
Towers of Heaven
Cameron Milan
One day, six invulnerable towers hundreds of stories tall appear on Earth, each with a portal at its base. Inside are magical monsters, treasure, magic and superhuman strength — but the towers are hostile, periodically releasing monster waves to attack Earth. By 2083 only a hundred survivors remain; they clear the final floor at the cost of their lives, leaving one survivor who is granted a single wish: to go back in time to before the towers arrived and prevent humanity's extinction. He returns to his younger self with foreknowledge and tower-climbing expertise, racing to build power, allies and guilds while hiding his identity as Index.
Progression: Explicit LitRPG tower-climb progression central to every volume. Global System quantifies power via levels, stats, skills and evolutions; advancement is gated by tower floors (100 floors per tower, climbing sequentially, each floor a distinct biome/dungeon with level-restricted monsters and field bosses). Hunters gain XP, level up, acquire and evolve skills (including Third Realm / Heavenly Eye cultivation-tinged abilities), and upgrade equipment with damage/rarity tiers. Superhuman strength, magic and unique mutagens are acquired as floor rewards. Monster waves and tower conquests drive world-scale stakes; power scaling is tracked via stat sheets and skill descriptions, with foreknowledge and second-chance optimization as narrative progression multiplier. Verified via Goodreads descriptions (towers, portals, monster waves, final floor, time-travel wish), Reader reviews noting levels/skills/tower floors and Third Realm, and LitRPGVault tower-climb/cultivation tagging.






