Ten seconds per room, pixel art obstacles, and a clock mechanic that quietly dares you to gamble extra time. A curiosity from a small Dutch studio that earned a mixed reception for good reason.

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I went into Tic-Toc-Tower expecting a punchy little arcade throwback and came out with complicated feelings, which is at least more interesting than indifference. The concept is genuinely inventive: each room in a procedurally shuffled pixel-art tower must be cleared in ten seconds flat. Sawblades, slime patches, spikes, and ice floors all conspire to end your run in the time it takes to sneeze. A hidden clock collectible in each room offers a two-second bonus for the next room, but grabbing it is a calculated risk that can cost you the whole run. That small risk-reward wrinkle is the game's cleverest design idea, and it deserves credit. The visual side has honest charm. Rooms cycle through visual modifiers, some rendered in stark black and white, some with lights cut, and the pixel-art character roster includes a skateboarding reptile, a chicken, and a girl on a space hopper. That absurdist energy feels deliberate, and the chiptune soundtrack is a reasonable match for the frantic tempo. These are genuine strengths from a small first-effort studio that clearly had personality and ambition in the room when they built this. Where it gets harder to advocate is the controls. The player character moves very fast and the jump arc is wide, which sounds fine on paper for a speed-based platformer but in practice creates a friction between intention and outcome. You will die to mistimed jumps that felt correct in the moment. Over a short session that friction is energising; over a longer one, and with only a thin motivation loop beneath the score-attack structure, the game starts to lose its grip. Steam players landed at roughly 45 percent positive across a small sample, and that split feels honest. The community did flag an early issue with the random level pool recycling too aggressively, and the developer patched in a smarter selection system that draws from over 200 rooms, which is a mark in their favour. Local co-op for up to four players is the mode that makes the game most forgiving and most fun. Splitting paths so one player chases the clock bonus while another races for the exit is a genuinely cooperative use of the ten-second constraint. If you have a couch and bodies to fill it, the game finds its best version of itself there. The six single-player modes and four multiplayer modes give it reasonable shelf width for the price point, but solo runs can feel thin once the novelty of the timer settles in. Tic-Toc-Tower is a game where the concept outpaces the execution, but only just. It was a first release from a small studio called Sneaky Mammoth, and it carries that energy, enthusiastic, slightly rough, worth rooting for. I would not tell a solo player chasing a deep experience to prioritise it. I would absolutely tell a group looking for something chaotic and couch-friendly to give it a spin.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayermultiplayerlocal-coopachievementscontroller-supporttrading-cardstier:sub-5Score-Attack10-Second TimerCouch Co-opRisk-Reward MechanicProcedural RoomsArcade Platformer

Requisitos del sistema

Mínimos

OS
Windows Vista, Windows 7, Windows 8, 8.1
Memory
2 GB RAM
DirectX
Version 9.0
Storage
300 MB available space
Graphics
DX9 supported card or onboard graphics.
Processor
Duo core, 1.87Ghz
Sound Card
-

Recomendados

OS
Windows 7, Windows 8, 8.1
Memory
4 GB RAM
DirectX
Version 10
Storage
300 MB available space
Graphics
Any card above the Nvidia 600 series.
Processor
I3 Proccessor
Sound Card
-

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Información del juego

Desarrolladora
Sneaky Mammoth
Distribuidora
SOEDESCO
Fecha de lanzamiento
28 sept 2015

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¿En qué plataformas está disponible Tic-Toc-Tower?

Tic-Toc-Tower está disponible en PC, Mac, Linux.

¿Cuándo se lanzó Tic-Toc-Tower?

Tic-Toc-Tower se lanzó el 28 de septiembre de 2015.

¿Quién desarrolló Tic-Toc-Tower?

Tic-Toc-Tower fue desarrollado por Sneaky Mammoth y publicado por SOEDESCO.