
Raise your shield. Indulge Lady Tallowmere and her lovingly violent dungeons. New rooms are created every time you play. How deep can you delve?
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
About
Indulge Lady Tallowmere. See how far through her lovingly violent dungeons you can delve in this 2D indie action roguelike-inspired platformer. New rooms are procedurally generated every time you play, meaning you'll have to be on your guard for every randomly-placed enemy, elite, boss, and treasure chest you'll come across.
Each room gets progressively bigger, harder, and more rewarding the further you go.
The concept is simple yet hard to master:
Raise your shield to block enemy attacks.
Lower your shield and strike your foes when the timing is right.
Jump or move to avoid traps, or use your shield to reduce damage taken.
Find the key to advance to the next room.
Collect weapons, outfits, headgear, and shields of various rarities to aid your journey.
Turn in souls from slain enemies to increase your base stats and passive abilities.
Stay alive as long as you can.
Brace yourself as you learn the quirks of each foe, trap, and room type so you can strive for that "one more run" high-score victory. Each dungeon is infinite in length so it's up to you to push your limits; local scoreboards and online leaderboards let you track your greatest efforts.
Play with keyboard (and optionally mouse buttons), or use your favourite gamepad/controller.
Tallowmere offers single-player and local co-op madness (up to 4 players sharing the same screen) for fun frantic couch gaming.

Action roguelite platformer with randomly-generated levels, each room bigger than the last
Wreak havoc with trusty axes, hefty clubs, teleporting katanas, stealth-enabling emerald daggers, freezing ice wands, bouncing grenades, embroiling flamethrowers, and powerful rocket launchers
Find and equip outfits, headgear, shields, and more
Hunt for power with 7 tiers of item rarities ranging from Basic to Otherworldly
Learn to conquer multiple enemy types with elite variations, including fire mages, archers, leapers, conductors, ogres, flail knights, feelers, bloats, and zaeries
Satisfying combat with persistent bloodsplats and gibs
Tactical shield blocking
Infinite jumping
Deadly traps and obstacles to try and avoid, such as spinning pinwheels, acid clouds, and extremely pointy spikes
Coins, hearts, souls, and keys to collect from slain foes
Hardcore permadeath to keep your adrenaline going
Treasure chests to loot
Potions to keep you alive
Room events and bosses to master
Passive abilities for you to gain strength and then some
Coin-loving merchants
Difficulty settings to match your pain threshold
Challenge modes
Combat log
Soft savegame system (so you can quit and resume later) and personal high-score system with cross-platform Steam Cloud support
Global Steam leaderboards for speedruns and bragging rights
Dev console for cheats
Sacrificial kittens
You're not afraid... or are you?
To those who will be lured into Lady Tallowmere's dungeons: good luck.

English
Finnish (Suomi) – Tomi Turkki & Olli-Samuli Lehmus
French (Français) – Christophe Braguy
German (Deutsch) – Spiffosi, sePL, & John Westfield
Italian (Italiano) – Luca Pattarini
Japanese (日本語) – Teyon Japan
Korean (한국어) – The Balance
Polish (Polski) – Maciej Ułanowicz
Portuguese-Brazil (Português-Brasil) – Lucas Videla
Russian (Русский) – Tycho Davidianus
Simplified Chinese (简体中文) – Kai Shao
Slovenian (Slovenski jezik) – Alen Korez
Spanish (Español) – Jose M. Gaspar
Turkish (Türkçe) – A. Ozkal

Note:
• "Local Co-op" means you can connect up to 4 controllers and play with your friends in the same room sharing the same screen. Network/LAN co-op is not available.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Sums Steam only; PlayStation publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $3.99 | 767reviews | 90% | — | $65.4K |
| $6.99 | 4ratings | 100% | — | 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.
Engagement
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h1] This game sucks. [/h1]
A fun game, but with some significant problems added to it. It feels like a fun game that takes cheap shots at you from time to time. -No manual aiming, your projectile targeting is automatically selected for you (often the closest target, or first within line of sight). Grenade aiming becomes very awkward and inconsistent, sometimes an enemy being underneath you causes you to throw grenades at your feet, even if you don't have line of sight. -Jumping sometimes causes you to do a back flip, which makes firing rockets while airborne go in the wrong direction -The back flip also causes you to hit spikes and other hazards, especially when jumping through 1-block wide passages -Unskippable cutscenes for events, even if you have already seen them once that run. -Map generation frequently creates situations where reaching keys or objectives forces you to run into a buzz saw or spikes -Limited enemy types and map tiles, game can feel repetitive fast. -Text-to-speech and music choice can feel quite grating. -Ogre stun grenades are thrown in a very strange arc, causing them to curve behind your shield. They are also homing, infinite range, and pass through walls. The worst aspect of this game, making every death feel like a cheap shot. -Poison gas clouds pass through walls. -The Hydra boss dying causes the key to fall into an acid pool, which forces you to take free damage to open the gate to the next room If you can ignore all of these, or they just dont irk you, this game is worth your time. 6/10
Media

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This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Languages: English*, Simplified Chinese, Polish, French, Russian, Italian, Turkish, German, Finnish, Japanese, Portuguese - Brazil, Korean +1 more
Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Zevkli
⣿⣿⡻⠿⣳⠸⢿⡇⢇⣿⡧⢹⠿⣿⣿⣿⣿⣾⣿⡇⣿⣿⣿⣿⡿⡐⣯⠁ ⠄⠄ ⠟⣛⣽⡳⠼⠄⠈⣷⡾⣥⣱⠃⠣⣿⣿⣿⣯⣭⠽⡇⣿⣿⣿⣿⣟⢢⠏⠄ ⠄ ⢠⡿⠶⣮⣝⣿⠄⠄⠈⡥⢭⣥⠅⢌⣽⣿⣻⢶⣭⡿⠿⠜⢿⣿⣿⡿⠁⠄⠄ ⠄⣼⣧⠤⢌⣭⡇⠄⠄⠄⠭⠭⠭⠯⠴⣚⣉⣛⡢⠭⠵⢶⣾⣦⡍⠁⠄⠄⠄⠄ ⠄⣿⣷⣯⣭⡷⠄⠄⢀⣀⠩⠍⢉⣛⣛⠫⢏⣈⣭⣥⣶⣶⣦⣭⣛⠄⠄⠄⠄⠄ ⢀⣿⣿⣿⡿⠃⢀⣴⣿⣿⣿⣎⢩⠌⣡⣶⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣆⠄⠄⠄ ⢸⡿⢟⣽⠎⣰⣿⣿⣿⣿⣿⣿⢀⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣦⠄⠄ ⣰⠯⣾⢅⣼⣿⣿⣿⣿⣿⣿⡇⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡄⠄ ⢰⣄⡉⣼⣿⣿⣿⣿⣿⣿⣿⢸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣧⠄ ⢯⣌⢹⣿⣿⣿⣿⣿⣿⣿⣿⢸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠄ ⢸⣇⣽⣿⣿⣿⣿⣿⣿⣿⣿⠸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠄ ⢸⣟⣧⡻⣿⣿⣿⣿⣿⣿⣿⣧⡻⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠄ ⠈⢹⡧⣿⣸⠿⢿⣿⣿⣿⣿⡿⠗⣈⠻⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡇⠄ ⠄⠘⢷⡳⣾⣷⣶⣶⣶⣶⣶⣾⣿⣿⢀⣶⣶⣶⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⠇⠄ ⠄⠄⠈⣵⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⢸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠄⠄ ⠄⠄⠄⠸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠘⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠇⠄⠄
2Dローグライクダンジョンクロウル。日本語対応、ローカルマルチ対応、マルチのやり方はEscメニュー→ニューゲームから。 タイトル画面も導入パートも無しでいきなり放り出されるのでちょっと面食らったものの、必要な情報はほとんどEscメニューに書いてあるのでひと安心。かなり省エネな開発をしたようで、ゲーム性に関わらない部分のアニメーションやテキストやイベント等が少なく、一方でゲームのコア部分には遊び応えがある。ゲームバランスはかなり大味で、正しく受ければダメージを受けない盾に無制限に連射できるロケランなど装備品は全体的に強力なのだけど、敵も攻撃が苛烈だしトラップも悪辣、作者が遊びたいものを作ったんだなというのが感じられる。明確な不満点は敵に固まられるとすぐに無理感がただよう所位かな?クセの強さはあるものの結構面白かったです。ちなみに猫に対する残酷な描写(オブラートに包んだ表現)があります、そういうの無理な方はご注意。
Игра скажем так своеобразна... Совмещение жанров, "диблойда", если можно так назвать, платформера и рогалик. Уж про боёвку и поведение врагов, говорить не буду, это нужно прочувствовать. :) Вкратце jopaболь присутствует, особенно, если хотите пройти на последнюю ачивку 60 этажей. Из минусов... маловато контента. В том плане, что в игре, есть парочка ивентов из которых 3 это типо "боссы" (хотя кот довольно геморный, даже смертельно геморный, если попадается на старте). Эти ивенты, я так понял, могут появится рандомно, но промежуток между ними не сильно большой и по сути после того как они закончатся, ты идёшь до 60 этажа по обычным комнатам (которые постепенно увеличиваются в размерах, как и количество врагов, которые часто становятся сильнее). И это печально... И я так понял нет конца. Но единственное, не понятно почему за прохождение челенджей нет ачивок, или хотя бы одной на все. Всё таки эти игры про ачивки. В общем и целом игра забавная и достойна внимания.(Может это была проба пера, пойду посмотрю, что во 2 части.) P.s. Кошек жалко. Даже как финальный аккорд на 100%.
В процессе выполнения поставленной задачи, я держу в руках топор, который является ключевым элементом моего арсенала в данной ситуации. Принцесса, держа на руках котенка, направляет меня в подземелье, где, согласно её указаниям, мне предстоит спасти некое лицо от предполагаемой угрозы. Ведьма, встретившаяся на моем пути, предлагает восстановить мое здоровье, однако для этого мне необходимо пожертвовать девятью котятами. После выполнения данного требования, мое здоровье достигает максимального уровня, что позволяет мне продолжить выполнение миссии. На моем пути также встречается персонаж, представляющий собой персонификацию смерти, который пытается усложнить выполнение моей задачи. Однако, несмотря на это, я отказываюсь от предложенного им соглашения. Далее я сталкиваюсь с колдуном, который предлагает мне отдать души демону в обмен на определенные выгоды. Я вновь отказываюсь от этого предложения. В процессе моего путешествия я также взаимодействую с дедом-торговцем, который предлагает мне различные товары. Однако, ввиду отсутствия у меня необходимых средств, я не могу совершить покупку. В ходе дальнейшего продвижения по подземелью я сталкиваюсь с невидимой угрозой, которую успешно устраняю. В каждой комнате подземелья меня поджидают многочисленные враги и различные ловушки, такие как летающие пилы и шипы. В процессе выполнения задания я собираю души умерших, которые впоследствии продаю демону, а полученные лут передаю дедам. Неожиданно принцесса оказывается похищенной. Я преследую похитителей и в конечном итоге уничтожаю злого кота, который, как выяснилось, был одним из участников похищения. Принцесса, освобожденная из плена, обращается ко мне со словами: "Продолжай". Однако, в процессе дальнейшего продвижения, я сталкиваюсь с трагическим событием: десять котят из десяти оказываются расчлененными.
kinda fun
精致且爽快。补票手游
Tallowmere is a brutal and strangely captivating indie roguelike that fuses chaotic combat, dark humor, and old-school design into a surprisingly addictive experience. Developed and published by Chris McFarland, it presents a simple but effective premise: delve into a procedurally generated dungeon, conquer its endless rooms, and survive for as long as possible. What makes this game stand out is how it embraces absurdity and challenge in equal measure. It is at once punishing and liberating, minimalist and explosive, familiar yet utterly unpredictable. At its core, Tallowmere is a love letter to the roguelike genre, filtered through a warped sense of humor and a penchant for fast-paced, bloody action. The gameplay loop is straightforward but endlessly replayable. Each run begins in a quiet sanctuary where you can purchase equipment, speak to NPCs, or—if you’re feeling morally flexible—sacrifice kittens to gain additional health. From there, you venture into a procedurally generated labyrinth, room by room, where enemies, traps, and treasure await. Every chamber is a self-contained challenge, often packed with monsters, spikes, fire traps, and explosive barrels. The goal is to defeat all enemies, grab the key, and move forward to the next room, repeating the process until inevitable death claims you. This simple structure hides surprising depth: success depends not just on reflexes, but on resource management, situational awareness, and the willingness to take calculated risks. The game’s procedural generation ensures that no two runs are identical, keeping you constantly on edge and forcing you to adapt to whatever chaos awaits in the next chamber. One of Tallowmere’s most distinctive mechanics is its movement system. Unlike most platformers that limit jumping, here you can jump infinitely, propelling yourself higher and higher through the air without restriction. This strange design choice completely changes how you approach combat and exploration. Dodging projectiles, escaping traps, or raining attacks down from above all become part of your strategy. The freedom of movement pairs beautifully with the game’s shield mechanic, which allows you to block attacks if timed correctly. Together, these two elements make every encounter feel like a frantic dance between precision and improvisation. You can soar through the air to dodge an incoming fireball, then drop down to deliver a devastating strike—only to be caught off guard by a hidden spike trap seconds later. Tallowmere demands quick reflexes, but it also rewards experimentation, allowing players to find their own rhythm in its unpredictable chaos. Combat is gloriously unhinged. The game’s arsenal is eclectic, ranging from traditional melee weapons like swords and axes to bizarre implements of destruction like flamethrowers, rocket launchers, and grenades. Each weapon comes with its own quirks, and discovering how to best wield them against the dungeon’s diverse array of enemies is part of the fun. Battles are fast, bloody, and full of visual feedback—enemies explode into chunks, debris scatters, and fire spreads wildly across the screen. The sheer carnage feels satisfying, amplified by the pixelated art style that turns every encounter into a violent spectacle. Despite its rough edges and limited animation detail, Tallowmere’s aesthetic has a certain charm. The blood-splattered floors, gloomy corridors, and flickering torches create a grim but oddly playful atmosphere. It doesn’t try to impress with realism; instead, it embraces the grotesque and uses its simplicity to focus the player’s attention on the action. As with any roguelike, Tallowmere thrives on unpredictability. Every new room is a gamble—you never know whether you’ll find a blessing in the form of powerful loot or a gauntlet of nearly impossible enemies. The difficulty ramps up quickly, and death can come at any moment, often from a single careless move. Yet failure never feels final; it feels instructive. Each death teaches you something new about enemy patterns, weapon capabilities, or trap timing. The game encourages learning through repetition, rewarding players who adapt and persist. There are also optional challenges, called “Punishments,” which can be toggled to make runs harder in exchange for greater rewards. These modifiers let experienced players push their limits, adding a layer of replayability and risk-reward balance that keeps the experience engaging long after the first few hours. Despite its strengths, Tallowmere is not without flaws. The controls can occasionally feel floaty, particularly during platforming sections, and the procedural generation sometimes produces room layouts that border on unfair. The difficulty can spike unpredictably, leading to runs that feel doomed from the start due to bad luck rather than poor play. The visual presentation, while functional, can also feel inconsistent; some backgrounds and textures lack cohesion compared to the crispness of the character sprites. And while the soundtrack and sound effects complement the grim tone, they can become repetitive over long sessions. Still, these shortcomings rarely diminish the game’s overall appeal. Tallowmere’s roughness is part of its personality—it feels handmade, unfiltered, and unapologetically focused on gameplay over polish. Perhaps the most infamous element in Tallowmere is its kitten sacrifice mechanic. To increase your maximum health, you must choose whether to kill adorable kittens in the starting area. This darkly humorous feature has become one of the game’s trademarks, perfectly encapsulating its irreverent tone. It is equal parts shocking and comedic, daring players to weigh their desire for power against their moral discomfort. It also cleverly disables achievements if you indulge in the act, punishing your cruelty with a subtle reminder of consequence. This kind of twisted humor runs throughout the game, turning moments of brutality into bizarre punchlines that make Tallowmere feel distinct from its peers. In the end, Tallowmere is a game about risk, resilience, and chaos. It is unforgiving yet fair, silly yet sincere in its devotion to challenge. Every run feels like a story in itself—one of triumphs, blunders, and glorious defeats. Beneath its pixelated violence lies a smartly designed roguelike that understands the thrill of discovery and the satisfaction of survival. For those who crave relentless action and unpredictable dungeon crawling, Tallowmere delivers a potent dose of both. It is the kind of game that will frustrate you, make you laugh, and keep you coming back for one more run long after you’ve sworn to quit. Rough-edged but undeniably memorable, it stands as a testament to how much creativity and heart a single developer can pack into a world of endless danger and infinite jumps. Rating: 8/10
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