Towns reworks the familiar fantasy-adventure perspective: rather than sending the player’s hero into a dungeon, it puts the settlement that supports those adventurers at the center. The town sits above an active dungeon, and its purpose is both practical and defensive, serving travelling heroes while holding back dangers from below. That premise makes the game’s blend of simulation, strategy and RPG elements more than a genre label; the town and dungeon are parts of one connected design.
Heroes arrive and explore the depths on their own, where they can battle monsters, gain levels and special skills, and collect loot. Meanwhile, settlement management involves crafting distinctive weapons, trading exotic items and setting traps. The game also describes randomized loot and dungeons that sprawl across the experience, bringing the heroes’ expeditions and the town’s preparations into a shared fantasy setting. Rather than controlling the dungeon-delving hero directly, players build the place that equips and shelters them.
Towns is listed as single-player, so its play format is a solo management experience rather than a shared-session game. Its distinctive appeal lies in making the support operation, and the settlement’s defense against the dungeon below, the strategic focus.