
Krumit's Tale, the second game in the Meteorfall universe, is a new take on the deckbuilding roguelike genre. Use your cards to clear dungeons, then upgrade your deck with new cards and perks to press forward. The fate of the world is in your hands.
Modeled estimate, not a reported figure. How we estimate →
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Sums Steam + Google Play only; PlayStation, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $14.99 | 754reviews | 91% | — | $284.8K |
| $6.99 | 1.7Kratings | 85% | — | $1M | |
Engagement
Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This is a strange game to talk about, as it largely feels abandoned at this point. Don't get me wrong, this is a finished product, and one that has some decent stuff going for it, but if you try to search information about this game, you'll most find dead wikis and posts from 5+ years ago. Meterorfall: Krumit's Tale is a deck-building rogue-like that was released before the genre became as oversaturated as it is today. You're goal is to survive a series of 9 "areas", defeating the Uberlich final boss. While you may initially unlock other heroes to play as or cards to find in future journeys, ala Slay the Spire, you'll most just unlock new difficulty levels, meaning that how much you get out of the game will boil down to your enjoyment of the core systems. There's no "ending", and that's by design, as has been stated by the Slothworks team in the past. The way in which this game plays is the most noteworthy aspect of it; rather than players drawing a hand of cards from their deck, their deck and cards that represent enemies are shuffled together and slowly trickled out into a 3x3 grid. You can interact with any of the 9 cards on the board, allowing you to equip items (if you have the cash) and fight enemies (which earns you cash). Combat shows a series of actions the enemy will take, with different enemies retaining the same attack patterns across runs. You'll need to find ways to defeat these enemies while taking as little damage as possible, which often requires thoughtful use of equipment, which has limited uses. Each hero will engage with equipment differently, allowing you to engage with the puzzle differently depending on who you're piloting. This aspect of the game is familiar and not worth lingering on too much, as you'll naturally discover the heroes you have a predilection for. At best, the grid system leads to interesting choices, as you'll find interesting ways to ping-pong between defeating weaker enemies to afford equipment you couldn't otherwise grab to then defeating bigger enemies. The more efficiently you clear a grid, the more gems you'll get, which allows you to afford adding stronger cards to your deck. Between areas, you'll also get perks (passive effects) and a card from a selection of 3 that you don't need to pay for. Most of my issues with the game comes from the length and at times crummy RNG. Each run of this game feels like a bit of a drag, with each area becoming a longer commitment to fight through due to the stronger enemies and the more thoughtful decisions you'll often need to make to survive. While it's great to have tough decisions to make, there often is a "correct" answer that you can find if you look hard enough. Between the perks, your hero's base ability, and the cards you've bought during the run, you'll have a solid gameplan by the time you reach the last area. What makes this tough is how cards are randomly thrown into the grid. At the start of each area, you'll get a random assortment of enemies and equipment (presumably balanced in some way to not completely screw the player over). Because you have no cash at the start, you'll need to be able to defeat weaker enemies without dying or willing to throw away enough stuff on the grind to have the money to afford equipment. This can lead to situations where you run out of equipment before the end of the area and succumb because you had a bad "opening hand" if you will, or it can lead to every enemy on the board being overwhelmingly tough when you have no tools at your disposal. Often, you'll need to lean far more on your perks to build up momentum if you have a chance of lasting in the last few areas of a run, and often there are perks that are outright better than others. It can lead to the game feeling grindy at points, especially as you rank up difficulty levels. But when you're doing well, it can be really easy to just coast through entire areas. In the last game I played as Bruno, the traditional knight character, I got a combo of perks that healed me each time I defeated and enemy and froze enemies once per fight so they don't deal damage for a turn. This allowed me to, without equipment, demolish certain enemy types without losing any resources or health (or minimal health that I could easily make up for), meaning that there were certain areas where I didn't need to think or try. This is further exacerbated by the fact that every action an enemy will do is public knowledge before you start the fight. Where something like Slay the Spire only shows an enemy's next activation, here you can see the full gamut of what to expect, meaning that you can perfectly map out how a fight will go and how much health you expect to lose. In other words, every fight is in a state where either you know you will win or you know you can't lose, so your choices feel streamlined in that sense. Once you get a mathematical sense of the game, there's no tension, and it becomes something of a therapeutic experience more than anything else. With all that being said, I do think the game is fun enough, and if you find the primary gameplay loop compelling, it's a solid game within the genre for a decent price. The art style and tone, cribbing from Adventure Time's ledger, is charming and still brings smiles to my face. While this isn't a game I will visit often, I do see it as a game I would be willing to return to occasionally.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Simplified Chinese, Spanish - Spain, Spanish - Latin America, Japanese, Polish, Russian, Czech, Korean*languages with full audio support
| $14.99 |
| 10ratings |
| 64% |
| — |
| not modelled |
| $14.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 44 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
A well made grid deck builder. I enjoyed my time with it, though later levels could get a bit stressful. Not quiet on the Deskstop Dungeons level, but it's still a good game.
He jugado un monton de juegos del genero y este esta por encima de la media. Muy bien el diseño de clases.
キモかわいい絵もアニメーションも効果音も、クルミット爺さんのご機嫌な声も語りも、ゲームシステムもあれこれ考えるのが楽しいです。 最近のアプデで日本語版は文字抜けするようになり(一部の漢字どころかカタカナも◻︎になる)、強制全画面でウインドウモードは選べなくなり、少し遊びづらくなってしまいました。 他機種では文字抜けはありません。 永続強化などはなく、通常モードは後半ジリ貧になりがちなちょっと辛めのゲームバランスかとは思います。 HPの最大量が増えるだけでも難易度が大幅に変わり、そういった下駄を履かせてくれるモードもあります。 続編が出ましたが、個人的にはこっちのほうが好きです。 (プレイ時間が少ないのは主にスマホ版で遊んでいるためです!好きです!)
I love the art style and the humor of the game. I also enjoyed the fighting mechanics, it took me while that I can hold more than one weapon or armor, but once I figured that out, it was pretty fun to strategize. I only finished with one of the characters so far, but I can say it's pretty fun and would recommend to anyone who loves card games!
前期感觉打的很艰难,但是很上头,一直打一直输。 特别是战士和法师,磨了很多把才堪堪过关。 后面买了个DLC,强度很大,一把通关(两把?) 然后就和打通了任督二脉一样…… 刺客疯狂买武器,穆道夫疯狂给傀儡升级…… 过关简直不要太简单了 -------- 上面是游戏体验,下面说一下对游戏的评价: 画风是我很喜欢的类型,游戏性我觉得还可以,但是有点看脸,有时候刷不出什么好牌来也没什么办法。
Love it!
Cool and good 👍
特点 卡牌是消耗品,所以核心并非卡组构筑,而是数值达标,因此游戏有很强的RPG属性。 虽然是肉鸽,但构筑不是很完整,计算感比构筑爽感要多。 没有卡组循环,少了一些卡组运转和构筑的思路,更多考虑总数值是否达标。 不需要考虑删卡提高核卡使用率的做法,只要考虑如何让数值最大化,如何平衡攻击和防御,如何针对怪去调整拿特性的策略。 玩法 战斗分为选敌界面和战斗界面。选敌有卡牌有掉落提示,战斗敌人有行动提示。 卡牌掉落进场(选敌),敌人也是卡组的一部分(一开始我以为只能处理底部的格子内容,没想到9个格子内随意处理,那就很简单了)。自己卡牌可以拾取,可以卖了换费和血。 九宫格更像一个预备手牌,玩家通过费用抽卡,只是事先知道自己抽什么卡,类似三国杀诸葛亮的观星。 我认为的缺点 随机性问题,实际上九宫格的牌也是手牌的一部分,所以也有卡手概念。而如果前面出现的基本都是怪,就很容易暴毙。因为卡组没有轮转,没有检索,一旦核心卡在最后面就回天乏术,所以要谨慎拿成长卡。 通过场面上剩余的卡获得战斗外收益是我不喜欢的设计,会导致玩家为了刻意省费用而拖慢节奏。 因为构筑套路难以成型,导致一些数值卡的价值很高,玩法形式单一。 怪太多,操作雷同感强,导致拖节奏。 不知道小BOSS关信息,选牌被克制的时候不好打。
非常好玩,有事没事就突然想晚上一把,打到难度后期了,就会更加呈现出算牌的魅力,以及每个角色的独特玩法和特色。就比如刺客讲究极致的输出,所有防御装备几乎只会那鞋子,因为潜行的效果是用武器攻击+1攻,所有1攻武器得拿多。而战术匕首最优先,因为他塞牌到牌库不止是多了那个技能那么简单,这游戏所有加牌库卡牌的卡都可以有效的缓解你的整体压力,并且在小局结束时,更多的卡牌可以让你拿到更多的水晶购物,以及购物时消除诅咒。
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Players by region
Where this game's players are, estimated from review languages.
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