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TALON TOWERS

The mist parts and towering structures timidly pierce the gloom, ever yearning for the blinding sky. Traverse the remains of a scattered world with versatile and fluid parkour abilites and your trusty scout falcon.

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Game contextLatest: IGF Team
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Search Google: Who developed TALON TOWERS?Developer scaleThe operating scale of the game's developer.
Search Google: Who published TALON TOWERS?Publisher scaleThe operating scale of the game's publisher.
Search Google: Is TALON TOWERS self-published or published by Jan Malitschek?Publisher statusHow the game's publishing relationship is classified.
Search Google: How is TALON TOWERS and Jan Malitschek funded?FundingThe known source of funding behind the game.
Search Google: Who controls the creative direction and IP for TALON TOWERS and Jan Malitschek?Creative controlWho appears to retain creative control of the game.
Search Google: What is the release status of TALON TOWERS?Release statusWhether and how the game has been released.

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About the Game

Gameplay

Explore a scattered world with versatile and fluid parkour abilites which impose very little restrictions. The player controller adapts to the surroundings so most actions are available anywhere.

Mechanics include running momentum, climbing, monkeybars, wallrunning, wallkicking, tightropes/climbing ropes, rope swinging, swimming/diving, crouching/crawling, shimmying, ziplines, as well as unique gimmicks in certain areas.

Additionally, collecting ropes throughout the world allows you to construct tightropes and climbing ropes with the help of your scout falcon Scarf. This is only possible at designated locations however.

The game can be played slow and methodically but utilizing your abilities more efficiently will allow you to get around much faster.

While TALON TOWERS is a mostly linear experience the different areas are connected seamlessly to further the immersion in its world.

Playing with mouse and keyboard is possible but using a controller is highly recommended.

Story

Throughout TALON TOWERS you will pass through many different areas, all mostly abandoned for some reason or another. The few people you meet might be apprehensive, dangerous or have other motivations entirely.

The story is mostly told through the environment or through little wooden chimes, left behind by the former inhabitants, which seem to be especially resilient against the elements.

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