Meteorfall: Krumit's Tale cover
Meteorfall: Krumit's Tale screenshot
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Genre: Role-playing (RPG), Strategy, Indie

Meteorfall: Krumit's Tale

Introducing 'Explorer Mode' (Beta Branch)



A new, easier & more accessible mode is now live on the beta branch and will roll out to the default branch in the next couple weeks.

Is Krumit's Tale Too Difficult?


When I set out to design Krumit's Tale, I wanted to design a 'deeper' game than my previous game, Meteorfall: Journeys, while still retaining the accessibility that made the first game popular. While I succeeded on the 'deeper' part, I didn't quite succeed on the 'accessible' part. Early feedback from mobile reviewers and some long-time feedback on the Steam forums has made it clear - Krumit's Tale is too difficult for some folks.

For a game designer, difficulty can be extremely challenging to get right. Too easy, and people beat the game on their first try and get bored quickly. Too difficult and many players just bounce off of the game, frustrated and upset. One of the number one reasons folks that have refunded on Steam gave is 'too hard', and that's reflected in many of the negative reviews.

Some time during Early Access, I added an 'Easy Mode' mutation but feedback I got on that from multiple people was that it didn't quite hit the mark and still felt too difficult. It was also buried under the Mutation Mode menu, meaning some folks couldn't find it.

Introducing 'Explorer Mode'


I decided to introduce a third major game mode - Explorer Mode - to help folks explore all that Krumit's Tale has to offer at the difficulty level that feels most comfortable.

Below is a preview. This feature is now live on the beta branch and will be rolling out to the main branch shortly thereafter.



Choosing Explorer Mode brings up a dialog before you begin your run that allows you to pick a bunch of different buffs that help make the game easier. If you've tried the Easy Mode mutation in the past, all the buffs from Easy Mode have moved to Explorer Mode - with a bunch of new ones as well. If you just need a small boost, you can start with a little extra gold. If you want a truly easy experience to allow you to play from beginning to end, you can opt for fewer enemies and greatly reduced boss health. It's up to you.



A More Accessible Experience


If you found Krumit's Tale too difficult or frustrating in your first playthrough, we hope you'll give it another chance when we release Explorer Mode in the coming few weeks! We really want Krumit's Tale to a game that respects your time - whether you play every day or just want to see the ending once before moving on. Explorer Mode will hopefully give people of all skill levels the ability to enjoy Krumit's Tale at their own pace.

One More Thing


This update also brings one more hotly requested feature - faster battle animations! There's a new checkbox under Settings > Video that speeds up the battle animations significantly. This is one of the most requested QoL features and I'm excited that we were finally able to get it done!

We also fixed a bunch of other issues, and added experimental Czech and Korean support. Full patch notes below

Patch Notes



NEW


Brand new 'Explorer Mode' - customize the game's difficulty to your liking

IMPROVEMENTS


- Fast animation toggle in Settings > Video to speed up battle animations significantly
- Experimental Korean / Czech language support

BUGS


#1121 - Fixed an issue where player's scores wouldn't show up on the Daily Challenge scoreboard until later, as well as an issue where the rank shown was one higher than it should be
#1125 - Megaton no longer triggers Blessing of Magic
#1127 - Fixed an issue on iOS / Android where a player's name might show as 'Uninitialized'
#1136 - Opening Settings no longer hides the score for the remainder of the run (Steam)
#1145 - Blessing of Magic properly triggers Bounty
#1146 - The 'Intelligent' perk now works properly with the Boss Rush mutation
#1149 - Apprentice Cap no longer makes Megaton cost gold
#1152 - Dark Ritual no longer takes an extra health to use
#1158 - Cull can no longer be used against hidden enemies (Trickster, Jackals)

Krumit's Tale Project Retrospective and Launch Analysis

Just wanted to post a quick update! I wrote a project retrospective on Medium that I posted yesterday. It takes a look back at the development of Krumit's Tale: what worked, what didn't, and how the launch sales have looked so far.

A couple interesting facts from the article:

1887


Hours worked (on programming, game design, marketing, answering emails / forums - does not include art, sound, or writing)

30,000


Lifetime wishlists

$4,297.31


Highest amount of proceeds in a single day (July 23)

11,000


Copies sold

$50,000


Lifetime proceeds since Early Access (proceeds = revenue - refunds - Steam's share)

US, China, Russia


Top 3 Countries in terms of units sold

If you're curious to hear more about the business side of game dev and what it takes to launch a game, it's worth a quick read!

Krumit's Tale - Retrospective @ Medium

Krumit's Tale coming to Android & iOS on Aug 27!

Mark Your Calendar


Hot on the heels of our Steam 1.0 release, we're getting ready to launch Krumit's Tale on Android and iOS on August 27!



Where can I get it?







Can I sync my PC progress?


Yes! Although there are many solutions like Steam Cloud, iCloud, etc... to save your progress and sync between devices on the same platform, there isn't an easy way to sync between PC <-> Mobile. We ended up building our own solution.

To sync progress, there's an option in Settings > Last tab > Export Data. This generates a 5 digit ID. On your second device, you can go to Settings > Last tab > Import Data. This will copy over your progress form the first device (for instance a PC) to the second (eg: an iPhone or Android), allowing you to have all your heroes/tiles unlocked, as well as New Game+ levels.



The sync isn't quite the same as Steam or iCloud where data is synced constantly. Instead, this solution is optimized to copy over progress from one platform to another - for instance, if you're interested in continuing on Mobile but already unlocked all the heroes and tiles on PC. It's less ideal if you're interested in constantly switching between platforms. That said, we think based on the way unlocks and progress works in Krumit's Tale that this solution is a good answer for folks that are interested primarily in being able to carry forward their PC progress to mobile.

Which countries are supported?


In terms of where you can download the game, you'll be able to download Krumit's Tale in all markets except Mainland China. There are some additional steps we need to take before the game is available for Chinese players, which our publishing partner, Indienova, is working with us on. In the meantime, you can follow the game on TapTap

In terms of supported languages, Krumit's Tale will support all current languages in the Steam version of the game.

Does it support portrait or landscape?


Both actually! The mobile version of Krumit's Tale is designed to be played in portrait mode. Like our previous mobile game, Meteorfall: Journeys, Krumit's Tale is designed to be played on the go while walking, commuting, etc... and portrait mode works really well for that. We do also support landscape as well - a bit small on phone but works quite well on tablet.

Sounds great! How much does it cost?


Krumit's Tale will launch on mobile for $6.99 USD.

Screenshots




Follow @Slothwerks on Twitter for more updates, or join us in Discord!

Check out Krumit's Tale in the #tinyteams Steam Festival!

We're really honored to be part of the #tinyteams festival hosted by Yogscast!

The Tiny Team festival helps highlight game that are built by small teams - teams with less than 1 to 3 core members. In the case of Krumit's Tale, the game was developed over an 18-24 month period through the efforts of just a few folks putting in extra hours after their day job.

There's no physical studio, there aren't any team meetings. A lot of the work is done in before or after work, or late hours after the kids have gone to sleep. The big advantage we have is that by cutting down the process to the absolute minimum (out of necessity!), we're able to focus on just the most critical features and development tasks. We're distributed internationally and so a lot of the work is done independently, with internal discussions handled over Discord. We've actually never met in person!

Core Members




Eric did the game design and programming, as well as other tasks not handled by the rest of the team (trailer, marketing, posts like these, etc... ) He was once a mobile developer but now manages teams as an engineering manager. Game dev helps keep his engineering skills sharp! You can follow him on Twitter @Slothwerks

Evgeny Viitman did all the art for Krumit's Tale, as well as our previous game, Meteorfall: Journeys. Evgeny's wacky and distinctive style helps the world of Meteorfall really stand out in the genre. Fun fact - Evgeny came up with the name of the game. Krumit means 'onion' in Macedonian. You can follow him on Twitter @EvgenyViitman and check out more of this work on Behance.

Danny Wadeson (aka Madquills) wrote up all the flavor text and lore for the game and helped to define the world and characters you see. Madquills written for a number of other great indie titles including Röki and is currently working on Backbone and Skald. Danny joined the team after slinging some clever flavor text at Eric after the release of Journeys - it was clear he really understood the tone and humor of Meteorfall! You can follow him on Twitter @Madquills

We did work with some other really talented folks to get the game over the finish line. Adrian voiced Krumit and Craig was responsible for the sound and music. A number of fans helped test the game and translate the game into a variety of languages, supported by Localizor.com. Although the core team is tiny, we're extremely grateful for the contributions from all the folks we collaborated with on Krumit's Tale!

New Demo!


We wanted to do something fun for the festival. We don't have the first content update ready *quite* yet (but we *are* working on it - soon!) so we put together a brand new demo. Many of you have played the game already but for those that don't - or have friends that are on the fence - check it out! We included two characters in the game, Bruno and Greybeard, representing two very different playstyles. The demo lasts up through the first boss dungeon and for brand new players, is probably at least a solid hour of content to play through.

A big thank you to Yogscast for highlighting Krumit's Tale as part of the festival. We hope you all enjoy the demo and hearing a little bit more about the team behind Krumit's Tale!

Come hang out with us on Discord!

Krumit's Tale has officially left Early Access!

What a journey! I originally started the earliest version of what became Krumit's tale back in 2018. After the release of Meteorfall: Journey for iOS and Android, I was trying to come up with a new game idea. I knew I wanted to do another card game and I knew I wanted to explore Meteorfall further, but I wasn't sure where to go next.



Influences on Krumit's Tale


I was influenced at the time by two things that I can recall. One was Card Crawl on iOS / Android by Tinytouchtales. I tried to imagine what a deeper version of that game might look like. Like Krumit's Tale, Card Crawl is also a game that shuffles your deck and the enemies together, and limits your potential actions by having inventory slots that where you have to put your items and abilities.

Another influence from that period was Sage Solitaire by Zach Gage. I really liked the idea of 'piles of cards' that you had to clear. A later game by Zach Gage, Cards of Darkness on Apple Arcade, was actually closer to the original vision for Krumit. Krumit eventually outgrew the initial vision and added gravity to the tiles, which I think is interesting - but the initial vision was much simpler.

Building the first version of Krumit's Tale




From here, I started prototyping out the concept to see if it was fun. Compared to Meteorfall: Journeys, Krumit's Tale took *a lot* more iteration to get right. Meteorfall, at least, *looked* like games I'd played at the time, such as Dream Quest. Krumit's Tale, with its grid system and the way you acquire tiles, meant that I didn't really have a lot of other games to draw influence from and had to just iterate on different ideas to see what worked.

I again partnered with Evgeny Viitman (Portfolio), a brilliant illustrator and animator that I'd worked with on Meteorfall. It was magical to see the characters of Meteorfall come to life. All the character designs I'd grown to love in Meteorfall were now animated in all their glory. Evgeny did an amazing job translating his signature style to the animated world of Krumit's Tale. Perhaps most remarkable was how close Evgeny's original sketch was to the final version of Krumit!



Krumit - The Final Piece


The final lynch pin that I think really puts Krumit's Tale over the top is the mysterious and strange Krumit - the titular narrator of our story. The Krumit character, his design, and the way he's displayed in game with the box was all Evgeny's idea. In Journeys, we had the 'bear' that would swipe the cards off the table in a really silly and fun way. Adding Krumit to the game added immediate charm and a distinct character for players to relate to.

Krumit took on new life when we worked with Adrian Vaughan (Portfolio). Adrian is the voice of Krumit and I can't even play the game without Krumit's voice anymore. Adrian's rendition of Krumit really put the production level over the top for me. Hearing Krumit cheer (and sometimes chide) the player adds just so must personality to the game. Recording with Adrian was an absolute blast as well. He's so incredibly talented and pleasant to work with.

Looking Back


In May 2019, I wrote a Medium post revealing Krumit's Tale, and looking back - it ended up being pretty close to the final version! The screenshots and mechanics are immediately recognizable. The game has come a *long* way in terms of cohesion, UI, and usability since then, but the core gameplay is still recognizable.

I'm so incredibly proud of what we were able to deliver with Krumit's Tale. It's by far one of the biggest projects I've worked on in my life, and I got to work with such talented creative folks to bring it to life.

When COVID started spreading in the US in March, the office where I work (at my full-time job - I develop Krumit as a hobby) shut down and I was laid off. Having a personal project that I could focus all my energy on, with such a supportive community, helped me power through that difficult time with excitement instead of fear. I've been fortunate to work on Krumit full-time for the past few months and I've had an absolute blast doing it.

I'd also like to give one more shout out to all the supportive folks who helped me ship this game from Early Access. It's almost funny when I look back at Day 1 of Early Access and all the rough edges the game had at that point, and how far it's come. A lot of that polish game from players telling me what worked, and what didn't. Players challenged me to be more detail oriented and critical with the bug fixes, and made helpful suggestions about how to adapt the UI to mobile. In total, players filed over 800 bugs and improvements during the 9 months of Early Access, the game is better because of it. Thank you!

I hope you all enjoy the game and stay tuned - there will be more content to come!

Krumit's Tale is leaving Early Access on July 23!



It's been an amazing journey


We're getting close to finishing up the Early Access phase for Meteorfall: Krumit's Tale! Since launching into Early Access in November 2019, we've expanded the game with three new heroes, more than 150 new cards, a Daily Challenge mode, and tons of other features and polish.



A big thank you to the Krumit's Tale community!


A lot of those changes were made in large part due to the feedback from dedicated players and fans who took the time to let us know what was working well and what wasn't. One of the hardest things about being an indie developer is working really hard on a project, and having it go unnoticed or unappreciated.

I'm happy to say that it definitely wasn't the case with Krumit's Tale! The Krumit's Tale community filed over 700 pieces of feedback on our Discord, along with numerous other posts on Steam, Reddit, and elsewhere. We enjoyed reading both the thoughtful messages about players that enjoyed the game, as well as the feedback from players with a more critical view of the game. The fact that so many people would take the time to let us know what they thought so that we could make the game better is a major part of why Krumit's Tale improved significantly during Early Access.

We're just really grateful for all the players who took a gamble on a small & weird indie game in Early Access. It's players and fans like you that helped give us the energy and support we needed to get Krumit's Tale over the finish line. Thank you!

What about Rose?


Rose is being promoted to the main branch and is now available for all players! That means that all the launch content for the 1.0 release will be available for all players for a few weeks, as we focus on cleaning up a few remaining issues and make sure the game is as polished as possible for the post-Early Access debut.



What's after Early Access?


Once we finish the initial 1.0 release of Krumit's Tale on Steam, we'll have our hands full for a few weeks as we prepare for the iOS / Android launch of the game on those platforms. Once those builds are live and stable, we anticipate that we'll continue periodically adding new free content to Krumit's Tale. We have a lot of ideas here, but expect to see things like new items, abilities, perks and Daily Challenge mode as free content updates after release.

Beyond that, there is a sixth character - Varfa - that we're planning to add (most likely as a DLC). Those of you that played our other game on iOS or Android (Meteorfall: Journeys) may recognize Varfa as a ranger / hunter type hero that slays enemies with both ranged weapons and her loyal companion in battle. We're still brainstorming ideas for Varfa and will definitely share more on her unique mechanics once we're further along in development.

We'll also be doing some write-ups about our experience developing Krumit's Tale as well - inspiration, iterations we tried, how it did financially, etc... If you're interested in the process and business of gamedev, keep an eye out for those posts!

BETA - Another week, another Rose update

Hi folks! Thanks for all the feedback so far on Rose on the beta branch! We're so happy that you all have been enjoying Rose and we've already gotten a lot of great feedback on her mechanics.

Besides fixing bugs, we're also adding a couple of new tiles this week!



We also complete reimplemented the encyclopedia. Most importantly, we added tabs for monsters, items, abilities, and special tiles. There may be some more features we add here later, but we think it's already much better than the current implementation.



Full Patch Notes



NEW

    - Encyclopedia has been update with tabs for different sections
    - RENOUNCE: Removed Renounce Light / Renounce Darkness from Rose's starting deck. Added Renounce - costs 0, restores 3 health, and always shifts you to whichever form you're not currently in. This should make it generally easier to switch between forms
    - EXORCISM: "Remove target blessing to destroy all non-boss enemies in the same row and column. #Exhaust"
    - PENANCE: "After you attack with this weapon, take 2 #piercing damage and [mutate] Chosen"
    - You can now 'Unlock all heroes and tiles' in the Settings menu
    - #710 New perk icons for Chosen, Crusader


BALANCE

    - MARTYR'S ESSENCE: Rework. This card now shuffles in 3 copies of Renounce into the deck


IMPROVEMENTS

    - Added visual effects when Rose transforms in battle
    - Added keyword: mutate (swap your starting perk for another)
    - #716 Salamander is grayed out after being triggered


BALANCE

    - CHILL: Reverted changes. Now only triggers when attacked by an enemy with an actual attack (not poison)
    - #691 Ascendance cost reduced 9->6. Cost now reduced by 1 per Blessing


BUGS

    - #692 Queen's Chalice will no longer display a negative cost
    - #693 Leftover gold is now tallied correctly for score
    - #695 Blessing of Magic is no longer removed when removing a curse from the board
    - #698 Blessing of Might no longer affects minions
    - #702 Fixed various issues where blessings would incorrectly trigger in certain board states
    - #704 Opulent Hand now triggers +coin when one-shooting an enemy as Queen
    - #705 Fixed an issue related to Lifesteal / Death Prediction
    - #709 Curse of Weakness can no longer be removed by spending health
    - #715 Spirit Stone no longer has infinite durability
    - #719 Holy Grenade can be used against Town Guards, as expected (no longer classified as a weapon)
    - #725 Fixed a softlock when the game was set to Chinese and Holy Hand Grenade appeared
    - #728 Darkest Cuirass will properly apply corruption to hidden enemies
    - #729 Blessing of Health now triggers properly when an adjacent enemy is defeated out of combat
    - #732 Dying with both Hana's Death Mask and Salamander no longer triggers
  • both* effects
    - #733 Soft locks should no longer occur where the enemy has more than 4 debuffs applied
    - Fixed various issues related to the Ghostly perk
    - Fixed an issue where the game would occasionally get stuck on the post dungeon reward selection screen

Rose - New Hero now available on the beta branch!



She's finally here! Rose is now available on the beta branch! In case you missed our last post, we discussed Rose's new mechanics here: https://steamcommunity.com/games/1073320/announcements/detail/2190384257594913025

Want to try the beta?

Anyone can opt-in to the beta - simply follow these instructions these instructions if you're not already on the beta branch If you're already on the beta branch from from a previous release, you're all set!

As usual, we expect Rose will be on the beta branch at least 3-4 weeks before coming to the main branch. If you prefer a more stable experience, you may want to wait for the full release of Rose before trying her out.

First, a small request!


Please take a moment and leave a review


For small games, reviews are super critical. Because small games get very few reviews and since most players don't leave reviews, even a few negative reviews can really skew a game's rating. If you enjoy the updates and haven't reviewed Krumit's Tale yet, please take just a minute to leave a review. It helps *so* much and is a huge help to the team. And if you're not completely satisfied - let us know how we can fix it! We've made a ton of improvements since launching in Early Access that came directly from players.

Adding new ways to find help in-game


One of the things we noticed in some of the recent reviews is that because Krumit's Tale is really different from most other games out there, some players have struggled with the mechanics and found it too difficult.

In this update, we're adding a "Get Help!" link on the main menu and in Settings to help players who might be struggling with the game, or have encountered some issue they'd like to leave feedback on. We're listening on all sorts of platforms - Steam, Reddit, Discord, Twitter, email, and QQ - so you can contact us in whichever way is most convenient if you have feedback.

We also recently updated the following resources, which are now linked from in-game:




Need help? We've got you covered!


Now introducing - shop reroll



Some of the most common feedback we've gotten is that players want more ways to spend their exceed gems and they want a way to reroll the shop. In the Rose Update, we're adding a shop reroll! You can use this as a way to spend some extra gems, and it makes it slightly easier to try 'themed' builds (a fire-only build as Greybeard, for instance).



It costs 5 gems to use the reroll the first time, then 10, and it finally caps at 15. You can reroll as often as you like at 15 gems. We hope this new feature gives players a fun way to spend their extra gems, and make it feel more rewarding when you're playing well.



Breaking down scoring


In the last major update, the Mutation Update, we introduced a new Daily Challenge mode with scores, but didn't really talk about how score is calculated. In this update, we've added a score breakdown view that you can see by tapping your score. The breakdown shows you how the score was calculated, and can be tapped at any time by tapping your score in the lower-left of the screen.


"Oh, so *that's* how it works!"


And a whole bunch of fixes!


As always, a big thank you to the Krumit's Tale player community, that has collectively logged dozens of bugs, feature suggestions, and really helped us to make the best game possible.

NEW


  • A new hero, Rose, is now available on the beta branch!
  • You can now re-roll the shop! It costs more gems each time you use it, to a max of 15 gems
  • Tapping your score now shows how the score was calculated
  • New neutral perks: Salamander, Devoted, Reaper
  • Added a few more small in-game tutorials
  • Added the ability to turn off auto-save in Settings (may reduce crashes for some users)
  • Added a 'help' dialog on the main menu


BALANCE

  • Flex, Lucky Ace are now [Instant]
  • Jumpstart is now [Instant] and costs 4 -> 3
  • #458 - Crowbar now removes block as well as armor
  • Smashgud: Damage increased 3 -> 6


BUGS

  • Frozen enemies now show their future attack pattern correctly (instead of showing 0)
  • #433 - The amount of Burn is now shown in the description for Spellbender Bracers
  • #435 - Pick Pocket description now includes 'Only usable outside of battle'
  • #561 - Fixed a few issues with the Evening the Odds mutation and the attack pattern view
  • #609, #636, #683 - Fixed a few issues with tile spawning after the dungeon, including issues with Perfect Storm / Rain effect
  • #613 - The boss intro should no longer get stuck until after the dungeon in some cases
  • #626 - Boast triggers its health increase bonus, even if the deck is empty
  • #627 - Run History no longer cuts off runs on the bottom
  • #638 - Eviscerate now recharges properly
  • #641 - Fixed a death prediction issue related to the Crusader perk
  • #645 - Clarified Thorns description
  • #649 - The attack pattern view no longer disappears after tapping an enemy
  • #653 - Stealthed enemies can no longer be targeted by certain items
  • #654 - Drafted tiles now trigger 'on acquire' effects
  • #666 - Pauper now works properly with Instant tiles
  • #670 - Negative tiles in-hand such as Doom or Stoopid now grant gems
  • #673 - Cull can no longer be used against bosses
  • #679 - The bottom bar should no longer disappear on the Daily Challenge screen in some cases
  • #681 - The first shop in the Sealed mutation now includes cards from your supporting class
  • Bloody Dagger now only restores health after attacking a damaged enemy (matches the description)
  • Equipping Stab no longer makes the attack considered 'piercing' for purposes of death prediction
  • Abilities or effects that reduce item / ability cost (eg: Amanita Essence) should now work as expected in Sector Zero
  • Fixed a few issues with minions, poison, and death prediction
  • If you have both Survivor and Vampire, Survivor will always trigger after battle as expected

Krumit's Tale - now in Spanish!

We're happy to announce that thanks to the hard work of the Localizor community, Krumit's Tale is now available in Spanish!



Meet Luciano Calderón


I'd like to give a special thanks to one person in particular, Luciano Calderón, for his hard work in translating almost all of the source text to Spanish. I worked with Luciano for the past couple weeks on the translation, and what struck me most of all was the level of care that he put into making sure the translation was what I'd intended. When appropriate, he also pivoted from literal translations to a better localized translation that would match the tone more appropriately for Spanish speakers. He also gave a ton of advice about what to change in the source text that would make it easier to translate for Spanish (or other Romance languages)

Need help localizing your game to Spanish?


Luciano mentioned that he's interested in translating other games to Spanish as well! If you have a game you'd like translated to Spanish, I'd highly recommend reaching out to Luciano -

Luciano's email
whiskyconmayo at gmail.com

Thank you to the Localizor team!





And of course - a big shout out to the Localizor team for supporting such an amazing tool for distributed translations! Over the past couple months, more than 60 players have helped contribute translations to Krumit's Tale through Localizor. We're well on the way to translating the game to French, German, Japanese, Polish, Russian, and other languages, thanks to the hard work of the Localizor community! The Localizor development team has been rolling out new features every month and have been incredibly responsive whenever I encountered an issue.

A big thank you to both the developers of Localizor, as well as the hard-working community of translators that put a lot of love and care into bringing Krumit's Tale to many new languages!

If you're a game developer looking to localize your game or you're a player who wants to get involved with game translations, I highly recommend that you check out https://www.localizor.com/!


More than 60 people have helped contribute to translating Krumit's Tale!

The Mutation Update

Introducing Mutation Mode


The Mutation Update adds a set of wacky mutations to the game, playable in Mutation mode. When you start a new game, you'll now be given the option to completing a standard run (the same gameplay you're used to) or Mutation mode, where you'll pick a Mutation before starting out. There are a bunch of different mutations, each one changing the game (sometimes in significant ways!)



What are mutations?


Each mutation tweaks a bunch of rules of the game, resulting in a very different experience. In the Dungeon Crawler mutation, you start with weapons, armor and an ability, but have no deck at all. Instead, enemies drop tiles for you to acquire once you've defeated them.



The Sealed Deck modifier starts you out with 15 tiles in your deck and before you start, you have to trim down your deck to just 10. You also start with a second hero's perk and discover cards from their class as well.



Like many good games, different game modes (called 'mutations', in the flavor of Krumit's Tale) help keep the game feel fresh and interesting, challenging players to evaluate cards and play styles they're familiar with in a new light. We hope players enjoy trying out the game with these new mutations and we plan to add additional mutations as time goes on.

Got ideas for Mutations you'd like to see? Let us know on the Steam forums!

Daily Challenges


Daily Challenges are another new way for players to experience the game. Each Daily Challenges features a set mutation for that day, with a random hero. All players will get the same random 'seed', ensuring that all the random decisions (the journey of the hero, the perks offered, the shop items offered, etc... ) are the same for all players. After completing your run, you'll get a score and it'll be shown on the daily leaderboard. You can check back once the challenge is over to see your final rank.



Enjoy!


We hope veteran and new players alike enjoy this fresh take on the gameplay of Krumit's Tales! We'll be keeping an eye on player feedback on Steam, Reddit and Discord over the next couple weeks and tuning the new mutations as necessary.

Let us know what you think!