The Tower and combat
The Tower is the combat surface in Time Heroes. It unlocks at level 34 and it is solo player versus environment, not player versus player. You bring a squad of five pets and climb floor by floor, with your team's health carrying between floors rather than resetting, which is what makes the climb a real decision instead of a series of identical fights.
The Tower runs 100 floors deep. It is solo, against the game, and together with the world bosses it is where combat happens in Time Heroes.
How the climb is structured
- 100 floors in total.
- A squad of five pets.
- Team health carries between floors, so damage accumulates across a run.
- A named warden waits every 10 floors, 10 wardens in all.
- A heal floor arrives every 5 floors, which means every warden floor is also a heal floor.
- The world theme rotates every 20 floors, giving five distinct stretches.
- Five runs per day.
Checkpoints reward the warden, not the grind
Clearing a warden checkpoints you, so your next run starts from that point rather than the bottom. The design intent is explicit: a team that has proven it can beat floor 40 should not have to prove floor 1 again. Your climb resumes where your skill actually stopped.
Because health carries between floors, the floor that ends your run is usually not the floor that beat you. It is the floor where accumulated chip damage finally caught up. Reaching the next heal floor is often worth more than any single upgrade.
How to actually climb higher
The Tower is anchored to your team's power, so the honest answer to getting further is raising the damage and health your five best pets bring. That comes from the same places as everything else in Time Heroes: deeper worlds multiply pet damage five times per world, crafting multiplies it three times per evolution step, and a Shiny doubles it.
The per floor difficulty step is small on purpose. Roughly a 1.5 times jump in damage buys you three to four floors, which means the Tower rewards steady long-term power rather than a single lucky hatch.
World bosses are the other fight
World bosses are separate from the Tower and they gate progression directly. They unlock on the pattern of the world number times ten plus ten, so the first boss opens at level 20 and the ninth at level 100. A boss fight is a 90 second damage check layered with dodging, parrying and combos, and you carry five hearts into it.
Dodging is done with the keyboard: space, enter, the arrow keys or WASD. If you lose on the timer you need more damage per second. If you lose your hull you need to dodge better. Those are different problems and the defeat screen tells you which one you hit.
What is not open, and the one thing that is
The Arena is closed at launch, so there is no player versus player combat in Time Heroes. The Tower is solo and the world bosses are solo.
There is one competitive mode against other players, and it is not a fight. The Proving Grounds opens at level 32. You and either a friend or a matched opponent pick a 5, 30 or 60 minute window, and whoever grows their net worth the most inside that window wins. The server takes both measurements, so nothing you do to the other player decides it, and neither side can take anything the other owns. A ranked race pays medals, rating and a streak; a friend challenge moves only the record between the two of you.
How many floors does the Tower have in Time Heroes?
The Time Heroes Tower has 100 floors, with a named warden every 10 floors and a heal floor every 5. It unlocks at player level 34.
Does Time Heroes have PvP?
No. Time Heroes has no player versus player combat. The combat you can play is the solo Tower and the world bosses that gate each new world.
How many Tower runs do I get per day in Time Heroes?
You get five Tower runs per day in Time Heroes, and clearing a warden checkpoints your progress so the next run resumes from there instead of floor one.