From the game archive

Drawn: The Painted Tower — Solving Curse-Locked Floors Through Painted Worlds

Drawn: The Painted Tower: solve elaborate puzzles, explore painted worlds, and unlock curse-locked floors to save Iris in this Big Fish adventure.

Drawn®: The Painted Tower — official game profile — official store artwork
In this record

A Tower Sealed by a Curse: The Goal That Drives Every Floor

The driving goal in Drawn: The Painted Tower is to save Iris, and the game frames that objective as the reason to push upward through the tower rather than a task completed at the outset. The Painted Tower itself is the space explored along the way, and the opening guidance is to unravel its secrets through exploration. That makes discovery part of the objective: entering the painted world, examining what the tower holds, and working through the challenges standing between the player and Iris. The structural obstacle is a curse, and it is applied floor by floor. Each level of the tower is locked under the curse, so progress upward depends on finding a way past the seal on the current floor before the next one can be reached. The documented interaction is straightforward: the save-Iris objective supplies the direction, and the per-floor curse supplies the gate. Since only the most creative solutions are said to open the way, the progression system treats each locked floor as a puzzle to be solved rather than a door opened by a single repeated action.

In practice, the curse functions as a progression gate rather than a single final barrier. Because the seal is attached to every floor, the tower is divided into successive locked stages, and the player's route upward is paced by the need to break each one. The game's stated method is creative problem-solving applied to challenging puzzles; that is the documented means of finding a way through a cursed floor. Nothing in the description establishes keys, combat, timed sequences, or a set number of solutions, so the rule to hold onto is that the lock is floor-specific and the answer is expected to be inventive. The two pieces therefore reinforce each other. The save-Iris objective explains why the climb matters, the exploration of the Painted Tower's secrets supplies the material for solving it, and the per-floor curse converts each solved secret into access to the next level. The result is a ladder of curse-locked floors in which the goal at the top stays fixed while the immediate task changes at each landing: understand the current floor, work out its creative solution, and move upward toward Iris.

Drawn®: The Painted Tower — official gameplay screenshot 1
Drawn®: The Painted Tower — official gameplay screenshot 1

Climbing the Staircase: Floor Gates and Creative Problem-Solving

Every floor of the Painted Tower carries its own curse, and each sealed level acts as a gate that must be opened before the climb can continue. The method the game documents is puzzle-solving: players work through elaborate and cunning puzzles tied to the current floor, and only the most creative approach is said to find a way through. Because the lock is attached to each floor rather than to the tower as a whole, progress arrives one landing at a time, with the seal on the current stage defining the immediate task.

The actions that move the climb forward combine exploration of the painted worlds with puzzle-solving on cursed ground. Players enter those lush settings, meet the characters found there, and work through the challenges standing between them and Iris; overcoming those challenges is the stated objective behind each solved floor. The rules interact as a sequence: a floor is curse-locked, its puzzles demand an inventive solution, and clearing that floor opens the route to the next level, so the fixed goal of saving Iris is pursued through a changing set of per-floor problems.

Drawn®: The Painted Tower — official gameplay screenshot 2
Drawn®: The Painted Tower — official gameplay screenshot 2

Exploring Lush Painted Worlds and Enchanted Settings

Exploration in Drawn: The Painted Tower takes place across lush painted worlds built around a hand-drawn aesthetic, and moving through those environments is itself one of the core actions rather than a backdrop to the puzzles. The tower is reached through its dream world, and each painted area presents fantastical settings rather than plain rooms. Within these places the player meets fantastic characters, some of whom assist the climb while others try to stop it. The scenery and the cast are therefore part of what gets examined on each floor, supplying the material that the floor's puzzle work draws on.

The core loop pairs that exploration with puzzle-solving: entering the lush painted worlds and meeting their characters runs alongside tackling the elaborate and cunning puzzles that stand between the player and Iris. The enchanted worlds and their fantastical settings are where the challenges are found, so examining the painted environment and working out a puzzle are two halves of the same activity on a given floor. The tower is also a cinematic adventure, and darkness is closing on it, which gives the climb its running urgency. Progress comes from clearing the puzzles tied to each explored area before moving on.

Drawn®: The Painted Tower — official gameplay screenshot 3
Drawn®: The Painted Tower — official gameplay screenshot 3

Helpers and Hinderers: Characters Met Along the Climb

As the player moves through the lush painted worlds, the cast met along the way is divided by attitude toward the climb. Some fantastic characters offer help, while others try to stop the player on the quest through the dream world of the Painted Tower. That split turns meeting a character into an encounter with a potential ally or an obstacle rather than a purely decorative moment. The cinematic adventure framing gives those meetings a narrative purpose, since the puzzles are tied to the story rather than standing apart from it.

Interaction with these characters feeds directly into the floor's puzzle work. Because each floor is curse-locked and only the most creative adventurer finds a way through, a helper may supply what the current landing demands and a hinderer may block the same route. The player's documented actions are meeting the characters, then solving the elaborate and cunning puzzles that guard progress toward Iris. The cinematic adventure structure keeps the encounters and the puzzle work on the same narrative track, so a character met in an enchanted world is part of that floor's challenge rather than a detour from it.

Provenance

Sources & further reading.

  1. Drawn®: The Painted Tower — official game profile Retrieved Oct 20, 2026
Suggest a correction →

First published .

Archive image